Hello all,
First of all a big hurraa for this mod which i find very addictive, and very well thought out.
As i really like it i also am very frustrated by some aspects of the game... the more intense the love the more intense the hatred ^^
Here are some points i would like to discuss:
1) Capital moving: in fact it is better not to try to move it at all because at the end you will finish with a civil war. I found that it was hard-coded the name of the capital for the coronation and even with the crown, your leader is expected to be located in the original capitat not the one you decided. That removes some freedom for the player and is a real pain if your orignal capital have failed in the hands of your opponents...
2) Economy: the random events have too many chance to trigger (10%) so your economy is like a yo-yo and generally very poor due to more than frequent "disasters on your roads" event which will kill completly your income.
When your income is normal though, some cities can reach crazy levels, like Venice who sometimes gave me 30K/turn! Maybe something smoother would help.
3) Unit rosters: there are some very unbalanced rosters in the game. The moors have one good example, "Andalusian Infantry". Those monsters are recruitable in castles (tier 2), does not cost that much and their stats are superior to most of the knights the western catholic nations can build for much more expensive prices and only in fortress or better.
I play now as milan and my foot / mounted feudal knights (tier 3) have no chance beating andalusian infantry (tier 2) on a 1 to 1 basis. This is very annoying.
Plus the AI only recruit endless stacks of this unit, so you have to fight the same stacks again and again with heavy loss. It kills the diversity as well as the fun.
Even my templars had bad time fighting those andalusian cyborgs (DEFENSE 40!!!! my famiglia ducale, which is the top elite of milan have defense 40 too but they cost 3x the cost of andalusian infantry and are tier 5.)
I don't know if other rosters have such unbalancing units; but it gives the game a sad turn (castille and portugal have been exterminated by the andalusian cyborgs and france was about to fall when i fortunately called a holy war against cordoba and catholics start to retaliate...)
4) Dark Ages: this event is more of an annoyance for me. I mean you took lots of time to build / consolidate alliances sometimes it had cost you a lot of money and concessions. Everything is lost during those years as your most fidel allies will fight you, sometimes just by blocakding ports that are even not strategical points at all.
This is particularly annoying when the betrayer is one of your vassals because your count of regions held diminish; and you will never be able to have this faction as a vassal again (or the odds are so poor).
Could it be that this event only throw neutral nations to fight you ? At least vassals should remain vassals...
5) Admirals: once you have separated a fleet in 2 parts you will never be able to have it whole again. It is very annoying that everytime you build a ship you have to get a new fleet with its proper admiral; especially when he gets no stars...
The only way to get a big fleet is to let your fleet in the port when the new ship is build. It is not very logical when you compare to earth units. You can merge 2 generals in one stack but you cannot merge 2 admirals in 1 stack. This restriction should only apply to "starred" admirals IMO.
6) Assassination chances: once the AI gets an assassin, even a 0-starred one can kill a governor in a city. And i already seen some of my 10-stars generals assassinated by incompetent assassins. Is it normal ? It is a real pain to see your champion murdered by a newbie assassin.
7) Factions behaving like hordes + winning conditions: a bad combanation. Try to achieve the victory when your victory is linked to the elimination of 2 other factions. It is nearly impossible; as Sicilians will flee away as far as Georgia to avoid Milan's wrath... Plus the realism of this is very poor.
Imagine that all venetians armies / fleets have been crushed by successfull milanese campaigns. They are now besieging the last venetian survivors in Venice. No way out: the only access to the city other than the port is by a tiny land occupied by hordes of milanese soldiers. Guess what ? when you finally crush the defense of the walls, the venetians have mysteriously fleed, flying over your armies and by some more kind of magic they now have condottieri and elite units at their disposal.
Not really logical and not very funny.
I have seen that there is a submod by Grimblade which seemingly fixes some of the issues i describe, but it also seems to apply for DLV6.1 and i definitively prefer DLV6.2 as i can choose the scripts i want to apply in my games.
Is there some way of fixing some of those points ? Will they be adressed in a later patch ?
I have already changed some files to fix points 2 (decreased % for events in campaign_script) and 7 (removed the horde settings in descr_sm_factions but i need to test this one though), and maybe i will take some time to fix point 3 (EDB / EDU, will take me lots of time) and 4 (remove the event in descr_events maybe ?).
For point 1, 5 and 6 i have no idea what to do.
Sorry for the long complaint, but i really like the mod and if i could fix those points this mod would be nearly the perfect mod for M2TW.
Cedric37.





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