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  1. #1

    Default Re: New: Facts & Features

    Quote Originally Posted by Basil 11 View Post
    I thought that Novgorod could turn into Muscovy - that's the only one I can think of off the top of my head actually.
    Muscovy is option for Ruthenia (Kiev -> Vladimir-Suzdal -> Muscovy) which is pretty much evolution as it happened. Novgorod did not evolve into anything ever and was later annexed by emerging Muscovy. Due to its special character (being merchant republic) it cannot be granted the option too as is Kalmar Union option for all three Nordic factions.

    Sorry if this is badly worded or confusing - I've had a long day so it's difficult to get all of my thoughts into order!
    However surely the long standing rivalry within France between the rulers of both England and France - dating back to the rivalry of the Normans and the Capetians in northern France warrants some representation. For example, Henry V came close to uniting the two lands, and it cannot be denied that the connexion between the two nations was particularly strong during the Middle Ages.
    I fail to see the point really. Such rivalries existed all across Europe and there is really no ground to base any special treatment here on. Sure we'll have Angevin dynastic traits or other such trait/ancil based things but other than regular war I don't think there is need for anything special (certainly nothing we could base anything special on anyway).

    Mod Leader, Mapper & Bohemian Researcher

  2. #2
    Hengest's Avatar It's a joke
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    Default Re: New: Facts & Features

    Quote Originally Posted by Resurrection View Post
    I think however that if enough people really needed harder and more unpredictable game in DotS (I have to wonder why) then sub-mod will eventually be created.
    I won't be allowing submods.
    If there are modders who have an idea to produce something they can contact us directly to work with us. If it is a spin-off we could allow it as an optional install in a future release, if we officially recognise it. After 4 years of trying to reach perfection I don't want some spotty kids making an arcade version ofour hard work. The team will have total control over any submods using our material. Stainless Steel and others might live off its satellite providers, but we are a very few who have made so much, I won't dilute it.

  3. #3
    fightermedic's Avatar Ordinarius
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    Default Re: New: Facts & Features

    Quote Originally Posted by Hross View Post
    I won't be allowing submods.
    If there are modders who have an idea to produce something they can contact us directly to work with us. If it is a spin-off we could allow it as an optional install in a future release, if we officially recognise it. After 4 years of trying to reach perfection I don't want some spotty kids making an arcade version ofour hard work. The team will have total control over any submods using our material. Stainless Steel and others might live off its satellite providers, but we are a very few who have made so much, I won't dilute it.
    i can totally understand where you come from but think of this:
    if CA would have thought the same there would be no DotS
    of course the difference is that you don't try to sell your stuff but still
    would it really hurt you THAT much if people adjust the game the way they like it best?

  4. #4
    Hengest's Avatar It's a joke
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    Default Re: New: Facts & Features

    Quote Originally Posted by fightermedic View Post
    i can totally understand where you come from but think of this:
    if CA would have thought the same there would be no DotS
    of course the difference is that you don't try to sell your stuff but still
    would it really hurt you THAT much if people adjust the game the way they like it best?
    I don't give a about CA
    Exactly, they do it for the money- our work has been for love. It doesn't feel right to whore it out. But really I'm not saying there won't be any submodding- but I think a controlled and cooperative submodding is a much better system since modders can come to us with a direct request or idea and we can accomodate that and have them work with this us rather than going off into different directions that may or may not be contrary to exactly everything we were trying to build up in our project. As Resurrection says though, it's purely academic at this point.
    Let's see what the reactions are when Dominion comes out-- you might love it or you might hate it, but we the team will know that "we did it our way"

  5. #5
    Tiro
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    Default Re: New: Facts & Features

    Quote Originally Posted by Hross View Post
    I don't give a about CA
    Exactly, they do it for the money- our work has been for love. It doesn't feel right to whore it out. But really I'm not saying there won't be any submodding- but I think a controlled and cooperative submodding is a much better system since modders can come to us with a direct request or idea and we can accomodate that and have them work with this us rather than going off into different directions that may or may not be contrary to exactly everything we were trying to build up in our project. As Resurrection says though, it's purely academic at this point.
    Let's see what the reactions are when Dominion comes out-- you might love it or you might hate it, but we the team will know that "we did it our way"
    Well said for the team to have biased control on the number of sub mods coming out will make sure that the historical accuracy will not be tarnished in DOTS...
    Though as resurrecttion said that its purely academic ... i don't know if in the future people will need to make sub modes this mod is so exact and fantastic .. though i do agree with meneth that people will always want to implement some ideas here and there in form of sub mods ... but to hope to get idea for newer sub mods will be completely based on the popularity of the sub mod... i hope you'll managed to beat SS and TATW for that...

  6. #6
    Meneth's Avatar I mod, therefore I am
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    Default Re: New: Facts & Features

    @Hross: An overly strict stance on sub-mods will do DotS no good. Hell, if it hadn't been for sub-modding, I'd probably never have started modding at all, and the DotS team would've had one scripter less.

  7. #7

    Default Re: Facts & Features

    Err couldnt lithuania later transit to Kingdom of Lithuania? i mean it never happened in history but they had one king and almost crowned another but polish stoped the crown from arriving and he died(at least that what my history teachers say) could we change that? i mean MTW2 is about changing history.It can happen with 2 conditions first lithuania turns to christianity(if its possible in this mod,if not forget this idea then) second you got high papal standing/Realitations with papal states so they give you the crown.Also i think christening if lithuania should be expanded by chosing who will christen you,this will improve reputation,you will have to pay to that faction,etc.

  8. #8

    Default Re: New: Facts & Features

    I think this sub-mod debate is pretty much academic. In order to make sub-mods for DotS you would first have to dismantle the transition system first and not only we would understandably not allow that but it would be quite difficult for most modders out there since it's more regular software. What Ross say might seem harsh but it might as well be the only way of doing it - incorporating worthy ideas and work to the mod directly. But who knows maybe I am underestimating here and we will have more regular sub-mod activity in which case will apply the main rule as stated earlier: only historically accurate sub-mods and no dismantling or arbitrary altering any of the historical features.

    Mod Leader, Mapper & Bohemian Researcher

  9. #9
    Hengest's Avatar It's a joke
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    Default Re: New: Facts & Features

    Extra update: current mod folder
    version 518
    9129 files
    size: 8.12 GB

    compare to Stainless Steel 6.3
    24172 files
    size: 6 GB
    Last edited by Hengest; March 04, 2011 at 07:28 PM.

  10. #10

    Default Re: New: Facts & Features

    Quote Originally Posted by Hross View Post
    Extra update: current mod folder
    version 518
    9129 files
    size: 8.12 GB

    compare to Stainless Steel 6.3
    24172 files
    size: 6 GB
    And you've still got a butt load of coding to do and the transitions haven't been implemented yet right? This is a monster! (Not a bad thing)
    Heir to Noble Savage in the Imperial House of Wilpuri

  11. #11
    metsikhovne's Avatar Semisalis
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    Default Re: New: Facts & Features

    Quote Originally Posted by Hross View Post
    Extra update: current mod folder
    version 518
    9129 files
    size: 8.12 GB

    compare to Stainless Steel 6.3
    24172 files
    size: 6 GB
    OMG that's really something interesting

  12. #12

    Default Re: New: Facts & Features

    Wow, looks like I'm gonna have to get rid of a few things before I can DL this

  13. #13
    Jimmy-j's Avatar Civis
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    Default Re: New: Facts & Features

    Looks lovely.
    I cant wait to play the game

  14. #14

    Default Re: New: Facts & Features

    Well if you will control the content of the sub mods that is good to go but I hope that you won't ban entirely the submods.

  15. #15
    Hengest's Avatar It's a joke
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    Default Re: New: Facts & Features

    Your call, but you haven't seen or tried the game yet. So like I say- wait and see- it's exactly that kind of prejudice and thinking that is why I don't want to open the floodgates to everyone's individual whims.
    The slow conquest aspect might seem like boring crap taken out of context. However when you see the way we have built up the game and the world itself, and when you start to play within the simulation of the campaign with all its features- I am 100% sure that no one will be wanting to speed up expansion, there will be more than enough going on.

  16. #16
    Queen Annes Revenge's Avatar Ordinarius
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    Default Re: New: Facts & Features

    Quote Originally Posted by Hross View Post
    Your call, but you haven't seen or tried the game yet. So like I say- wait and see- it's exactly that kind of prejudice and thinking that is why I don't want to open the floodgates to everyone's individual whims.
    The slow conquest aspect might seem like boring crap taken out of context. However when you see the way we have built up the game and the world itself, and when you start to play within the simulation of the campaign with all its features- I am 100% sure that no one will be wanting to speed up expansion, there will be more than enough going on.
    I don't care about the slow conquest, honestly I'm just tired of siege battles, field battles are a million times more fun and the AI always handles them much better. Siege battles are repetitive, slower paced, and far less challenging.

  17. #17

    Default Re: New: Facts & Features

    Quote Originally Posted by Queen Annes Revenge View Post
    I don't care about the slow conquest, honestly I'm just tired of siege battles, field battles are a million times more fun and the AI always handles them much better. Siege battles are repetitive, slower paced, and far less challenging.
    Then you may not worry anymore. One of my plans for the map was to make perhaps majority of PSF battles actually field battles exactly to ease the amount of sieges. Historically most famous battles were fought "of somewhere" and this would emulate it. Technically it will work similarly as sieging the villages (you can wait the siege or attack right away). Currently we are debating whether to use the battlemaps styled as villages (with non-walled town on the battlemap) or regular field battlemaps with town in the background. Both has its pros and cons and I tend to favour regular battlemaps but we'll see. It might make conquest slightly easier but really only slightly.

    Of course there will be a lot more siege battles (if you prefer to fight rather than wait the siege) than in vanilla but that's only historical and we are amending this historical feature a bit for gameplay purposes - not eliminating it.

    Mod Leader, Mapper & Bohemian Researcher

  18. #18
    Queen Annes Revenge's Avatar Ordinarius
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    Default Re: New: Facts & Features

    Quote Originally Posted by Resurrection View Post
    Then you may not worry anymore. One of my plans for the map was to make perhaps majority of PSF battles actually field battles exactly to ease the amount of sieges. Historically most famous battles were fought "of somewhere" and this would emulate it. Technically it will work similarly as sieging the villages (you can wait the siege or attack right away). Currently we are debating whether to use the battlemaps styled as villages (with non-walled town on the battlemap) or regular field battlemaps with town in the background. Both has its pros and cons and I tend to favour regular battlemaps but we'll see. It might make conquest slightly easier but really only slightly.

    Of course there will be a lot more siege battles (if you prefer to fight rather than wait the siege) than in vanilla but that's only historical and we are amending this historical feature a bit for gameplay purposes - not eliminating it.
    Interesting, can you elaborate what you mean by "the majority" of PSF battles, i.e. what determines which battle you enter, and is this something you are notified of prior to engaging?

    To be honest I'd think it'll make conquest slightly more challenging, going back to my point that I have always found the AI more formidable in the open. Then again, I've not seen what you guys have done with the AI anyway, perhaps it'll actually know how to work a siege from either the attacking or defending side.

  19. #19
    metsikhovne's Avatar Semisalis
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    Default Re: New: Facts & Features

    I have a question will farms be more valuable? I mean in vanilla building farm adds U like+ 100 gold and pop growth+0.5%. I am not sure but I think farms shall give more than 100 gold per turn

  20. #20
    Meneth's Avatar I mod, therefore I am
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    Default Re: New: Facts & Features

    Quote Originally Posted by metsikhovne View Post
    I have a question will farms be more valuable? I mean in vanilla building farm adds U like+ 100 gold and pop growth+0.5%. I am not sure but I think farms shall give more than 100 gold per turn
    Since costs are historical, and therefore much higher than in vanilla, income will also be higher than vanilla (and more historical ).

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