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Thread: Fans suggestion thread for future releases

  1. #1981
    Lusitanio's Avatar Content Staff
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Kilo11 View Post
    Looking forward to it, lads!
    I will bring the popcorn

  2. #1982
    QuintusSertorius's Avatar EBII Hod Carrier
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by RodriguesSting View Post
    On the topic of suggestions, back on Gauls, I would like to suggest to remove the Confederation and Top Government from places that are not supposed to have them. You can theoretically build confederations everywhere but outside of Gaul they will offer no pool whatsoever, and I believe the top government should be built only in the capitals?
    The lack of pools is supposed to be a giveaway, but given it's a higher-tier government, they can also be restricted by upgrade paths.

    I'll have a look. EDIT: In fact they are restricted in the upgrade paths. You can only build the Confed in Gaul, and the higher tier one in a specific place (though not sure when I applied that to the build). Unless you're talking about the Boii one?
    Last edited by QuintusSertorius; March 16, 2020 at 05:32 AM.

  3. #1983

    Default Re: Fans suggestion thread for future releases

    I will grab some screenshots of the confederation issue later. It can be built. The top tier one, though, just appears in the building manager I think. Anyway I will see if I drop it on bug reports.

  4. #1984

    Default Re: Fans suggestion thread for future releases

    After losing a campaign because of a storm in a LAKE in Gaul killing my forces and generals (weren't even close to it), is there any possibility of removing those lakes / small in-land seas to something prone to less y behavior (including spawning pirates)?

  5. #1985

    Default Re: Fans suggestion thread for future releases

    So while I was exploring the Eremos (more specifically, trying to raid it), I noticed Generals there have a very high tendency to die to "natural disasters", which would make it a fantastic way to get rid of some useless generals, specially for factions like Carthage, KH and Seleukids who can get outright noxious generals. Problem is, Eremos is kinda inconvenient to access for them. Would it be possible to integrate some Mediterranean islands to it? Like Patmos. And then raise the natural disaster probability so it is a more or less assured way to execute a general without having to sink a boat.

  6. #1986
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Fans suggestion thread for future releases

    My five cents: intentionall killing of bad generals is not historical - the ruler had no such powers. The mod should prevent cheap tricks to enable it - or punish such a behaviour in some way. In the Byg's Grim Reality for the SS it was the issue of personal wealth of a general - killing a general was a net loss for the player as many thousands had been invested in him before.

  7. #1987

    Default Re: Fans suggestion thread for future releases

    Well, incompetent or rebellious generals/ ministers could be exiled or outright killed if the king willed it. Look what happened to Hermeias under Antiochus or Menelaus (client ruler in a way) executed by Antiochus V. But I agree, I find it more interesting to keep incompetent generals alive

  8. #1988

    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Jurand of Cracow View Post
    My five cents: intentionall killing of bad generals is not historical - the ruler had no such powers. The mod should prevent cheap tricks to enable it - or punish such a behaviour in some way. In the Byg's Grim Reality for the SS it was the issue of personal wealth of a general - killing a general was a net loss for the player as many thousands had been invested in him before.
    I agree that FM shouldn't be killed off. Currently, I am dealing with weak Kingetos and failed Druids - I just leave them in peaceful provinces to build stuff while the good generals fight.

  9. #1989

    Default Re: Fans suggestion thread for future releases

    Furthermore, some traits do imply the character would be killed off - like Atimia and Disgraced General for Carthage. And the Pretender for the Seleucid -- the game is telling us we should try to kill that character asap.

    Anyway, any particular reason why Numidae, Nabateans, and Celtiberians don't have priestly traits?

  10. #1990

    Default Re: Fans suggestion thread for future releases

    are there any plans on making rome and carthage more likely to go to war with each other? The war that starts after Messana is taken (by Carthage most times) ends very quickly and Rome rarely declares war on Carthage again, preferring to expand north, leaving Sicily to Carthage.

  11. #1991

    Default Re: Fans suggestion thread for future releases

    I agree with this about Rome and carthage. I actually quite enjoy the fact that carthage go for iberia and rome for Northern Italy and Southern gaul as it should make a war between them epic. This never seems to happen. The squabble over corsica and sardinia but that is it. Has anyone seen them fight out a proper war? Maybe I just haven't played enough turns

  12. #1992
    QuintusSertorius's Avatar EBII Hod Carrier
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by antiochos_hierax View Post
    are there any plans on making rome and carthage more likely to go to war with each other? The war that starts after Messana is taken (by Carthage most times) ends very quickly and Rome rarely declares war on Carthage again, preferring to expand north, leaving Sicily to Carthage.
    Quote Originally Posted by sigurdr View Post
    I agree with this about Rome and carthage. I actually quite enjoy the fact that carthage go for iberia and rome for Northern Italy and Southern gaul as it should make a war between them epic. This never seems to happen. The squabble over corsica and sardinia but that is it. Has anyone seen them fight out a proper war? Maybe I just haven't played enough turns
    All the scripted war triggers now change the AI stance as well, which should make any of those less phoney.

  13. #1993

    Default Re: Fans suggestion thread for future releases

    DISCLAIMER: This is not a problem with EB specifically, but I guess its the most popular mod for MTW2 I play that has this problem.

    Anyway, Am I the only one who gets exhausted from retraining micro? I swear sometimes I notice that about 30-50% of gameplay I do is just retraining and its logistics, it always reaches a tedium where I downright try to find ways to avoid battles or feel anxiety over a battle(especially battles with smaller ai armies!!!It feels like a huge waste) cause it will ruin my units and I have to retrain all these units all over again. The reason that is tedious is cause so many units in your faction can only be retrained in one or two regions.

    Now someone will say that is realistic, well to me its only partially realistic, cause I really doubt that let's say a Ptolomey general in Greece will send an entire unit of Nubians all the way back to Nubia just so they can get 3 guys back, would it rather make sense that he gets his units replenished in his closest major outpost, you Nubians come to them. Ofc I realize its hard to apply realism to rigid unit system in tw, but still.

    So I do not know if this is possible in mtw2, but to have buildings that only serve to retrain units, but not to recruit new ones? It feels like the best of both worlds and most sensible option to me.
    Last edited by The Despondent Mind; March 28, 2020 at 11:30 AM.

  14. #1994
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Fans suggestion thread for future releases

    IMO, the best solution to your problem is to remove the retraining possibilities entirely.

    Quote Originally Posted by Jurand of Cracow View Post
    I've a few other reasons:
    The new recruits should not have the same experience as the veteran soldiers in the units. You cannot make a 120-strength golden-chevron unit out of 10 golden-chevron veterans even though they can teach something the new guys - but this is shown by one bronze-chevron of the merged units.
    Another argument is that the soldiers - even if they're very experienced, ie with golden chevrons - shouldn't live forever but with the M2TW mechanics they do.
    Finally, a player may exploit the mechanics (and I had done it in the past, I admit) by mergings two units in such a way that only a handful is left in one unit - and this handful usually have more chevrons. Then you retrain - and you get golden units soon.

  15. #1995
    Domaje's Avatar Libertus
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    Default Re: Fans suggestion thread for future releases

    I never retrain experienced units for the reasons mentioned above by Jurand.

    What you can do is recruit local and mercenary units as your auxiliaries when you go in foreign lands. For your factional units or units you really want to use in your army you can train a couple more of them and make them follow your army by putting them in the nearest settlement. After a battle, you can merge the reserve units with your army. That way, your army is always battle ready.

  16. #1996
    Gigantus's Avatar I am thinking more about running away now then I did as a kid, but by the time I put my teeth in, my glasses on and find my car keys I forget why I am going.
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by The Despondent Mind View Post
    Now someone will say that is realistic, well to me its only partially realistic, cause I really doubt that let's say a Ptolomey general in Greece will send an entire unit of Nubians all the way back to Nubia just so they can get 3 guys back, would it rather make sense that he gets his units replenished in his closest major outpost, you Nubians come to them. Ofc I realize its hard to apply realism to rigid unit system in tw, but still.
    The most realistic way would be to recruit a fresh unit and then send to the stack in the field and merge it. I usually drag a half stack of replacements along with me in mods like that.

    Quote Originally Posted by The Despondent Mind View Post
    So I do not know if this is possible in mtw2, but to have buildings that only serve to retrain units, but not to recruit new ones? It feels like the best of both worlds and most sensible option to me.
    You don't need a separate building only a separate recruit line. It's been done since the DLCs\campaigns got published via a 0.999 max pool value and a region (hidden resource) condition.
    Last edited by Gigantus; March 28, 2020 at 01:19 PM.




  17. #1997

    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Jurand of Cracow View Post
    IMO, the best solution to your problem is to remove the retraining possibilities entirely.
    I wouldn't remove retraining entirely. I move freshly recruited, fully manned units and retrain them in regions that offer more XP bonuses than the regions they were recruited in. I call it advanced training

    It's a good way to standardise the performance of the troops in the army AND to get rid of excess cash since retraining to a higher level of experience costs a lot.
    Last edited by Rad; March 28, 2020 at 04:33 PM.

  18. #1998

    Default Re: Fans suggestion thread for future releases

    I rarely retrain, I just keep recruiting from the pools whenever they reach max ("shaving" the pool) and send these troops to a settlement in the frontline. Damaged units get merged with the noobs or substituted if the situation demands. This troop train can be messy to manage sometimes (ships help), but it makes sure you can always have an army with the troops you need at full capacity in the front.

  19. #1999
    Gigantus's Avatar I am thinking more about running away now then I did as a kid, but by the time I put my teeth in, my glasses on and find my car keys I forget why I am going.
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    Default Re: Fans suggestion thread for future releases

    Anyone remember that you can can set automatic routes? Alt+right click to set rally points after selecting a settlement\port? Kinda like 'forwarding' recruited units? Totally love that feature. Recruit in multiple settlements, send them all to one spot close to a conflict zone, merge into a stack.
    Last edited by Gigantus; March 29, 2020 at 12:15 AM.




  20. #2000
    QuintusSertorius's Avatar EBII Hod Carrier
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    Default Re: Fans suggestion thread for future releases

    Gig has the solution to avoiding retraining - send reinforcements to merge into depleted units. Give a young FM command of the reinforcements and perhaps let him smash any Rebels he encounters along the way.

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