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Thread: One big town/castle per faction at the start

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  1. #1
    Space Voyager's Avatar Campidoctor
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    Default One big town/castle per faction at the start

    Just a suggestion... I'd love it if every faction had one settlement more populated and developed from the start. All the factions existed for ages, so I don't think that would interfere with lore in any way, and it would give players an option to use high tier units in very low quantities from the start.

    Spamming them could be prevented (probably already is) by long "recharge" times and also it would ruin one's starting economy - one city can't support a lot of high tier units.

  2. #2
    Kiljaden's Avatar Centenarius
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    Default Re: One big town/castle per faction at the start

    Personally, I like it how it is. The gameplay\lore balance must be maintained.

  3. #3
    ISA Gunner's Avatar Campidoctor
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    Default Re: One big town/castle per faction at the start

    There already is....Mordor has the Black Gate, Barad-dur and Minas Morgul. Gondor has Minas Tirith and to a certain extent Dol Amroth. Rohan has Helm's Deep and Edoras. Harad has Umbar. Rhun don't but thats because they were noamid clanspeople. YOU have to build them cities and make them more 'civilized'. Silvan Elves and High Elves need their capitals a bit upgraded and thats it. Same with Moria for the OOMM. Oh and Dwarves have Erebor. I think its fine the way it is.
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  4. #4
    Space Voyager's Avatar Campidoctor
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    Default Re: One big town/castle per faction at the start

    Quote Originally Posted by ISA Gunner View Post
    There already is....Same with Moria for the OOMM.
    I don't understand what you mean by that... Moria is a low level fort at the beginning. You can only build ONE unit more than in other castles around.

    @steroid: GREAT, please create this submod.

  5. #5

    Default Re: One big town/castle per faction at the start

    Quote Originally Posted by Space Voyager View Post
    I don't understand what you mean by that... Moria is a low level fort at the beginning. You can only build ONE unit more than in other castles around.

    @steroid: GREAT, please create this submod.
    ok lol but it's not a mod just a tweak

    So i modify the desc_strat like this:

    - All capītal is a full huge city complete with all recruitement possible. i don't change the other city's of all faction only the capital have been upgrade.
    - All town have the road done at start (boring to every time start the game by build the road... and city without road it's a joke!!!?)
    - Ill upgrade too the city's of all rebel, just make a town for each settlement with decent some build,
    road wooden palissade or wooden castle with the firt barrack and farm nothing too big. the settler's are never more than 2000.
    - Finish to have fight for nothing when u take a rebel settlement with nothing on it , and not settler's.

    What's done the result?

    First u have a real capital can protect all the other small settelment, example you can recuit Trolls or mum at the 1st turn, but beware dude, the cost of upkeep can put you on red.
    The AI profite of this upgrades too, attacking you with some good troops quickly, i really enjoy this challenge.
    The rebels have better settlement, and it's more intersting to conquer.

    Ill upload this here in 1 hour, just the time finish my job.
    Last edited by steroid; May 12, 2009 at 08:26 AM.

  6. #6
    Space Voyager's Avatar Campidoctor
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    Default Re: One big town/castle per faction at the start

    Perhaps going for fully developed settlement is too much, just like two tiers higher than the rest. To save some gameplay spice?

    But hey, it is your submod. BTW, any tweak you make is a mod...

  7. #7

    Icon1 Re: One big town/castle per faction at the start

    Quote Originally Posted by Space Voyager View Post
    Perhaps going for fully developed settlement is too much, just like two tiers higher than the rest. To save some gameplay spice?
    not for me because faction's have some some village really annoying, a really and strong capital give a good balance to all faction , the better is you testing it

    for install
    Make a save/backup of youre decr_strat.txt in \Medieval II Total War\mods\Third_Age\data\world\maps\campaign\imperial_campaign

    And replace by this one

    Give all credits to the TATW team for this AWESOME mod!
    Last edited by steroid; May 12, 2009 at 09:29 AM.

  8. #8

    Default Re: One big town/castle per faction at the start

    Quote Originally Posted by Space Voyager View Post
    Just a suggestion... I'd love it if every faction had one settlement more populated and developed from the start. All the factions existed for ages, so I don't think that would interfere with lore in any way, and it would give players an option to use high tier units in very low quantities from the start.

    Spamming them could be prevented (probably already is) by long "recharge" times and also it would ruin one's starting economy - one city can't support a lot of high tier units.

    Ill do that change for my personnal use, the capital of each faction have a very huge city with most of buildings done and all unit's can be created, it done alot of spice to the game .

    Ill share my descr_strat later here, when back to home if you want.

  9. #9
    Muffer Nl's Avatar Praefectus
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    Default Re: One big town/castle per faction at the start

    Put it in the sub mods sub forum.


  10. #10

    Default Re: One big town/castle per faction at the start

    I think that the population grow too fast and that Some city should be not able to become too big.

  11. #11
    Muffer Nl's Avatar Praefectus
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    Default Re: One big town/castle per faction at the start

    Well my population grows with 1,5% per turn.
    You could probably make sure that no city can grow faster then 0,5% per turn though.


  12. #12
    ISA Gunner's Avatar Campidoctor
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    Default Re: One big town/castle per faction at the start

    That 1 unit leads to 10 units over 10 turns which equates to half a stack. Not too bad. I just haven't started a campaign as OOMM, Eriador or Dale so i wouldn't know.
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  13. #13
    Space Voyager's Avatar Campidoctor
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    Default Re: One big town/castle per faction at the start

    Quote Originally Posted by ISA Gunner View Post
    That 1 unit leads to 10 units over 10 turns which equates to half a stack. Not too bad. I just haven't started a campaign as OOMM, Eriador or Dale so i wouldn't know.
    I was talking about TYPE of unit, not number of them. Meaning that Moria only has one barracks tier more than other castles. Otherwise you can build the same NUMBER of units.

  14. #14
    ISA Gunner's Avatar Campidoctor
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    Default Re: One big town/castle per faction at the start

    Oh OK, my bad Never played as OOMM so i dun know. With all the other factions i've played it seems balanced though.
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