Page 4 of 7 FirstFirst 1234567 LastLast
Results 61 to 80 of 124

Thread: Ideas for TATW HS Patch

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: Ideas for TATW HS Patch

    Yeah I have written that down as well.

  2. #2
    Gimli's Avatar Primicerius
    Join Date
    Mar 2010
    Location
    Canada
    Posts
    3,128

    Default Re: Ideas for TATW HS Patch

    Could we reduce the Dwarven corruption down (if its possible) down a little bit? Once OoG and OOTMM are destroyed, you deal with a large amount of corruption, and it makes it very hard to do anything as your going broke for like 10 turns, then making money, and its quite a pain in the ass, more so in an HS to have that happen.

    Also, HS3 is probably going out of buisness, i say we start getting a planner(Schedule) of how we are going to start it and what we are going to do to finish it. I know modders do this to organize it and make it easier to know when your doing this and that, ect, instead of do everything randomly

  3. #3
    StealthFox's Avatar Consensus Achieved
    Content Emeritus Administrator Emeritus

    Join Date
    Nov 2010
    Location
    GA
    Posts
    8,170

    Default Re: Ideas for TATW HS Patch

    I'd actually like to see corruption reduced for all faction, but you're right, the Dwarves with a split empire get hit the hardest.

  4. #4

    Default Re: Ideas for TATW HS Patch

    Code:
          <factor name="SIF_CORRUPTION">
             <pip_modifier value="1.0"/>
          </factor>
    This is from the descr_settlement_mechanics.db file, and is exactly what you were looking for.

    Set the value to '0.2' and voilá, corruption is cut. It's almost magic

    You can also set it to '0.0' and be done with it completely.
    "For myself, I would see the White Tree in flower again in the courts of the kings, and the Silver Crown return, and Minas Tirith in peace: Minas Anor again as of old, full of light, high and fair, beautiful as a queen among other queens; not as a mistress of many slaves, nay, not even a kind mistress of willing slaves. War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend: the city of the Men of Númenor, and I would have her loved for her memory, her ancientry, her beauty, and her present wisdom. Not feared, save as men may fear the dignity of a man, old and wise."

  5. #5

    Default Re: Ideas for TATW HS Patch

    Is there any need for corruption at at all? All it does is take more money away from certain factions than others.

    Also can something be done about spies dying? For factions that are unable to recruit another spy, having it die spontaneously is stupid.

    As for movement points, maybe they can be the same for all factions (special traits excluding).

  6. #6

    Default Re: Ideas for TATW HS Patch

    Sounds good, but what do you guys think about removing assassins completely? The thing is that they can be quite handy for spying sometimes if your agent limit for spies has been reached.

  7. #7
    Gimli's Avatar Primicerius
    Join Date
    Mar 2010
    Location
    Canada
    Posts
    3,128

    Default Re: Ideas for TATW HS Patch

    Quote Originally Posted by The Norseman View Post
    Sounds good, but what do you guys think about removing assassins completely? The thing is that they can be quite handy for spying sometimes if your agent limit for spies has been reached.
    Having Assassins out of the picture would take out all the conflicts that "My Spy died here for what ever reason" "My spy isnt here any more" ect.

  8. #8

    Default Re: Ideas for TATW HS Patch

    Quote Originally Posted by Gimli10 View Post
    Having Assassins out of the picture would take out all the conflicts that "My Spy died here for what ever reason" "My spy isnt here any more" ect.
    Assassins have nothing to do with spies vanishing, they just seem to die randomly. Im not going to try to understand why they die, but is it possible to make spies immortal?

    Quote Originally Posted by StealthFox View Post
    I'm okay with removing assassins, but I'm not sure about movement point bonuses. Dwarves with Rhun style movement!?
    Having all factions with the same movement points would stop certain factions having a huge advantage. In hs3 I couldn't get close to Rhuns armies, they could hit me without fearing getting attacked themselves and the war was lost in 2 turns (Dale was wiped out in 1 turn), it is the same in BFME, I just couldn't move anywhere because if I did I would lose and Mordor just waited fearing the same.

    Just a suggestion, but can we outlaw spies opening up a city? Dale had a stack in their last settlement and in one turn they are dead, not being able to put up a fight.
    Last edited by *Ranger*; September 12, 2012 at 10:43 AM.

  9. #9
    Gallus's Avatar Protector Domesticus
    Join Date
    Jan 2011
    Posts
    4,765

    Default Re: Ideas for TATW HS Patch

    Quote Originally Posted by The Norseman View Post
    Sounds good, but what do you guys think about removing assassins completely? The thing is that they can be quite handy for spying sometimes if your agent limit for spies has been reached.
    Great idea! I also agree with Ranger about movement points, Rhun vs Dwarves is hardly fair the way it is now.

  10. #10
    StealthFox's Avatar Consensus Achieved
    Content Emeritus Administrator Emeritus

    Join Date
    Nov 2010
    Location
    GA
    Posts
    8,170

    Default Re: Ideas for TATW HS Patch

    I'm okay with removing assassins, but I'm not sure about movement point bonuses. Dwarves with Rhun style movement!?


    And...


    First one to upload a file!

    I removed Help Weakened Faction, Last Stand, Garrison Script, and Money Script, as these are all AI faction scripts and won't apply to hotseats. The only other change I made was reducing the rebel spawn to three units per rebel settlement.

  11. #11

    Default Re: Ideas for TATW HS Patch

    Can I apply this to the work I have done now? and where should I place the file? just in /data?
    Last edited by The Norseman; September 12, 2012 at 10:46 AM.

  12. #12
    StealthFox's Avatar Consensus Achieved
    Content Emeritus Administrator Emeritus

    Join Date
    Nov 2010
    Location
    GA
    Posts
    8,170

    Default Re: Ideas for TATW HS Patch

    Quote Originally Posted by The Norseman View Post
    Can I apply this to the work I have done now? and where should I place the file? just in /data?
    Of course, that's why I uploaded it. And the file path is:

    mods\Third_Age_3\data\world\maps\campaign\imperial_campaign

    About movement points: Since I haven't played Dwarves in a HS I'll yield to the previous Dwarven players' experience, but I'll say that we can't eliminate all disadvantages for factions. To maintain balance their has to be pros and cons. Dwarves already have a lot of advantages, including mines and OP infantry.

    And I would be against outlawing spies opening settlements.

  13. #13

    Default Re: Ideas for TATW HS Patch

    just couldn't move anywhere because if I did I would lose and Mordor just waited fearing the same.
    Mordor has the same movement points as Gondor, atleast I think so. It is just that most of Mordor`s generals have extra mov. points while the Gondor generals have very few.

  14. #14

    Default Re: Ideas for TATW HS Patch

    And I would be against outlawing spies opening settlements.
    We should make a poll thread for this, because several of the players use spies.

    Oh and could the editing go faster by using tools such as Gemod? Or does that not work with TATW 3.2?
    Last edited by The Norseman; September 12, 2012 at 11:01 AM.

  15. #15
    StealthFox's Avatar Consensus Achieved
    Content Emeritus Administrator Emeritus

    Join Date
    Nov 2010
    Location
    GA
    Posts
    8,170

    Default Re: Ideas for TATW HS Patch

    Quote Originally Posted by The Norseman View Post
    Oh and could the editing go faster by using tools such as Gemod? Or does that not work with TATW 3.2?
    You mean Garry's mod? I'm pretty sure that only works with Source engine games and wouldn't work with Total War.

  16. #16

    Default Re: Ideas for TATW HS Patch

    We should atleast make it alot harder to open up cities then, as a faction had a spy of their own in their last settlement, with their faction leader and a stack. You shouldnt be able to steamroll through a faction using spies. There is no point in playing if your carefully planned defenses are just gone beacause someone uses a spy to open up every one of your settlements...

  17. #17
    Gallus's Avatar Protector Domesticus
    Join Date
    Jan 2011
    Posts
    4,765

    Default Re: Ideas for TATW HS Patch

    I think he means Geomod and afaik it should work.

  18. #18

    Default Re: Ideas for TATW HS Patch

    I am not certain about that Gallus, I just check in the Guide, Resources and Art forum of TATW where they had posted a Geomod compatible tool for TATW, but it seems that version is only compatible with like TATW 1.4 or something...

    If you want to see more just press the link: http://www.twcenter.net/forums/showthread.php?t=333013

  19. #19
    Gallus's Avatar Protector Domesticus
    Join Date
    Jan 2011
    Posts
    4,765

    Default Re: Ideas for TATW HS Patch

    Hmm... After reading that I'm not too sure. It'd probably be best if you don't use it.

  20. #20

    Default Re: Ideas for TATW HS Patch

    Hmmm it seems Rhun`s cities have all got paved roads, even the ones who are really small, while huge cities like Esgaroth and Dale does not...

Page 4 of 7 FirstFirst 1234567 LastLast

Posting Permissions

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