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  1. #1

    Default A little idea for the rebels

    Maybe every rebel type could be a mini faction on its own with its own rule and its own little army. maybe we could establish relationships with local rebel lords to help fight a common enemy.

    The rebels start out on the neutral towns and they acts like a normal faction. But they are not powerful in any way maybe they got a 1/2 stack at most but if they join up with other nearby rebel factions they could become strong. or not depending what they decide to do.

    This could be really awsome especially with the supposed improved diplomacy
    check my "only 1 settlement" thread

    http://www.twcenter.net/forums/showthread.php?t=30259

  2. #2

    Default Re: A little idea for the rebels

    i think it is a good idea =) ... but then there would be 50 more new factions and you would have to wait much longer to be your turn again =)
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  3. #3

    Default Re: A little idea for the rebels

    No the rebel turn which is last covers all rebel mini factions (like in RTW),
    check my "only 1 settlement" thread

    http://www.twcenter.net/forums/showthread.php?t=30259

  4. #4

    Default Re: A little idea for the rebels

    This looks like a great idea. It will make everything more realistic.
    Whoever gives nothing, has nothing. The greatest misfortune is not to be unloved, but not to love.
    -Albert Camus

  5. #5

    Default Re: A little idea for the rebels

    I like this idea a lot because most of the rebel implementation in RTW was no fun for me.

    It would be nice if we could make a treaty with them to give us tribute in exchange for not taking their town. This way we can get resources without having to micromanage yet another border town and we don't have to worry about taking them for campaign victory conditions. But I don't think they should give us troops, just every other resource.
    Never go against a Sicilian when death is on the line!

  6. #6

    Default Re: A little idea for the rebels

    I like more new factions, but there is a faction hardcode limit y'know...not sure what it is with mtwII, but im positive there is one.

  7. #7

    Default Re: A little idea for the rebels

    I never understood why that limit exist, Is it so hard for the developers too just change some numbers?
    check my "only 1 settlement" thread

    http://www.twcenter.net/forums/showthread.php?t=30259

  8. #8

    Default Re: A little idea for the rebels

    I dunno, I always interpreted it as a want to protect their intellectual property...Thats why hardcodes even exist, really. So we still need CA and so we still buy their products.

  9. #9

    Default Re: A little idea for the rebels

    Quote Originally Posted by Peter
    I never understood why that limit exist, Is it so hard for the developers too just change some numbers?
    The more factions you have; playable, active or not, the more resources your computer needs to use when running the game, which raises the minimum spec. needed to run the game.

  10. #10

    Default Re: A little idea for the rebels

    Do you think they would actually take the effort to do that?
    Quote Originally Posted by Honor&Glory inspired by Archer
    How much will I pay to sit in front of a TV and chase polygons?

  11. #11

    Default Re: A little idea for the rebels

    They want the minimum specs to be low so they get more money which means....
    Whoever gives nothing, has nothing. The greatest misfortune is not to be unloved, but not to love.
    -Albert Camus

  12. #12

    Default Re: A little idea for the rebels

    ...which means...I can play the game, too :tooth:
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  13. #13
    The Lord Of Dance's Avatar Libertus
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    Default Re: A little idea for the rebels

    Any updates on the rebel faction would be good to me. I'm setting my standards low for this one, but hopefully I'll be nicely surprised.

  14. #14

    Default Re: A little idea for the rebels

    Ahh yes.... the minimum requirements

    Cant they release a Lite version to normal people and a full version to enthusiasts?...j/k


    But seriously maybe some rebel bands could be stronger and more faction like and not just some wandering zombies like in RTW
    check my "only 1 settlement" thread

    http://www.twcenter.net/forums/showthread.php?t=30259

  15. #15
    The Lord Of Dance's Avatar Libertus
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    Default Re: A little idea for the rebels

    Wandering zombies that lower your public order so your forced to deal with them. Good exp though

  16. #16

    Default Re: A little idea for the rebels

    I rather bribe them and get over with it as fast as possible. As it is now in RTW they are a complete waste of time.
    check my "only 1 settlement" thread

    http://www.twcenter.net/forums/showthread.php?t=30259

  17. #17

    Default Re: A little idea for the rebels

    I liked how it was in MTW 1 when rebel uprisings could turn into a whole host of other uprising. You could have a bunch of religous zealots staging a revolt, you could have armies led by rabble or led by relatively capable generals, perhaps some rogue foreign nobility. You could have loyalist uprisings, you could have revolts where the rebels defect to your faction and you get to control them. There are revolts where the rebel armies are led by a re-emerging king whose faction was thought to have been eliminated. There were ALREADY so many options in MTW 1, they were just implemented in a rudimentary, simplistic fashion. I hope CA looked to those options and worked out a way to expand on those ideas, as they were already good ideas way back then. I hope too much isnt sacrificed for simplicity's sake...

  18. #18

    Default Re: A little idea for the rebels

    Quote Originally Posted by RZZZA
    I liked how it was in MTW 1 when rebel uprisings could turn into a whole host of other uprising. You could have a bunch of religous zealots staging a revolt, you could have armies led by rabble or led by relatively capable generals, perhaps some rogue foreign nobility. You could have loyalist uprisings, you could have revolts where the rebels defect to your faction and you get to control them. There are revolts where the rebel armies are led by a re-emerging king whose faction was thought to have been eliminated. There were ALREADY so many options in MTW 1, they were just implemented in a rudimentary, simplistic fashion. I hope CA looked to those options and worked out a way to expand on those ideas, as they were already good ideas way back then. I hope too much isnt sacrificed for simplicity's sake...


    I have not played MTW but that sounds very interesting, why was not that included in RTW? was it the specs thing or was it just left out?
    check my "only 1 settlement" thread

    http://www.twcenter.net/forums/showthread.php?t=30259

  19. #19

    Default Re: A little idea for the rebels

    Quote Originally Posted by Peter
    I have not played MTW but that sounds very interesting, why was not that included in RTW? was it the specs thing or was it just left out?

    Seems to me like a new campaign map led to a different dev mindset as to how the rest of the game should work...? Thats just my theory, but a more likely explanation is that all those good options for re-emerging factions/civil wars/revolts that were in MTW were left out of RTW due to time constraints and/or an inability to incorporate it all into a workable system with the new campaign map adopted for the RTW engine, in a feasible amount of time. (thats redundant but whatever, im not proofreading for you rat bastards)

  20. #20
    Pnutmaster's Avatar Dominus Qualitatium
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    Default Re: A little idea for the rebels

    It certainly makes you wonder what the developers did in MTWII's 2+ years of development. I see screenshots of MTWII and I see enhanced RTW with higher poly models, archer blood effects, more campaign map units, and new combo-tastic battle map animations.

    Who here doesn't believe some of our TWC modders could have dished out something more impressive in that timespan, if they had the tools and sourcecode at their fingertips?
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