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Thread: Taking the TW:W 10 building slot settlements into MKTW?

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  1. #1
    Cavalier's Avatar Vicarius
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    Default Taking the TW:W 10 building slot settlements into MKTW?

    Hey, do you guys think its possible to somehow take the 10 slot buildings settlements that the wood elves have in Warhammer and incorporate it with this mod? I noticed someone made a TW:W mod which makes Altdorf have 10 building slots, for example. It would be really cool if it worked to take that into attila
    August Strindberg: "There's a view, current at the moment even among quite sensible people, that women, that secondary form of humanity (second to men, the lords and shapers of human civilisation) should in some way become equal with men, or could so be; this is leading to a struggle which is both bizarre and doomed. It's bizarre because a secondary form, by the laws of science, is always going to be a secondary form. Imagine two people, A (a man) and B (a woman). They start to run a race from the same point, C. A (the man) has a speed of, let's say, 100; B (the woman) has a speed of 60. Now, the question is 'Can B ever overtake A?" and the answer is 'Never!'. Whatever training, encouragement or self-denial is applied, the proposition is as impossible as that two parallel lines should ever meet."


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    hessam's Avatar Miles
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    Default Re: Taking the TW:W 10 building slot settlements into MKTW?

    I don't know if it's possible but even if it is, I don't think it would be such a good idea because then you won't have to make hard choices regarding which buildings to construct or whether focus on economic or military buildings. If it were possible to limit it to certain cities, like Constantinople, then it would be great.

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    KAM 2150's Avatar Artifex
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    Default Re: Taking the TW:W 10 building slot settlements into MKTW?

    Quote Originally Posted by hessam View Post
    I don't know if it's possible but even if it is, I don't think it would be such a good idea because then you won't have to make hard choices regarding which buildings to construct or whether focus on economic or military buildings. If it were possible to limit it to certain cities, like Constantinople, then it would be great.
    For me the hard choices (or hard caps as some prefer to call it) do not make sense in the first place, the just artifically rescrict you until you find only logical build of same few buildings in each and every province, which is what happens in last few TW titles each time. No regions feels really unique with those as some factions line Venice could play out nicely with just one, strong region. It could be done in much better way, even with current limits the same way the hordes work so you can build everything but it simply takes a looooong way to do it and there are still chocies to do. With horde like building system for every city, you would still need to pick between army and civic stuff since for example going heavy into army buildings would slow down overal population growth and economical growth.
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    hessam's Avatar Miles
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    Default Re: Taking the TW:W 10 building slot settlements into MKTW?

    Quote Originally Posted by KAM 2150 View Post
    For me the hard choices (or hard caps as some prefer to call it) do not make sense in the first place, the just artifically rescrict you until you find only logical build of same few buildings in each and every province, which is what happens in last few TW titles each time. No regions feels really unique with those as some factions line Venice could play out nicely with just one, strong region. It could be done in much better way, even with current limits the same way the hordes work so you can build everything but it simply takes a looooong way to do it and there are still chocies to do. With horde like building system for every city, you would still need to pick between army and civic stuff since for example going heavy into army buildings would slow down overal population growth and economical growth.
    This can be better accomplished by further specializing buildings so that each building can only provide specific, but limited, services. If planned well, it could be made in a way that the number of essential buildings are more than the available slots so that players can no longer, as you put it, create a "logical build of same few buildings in each and every province." I agree with you that this has usually been the case with recent total war games.

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    Decanus
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    Default Re: Taking the TW:W 10 building slot settlements into MKTW?

    Quote Originally Posted by KAM 2150 View Post
    For me the hard choices (or hard caps as some prefer to call it) do not make sense in the first place, the just artifically rescrict you until you find only logical build of same few buildings in each and every province, which is what happens in last few TW titles each time. No regions feels really unique with those as some factions line Venice could play out nicely with just one, strong region. It could be done in much better way, even with current limits the same way the hordes work so you can build everything but it simply takes a looooong way to do it and there are still chocies to do. With horde like building system for every city, you would still need to pick between army and civic stuff since for example going heavy into army buildings would slow down overal population growth and economical growth.

    Agreed^^

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    Cavalier's Avatar Vicarius
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    Default Re: Taking the TW:W 10 building slot settlements into MKTW?

    Yea you could limit to Constantinople, Alexandria, Jerusalem, Paris, Venice and so on which would make room for special buildings in those capitals to show their importance
    August Strindberg: "There's a view, current at the moment even among quite sensible people, that women, that secondary form of humanity (second to men, the lords and shapers of human civilisation) should in some way become equal with men, or could so be; this is leading to a struggle which is both bizarre and doomed. It's bizarre because a secondary form, by the laws of science, is always going to be a secondary form. Imagine two people, A (a man) and B (a woman). They start to run a race from the same point, C. A (the man) has a speed of, let's say, 100; B (the woman) has a speed of 60. Now, the question is 'Can B ever overtake A?" and the answer is 'Never!'. Whatever training, encouragement or self-denial is applied, the proposition is as impossible as that two parallel lines should ever meet."


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    Commissar Caligula_'s Avatar The Ecstasy of Potatoes
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    Default Re: Taking the TW:W 10 building slot settlements into MKTW?

    Warhammer has specially made "dummy_building_slot" building effects, which Attila doesn't have.
    I've tried making my own province based off that Warhammer mod but I failed (probably because I was just guessing).

    For MKTW, who's the person who would be doing the campaign? I was trying to do some campaign building slot stuff for Rise of Mordor a few months ago but I haven't done this stuff for over 3 years, so I could use a bit of help and we might be able to work out how to give 6 building slots to different settlements.



  8. #8
    It's a Giraffe's Avatar Laetus
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    Default Re: Taking the TW:W 10 building slot settlements into MKTW?

    I'd actually prefer infinite building slots, like the classic TW games. Of all the settlement systems, it just makes the most sense. But 10 is one step closer.

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    FrozenmenSS's Avatar Senator
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    Default Re: Taking the TW:W 10 building slot settlements into MKTW?

    Quote Originally Posted by It's a Giraffe View Post
    I'd actually prefer infinite building slots, like the classic TW games. Of all the settlement systems, it just makes the most sense. But 10 is one step closer.
    well its more retarded when looking from game balancing view... you just build everything in 1 city and you dont care for the other 10 cities more or less...

  10. #10
    nnnm's Avatar Senator
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    Default Re: Taking the TW:W 10 building slot settlements into MKTW?

    That absolutely yes


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    Default Re: Taking the TW:W 10 building slot settlements into MKTW?

    It makes a lot of sense from game balancing view, somehow it worked perfectly in the past, especially with mods like Europa Barbarorum, when it was fleshed out. If those buildings costs are balanced properly with costs, upkeep and turns to build, it will take a loooot more time to max city out then currently plus it allows for cities to actually matter. Not to mention that it allows for certain factions to play out more historically as it allows for powerful city states. In mods like Europa Barbarorum you had dozens of building but your would most likely never be able to build everything due to time required or costs but at least you had the option to do that. Now you just end up with same buildings in every province because that is only logical and efficent way to play.
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    It's a Giraffe's Avatar Laetus
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    Default Re: Taking the TW:W 10 building slot settlements into MKTW?

    I have to agree here, EB really had so many options open for cities. It was almost like it was designed specifically to be almost overwhelming. Which is good. It presents you with all these choices, knowing that the player will only ever afford/have time for/worry about a quarter of them. And the other quarter can be built in some other city.

    Of course, it's also up to the MKTW team if they want to make that many buildings. It would be a lot of work.

  13. #13
    M.A.E's Avatar Miles
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    Default Re: Taking the TW:W 10 building slot settlements into MKTW?

    The building slot must be organized so the both economic,military and government building in the major capitals with high garrison but the minor cities can choose between military & economical buildings as to differ the castle building -the city building from each other to give that importance of Empires

  14. #14

    Default Re: Taking the TW:W 10 building slot settlements into MKTW?

    I miss the old medieval building system. Where everything you want can be built. Also I miss real population numbers, why did we ever get rid of that?

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