Don't know if anyone else has stumbled across this, whether it's a glitch or an intentional thing on the programmer's part I discovered yesterday that if you eliminate the Hun Horde prior to 400 AD (for certain) and possibly at any point earlier than 420 AD (not confirmed yet) you receive the "Faction Eliminated" Message for them, only to see the entire Hun Faction re-spawn at full strength the following turn. If the Hun faction is player controlled they can be eliminated as normal. I have no idea why the devs would essentially grant what amounts to "god mode" cheat to an AI faction like this.
I don't have much experience with Mods at all no experience with Modding Total War games, so I'm proposing a couple of fixes to the community here in the hopes that more experienced modders agree with me and can help eliminate some of the more broken garbage that might have been overlooked.
So here are some of the stuff I'm suggesting:
-No more AI Hun god mode. If they get eliminated they should stay eliminated, "story progression" and dev hun-boners be damned.
-Debuff Hordes in general, AI Hordes are ridiculous.
-Horde campaign map movement should be slower, not faster than every other army's movement. They're traveling with all their possessions, women, children and camp equipment whether they've set it up to recruit or not but for game balance purposes I'd think it should just be brought into line with the normal movement range for other armies.
-Remove the ability for non-migratory societies (I.E. anyone other than the Alans, Huns, Ostrogoths, Vandals, Visigoths etc.) to form hordes if their last remaining settlement falls. You can't do it as a player but from what I've seen all AI factions automatically do this if their last settlement falls and you haven't destroyed all their forces. Danes and Saxons definitely do this (confirmed in multiple campaign attempts.)
-Unit Cap hordes. No reason why they should be able to continuously spawn full stacks, two armies doesn't seem like an unreasonable limitation for a society that lives in tents and has no income.
-No tax income unless the horde is encamped, or at least impose a penalty to it for being on the move. I'd suggest this be done in player controlled hordes too for the same reasons.
-I have never seen an AI horde actually "settle" and lose it's horde bonuses and buffs as player controlled hordes eventually do. Give them some kind of impetus to settle, after all that's what the actual migratory societies eventually wanted to do historically, and eventually did. Maybe eliminate any AI Horde that doesn't have a settlement by 400AD (including Huns, for the same reasons as no god mode) or force them to become a "client state" of a faction that does control settlements in order to avoid being eliminated.
-Actual diplomacy attempts from hordes. I've never had a Horde engage me in diplomacy (I have two completed campaigns and two ongoing) except for the purposes of declaring war or suing for peace. It would be awesome if they actually engaged in other sorts of diplomacy such as requesting non-agression treaties in return for being able to levy troops etc. On the flip-side perhaps in such a case rather than being able to auto-levy from any non-hostile horde in your territory (both Roman factions) you'd actually need to engage in diplomacy to avoid triggering a war by levying their troops.
-Hadrian's Wall.
-Historically Hadrian's Wall was pretty damn effective at helping the Romans maintain control over the southern part of Brittania. It would be awesome if it imposed a debuff on Pict or other Northern forces who passed it to operate in the southern Britannic provinces, especially since even when you're not playing Western Rome having a possession in Britannia Inferior or Superior seems to prompt all three northern factions to auto-war on you during their next turn. (Geat tested, multiple times, no matter my diplomacy the minute I grabbed something south of the wall I got three new wars, only way to avoid this was by using the "liberate" option, but it only worked for me when liberating everything south of the wall, the moment I took something I still had more wars.)
-It would be awesome if Hadrian's Wall could be made into an object which whoever held that territory could station a garrison in.
-AI Faction Debuff, apply the numbers to the AI for god's sake.
-There's no possible way that AI factions with single settlements should be running around with multiple full stack armies. I'm sure someone is already implementing this one as they always do but it would be nice if the AI suffered some rebellions from bankrupting themselvesout full stacks every other turn and then getting them murdered by more powerful factions.
-Negotiations with Separatists.
-I'm not sure how to go about this one, but it seems like in particular the Roman Empires but other factions as well should be able to negotiate with separatist factions as if they were legitimate. Granting them client state status and ceding the settlement under contention to them for instance. Every time a Total War game comes out one of the first mods that comes with it is axing the ridiculous frequency of rebellions which the Devs never seem willing to fix (probably because it's a super easy and super cheap-ass way for them to artificially increase the difficulty of the game instead of doing something productive like creating more effective AI for the battles.)
-Settlements with a garrison ought to be able to "sally forth" against potential separatists within their movement range. They can already move out to support active armies so why they can't be used to put down rebellions as they would have done historically is beyond me. If not all settlements then certainly those settlements in a region which has a provincial governor assigned should get this ability.
-No General characters for rebels, unless an actual general character's loyalty has dropped below 2/10. I have no idea where these people come from or get their military experience, especially late game when separatists and rebels are being led by 3 and 4 rank generals, it's nuts. If they're going to be a pain in the ass they could at least be an inept, realistic pain in the ass.
-If Generals for Separatists/Rebels do come from the pool portions of their army should join them giving rebels a potential buff, but if it's possible to negotiate with them this becomes somewhat fun rather than extremely tedious.
-Other Stuff, randomly.
-Someone is probably already working on this but enable recruitment of low tier units even after you've "passed them" technologically, especially since mid and late game units take two or even three turns to recruit by default. Maybe I wanted a cheap disposable army to raise in a single turn and then burn to deal with some moron rebels instead of having to sit there for four rounds recruiting the highest unit I'm capable of.
-Recruitment capacity bonus for units belonging to a tier lower than your maximum.
-No more "Blind" trait. I could not even remotely believe this crap, I got a general with this trait in my first campaign and have gotten one every subsequent campaign that lasts longer than 15 turns when playing either Roman Empire. Why in the unholy hell would I have a blind guy on the battlefield? The first time it was a mistake, only character I could afford to recruit but jesus, this shouldn't even be an option, it reduces authority and zeal to 1 and commander's aura to base range and can't freaking be compensated for. This trait needs toing go completely.
-Make "out of favor" trait temporary. It might already be but long story short if my Emperor character didn't overcome it no one else is going to. I got that crap second turn on my Eastern Empire play through and fifth turn on my Geat play through. Both out of favor rulers went on to lead armies as generals (unintentionally, on the first play through with Dag of the Geats I didn't realize your ruler could actually be included in your army until after I'd already conquered all of Britain and maxxed out his rank) and yet never over came this trait or gained a single influence point again. That's absurd. I don't think this trait should have a "time limit" or anything but it should definitely be removable. I'd suggest that it be removed automatically when a character with this trait gains a rank.
-No loyalty penalty for removing/re-assigning a governor. It would be nice if you could move these people around because as it stands making someone a governor before they're a general or whatever which you absolutely have to do early game means that they're going to almost certainly kick off a civil war if you ever remove them or try to reassign them so that they can move up in rank.
-Make "Gather Support/Secure Loyalty" diplomatic actions specific to the character initiating them rather than the "family." For instance my second Western Rome attempt in 410 my emperor had an "heir" who was literally twice his age, who had three adult sons and two marriageable daughters. His wife had the "beautiful" and "priestess" traits as opposed to the "shrewish" trait. My actual emperor in spite of his crushing string of military victories had 0 influence and was incapable of ever gaining more due to the "out of favor" trait (see above.) I needed his heir to take over, who was obscenely popular, but every time the heir or his wife "secured loyalty" or "gathered support" it went to the emperor which didn't help at all because it just kept me on the edge, I expected some kind of option to transfer power or abdicate to my heir. It would be nice therefore if that existed, or if support/loyalty were gathered by the character initiating the action so that when I do assassinate my primary character it actually doesn't spark civil war.
Those are some of the suggestions I've noticed that may not be getting as much attention as they might. If anyone is beginning to work on these or wants to start working seriously by re-posting into the mod-specific thread I'd be thrilled but like I said in the opening I don't have the experience or skill with TW games to actually kick off a suite of mods myself, no matter how much I think they need to be done so I'm hoping that suggesting them to the community might help.




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