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Thread: Suggestion to combine best of MOS and PCP

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  1. #1
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    Default Suggestion to combine best of MOS and PCP

    From playing both MOS and PCP i've seen some amazing features in both - and thought how great it would be if you combined the best of both.

    MOS has counter-invasions, spawning allied units, real diplomacy etc

    PCP has some very nice stuff too.

    For a start the Beornings faction with bear bodyguards for Beorn and Grimbeorn, which not only fits with the books, but also helps balance the game by preventing the Silvan elves, Gundabad or the Orcs of the Misty mountains taking over the whole Anduin Vales.

    Then there are the "ruins of" settlements across much of the map. This is in accordance with the books (Tharbad and the other towns of Arnor and Cardolan and much of Rhovanion were in ruins for centuries by the time of The Hobbit never mind the Lord of the Rings).

    When the warg and wolf packs and brigands inhabiting them are added in it adds greatly to the atmosphere. You can still take over these ruins and grow them back into villages and towns - but until you grow them enough to get a pallisade wall built round them they come under random attack by wolf packs and brigands.

    Edit: forgot to mention slower unit growth in barracks in PCP which stops the AI spamming stacks at you quite so much and makes the results of each battle a bit more important

    Combining all of this with what's in MOS already would make for a very nice mod indeed.

    Additional ideas of my own, separate from this main idea:
    Appearance and weapons based on books: (i.e no plate armour , orcs with horned helmets, halberds replaced with two handed axes giving +2 vs horse, camel or elephant units; crossbows replaced with longbows. Trolls scaled with no toes on their feet. Olog-hai more like huge orcs but with horny scales as described in the books.

    Trolls made a bit less over-powered, allowing other units to be less over-powered - i.e lower defence and attack ratings.

    Give bear bodyguards for beornings higher attack and defence and same launching and ap in attacks as trolls (huge bears could toss wargs and people and goblins around easily enough)

    Lower armour and shield ratings for cavalry on unbarded horses to represent vulnerability of cavalry to archery (historically medieval cavalry only became capable of riding down longbowmen in the 15th century after they got light steel plate horse barding - which is definitely not mentioned anywhere in Tolkien's books)
    Last edited by Dunadd; February 06, 2013 at 10:54 PM.

  2. #2

    Default Re: Suggestion to combine best of MOS and PCP

    damn i would love to see this!!!

  3. #3
    Hero of the West's Avatar Artifex
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    Default Re: Suggestion to combine best of MOS and PCP

    Some new features i might include in MOS that are partly simular to those.. some i might not..

  4. #4

    Default Re: Suggestion to combine best of MOS and PCP

    I really like this idea. Certain things can be taken out of both, like PCP's difficulty changers and what-not, but things like PCP Creatures, etc. could be totally perfect to use in MOS.

  5. #5
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    Default Re: Suggestion to combine best of MOS and PCP

    Hero of the West wrote
    Some new features i might include in MOS that are partly simular to those.. some i might not..
    Great! - something's better than nothing.

  6. #6

    Default Re: Suggestion to combine best of MOS and PCP

    I like both of them, but I think they are to different to combine.

    I mean the bigger map and all are interesting but some features I still like better in mos then pcp.

    For an example in pcp enemies sometimes seem to spawn full stack units out of nowwhere in your teritory... its just plain strange.
    It also adds a lot of buildings, which I partly like but they have no feeling. They have no story, and you can build them everywhere etc...
    I liked it but I would rather see them both improved as separate mods.

    Tough indeed they can always learn from each other and take some things that fit to their own mod to use themselves.

  7. #7

    Default Re: Suggestion to combine best of MOS and PCP

    Think of what a great mod we could get if everyone combined their head instead of making 10 different submods

  8. #8
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: Suggestion to combine best of MOS and PCP

    Quote Originally Posted by SandraDevilGirl View Post
    Think of what a great mod we could get if everyone combined their head instead of making 10 different submods
    Would turn up a sight for poor eyes I'm afraid haha; the reasons behind 10 different mods is that there exists 10 different ideas of what a great TATW experience really is, in balance, gameplay, aestethics etc etc.
    Looking at some current and old big ones you have FRoME with new static factions and units (can't remember ther was any optional content), Baron's that go straight for optional content and then MOS that take a middle ground between static and optional content; there is PCP with loads of new factions and units and an expanded map while our old WIP DaC also started with the idea of more factions but also loads of events and a scrapped economy system where you are "gifted" units; and so on.
    Same applies for small mods.
    Ideals and interests are not the same, so at best it would result in joint operation with compromises that left no one content and thus no one properly invested in the project hehe
    Last edited by Ngugi; February 08, 2013 at 05:09 AM.

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  9. #9
    Hero of the West's Avatar Artifex
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    Default Re: Suggestion to combine best of MOS and PCP

    Mos will always stay solo but it will grow

  10. #10

    Default Suggestion to combine best of MOS and PCP

    I know I know, but there are alot of great moders here, sad to see the experience getting spread around on so many different mods.
    Good going CA, you really must be proud of your hard work.....

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  11. #11
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    Default Re: Suggestion to combine best of MOS and PCP

    I like both of them, but I think they are to different to combine.
    I'm not suggesting they should stop being separate mods - just that maybe future versions of MOS could include some of the features from PCP like the Beornings faction, warg rebels, ruined settlements, slower recruiting. Like other MOS features some of them could maybe be made options that players can choose or reject for each campaign.

    For an example in pcp enemies sometimes seem to spawn full stack units out of nowwhere in your teritory... its just plain strange.
    I don't think it spawns them, but i do think it doesn't show them moving through territory which you have spies/watchtowers etc in, so you don't notice them till they attack - which is very strange - most mods show you AI faction armies moving during the AI turn if they move into line of sight of any of your troops/spieswatchtowers/cities.

    It also adds a lot of buildings, which I partly like but they have no feeling. They have no story, and you can build them everywhere etc
    Well it is still in beta. I like those buildings personally - the caravan ones and docks ones that give you both trade and recruitable caravan guards or marines - but i agree that there should be different buildings and units for different factions.

    Sandra wrote
    Think of what a great mod we could get if everyone combined their head instead of making 10 different submods ...I know I know, but there are alot of great moders here, sad to see the experience getting spread around on so many different mods.
    Yes, you've a fair point there too. On the one hand lots of different sub-mods means more variety to choose from. On the other if those modders all worked together they could maybe make more polished mods with more features in them. Maybe the way MOS does it with making lots of things options that players can choose to include or not in each campaign would help.
    Last edited by Dunadd; February 08, 2013 at 07:36 AM.

  12. #12
    FireFreak111's Avatar Artifex
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    Default Re: Suggestion to combine best of MOS and PCP

    Just a tip here, the settlements in PCP aren't actually ruins, its Ruins of, same thing as the normal settlement just the name is changed. It's a decent idea, but in the wrong place (suggestions forum?)

  13. #13
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    Default Re: Suggestion to combine best of MOS and PCP

    I've played it - and they are different to normal settlements - when you fight battles in them they are full of high ruined walls ; and if you conquer one by beating the wargs holding it (either by siege or assault) then it's still ruins and can still come under random scripted attacks by wolves or brigands until it gets to 1,200 population and you build a pallisade round it

  14. #14
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    Default Re: Suggestion to combine best of MOS and PCP

    Quote Originally Posted by Dunadd View Post
    I've played it - and they are different to normal settlements - when you fight battles in them they are full of high ruined walls ; and if you conquer one by beating the wargs holding it (either by siege or assault) then it's still ruins and can still come under random scripted attacks by wolves or brigands until it gets to 1,200 population and you build a pallisade round it
    that does sound pretty cool
    Last edited by Hero of the West; February 09, 2013 at 08:53 AM.

  15. #15

    Default Re: Suggestion to combine best of MOS and PCP

    Quote Originally Posted by FireFreak111 View Post
    Just a tip here, the settlements in PCP aren't actually ruins, its Ruins of, same thing as the normal settlement just the name is changed. It's a decent idea, but in the wrong place (suggestions forum?)
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  16. #16
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    Default Re: Suggestion to combine best of MOS and PCP

    My fail

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