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  1. #1
    Flinn's Avatar His Dudeness of TWC
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    Default Re: Suggestions

    Hi onurlu06 and well met.

    The issue you rise is old and well known, and I deem most part of the players concur with you. Unfortunately TATW development is on "indefinite" hold at the moment, while if you want to make a suggestion for MOS, you should post it in its thread (but MOS too is in hold at the moment). You should probably submit some suggestions to the people of Reunited Kingdom submod for MOS, who at the moment are working hard on it.

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  2. #2
    Libertus
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    Default Re: Suggestions

    Quote Originally Posted by Flinn View Post
    Hi onurlu06 and well met.

    The issue you rise is old and well known, and I deem most part of the players concur with you. Unfortunately TATW development is on "indefinite" hold at the moment, while if you want to make a suggestion for MOS, you should post it in its thread (but MOS too is in hold at the moment). You should probably submit some suggestions to the people of Reunited Kingdom submod for MOS, who at the moment are working hard on it.

    thanks for your concern. The only total war&modification game that I never get bored of is TATW-MOS. Thanks to everyone for this great work, I am impatient and awaiting eagerly to see the new version. BTW, could I see any photo from the Reunited Kingdom submod for MOS?

  3. #3
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Suggestions

    Quote Originally Posted by onurlu06 View Post
    thanks for your concern. The only total war&modification game that I never get bored of is TATW-MOS. Thanks to everyone for this great work, I am impatient and awaiting eagerly to see the new version. BTW, could I see any photo from the Reunited Kingdom submod for MOS?
    Here's the thread: http://www.twcenter.net/forums/showt...1-2-3-RELEASED!

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  4. #4

    Default Re: Suggestions

    One small suggestion: yeoman is pronounced yoman Its one of those strange english words which is not pronounced how it's spelt. I am playing Dale -fantastic fun +1000 rep!! to the TATW creators, but the mispronunciation of the yeoman voiceover irks me every time I hear it.

    http://www.oxforddictionaries.com/de...english/yeoman I know this is a very minor point, if you have time to correct it when you do your next upgrade or patch it would be nice.

    Otherwise an outstanding job!

  5. #5

    Default Re: Suggestions

    Quote Originally Posted by julianj99 View Post
    One small suggestion: yeoman is pronounced yoman Its one of those strange english words which is not pronounced how it's spelt. I am playing Dale -fantastic fun +1000 rep!! to the TATW creators, but the mispronunciation of the yeoman voiceover irks me every time I hear it.

    http://www.oxforddictionaries.com/de...english/yeoman I know this is a very minor point, if you have time to correct it when you do your next upgrade or patch it would be nice.

    Otherwise an outstanding job!
    Welcome to TWC!
    Unfortunately there will not be a next patch of Third Age Total War but your enthusiasm is noted.

  6. #6

    Default Re: Suggestions

    Thanks Arachir for your kind words. In that case where in the mod is the Dale voice file? Maybe I can modify it myself. Also Hearth Watchmen is pronounced Harth watchmen. I find this breaks the illusion every time I hear it.

  7. #7
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Suggestions

    Here: http://www.twcenter.net/forums/showt...eme&highlight=
    And be happy you didn't play Rohan before v3.0, because if that is a biggie for you, Rohan would made your ears bleed

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  8. #8

    Default Re: Suggestions

    I'm a big fan of Rohan as a kingdom in Tolkien's Canon but I think that they've been overbalanced way too much in this game.
    You see, in most TW games I've witnessed/played Cavalry only have charge impact, but no momentum or pushing power like we see in the Battle of the Pelennor Fields, where an entire orc army was rolled over and routed by Rohan's cavalry.
    Obviously you can't change the engine for the game, but I feel like the Rohirrim - and cavalry in general -have been balanced wrongly.
    There is a good choice of cavalry, and this I like. Most factions only have one or two cav units, but Rohan's good amount and diversity of Cav units gives them justice. But I have a few things against them.

    1. The Royal Guard are weak. They're one of the weakest top-tier cav for any faction. Rohan's emphasis is on their cavalry, so it would make sense to make them have the most powerful, or at least make it very close. Maybe they aren't the plate-armoured knights of Gondor, but if their attack or speed could be improved to give them an edge over most cav, that'd do better Justice to rohan.

    2. In addition to that, almost every "good" (as opposed to evil) faction has excellent cavalry. The Arnorian Knights and Annuminas, the Dale Earls and Aithowigas, the Eldarinwe Lancers, the Rhunnic Cataphracts, the Haradrim Serpent Guard, the Gondor Swan Knights are all super powerful. Obviously they all aren't equal, but no faction has a real cutting edge on Cavalry. If you think about it, when you stick Cavalry into every faction, all you're doing is making the play experience more balanced, no matter what faction you play as. When in the books or movies do we see Elves, Haradrim, or men of Dale have a real cavalry presence? No, instead you should give each faction light Cavalry (like has been done with the Dwarves) and instead buff that Faction's strength. I mentioned the dwarves earlier, and I like what you've done - their fighting style is very dwarvish and cannot be replicated in any way by any other faction. This is because their unit selection is incredibly unbalanced and gives them the dwarvish infantry edge.

    3. Back to Rohan's problem. As a general rule, Cavalry are ridiculously expensive. That's a good idea, but with factions like Rohan, they should be built to encourage Cav spamming. Like I said earlier, don't attempt to make each faction have a balanced unit selection. Make their elite infantry more expensive, make their infantry choice more sparse, and make their cavalry cheaper to encourage large cavalry armies.

    4. Evil factions. It's a well recognized problem that evil armies are very weak. True, but little can be done about it. Evil factions are already quality<quantity, but the only possible way of balancing their strength is to make them cheaper and/or raise their unit sizes higher than they already are.

    Those are my thoughts for units and faction balancing. Overall, I really love this mod, one of the greatest LoTR games ever made.

  9. #9

    Default Re: Suggestions

    Isengard needs a flamethrower unit like Rhun does. Saruman is heavily invested in technological supremacy and invented gunpowder for Christ's sake. Seems to reason he could invent a pump with a flammable liquid in a backpack.

  10. #10
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Suggestions

    Hello PoR

    1) You're apperenlty talking about a submod, because Rhun has no flamethrower in TATW. And this thread is solely for TATW
    And it won't be added, since TATW has not been in development for some 4 years now.

    2) I presume you talk about MOS, in which Rhun can get access to a flamethrower unit. Isengard get the Bombthrowers instead, so it's presumably deemed fair as it is.
    MOS own thread is the place for this concern, but it is anyhow on halt until further notice, so expect no changes there.
    Last edited by Ngugi; January 15, 2017 at 02:44 AM.

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    DCI: Last Alliance
    - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
    Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
    Favorite TATW compilation: Withwnars Submod Collection
    Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory

  11. #11

    Default Re: Suggestions

    How about giving Mordor catapults the option of firing human heads at the enemy instead of a cow carcass, which does little damage but lowers enemy morale? Consistent with both the novel and the film, could be a nice gimmick for the orc factions.
    Winter is Coming

  12. #12

    Default Re: Suggestions

    The fee for changing the capital is kind of unnecessary. It doesn't add anything to the game play, it just takes 5000 from some of the factions at different points in the game. Trying to figure out if the math works (capital changing fee vs. distance-from-capital penalties vs. current income) isn't particularly fun.

    Also, the custom settlements should be harder, not easier, to attack than regular settlements. I imagine tweaks could be made to improve them, awesome as they are already.

    Doctor, or doctor equivalent, for every race. It's just far too important of an ancillary.

    Silvan elves should get cool elven names like the High elves.

    But overall, I love this mod and the 3.1 changes have been great. Even if it's geared towards those of us who like to micromanage for every possible settlement growth benefit and not towards the casual player.

  13. #13

    Default Re: Suggestions

    There's a good part , at least 138 regular members (according to a recent poll), of the community that would like to see an angmar faction, be it a distinct faction from OoG, or a transformation of the OoG which would be a reemergence objective like arnor.

    I've have read all the ideas and proposition for this eventual faction. Most people are proposing a faction with some humans in it (if not a majority of human), and others proposes some kind of ''melting pot'' of many evil things from middle eart : evil men, orcs, trolls, wolves, wargs...

    Indeed I think doing an agmar faction with at least some human would give it a very distinct feeling from OoMM faction. What most people are complaining is that, even if they don't have the same unit, OoG and OoMM just give too much the same feeling, the same atmosphere.
    Plus I've red suggestion, which I agree with, to have more advanced evil men than savage rhudaurian men in an angmar faction. Evil Men with excellent crafting skills, extended knowledge of the world... This would give Angmar a really unique feeling of an advanced evil civilisation : something that is absent from total war, except maybe for the rhunic civilisation for some part of it.

    -Adding an Angmar reermegence script would be a way for the evil side to counter the arnor reemergence : this would bring more balance between the good and evil faction.
    This would give an interresting opportunity to recreate the war between angmar and arnor. This many late game gameplay possibilities for the arnor and OoG faction.

    For my part would be in favor of a melting pot faction with evil men as the elite units and rulers of angmar, the more primitive orcs as low tier units and meat shields, and wolves or others as medium units.


    -In terms of gameplay Angmar could focus more on qualities over quantities. Exept for a few meat shield you would have to focus on keeping scarce but though units ( some mighty evil men soldiers for exemple). So most units would be ultra effective on the battlefield but there would only be a few of them. this would be very new for an evil faction.

    Indeed, when playing an evil faction you tend not to care about your loss on the battlefield and let a lot of your units to get slaughtered, because they resplenish quickly. Angmar would be an exeption for the evil faction and you would have care more for each single units you have, and avoid using them without being sure they wont be slaughtered, because you know they replenish slowly.


    In conclusion, the concept of angmar would greatly add to the diversity of the evil factions, and even the faction in general.
    Last edited by GueulEclator; December 22, 2011 at 05:15 AM.

  14. #14

    Default Re: Suggestions

    Quote Originally Posted by brapollo View Post
    The fee for changing the capital is kind of unnecessary. It doesn't add anything to the game play, it just takes 5000 from some of the factions at different points in the game. Trying to figure out if the math works (capital changing fee vs. distance-from-capital penalties vs. current income) isn't particularly fun.

    Also, the custom settlements should be harder, not easier, to attack than regular settlements. I imagine tweaks could be made to improve them, awesome as they are already.

    Doctor, or doctor equivalent, for every race. It's just far too important of an ancillary.

    Silvan elves should get cool elven names like the High elves.

    But overall, I love this mod and the 3.1 changes have been great. Even if it's geared towards those of us who like to micromanage for every possible settlement growth benefit and not towards the casual player.
    I think the fee is important.

    Before you could change the capital to change the destination of troops for missions. This was a bit silly.

    Also, it makes sense that moving the capital should be costly.

    I think this change was necessary.

  15. #15

    Default Re: Suggestions

    Quote Originally Posted by Macilrille View Post
    Oh it will, but no discussions- and as it is now, we are actually spamming KK's thread.

    According to KWF's maps, Henneth Annún should be on the West side of the road yes. I cannot recall what- if anything- Lore says about it.
    Been awhile, but I vaguley remember in the booksat the cross-road, that Frodo, Sam and Gollum had to cross it.

  16. #16

    Default Re: Suggestions

    I think he means custom models for heroes that dont have them but where important like eomer gamling erkenbrand forlong imrahil etc

  17. #17

    Default Re: Suggestions

    One minor thing I think would be pretty cool is having the Dunland units available to Northmen cultures when they conquer Dunland. For example, I'm playing a campagin as Eriador and I conquered Byrig and Duneard from Isengard (kind of doing a hammer n anvil thing with Rohan), and taking those regions were great, but part of me didn't want to because then the Dunland units would be gone from the game. Not that they're stud units or anything, but I like them because they fill that barbarian theme which is cool. I'm not super lore-savvy or anything, but from my understanding the people of Dunland weren't technically evil (barbaric though) they just hated Rohan. It's not too much a stretch to say if Rohan or Eriador conquered Dunland they would enlist Dunnish units. Obviously it wouldn't make sense to allow anybody else (aside from Dale if for some reason they made it out to that part of the map) to be able to recruit those units. I proabably wouldn't carry them over after a conversion to Arnor either. Just a cool thing I'd like to see. I realize this could be something that possibly I could mod on my own, so if its very simple (as my modding ability is essentially zero lol) and wouldn't affect any save games or anything I'd be more than happy to give it a try!

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