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  1. #1

    Icon3 some ideas, some dreams and a little request :)

    hi there everyone

    i need a little help for a basic problem. if anyone can help, i will be very grateful

    i am not shore, if anyone thinking like me, but as a game player i think some parts of the orginal RTW 1.6 are more player friendly. but when i start to interest with the first RTR, new ideas such as much more settlements and a bigger and more complicated world map seems to me very interesting
    my idea is, using the new platinum 1.9 map with the original units and the original buldings.
    i tryed to make a little add-on for this idea, but because of the my limited editing knowledge and a lot of uncertain things for me, such as the reediting all of the new factions, my work failed.

    i make a little search for such a add-on, but i can't find anything to this day.

    if anyone can help me, i will be very grateful.


    if any friend allready interested such idea, i can give some of the my little ideas. the "will be" s in this topic of course my personel opinions and please understand they "this can be good in a game for trulias sight" :

    first of all, i think, for many players, a very detailed and complicated game can be very tired. for example;
    - a very culture based unit producing system needs a lot of effort in play, such as a continuous support lines and a little meaningful retrain system in hot battled areas. for more simplemined players (like me ), the original or a little modifited culture-production system can be more playable. for example you can be reduced cultural penalty with the disbant of your original units and when the penalty reduce under 30 procent faction units producetion started.

    - for unit skills, very high numbered and much more differant sized units cannot be fovered for most players. for example 38 defence 11 attach 30 soldirent phalanx versus 60 soldired 22 attac 18 defence 12 charge swordsmen, in a 900 vs 900 soldier battle , 12 attack missle troops ( a little imformation, arrows attach density always superior to swords with huge numbers, for ex. 60 jule vs 750 jule ) etc... this is a little complicated i thing tiny editing or a unediting orginal version is much more calculatable and understandable for some users (like me )

    - i now, the vanillia RTW buildings are not very realistic and in some cases a little fantastic, but if a have to tell truth, seeing uncompareable graphiced buildings to the orginals and can't see a symetric growing in the buildings a little dissappointed. from a players eye, try to attemp making huge cities, with this settings not needed. because players can producing most of the units in minor city level.
    this is my opinion, but i think for many players conquering all of the world unimportant. maybe you can think this is a little romantic but many people played RTW lile games for watching the growing of their own lands, and favored making farms to the barracks even in the orginal RTW making periodic unrests and executing all of your citys people is neccery for a balanced and cheap city defence, but with this setting this is neerly fatal.
    unoder importend think for buildings, even some buldings is very unrealistic, they have a important mass in game ambiance. for example religious buildings differant bonuses is a very important part, some people even making their citys for the desired pantheon and pantheons bonuses
    last one about buildings, ashly, seeing in buildings unit production part unit names with unseperated order building needing informations, or a special building explaning with this building for crashes without any bonuses a little game ambiance disturbed.
    my opinion, for same players orginal buildings with or without a little editing will be favored.

    - if you ask me, 4 turn per year is a perfect idea and must be protecting. but i thing building and unit build times don't be very longed. for example making a little shire in 1 year is a very unrealistic thing. in history, in some emergency case armys making true stone fortress in 4 or 5 months. i thing making unit and fist level minor building times as orginal and order building times double will be right.

    - the idea of routing defeated siege and normal armys is a super idea to. i am grateful to the this add-ons owner to my opinion the routing price will be %25 of the defeated armys war start upkeep. and a little idea from me, there will be a chance of campture the enemy ships if you look at the mediaval priate history records or seebattle records, most defeated ships captured not sinking. the change can be %10 for each unsinking enemy ship for the victorious fleet. of cource very rarely sinking ships are a little discasting. maybe double change of ship sinking for orginal RTW 1.6 calculation will be right choose.

    - for most players, don't seeing any effect of strategycal works in game very dissappointig. for example if i make i large fleet wiht a lot of effort and blockade all of the enemys port, i want to see this in my enemys economy. because of this i am against given emergency many fones to AI. in my opinion AI started to game a certain many fone with paralel of strategy difficult selection, and only gain many with the paralel of his towns. a AI can be even fall to a economicaly minus, and in a such case making a lot of diplomatical work such as cease fire etc. if player or AI going to minus economy, upkeeps started to share as the paralel of the capital distance and this will be hugely raise the chance of the army revolts. family members will be much less affected this stiuation.
    i think, dont giving a extra many fon to the AI dont very affected to the AI, because of the huge map size, and town number. for example, i dont think selucids have a many problem because of their city numbers

    - diplomacy will be more important, and the change of the breaking a promise will be less. maybe quarter chance for orginal RTW 1.6 can be right. and in trade rights and ceasefire selecetion the AI will be more kind, maybe double chance

    - i think a minor towns and a huge citys unit production capabilities can not be the same. in my opinion, minor towns can 1, minor citys can 2 and huge citys can 4 in same time will be right order. this order dont be affected production times and building productions.

    - mining will be more important. i thing mines must be make i direct bonus to trade with the paralel of the facility level and have to be produce more income, for example 300 for first and 600 for second.

    - farm levels have to be much more important. each level must be longed siege times because of the base food stores, a direct bonus to the trade with the paralel of farm level and making procent explantions not +1, +2... . i thing the income and of course level bonuses will be %25 first level, %60 second level, %100 thirdy level, %150 fourt level and %250 final level. i think paralel incresing was folse to the start. i don't think 2000 peoples production capasity only half of the 30.000 people. i think unoder important editing will be gain 2 farm income with the 4.level and 3 with the 5.level in the warm countrys. in history, form example in north africa people making 3 harvest in a year.

    - with paralel of the farms, gaining many from taxes will be per 4 turn. of course high level farmed warm regions will be paralel of the harvest number.

    - some empty areas, maybe loosks like a differant colour minor town, for making new citys, can be very interesting. i thing missing of a settlers unit is a huge hole in this game. high population must be a good thing in normaly. but in RTW this is the main problem of the all players. making more units in bigger citys maybe a solution, but i think selectable city sides is a good idea. of course making a new town destroyed the near posiable sides, and we can see the future potansiels of the areas such as ports and tranined animals, starting farms will be a strategy challange settlers can be producing with only huge cits and more populated than the 30.000 citys.
    i this paralel, i think squalor must be a less problem. in may opinion squalar cannot be a problem unless you overreached the next city level, for example this can be 9000 for a 6000 population minor city opportunity line. this is a reasonable thing, you make the gevorner palaces not for old peoples but future potantiels. for huge citys the problem line can be 45.000.

    - much more and new buildings is a very funy thing. i like making buildings much more than the fighting but a important problem hear unparalel graphiced and bad explanined buildings make a very bad effect in game ambiance. i think the crahs saver building can be a undestractable city town square with a happines bonus %5 for each level and can be 5 level for 1 for each city level.

    for final i want to explanin my ideas for some units and buildings. of counrs whit the light of the upper settings :

    - ports must be double priced, and each port have a ship limit like castles. for level 1 this can be quarter, level 2 half and level 3 full.

    - all civilizated nations have level 2 road.

    - partian trade routs such as spice road must be much more important.

    - orginal game special units such as spartan hoplites can be produced in orginal citys orginal level facility, for example 4. level barracks for spartan hoplite, and 1 upper level in order towns, with full cultural similarity. in this example, because of greeks don't have a 5. level barrack, of course greeks have 5.th level barrack.

    - all civilized nations without basic archer unit can be produce archers with their large city range and imperial palace. this archers have a -1 missile attack.

    - carthage can produce -1 archers with minor city range, and can be produce with level 3 barracks iberian hastati like merchanarys.

    - rome dosent have long range archer. (ashly as a traditional archerys and archery history fan, romes long range archers a little ununderstandable )

    - africa regions elephants have 2 hit point bonus in the basic elephants and 4 hit point bonus in the war and armored like class againt asia elephants.

    - romans hastati like units heavy weapon classifications a little strange. i dont thing hastatis swords much more heavyer than hoplatis i am not shore but if hastatis and same fashion units swords is heavy all swords must be heavy.

    - all shields defence skills must be less. 1 for littles, 2 for harpon likes and 3 for tower shields. ashly seeing a 5 defence shield, much more than the soldiers defence skill, a little comic

    - there must be a anti spy and assasian bulding. east countrys police buldings maybe have this ability to. for each level %10 more seeing and %5 more chancge to killing assasians and spys. same for each your own spys in yor own citys.

    - there must be a certain gain from public happines. for example in long term happines much more than the %100 in 20 turn long all units producing in this town have +1 experiance, +1 morale (of course we have to see this information in settlement details) and %25 longer seige time, -%25 happines start to invaders with a high chance of revolt for you.

    - all soldiers morale deffinetly can't be excellent. i think orginal morales are good. maybe some minor changes can be reasonable





    finaly its finished
    of chorse this all mine personal ideas

    ashly i only need a little add-on for playing orginal RTW with huge RTR map all this ideas my opinions for a maybe more easy to play RTW.
    for add-on all new nations can ben rebels for making eversting more easy. if anyone can help my problem
    i really be grateful

  2. #2

    Default Re: some ideas, some dreams and a little request :)

    If I get it right this is about RTR Platinum, so I moved it to the proper location

    (Welcome to the forum btw!)

  3. #3

    Default Re: some ideas, some dreams and a little request :)

    Thats an impressive first post! Welcome to the forums.

    You have posted lots of thoughts there. I wont respond to every single one individually, but I'll do some in general terms.

    Naval Battles. Anything to do with navies is hard coded and as such is almost impossible to alter
    Diplomacy. AS above, but there are some add-ons such as "forced diplomacy" which allow you additional features
    Building GFX are usually ignored in favour of getting the units to look right and while you may be surprised by some of the stats associated with a particular unit, I can assure you that there are plenty of qualified historians who ensure that accuracy is as good as it can be.

    There are also limits to what the game will actually allow us to change and we have to work within those limits.

    I would also recomend you try ExRM which is basically RTR PE but more up to date
    TIC (The Iberian Conflict) and FOE (Fate of Empires).

    All three will provide you with a different experience.
    Semi-Retired RTR Developer and Researcher
    Dont get into a fight if there is nothing to win


  4. #4

    Default Re: some ideas, some dreams and a little request :)

    oh i'm very sory for wrong forum part

    asly, before send this post, i already readed the ExRM information in forum. even some ideas coming or updated from ExRM, and i and want to thanks again the ideas owners

    in my opinion, forced diplomasi is helper for extreme conditiouns. i thinked abaut a true ubdating about diplomasi, but i now, this can be only a dream

    my first interest is, finding a add-on or way for playing and testing orginal 1.6 RTW in the new platinum map and eventualy updating all game step by step.
    to tell the truth, i am not very good editing or modding but if some friends started to work, of course, i want to make what i can make, for example testing , balance workings or working on informations

  5. #5

    Default Re: some ideas, some dreams and a little request :)

    when i thinked about the topic, i remember RTR 6.0 and platinum have the same maps. this means this topic is not for esspecialy platinum forum

    i am sorry for late remembered, but any moderator friend can readd this topic to the base RTR forum site

  6. #6

    Default Re: some ideas, some dreams and a little request :)

    The main RTR forum is about RTR VII and not 6 actually... So that makes it more at home here than there (especially because they do have the same map)

    (there will be some forum changes in future to make it more clear as to what belongs where though)

  7. #7

    Default Re: some ideas, some dreams and a little request :)

    well than thanks anyway

  8. #8

    Default Re: some ideas, some dreams and a little request :)

    i simply solved my problem, and want to share you guys

    vanilia mundus magnus map V.3

    simple not nothing changing from old RTW, only a huge map and a lot of more city

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