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Thread: Suggestions for Future

  1. #161
    General_Zavier's Avatar Civis
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    Default Re: RM2 Suggestions for Future

    Quote Originally Posted by phoenixemperor View Post
    Replace Milan with Venice if you have no free faction slots. Having Milan as an independent entity and Venice as part of the HRE is absurd. Venice wasn't part of the HRE.

    At the very least, make Venice a rebel city, rather than a HRE city
    Milan is already gone. But I do agree that Venice should be a rebel city, and one with a large garrison of good troops so its hard to capture.
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  2. #162
    Lord Of The Knights's Avatar Rome Medieval ******
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    Default Re: RM2 Suggestions for Future

    in RM3,venice is a rebel city,with strong garrison and good buildings.

  3. #163

    Default Re: RM2 Suggestions for Future

    when playing RM2 campaign, I noticed that many small rebel settlements have no garrison units. In RM3, is this the same or different?

  4. #164
    Lord Of The Knights's Avatar Rome Medieval ******
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    Default Re: RM2 Suggestions for Future

    you mean some settlements in america,i fixed that in RM3

  5. #165

    Default Re: RM2 Suggestions for Future

    Could you make the mongols weaker...

    I am just 15 years in, but i fear they are going to own all of Europe at this rate.

  6. #166

    Default Re: RM2 Suggestions for Future

    thats historically correct tho
    plus that fact that the human faction is going to be abnormally strong
    i think the mongols are fine

  7. #167

    Default Re: RM2 Suggestions for Future

    Hi, letAttachment 21412

    Attachment 21413

    Attachment 21414

    Attachment 21415 me say you did a great work with this mod. I have realised that is possible to low and grow walls of cities in the folder settlement plans files.
    So it is possible to place artillery in the base of walls and they can also fire to enemies. Historically almost all cities around XV century had artillery, bombards on walls.
    The way to modify walls is to change the last digit on each part of wall lines text, -30 with minus before will low the walls or any other building about 30 meters and a normal digit without minus 30 will make any building or wall grow about 30 meters. Example:
    slot_112x64_equestrian, -318.00, 134.00, 180, 0.5
    slot_160x128_amphitheatres, -203.00, -293.00, 90.00, -100

    gateway, -192.00, -416.00, 0.00, 0.500
    straight, -256.00, 416.00, -180.00, 0.500
    straight_link, -352.00, 416.00, -180.00, 3.5
    straight_link, -288.00, 416.00, -180.00, 3.5
    so I have lowed the amphitheatres 100 meters, and they wil dissapear althoug there is sometimes an ugly shadow on the ground, an easy way to make dissapear roman period buildings, not medieval ones, I have increased the alt. of the links walls about 3 meters, enought to fire bombards from there. Although after this modifications the top of walls may seem ugly to somebody, as you will see on the pics I post. I post it if somebody didnt know that.
    Last edited by Baron_RedClaw; October 20, 2008 at 04:18 PM.

  8. #168

    Default Re: RM2 Suggestions for Future

    hey one thing ive noticed is that when you look at units from a certain angle their sheilds are invisible due to being very thin i think

    is there anyway that could be changed?
    not to be picky or anything just a sugestion

  9. #169
    Ragnos's Avatar Semisalis
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    Default Re: RM2 Suggestions for Future

    If what you're talking about is from a distance, then it's the sprites. To my knowledge it is impossible to sprite the backside of the shields, so it's not an error or anything.

  10. #170

    Default Re: RM2 Suggestions for Future

    no its from close up so its not the sprites

  11. #171
    Ragnos's Avatar Semisalis
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    Default Re: RM2 Suggestions for Future

    Are you sure you have the latest hotfix? It was fixed a while back.

  12. #172

    Default Re: RM2 Suggestions for Future

    Looks that I don't have such problem in a closed look. Be sure to have the latest fix

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  13. #173

    Default Re: RM2 Suggestions for Future

    hot fix 9 is my latest one
    but i dont mind it doesnt bother me that much

  14. #174
    Dean Martin's Avatar Tiro
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    Default Re: RM2 Suggestions for Future

    Hello~~! The mod is really good but some sugestions. I don't know if that was reminded before ( a lot of reading):hmmm: but Poland should have atleast 3 cities Gdańsk insted of Danzig, territory of Krakow should be cut for two territories. First Poznan and second Krakow in south-east of Poznan ( if not quite sure check map of Poland in Atlas)


  15. #175

    Default Re: RM2 Suggestions for Future

    Something that's bugged me for a while (even with vanilla RTW) is naval recruitment. Would it be possible for you to make ground troop and naval recruitment separate tabs?

  16. #176

    Default Re: RM2 Suggestions for Future

    I would just like to see muskets (maybe cossacks for the russians and janisarries for the turks) and religon play a bigger role but I think you said you addressed the religon but just making sure. Still though it is a great mod

  17. #177
    Axeman's Avatar Praepositus
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    Default Re: RM2 Suggestions for Future

    Use Barbarian Invasion , also have a campagin later when the Mongols begin thier invasion of Europe , and have them as a playable faction in a horde at the start.

    ☻/ This is Muhammad.
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  18. #178

    Default Re: RM2 Suggestions for Future

    BI would rule the likes of me out. :|

  19. #179
    Axeman's Avatar Praepositus
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    Default Re: RM2 Suggestions for Future

    Just head down to your local wal mart , only costs around 10 Euros

    ☻/ This is Muhammad.
    /▌  Copy and paste him
    / \ so as to commit horrible blasphemy!
    If there were a God, I think it very unlikely that he would have such an uneasy vanity as to be offended by those who doubt his existence. --Bertrand Russell

  20. #180
    Sun Devil's Avatar Campidoctor
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    Default Re: RM2 Suggestions for Future

    You know what would be cool, if you put the Godfather theme music in for the Sicilian faction just for something different. Also, IMO the economy is way too easy, building should cost more, and unit upkeep could probably be a little higher. Good mod better overall, I like it better than Chiv for medieval time period stuff.

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