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July 07, 2015, 12:06 AM
#1
Proposals
This mod really looks like it's going to be the best mod for Attila. I have some questions about it. Are you guys going to be redoing the trait system? Currently I think it's really bad. A lot of the trait generation doesn't make sense. The retinue system needs to be redone too in my opinion. Having items and clothing is really stupid. All characters in your empire being able to share their retinue is really stupid. It's supposed to make characters unique, but instead it's just a min max mechanic the way they did it in vanilla.
I don't know if you guys can add more of the Limes fortifications to the map. There was more than Hadrian's Wall. Maybe the wall could be copy pasted to other places and watchtowers added etc. Making it garrisonable and on the battle map would be awesome as well. Finally, it would be really cool to see historically accurate cities or battle maps added. This Shogun 2 modder made some historically accurate Japanese castles and added them to the game.
http://steamcommunity.com/sharedfile.../?id=448048798
Also, I think the lighting during rain battles needs to be looked at. It looks really bad to me. Will you guys be redoing the public order, food, and squalor systems? I'm not a fan of the way it is currently. It's very illogical. If anyone on the team does scripting that would be great. Maybe dynamic historical events could be added. So if A+B happens then a script gets triggered and C happens.
One thing I think would be worth adding at least as an option would be a modified version of Mitch's Guaranteed Major Faction Empires script. His script guarantees that all the "major" factions can't be destroyed by giving them a bonus in autoresolve. I think a version of this that guarantees that the factions that historically survived the mod's time period can't be destroyed would be cool. If possible make the autoresolve bonus only apply on the last city.
Final thing, is it possible to add pushing back into the combat? I was playing Barbarian Invasion the other day and I really miss the pushing effect in combat.
Last edited by Riekopo; July 07, 2015 at 12:32 AM.
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July 07, 2015, 12:36 AM
#2
Re: Proposals
Yes, the trait system is being reworked, along with ancillaries, skills, attributes and pretty much all other campaign effects (besides, we have no choice here, it must be done). I'm about to put two new team members on the job. We will be using TTT, although with changes to the effects as it has currently too many traits improving units. To give a basic outline of what is planned;
Attributes: Changed from Authority, Cunning and Zeal to Command, Management and Piety (bet you've seen that before!). We even have descriptions ready for these, but I don't want to spoil too much. Command affects unit morale, province happiness and auto-resolve. Management plays a serious role in governing provinces, changing tax and corruption, recruitment times, squalor and construction costs. Finally, Piety, which should be as familiar as the other two, that represents devotion to a religion, faction or simply kin, improves army integrity, loyalty, cultural/religious conversion and other things. Coupled with traits, the attributes are to become the sort of backbone of the campaign effects, playing a significant role in how attached you feel to a general or character and what they can be used for. Traits will significantly improve/decrease attribute levels to make character development more organic. There will be some, few skills that provide additional attribute points, representing how characters can learn in certain areas. Ancillaries are planned to cover a similar role, I believe.
That's roughly what's planned for characters. Military traditions and other things will be reworked from the ground up.
As far as campaign fortifications goes - yes, that's possible. But it requires much work and isn't something we're prepared to invest in just yet.
As far as scripting goes, we have nobody in the team to work with that at the moment, which is a pity. It could be of much help and open up new opportunities. Pushing - no. Possibly with scripts, but with mere db editing it can only be an illusion at best (and not a particularly impressive one). There are mods that improve the "initiative" from combatants from the winning side, I believe, making them fill in the vacant positions emerging between lines when someone gets killed. Which, although nice, is not the mechanic we're hoping for.
Last edited by Sheridan; July 07, 2015 at 12:42 AM.
Campaign modder for Ancient Empires
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