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Thread: Fans suggestion thread for future releases

  1. #2201

    Default Re: Fans suggestion thread for future releases

    Flaming pigs, Gladiators (probably a bit late for EB) and other limited use fun units could be implemented as mercenaries instead of faction units so they don't chew faction unit slots. They could then be made available only by script to certain factions or circumstances. Obviously a use of incendiary pigs would automatically increase your supply level. I would love to see peasants and stone throwing peasants in rebellious settlements as in EB1, maybe even added by script as mercenaries...
    I think the M2TW vanilla has some form of wagon (IIRC it held the cross) with combatant priests/guards. Perhaps it could be modded to be used as a similar inspiring holy symbol/group of sacrificing druids for certain armies or alternatively a baggage cart or sige device for the human player.
    After cataphract camels, camels disguised as elephants!

  2. #2202
    Grimmy's Avatar Ordinarius
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Kilo11 View Post
    Yeah, this is what Quintus is saying doesn't work. In order for this to work, there would need to be a separate "Schools" building chain for each culture. That is because, if schools convert culture, then they can only be coded to convert toward a single culture. It is a quirk of the Medieval II mechanics, but from what I know, it is hardcoded, and cannot be got around in any fashion. Basically, anything to do with the religion mechanic (which EBII has co-opted to "culture") is locked to a specific religion (EBII "culture"), and cannot convert to anything but that one religion/culture. Moreover, I think any buildings locked to a religion/culture will be automatically destroyed when a faction of another religion/culture takes the settlement (not totally certain of that though).

    Unfortunately, the long and short of all this is that your suggestion just isn't really implementable. At least not without copying out the "Schools" building tree a few times. And I think EBII is pretty close to the limit for building trees, so such a small but tree intensive change is unlikely to be implemented.
    Oh, ok. Makes total sense. I didn't realize the school line wasn't unique for each faction.

    Thanks for the explaination.

  3. #2203

    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Porphyrogenita View Post
    Flaming pigs, Gladiators (probably a bit late for EB) and other limited use fun units could be implemented as mercenaries instead of faction units so they don't chew faction unit slots. They could then be made available only by script to certain factions or circumstances. Obviously a use of incendiary pigs would automatically increase your supply level. I would love to see peasants and stone throwing peasants in rebellious settlements as in EB1, maybe even added by script as mercenaries...
    I think the M2TW vanilla has some form of wagon (IIRC it held the cross) with combatant priests/guards. Perhaps it could be modded to be used as a similar inspiring holy symbol/group of sacrificing druids for certain armies or alternatively a baggage cart or sige device for the human player.
    After cataphract camels, camels disguised as elephants!
    I'm afraid you have the wrong thread, you want this one.

    Anyway, there are no "faction unit slots", only global cap, and EB, with all the planned but not yet implemented units is coming very close to it.

  4. #2204
    QuintusSertorius's Avatar EBII Hod Carrier
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Sar1n View Post
    Anyway, there are no "faction unit slots", only global cap, and EB, with all the planned but not yet implemented units is coming very close to it.
    This. There are 498 available slots for units, we have plans for all of them.

  5. #2205

    Default Re: Fans suggestion thread for future releases

    I did a few long (~1000 turns) campaigns since the release of 2.3.5 and here is my feedback about some balance issues I noticed. Maybe you are already aware of this or maybe it has already been fixed in the development version, but here it is anyway.

    1. Romans usually struggle to expand in the early and mid game, but once they reach Marian reforms they steam roll everyone. Never played them so I don't know how they work, but they seem to have huge pools of Cohors Reformata because I see full stacks of these units everywhere. Maybe expand a little bit the recruitment options before Marian reforms and decrease the pools after would help.

    2. Nomadic/pastoralist factions tend to be a bit weak. This is noticeable in the mid to late game where they usually get destroyed by an expanding Makedonia, Hayastan, Arche Seleukideia or post-marian SPQR. For example, Romans usually expand in Celtic, Germanic and Sarmatian lands before even setting foot on Asia Minor (or Africa, but that's another problem). Also, Pahlava rarely expand in Persia and Saka Rauka struggle to survive against Baktria. Maybe an economic boost for camps or increase of the recruitment pools would help.

    3. Related to the previous point, Mediterranean factions not only have an easy time to expand in nomadic/pastoralist regions but they also keep them very easily. They garrison these regions with a single unit and almost never get a rebellion. Nomadic/pastoralist regions should be of low economic value for agrarian factions and very hard to control, maybe a big malus for happiness/law/income would help.

  6. #2206

    Default Re: Fans suggestion thread for future releases

    Is it possible to create an additional "custom army or group formation"? I mean a formation that the player can set up at the start of the game (with the possibility to modify) and then use it to deploy the armies throughout the game?

    Army deployment usually takes a couple of minutes, but will be cool if most / if not all of the army can be deployed without picking units one at a time. My observation is that I generally use one main deployment formation and modify it only on rare occasions.

  7. #2207
    Lusitanio's Avatar Content Staff
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by nickygg View Post
    Is it possible to create an additional "custom army or group formation"? I mean a formation that the player can set up at the start of the game (with the possibility to modify) and then use it to deploy the armies throughout the game?

    Army deployment usually takes a couple of minutes, but will be cool if most / if not all of the army can be deployed without picking units one at a time. My observation is that I generally use one main deployment formation and modify it only on rare occasions.
    Not possible as far as I'm aware of. M2TW has different settings in regard to formations, but some modders have done some work to introduce different formations, which I actually want to try.

  8. #2208
    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

    Existing preset formations can be changed in descr_formations_ai, it's not for the fainthearted.




  9. #2209

    Default Re: Fans suggestion thread for future releases

    First of all thank you for this great mod. I discovered it recently and just finish my first campaign with the Romans, a very enjoyable experience. I have some suggestions that mainly relate to this campaign (maybe also for other factions, but I have yet to play them). Firstly, I was thinking if it will be possible to create a building chain to improve sanitation (food imports) based on the regions owned. Lets say that as Rome you conquer Sicily (or Africa or Egypt will work for this), you could build something like a "grain export" that adds some food import public order to the core italian provinces (or reduce famine) and add some money where you build it. Maybe you could also need to build some grain import in those settlements you want the effect to take place. I know there is already buildings that add food import, but I mean if this could be linked to the ownership of some regions.
    Secondly, to avoid a very unrealistic expansion of any faction, is it possible to modify the base unrest each faction suffers in a given region? As an example, if the Britons conquer any province in Spain, the unrest will be so high that would hinder them for keeping the province. If this is possible, some "map" could be created for each faction that limits their historical or plausible borders.

  10. #2210

    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by Kilo11 View Post
    Yeah, this is what Quintus is saying doesn't work. In order for this to work, there would need to be a separate "Schools" building chain for each culture. That is because, if schools convert culture, then they can only be coded to convert toward a single culture. It is a quirk of the Medieval II mechanics, but from what I know, it is hardcoded, and cannot be got around in any fashion. Basically, anything to do with the religion mechanic (which EBII has co-opted to "culture") is locked to a specific religion (EBII "culture"), and cannot convert to anything but that one religion/culture. Moreover, I think any buildings locked to a religion/culture will be automatically destroyed when a faction of another religion/culture takes the settlement (not totally certain of that though).

    Unfortunately, the long and short of all this is that your suggestion just isn't really implementable. At least not without copying out the "Schools" building tree a few times. And I think EBII is pretty close to the limit for building trees, so such a small but tree intensive change is unlikely to be implemented.
    If you donīt add a religion to the building it will convert to faction religion

  11. #2211

    Default Re: Fans suggestion thread for future releases

    Could a cultural conversion building be added for the Getai? I'm pretty sure every other faction has some building that converts to their cultures. The Getai are an exception, and suffer as a result. Their Urbanised Tribal States culture is barely existent outside of their immediate surroundings, and even though grooming their governors to become Living Gods can boost their influence, it's not enough. Maybe a religion level bonus can be added to their Protecterate-style buildings?

  12. #2212

    Default Re: Fans suggestion thread for future releases

    Are EBI units coming? I know units like Cohors Imperatoria or Ala Imperatoria aren't in due to ahisotricy, but I think it might be possbile to make them upgrades (reforms) of Cohors Reformata (Cohors Imperatoria), First Cohors Reformata (Prima Cohors Imperatoria), and Equites Auxilium (Ala Imperatoria) units. I'm not sure if they are going to be recruitable in campagin, but custom battles and historical battes (if those are being worked one) would be good candidates for thier inclusion.

  13. #2213
    QuintusSertorius's Avatar EBII Hod Carrier
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by The Great Khan of Rome View Post
    Are EBI units coming? I know units like Cohors Imperatoria or Ala Imperatoria aren't in due to ahisotricy, but I think it might be possbile to make them upgrades (reforms) of Cohors Reformata (Cohors Imperatoria), First Cohors Reformata (Prima Cohors Imperatoria), and Equites Auxilium (Ala Imperatoria) units. I'm not sure if they are going to be recruitable in campagin, but custom battles and historical battes (if those are being worked one) would be good candidates for thier inclusion.
    Armour upgrades of those units are impossible, mechanically. They wouldn't be any more armoured, but if they had an upgrade, their armour stat would go up.

  14. #2214

    Default Re: Fans suggestion thread for future releases

    I draw latest version ( most accurate ) Kartvelian Warrior ( Caucasian Iberia ) .This is the final form of my Kartvelian Warrior. I drew this image based on the ancient plates from Dedoplisgora and Greco-Roman historical sources.

    Please make this warrior in the game, You can add From my page other Weapons (many Spears, Knives, axes, bows,javelins , plate shields, persian or Urartian type conical helmets ,some warrior without helmets ) and bronze scale armor. It's a clothes





    Another version Kartvelian Warrior

    Last edited by Khevsur; December 29, 2020 at 05:02 PM.

  15. #2215

    Default Re: Fans suggestion thread for future releases

    Hello, EB team.

    I know you worked hard on your animations but I would ask if you could add the javelin throwing animation from Tsardoms TW.

    It's the closest thing to the throwing animation in Rome tw in the Medieval 2 engine right now.

    I think it's better because the units don't run forward to fire. That's because the javelineers in EB2 get bogged down when there is an enemy unit close.

  16. #2216

    Default Re: Fans suggestion thread for future releases

    I have advice about old georgian (caucasian) units :

    1. nort- west cacusasians give Kartvelian warriors plate shields and scuare plate black sea coast warrior shields, north -west caucasian hoplon shields give Colchian hoplites .this plate shields found in Colchis , not iberia. scuare wooden shields Good and stay. Change Anachronistic axes .
    2. Colchian hoplites reskin unit quality. on belt give colchian swords and axes , . give svan felt hats , give north-west caucasians hoplon shields . change spears, It's too short. give egiptian style flax armor (colchians make flax like egyptians )
    3. khaldian pikemens -reskin unit quality, give all long pants and long cloching . give egiptian style flax armor
    4. Kartvelian warriors ( Meomarni Kartlisani ) - reskin unit quality. give medium size round spinning and leather covered shields with big iberian shield boss and urartian type shields, delete oval iron plate shields. give bronze iberian plate helmet and urartian-persian conical helmets, delete all greek helmets . give kathetian felt hat and some make without a hat. change colorful pants and withe clothing to dark and plain. give bronze scale armor. give animals leather with fur (wolf, bear, wild pig, goat , sheep, bull )
    5. Caucasian late period Cavalry renamed Kartvelian Cavalry (Mkhedarni Kartlisani) , create characters from gaming plate from dedoflisgora. i draw near future late era Kartvelian units .
    6. please all Pulled leather armor make persian style leather armor , , Give Caucasians units one style


    7. Can be made 2-3 Caucasian units . References and materials are plentiful about this. ( early kartvelian cavalry , early and late kartvelian Spearmen infantry )

    this is my post
    https://www.twcenter.net/forums/show...-and-pictures)



    Oldest Georgian Hats:

    Colchian - Svan hat


    iberian - kakhuri hat



    cross on hats is pre christian singn - Means the four corners of the earth




    Last edited by Khevsur; January 05, 2021 at 03:14 AM.

  17. #2217
    QuintusSertorius's Avatar EBII Hod Carrier
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    Default Re: Fans suggestion thread for future releases

    Quote Originally Posted by NapoleonMaster View Post
    Hello, EB team.

    I know you worked hard on your animations but I would ask if you could add the javelin throwing animation from Tsardoms TW.

    It's the closest thing to the throwing animation in Rome tw in the Medieval 2 engine right now.

    I think it's better because the units don't run forward to fire. That's because the javelineers in EB2 get bogged down when there is an enemy unit close.
    We already have access to a no-run-up javelin animation. The choice of the current one is deliberate; there's no way you could throw a javelin the ranges used from the shoulder alone.

  18. #2218

    Default Re: Fans suggestion thread for future releases

    my speed art - Kartvelian cavalry - Mkhedarni Kartlisani 1st AD





    in 1st century AD Kingdom of Kartli had an army- Powerful , Balanced and high morale , successfully fought against Rome and Parthia. nobles have chain mail, scale armor. infantry have leather helmets and leather furry armor.

    1.Heavy shock cavalry, Without shield
    2.Skrimshers cavalry
    3.Archers cavalry, with composite sarmatian type Bow
    4.Spearmen infantry
    5.Skrimsher infantry
    6.Archers
    7.Slingers


    My Art Kartvelian Warriors - Meomarni Kartlisani IV-III c BC



    1. Kartvelian Spearmen ( Helmet from Varsimaant Kari, Shield boss From Kamarakhevi )

    2. Kartvelian Skrimsher Warrior ( Helmet from Varsimaant Kari, Shield boss From Kamarakhevi )

    3.Kartvelian Noble Warrior ( Helmet From Kamarakevi , shield Boss From Varsimaantkari )

    4.Kartvelian Noble Warrior ( Eastern or Urartian type Bronze or Iron Conical Helmet , shield From Vani ) The ancient Georgian conical helmets are similar to the Urartian-Assyrian



    Kartvelian warrior with helmet from Kamarakhevi - Illustration from the book of historian Gela Gamkrelidze





    Last edited by Khevsur; January 08, 2021 at 12:10 PM.

  19. #2219

    Default Re: Fans suggestion thread for future releases

    If I could get one thing, it would be a figure in the UI that tells the management capability of a general/family member. It is such a hassle to manually keep track of who is able to run a problematic region.
    == El Burrito Senoro ==

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