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  1. #1
    Lusted's Avatar Look to the stars
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    Default Modder Requests to CA For Future Updates

    Okay guys after pnutmasters suggestion in the patch thread im opening this thread for people to make request for things they would like to see opened up for future updates for Medieval II Total War.

    I know that people already would like these things:

    -Sprite Generator
    -Increased hardcoded limits(unit, province, trait)
    -More Tools

    So please post your suggestions here, but keep them realistic, and not too many.

    EDIT: looks like alpaca has already asked about some things:

    - View city feature: won't return
    - raising the maximum number of provinces: could happen if it doesn't impede performance too much (pre-caching). Scott K. promised to test that within a few weeks
    http://forums.totalwar.org/vb/showth...83#post1490883
    Last edited by Lusted; April 03, 2007 at 05:16 PM.
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  2. #2

    Default Re: Modder Requests to CA For Future Updates

    Sprite generator of course
    + raise the max number of men in unit to 200.

  3. #3

    Default Re: Modder Requests to CA For Future Updates

    Quote Originally Posted by Herkus View Post
    Sprite generator of course
    + raise the max number of men in unit to 200.
    I'd prefer it to be more then that.

  4. #4

    Default Re: Modder Requests to CA For Future Updates

    Pikemen work more like the phalanx units from RTW. That is, they only use their swords when attacked from the flanks or rear.

  5. #5
    Lusted's Avatar Look to the stars
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    Default Re: Modder Requests to CA For Future Updates

    That's not really a request for more things opened for modders is it? That's more a request for gameplay changes in a patch.
    Creator of:
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    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  6. #6
    makanyane's Avatar Praeses
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    Default Re: Modder Requests to CA For Future Updates

    this is probably really stupid one - but I assume very easy to action - could there be an easier shortcut to get map co-ordinates than typing show_cursorstat in rome_shell?

    It doesn't sound like a lot, but trying to find locations to add armies / resources to new map after 100th odd time of typing (as rome_shell doesn't take paste command) and as it's case sensitive so it rejects you every time you miss hit _ , does get very irritating,.....

  7. #7

    Default Re: Modder Requests to CA For Future Updates

    Pressing the "up" arrow brings back your last shell commands.

  8. #8
    Pnutmaster's Avatar Dominus Qualitatium
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    Default Re: Modder Requests to CA For Future Updates

    VnVs/scripting requests

    (I prioritized on a scale from 1-10, as Alpaca suggested in the org thread)

    - "Apply the 'IncomingMessageType' event to all the various strat files", theoretically allowing us access to hundreds of currently available psuedo-events. (Orientis's idea) - 8

    - *Wishful thinking* In the way that the command 'give_trait' can be applied to target 'this', allow the command 'kill_character' the same freedom. - 10

    - Create a new condition that allows one to check the name of the character selected by the event "CharacterTurnEnd" (it is a matter of adding the parameter 'character name' to the appropriate events). - 7

    - Lastly, repair and expand the event "LeaderDestroyedFaction" (export info should include the faction that was destroyed--this event has been bugging me for a long time ). - 4

    My apologies if four items is a bit excessive. Blame it on excitement, heheh...
    (I would have been tempted to make the list even longer, but FactionHeir at the .org covered a great deal of VnVs/Ancillary issues in his post)
    Last edited by Pnutmaster; April 04, 2007 at 03:55 PM.
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  9. #9
    tornnight's Avatar Forum Bot
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    Default Re: Modder Requests to CA For Future Updates

    A working stat_armour_ex or other fix to armor and armor upgrades.
    "The first casualty when war comes, is truth." - Hiram Johnson
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  10. #10
    Beiss's Avatar Nemo nascitur...
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    Default Re: Modder Requests to CA For Future Updates

    If it's not already in - a possibility to change the number of units that can be transported by navies, or more specifically, how many units a ship can carry. I think it's silly to be able to transport a full stack army with just one ship, but I'm not asking them to change this - I'm asking for the ability to mod it. If I were to make a mod I'd limit it to maybe 1 or 2 units per vessel, so a navy with 5 ships would be able to transport 5 or 10 units.

    It would also be great if you could mod the game to make navy battles more in your favor if you are transporting units with the navy that you are doing battle with, since you would have a larger number of soldiers in the navy, then. It's kinda silly to be transporting 1000 soldiers on a ship and then an enemy ship attacks with only 30 soldiers onboard and they win and sink your ship with the 1000 soldiers in it.

    So... any chance of this modding option being implemented?
    Under the patronage of Halie Satanus, Emperor of Ice Cream, in the house of wilpuri

  11. #11

    Default Re: Modder Requests to CA For Future Updates

    The building complex limit of 64 really put a dent in what we wanted to do in EB.

    Hell, I'd pay exactly the same price for a 1.7 patch that would increase hardcode limits on units/models/provinces/factions/buildingcomplexes, exactly the same price that I paid for the game new itself. Even just 100 more units, 50 more models, 10 more factions, and 25 more buildingcomplexes. I know a lot of dudes who would definitely do the same thing too.

  12. #12

    Default Re: Modder Requests to CA For Future Updates

    Cool

  13. #13
    alpaca's Avatar Harbinger of saliva
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    Default Re: Modder Requests to CA For Future Updates

    Teleklos: According to my tests the building tree limit is 128.

  14. #14

    Default Re: Modder Requests to CA For Future Updates

    Sweet, thanks alpaca.

    It really does add a ***ton*** of flexibility in what we can do with things to have building complex limits doubled like that. I hope nothing else is restricted now (like the 9 levels inside each complex, the ability to "path" buildings - if that is changed I'll just walk away, etc.). A few new bonuses would really be nice too actually (loyalty as a bonus didn't work in RTW, negative bonuses that are truly negative would be terrific).

  15. #15
    WImPyTjeH's Avatar Wimpy of the Sore Ass
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    Default Re: Modder Requests to CA For Future Updates

    I don't know if it's still there but *if* it's still there: remove the hardcoded limit for models and units.

    W


  16. #16

    Default Re: Modder Requests to CA For Future Updates

    Cool!


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