Results 1 to 15 of 15

Thread: "Proposal" - Adding more elements from other MTW II Mos

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    TheGeat's Avatar Miles
    Join Date
    Jan 2010
    Location
    Västra Götaland
    Posts
    305

    Default "Proposal" - Adding more elements from other MTW II Mos

    Hi! First i want to thank the SS-team for making MTW II a much more enjoyable game and more realistic visually.

    My proposal is to add/merge more parts from other mods to make SS even better. There are lots of mods that has very good skins like BC wich could add a much more realistic rooster to the islamic factions and perhaps even Armenia and Gerorgia. There's also the mods that focus, more or less, on single factions like ex, Bulgaria (could be playable for early campaign) and Hungary (magyar mod- for mtw not kingdoms though). All this could, IMO, make SS even better.

    Just my thoughts. Cheers

  2. #2
    Mega Tortas de Bodemloze's Avatar Do it now.
    Join Date
    Jan 2008
    Location
    Fort Hood, Texas/Parramatta, New South Wales, Bristol, Tennessee
    Posts
    11,527

    Default Re: "Proposal" - Adding more elements from other MTW II Mos

    Welcome TheGeat...Glad to have you with us... Tell us more, but please bear in mind that the hardcore posters who will follow are going to want specific, ideas, and examples of what your are refering to.

  3. #3
    TheGeat's Avatar Miles
    Join Date
    Jan 2010
    Location
    Västra Götaland
    Posts
    305

    Default Re: "Proposal" - Adding more elements from other MTW II Mos

    Quote Originally Posted by Mega Tortas de Bodemloze View Post
    Welcome TheGeat...Glad to have you with us... Tell us more, but please bear in mind that the hardcore posters who will follow are going to want specific, ideas, and examples of what your are refering to.
    Thanks mate, well i was hoping this post would be of some use lol. Well i'll give you a list of mods that i would like to be merged into SS (with the authors promission offcourse) and why.

    1.Magyar Mod - A mod that focus on a more realistic and historical Hungary. Could be a nice addition to SS and give the hungarians a more coustom and interesting rooster.
    http://www.twcenter.net/forums/forumdisplay.php?f=583

    2. Bulgaria: Total War - A mod that focuses on a historic accurate Bulgaria. Could be a very nice addition if the SS-team decides to implement Bulgaria to the campaign (possibly early campaign).
    http://www.twcenter.net/forums/forumdisplay.php?f=769

    3. Broken Crecent - Very good quality units for muslim factions and others. Elements from BC could be a nice addition to egypt (not sure the real name is abbasid or umayyad caliphate?) aswell as the Kwarezmian empire. There are also good skins for Georgia and Armenia in this mod wich could be a nice addition if SS-team want to make Georgia and Armenia playable in GC.
    http://www.twcenter.net/forums/forumdisplay.php?f=346

    Hope this clears it up

  4. #4

    Default Re: "Proposal" - Adding more elements from other MTW II Mos

    Quote Originally Posted by TheGeat View Post
    Thanks mate, well i was hoping this post would be of some use lol. Well i'll give you a list of mods that i would like to be merged into SS (with the authors promission offcourse) and why.

    1.Magyar Mod - A mod that focus on a more realistic and historical Hungary. Could be a nice addition to SS and give the hungarians a more coustom and interesting rooster.
    http://www.twcenter.net/forums/forumdisplay.php?f=583

    I think Point Blank is going to put this in the RC/RR Compilation at some point.


    2. Bulgaria: Total War - A mod that focuses on a historic accurate Bulgaria. Could be a very nice addition if the SS-team decides to implement Bulgaria to the campaign (possibly early campaign).
    http://www.twcenter.net/forums/forumdisplay.php?f=769

    I think Point Blank is going to put this into RC/RR at some point.


    3. Broken Crecent - Very good quality units for muslim factions and others. Elements from BC could be a nice addition to egypt (not sure the real name is abbasid or umayyad caliphate?) aswell as the Kwarezmian empire. There are also good skins for Georgia and Armenia in this mod wich could be a nice addition if SS-team want to make Georgia and Armenia playable in GC.
    http://www.twcenter.net/forums/forumdisplay.php?f=346

    People are working on that in the sub-mod forum, check out the Improved Moorish Roster project, and "Broken Sword" in the RC/RR sub forum. That might be good for you.

    Hope this clears it up
    I think most of this stuff is being worked on, you just have to look in the right places.

  5. #5
    Tiro
    Join Date
    Aug 2010
    Location
    The great state of North Carolina U.S.A. birthplace of nascar and home of the best barbeque on the e
    Posts
    283

    Default Re: "Proposal" - Adding more elements from other MTW II Mos

    I think it would be cool if SS made an americas late campaign. Something comparable to the actual kingdoms americas campaign but with a better map including both of the americas in full. Make as many native factions as are needed (Aztecs, Incas, Carrib, and Iroquis being of prime importance), and for old world factions put in Spain, France, England, Portugul, Novgorod (at the risk of being a bit early for russia), and the Barbary States. It would require very few new units (importing them from Americas and modding them for balance) and would offer the opportunity to see all the fixes, unit improvements, and AI changes in an all new setting.

    Also the dark ages (like just before Charlemagne dark ages) could be fun. The height of the Byzantines, Lithuanians, Saxons, Irish, Vikings, and Moors. Also could add a Turkish (replacing Mongols) invasion, the rise of the Normans (not unlike the Teutons in early campaign), and the formation of the HRE (in a Kalmar Union fashion). Could add Armenia, the Lombard kingdoms (replacing Genoa but not Venice), Pagan Hungary, and some small Catholic Spanish faction. Remove Crusades (but not papal favor and missions) and Jihads. This one could draw on BI, VI, and the various viking and darkage mods.
    Glory is fleeting but obscurity is forever.-Napoleon Bonaparte

  6. #6
    delra's Avatar Praepositus
    Join Date
    Jun 2007
    Location
    Warsaw, Poland
    Posts
    5,590

    Default Re: "Proposal" - Adding more elements from other MTW II Mos

    I think SS needs a garrison script preventing most important cities from falling that easily to another faction. Crusader States for example could use a strong stack getting spawned for them once they are in dire situation. Other obvious places that wouldn't fall easily would be all Italian cities, Constantinople, Vilnus, Cordoba and other key historic places, all capitals in general, most of important fortresses like Toledo for example, most of Holy Land too regardless of who holds it.

    I was strongly against this kind of scripts, but then came Third Age where garrison script always gives player most spectacular battles really testing his army and skill - and preventing him from gaining too much land too fast. And having fun there with how hard it was to take Isengard or Moria, I kind of became fond of those.

  7. #7
    Ottheinrich's Avatar Libertus
    Join Date
    Oct 2010
    Location
    Near the Rhine (Mainz currently)
    Posts
    69

    Default Re: "Proposal" - Adding more elements from other MTW II Mos

    Quote Originally Posted by delra View Post
    I think SS needs a garrison script [...]
    I encountered garrison script years ago while playing an early DLV release. I have hated it with a vengeance ever since...

    But you do have a valid point there. Capitols are taken way to easy. Is it possible to "glue" spawning garrisons to a city and make them disappear as soon as a siege is lifted?

    @Irishpsycho

    I'd love a campaigne for the Dark Ages, one of my favoured theme. But looking at all the new factions and units such a campaigne would need, you would be better off creating a new, major mod.
    Last edited by Ottheinrich; October 13, 2010 at 04:37 PM.

  8. #8
    Tiro
    Join Date
    Aug 2010
    Location
    The great state of North Carolina U.S.A. birthplace of nascar and home of the best barbeque on the e
    Posts
    283

    Default Re: "Proposal" - Adding more elements from other MTW II Mos

    Yeah, but I love all the fixes and map enhancements in SS and I think it's a better starter than vanilla or kingdoms alone.
    Glory is fleeting but obscurity is forever.-Napoleon Bonaparte

  9. #9
    Tears of Destiny's Avatar Senator
    Join Date
    Apr 2010
    Location
    Rice Pudding, Dessert.
    Posts
    1,006

    Default Re: "Proposal" - Adding more elements from other MTW II Mos

    One thing to keep in mind is that we are at our Limit for the number of unique units.

    And Factions.

    EDIT: Oh and Territories.

  10. #10
    delra's Avatar Praepositus
    Join Date
    Jun 2007
    Location
    Warsaw, Poland
    Posts
    5,590

    Default Re: "Proposal" - Adding more elements from other MTW II Mos

    Oh, and if I was on a plundering trip into Broken Crescent, personally I'd come back with Georgia. :-) Removing Norway or Portugal for them. (yes, I know stones will fly my direction but I feel Georgians have way more stuff to do than Norwegians or Portuguese...)

  11. #11

    Default Re: "Proposal" - Adding more elements from other MTW II Mos

    Unfortunately we are at the limit for new units and territories, but I bet we will get Georgia faction eventually.

    And as far as the garrison script goes, I totally agree. ALL COASTAL CITIES SHOULD HAVE A GARRISON SCRIPT.

  12. #12
    delra's Avatar Praepositus
    Join Date
    Jun 2007
    Location
    Warsaw, Poland
    Posts
    5,590

    Default Re: "Proposal" - Adding more elements from other MTW II Mos

    Garrison script besides slowing player down considerably would have another added value of preserving status quo for longer. So you wouldn't see Crusader States, Genoa, Portugal or Scotland being wiped in 30-40 turns off the map. We've arrived at the limit of factions in the game - but a part of that work is wasted when such a faction disappears right away without even giving player a chance to fight against them once see what they are capable of in later eras.

    This comes after my Byzantine game, I really hoped to put my best to a test against crusaders but before I got round to it crusaders were no more. Kind of depressing to think throughout the rest of your campaign you're missing a whole feature just because Turks happened to have a stack where Crusaders forgot to garrison a city.

    Third Age backing up for the garrison script is that it's added because AI has no idea how to defend itself against other AIs and especially against human player. I tried Savage and Lusted AIs here in SS so far both on VH/VH and I think this is correct for them as much as it'd be correct for Third Age if it didn't have such a cheat.

    Also remember, those battles against a garrison script aren't retarded like in the old RTW days when you'd just fight a full stack of peasants, they allow authors to create a really balanced and interesting stacks which AI rarely builds on its own - and put human player and his army to a damn hard test - which is lots of fun.

  13. #13
    Navajo Joe's Avatar SS Forum Moderator
    Join Date
    May 2008
    Location
    England
    Posts
    4,182

    Default Re: "Proposal" - Adding more elements from other MTW II Mos

    Delra,

    Firstly to say I am in 100% agreement with you on a Garrison script, it is very badly needed within 6.3. Tsarsies created a 6.1 sub mod, it was never included with 6.2, but Point Blank considered this sub mod for 6.2 RR/RC, but never got round to including one. However I understand that Constantinople in 6.3 has a Garrison Scrpit if it is attacked, why only this one I don't know.





    'Proud to be patronised by cedric37(My Father and My Guardian)

  14. #14
    TheGeat's Avatar Miles
    Join Date
    Jan 2010
    Location
    Västra Götaland
    Posts
    305

    Default Re: "Proposal" - Adding more elements from other MTW II Mos

    Well i didn't know about the limit of coustom units but this was just some ideas. About Bulgaria for example, as the Bulgarian empire was in numorus wars with the byzantines it would be an interesting addition to the region around anatolia/greece. Georgia is also an interesting faction, if i'm not completely wrong i think it's one of the worlds oldest nations, i think armenia is pretty old aswell. When it comes to broken crescent i think the islamic units are very well made and i would love to use the in a SS campaign. Also the magyar mod has some incredable textures and would be very nice in SS. I understand if the SS-team already has their hand full though. Cheers!

  15. #15

    Default Re: "Proposal" - Adding more elements from other MTW II Mos

    I really hate garrison script in TATW (well "hate", you know...) since the AI already has "free" stacks and stacks of units roaming around, making the use of human brain pretty useless, why bother sacrifice a unit or a half stack to get their attention somewhere, and try to conquer with another, when next turn it simply spawns a new stack....

    making it straight forward for the player, going for a key settlement and already know what to expect, at least 3 stacks or so, after 60 turns of gameplay, thus the use of spies becomes next to useless, the use of brain on CAMPAING MAP wouldn't be needed since you know that the AI simply has godlike powers xD

    but on the positive, it prevents the abuse of such thoughts, making it harder for the player, but as we are human, MOST of us can't really abandon the use of such fun feature, thus we abuse it, making the "use it only if u want to" a boring "advice"


    What I propose is garrison script, yes, but not only they should NOT have OP gold chevron elite omgwtfpwnage units (1-5 on a garrison script army of these should suffice to give a challenge), they should instead of bronze chevron DECENT militia/mid tier units, would be best if this could "upgrade" as turns pass by, 0-20 militia only, 20-60 mid tier, and 60-xxx elite (random numbers)

    AND this should be for REALLY key settlements, like Jerusalem, Cordoba, Rome, Constantinople, and a few others, not ALL capitals...

    Bear in mind that in TATW the income is less, and the "good" units have really good stats vs horde evil units (with few exceptions) and has fewer settlements... and the AI can really come to aid of another of its settlements, since they are closer (again with a few exceptions)

    This for SS doesn't apply, since the AI has tons of stack after a few turns, and u need lots of settlements to defend vs attacks coming from all over the place
    Last edited by HolyDevil; October 14, 2010 at 09:48 AM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •