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Thread: 4.2 Suggestions

  1. #41
    Libertus
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    Default Re: 4.1 Suggestions

    Lithuania would be a nice addition, but I still think the Abbassids would be the best choice atm as, many have pointed out, there is a major power vacuum in that part of the map. Based in Baghdad they could expand outwards and become a major force in the region, making it an important area rather then just a forgotten corner of the map dominated by the factions nearest.

    Malta would be a nice region, as it was important historically. As was Adrianople.

    Wonders of the world again would be sweet. Maybe not as powerful as they were in Rome, but still something to value controlling.

    But yeah bug fixes and balancing should be first. Many have suggested reducing rather then eliminating the new traits, which would be fine.

  2. #42

    Default Re: 4.1 Suggestions

    Quote Originally Posted by delra View Post
    Since we're speaking about new factions, I think Levant could use a new faction more than Western Europe or Russia.
    Armenia would be perfect for that, but it shouldn't be in 4.1, maybe a later patch.

    Traits that need some tweaking:

    Reputation Destroyed=should be destroyed. Being besieged never destroyed anyone's reputation.

    Foraging and Supplies= Once I had an army that was foraging, but was still receiving negative boni from lack of supplies. Why?

    Also, I think there should be more loyalty increasing traits. At the moment I think there are too many loyalty decreasing traits.

    Unit stats need an overhaul. Cavalry units are too good in melee but suck in charging. This is major because it makes infantry rather superfluous. I'd suggest using the RealCombat mod as an example.

    Otherwise, incredible mod!
    Under the patronage of John I Tzimisces

  3. #43

    Default Re: 4.1 Suggestions

    This has propably came up earlier but haven't seen anything about it in SS forums. Is it anyhow possible to make AI use ships as transport? I only tried new SS some 30 turns but during that no transporting was seen.

    This problem should be but in first with the bug corrections and small upgrades for the new patch. But it seems that Medieval don't support that very well. Which was idiotic programming from Creative Assembly in the first place.

    Sorry for possible repeating.

  4. #44

    Default Re: 4.1 Suggestions

    I think siege weapons need to be reworked. Rams will tear down gates in seconds, and a single bastilla unit can make short work of stone walls.

    Why were the faction names changed? I liked it when it was just 'France' and 'Denmark' instead of 'Kingdom of France' and 'Kingdom of Denmark', and so on. The new Muslim facion names feel out of place.

    The blood effect is just goofy looking, it needs to be toned down.

  5. #45
    delra's Avatar Praepositus
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    Default Re: 4.1 Suggestions

    Quote Originally Posted by klops View Post
    This has propably came up earlier but haven't seen anything about it in SS forums. Is it anyhow possible to make AI use ships as transport? I only tried new SS some 30 turns but during that no transporting was seen.

    This problem should be but in first with the bug corrections and small upgrades for the new patch. But it seems that Medieval don't support that very well. Which was idiotic programming from Creative Assembly in the first place.

    Sorry for possible repeating.
    It does work, i've seen AI using ships many times. They aren't doing viking-like raids but are quite capable at dropping a stack or two on a number of fixed locations. Portugal likes to land in Wales for example and Sicilians land pretty much everywhere in middle Mediterranean. I also saw Templars landing a lot on Cyprus and Byzantines using a boat to get to Sinop and Caffa.

  6. #46

    Default Re: 4.1 Suggestions

    Make combat the way it was before but keep the AI improvements.

    Or atleast make it optional.

  7. #47
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: 4.1 Suggestions

    Quote Originally Posted by Plate Dude View Post
    Why were the faction names changed? I liked it when it was just 'France' and 'Denmark' instead of 'Kingdom of France' and 'Kingdom of Denmark', and so on. The new Muslim facion names feel out of place.
    The different names for the Muslim factions in SS are more historically accurate.

    It would be nice to have the Ottomans as an emerging faction, but I'm not sure if new factions are feasible for an incremental release of SS or whether that'd have to wait for 5.0.

    Since Egyptians are now called Fatimids, their army shouldn't be called "egyptian army" and their cities shouldn't be called "egyptian city" but fatimid army and fatimid city. (I know it's tiny - but the whole world is built of tiny things)
    Also along these lines, Novgorod's cities, armies etc. should be labelled "Novgorodian army, of "Army of Novgorod" rather than "Russian army" etc....especially now that Kievan Rus is on the scene

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  8. #48

    Default Re: 4.1 Suggestions

    make mongols and timurids pegan and add a new islam faction in tunis (was one just dont now the name atm) so sicily has also a challenge there and the moors wont be overrun from all sides

    if you want info over that country i can have a look for you

  9. #49

    Default Re: 4.1 Suggestions

    As someone else said, lose the ridiculous Darth battle physics but keep the AI if possible. I just can't play 4.0 when my general kills 310 troops on his own and gains 3 chevrons of experience, while taking 4 losses (actually 3 as 1 healed). This without charging and against an army that had 120 spearmen in it. He just walked up and took a settlement by himself as the other units in the army sat and watched (screenshot of results available).

    Make Byg traits mod optional.

  10. #50
    Gorrrrrn's Avatar Citizen
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    Default Re: 4.1 Suggestions

    Could the Azores be added to the Atlantic?

    They wouldn't "exist" until discovered.

    (they were known in the 14th century

  11. #51
    delra's Avatar Praepositus
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    Default Re: 4.1 Suggestions

    - Please give a better starting imam to the Ottomans, the one they get now doesn't become a jihad-capable person for a long while.
    - Fix roads between Antioch, Adana, Ceasarea and Iconium, there's a whole bunch of them missing making it hard to move around the place
    Last edited by delra; July 18, 2007 at 04:34 AM.

  12. #52

    Default Re: 4.1 Suggestions

    There is a limit to the number of regions you can add, so lets save them for the important ones that we are going do to battle over.

    If KK is going to work on a new faction for v5.0 (becuase it takes that much work) then I would ask that the Turks be split up. Any look at the crusades history will show how the Sultanate of Mosul was a main antagonist and that area of the map has far to many rebels, compared to the western half. Also I feel that having added 2 catholic factions + 1 orthodox, its time for a muslim faction.

    You can change the religion of the mongols to pagan, however they were very tolerant of indiginous religions, so I think its better (if possible) to just make sure that they don't destroy churches, just people.

    I would like to see two mongol hordes, one in Russia, one in Turkey. This can be done through the campign script, using the same units (different leaders). However I would like these units to be replicated and added to the building tree as version 2, so that the can have a upkeep cost. This is the only major gripe I have about the Mongols.

    Agree with 4.1 being bug fix, but oh boy if some of these can be done, lookout for 4.2.

    I would also suggest that you ignore demands for release and give the new version a bit more beta testing (happy volunteer) with a group who know what to look for and could fix on the fly so to speak. CA had a big team of people /money/time to do their update along with all you modders fixing things for them. It takes 100's of man hours balance things and play campigns as several nations.

    Another idea is to get some people to run campigns as certain nations and do AAR so can compare how things worked out (voluteers for Byzantium).

    PS: + off course Medieval Wonders
    Last edited by Quark; July 18, 2007 at 04:58 AM.

    To err is human, but to really foul things up you need a computer.
    Paul Ehrlich

  13. #53

    Default Re: 4.1 Suggestions

    Tweak supplies in order not to affect so much to crusaders armies as it is very hard to arrive to the target in good conditions

  14. #54
    Caesar Clivus's Avatar SS Forum Moderator
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    Default Re: 4.1 Suggestions

    Quote Originally Posted by firekiller View Post
    make mongols and timurids pegan
    Actually the Golden Horde (by the time they appear in the game) and the Timurids were both Muslim.

    BftB2 UPDATED 22nd DECEMBER. Member of the Complete Byzantine Unit Roster team

  15. #55

    Default Re: 4.1 Suggestions

    Hope this isn't too long...
    Last edited by HistoryProf; July 18, 2007 at 09:01 AM. Reason: Double post

  16. #56

    Default Re: 4.1 Suggestions

    Some suggestions from a rabid fan, and Byzantine specialist:

    1) Factions re-emerging not just from destroyed factions, but from lost core territories. For example: If the Turks took over Athens, they (Greeks) wouldn't wait for Constantinople to fall before rising up. So, perhaps a red-faced or yellow-faced population would rise outside the city walls with some archers, spearmen and peasants?

    2) The new limitations on Armies in the field are great, but all movements in general should be kicked up a notch. A Princess or General travelling solo should be able to get to Constantinople from Athens in a year. A cog should be able to go from Marseilles to Syracuse in a year, as well.

    3) Certain cities and field armies should be buffed more: the double line of the Theodosian Walls (Constantinople) were built in the 5th century, and should be considered 'huge'. Some invading armies looked on them and simply left. Jerusalem's walls should also be buffed. And I am SURE Kataphractoi should be in some field army, somewhere by, well... the 6th century.

    4) The Byzantine's should have a working map of the known world.

    5) Give the Greeks a larger treasury.

    6) Give them more access to Gunpowder Mercenaries, or better yet, their own. Yes, they relied on their walls too much, and that kept them from exploring the new technology, but the effective use of them by their enemies prior to 1453 may have caused them to take another look at cannon, or perhaps a sympathetic Western crown would've recommended it?

    7) Definately add a Georgian faction; easily the most powerful and influential Christian Kingdom east of Constantinople, beating the Turks and even the Mongols on several occasions. Ottomans as emerging faction. The Caucuses need more going on.

    8) Civil War!

    9) The ability to choose your own Heir, but that it risks Civil War.

    10) Aggressive AI Siege-commanders. If I sally, they should do something. Charge, perhaps?

    11) Diplomats in various cities. A Kievan Rus emmisary in Constantinople, a French in Rome, Danish in London, Aragonese in Palermo...

    12) Units as gifts! 6,000 Varangians were given to the Emperor once. I'd love to give an ally some units.

    13) Treaty by marriage should include doweries.

    14) And I've always though units should be restricted to being made in certain territories. For example: There is literally no way Welsh Longbowmen should be produced in anyplace outside of Wales, or at best England. The time it took to produce them, the cultural proclivities and Yew used to make them should prevent that. The English King went so far as to ban ALL sports except archery in order to keep his Army supplied with them, and even that failed, in large part. You'd be hard pressed to teach the Milanese or Greeks to throw javelins from horseback like a Jinete, regardless of what type of barracks are present in Ragusa.

    15) Better roads in Greece, Rome and the Levant: they've been being used for over a thousand years.

    Thanks, and really, you're a saint. Great work.
    Last edited by HistoryProf; July 18, 2007 at 11:15 AM. Reason: typographical

  17. #57

    Default Re: 4.1 Suggestions

    Appreciate all KK's hard work and enthusiasm. I agree that heretics need some toning down. Also the cavalry really needs major tweaking. I won't be playing until this is changed, because infantry are superfluous ATM. My general's bodyguard took out a whole spear group without a single loss - not charging either. Another general got 6 chevron's experience in one battle, since cavalry are virtually unstoppable.
    Also, is anyone else finding ballista towers doing almost nothing? My town was attacked. 15 enemy cavalry were stationary 25m from two ballista towers and in 10 minutes of watching only three were killed by the ballistas! Something was very wrong there.

  18. #58

    Default Re: 4.1 Suggestions

    Hello,

    First time poster here. I have to say that I am extremely impressed by this mod. By far, one of the most professionally developed mod I have tried! Some bugs are there but considering the scope of the mod, and considering that this is more or less a one man show, it is beyond being exceptional.

    A few suggestions for next release however...

    Some "features" are... questionable IMO. I am sure many people love the addition, but it seems that a few of us just don't like these changes. I would think that these features are more valuable as "add-on" to the main mod, which we could download separately if we so choose.

    2 "features" I do not enjoy in particular are:
    "realistic" supply and traits system: great idea, not ready for the prime time however imo.
    new "blood" textures: to me they look silly rather than realistic

    Thank you for your time and effort, KK!

  19. #59
    Edi Birsan's Avatar Libertus
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    Default Re: 4.1 Suggestions

    Some Quick Ideas:

    FLEETS;
    1. Ships travel at the same speed regardless if they are loaded to the gills with troops, grain or artillery. so stop the different ship rates for artillery.
    2. Ships should travel faster and farther. It does not take years to sail from London to the Middle East.

    PORTS
    1. They were made for the discharge and loading out of fleets, therefore when fleets discharge there the troops should have movement advantages over landing at non ports. Suggest that non port discharge costs 1/2 the remaining time of the troops. Agents not affected.

    STARTING TIMES
    1. Would be nice to start a campaign with say 50-100-150 years of anticipated development automatically without having to sort through the cheat codes to build stuff. This way you can do a campaign where everyone starts with say level 3 settlements and buildings.

    ILLOGICAL TROOP BLENDS
    1. If I get a unit smashed repeatedly down to 1 solider with a high experience level, then I can train a new elite unit instantly. This should not be the case. A historic background for a unit only goes so far in affecting new soldier morale/experieince.

    DIPLOMACY
    1. Giving provinces for trade deals/alliances should be amended to be far more difficult.
    2. province yielding should be limited... no Muslim faction should ever trade Mecca for anything...
    3. Need to be able to tell someone to get out of your provinces and have some sort of consequence on the AI for their transgressions
    4. Add trade restriction: agree to ban trade with a third party
    5. Add trade exchange monopoly on mutual products: agree to only trade one resource with another faction in exchange for mutual exclusivity with another resource. Each side must have the resource available such as sheep for wood...(Cataan apologies)


    Merchants:
    1. Add to Forts/Watchtowers a third item: Trading Post which when built on a resource gives your Merchant added protection from being taken over and
    maybe allows for two merchants to work the same resource legally (*currently you can build a fort there or station a unit which is a cheat)

    Priests
    1. Why can't we have heretic trials like in the original MTW 1?

    TITLES
    1. Titles are too weak at 5 and 10% and what happens is that in an exploit move you pile them on on one guy to get a 40-50% gain on a major city.
    5-10% does not tempt you to sideline a character.
    2. Suggest that the percentages be increased to a minimum of 20 and that they only apply when the title holder is at the title seat. Being the Duke of Toledo should not yield an increase to income in Bruges.

    GUILDS
    1. MASON.. it just does not come up that much and is not worth that much.
    Suggest that you increase chance of occurrence and then make it's cost reduction apply to EVERYTHING in the city.
    2. A/I takes Thieves guilds like crazy, change that so that they have a greater chance to take other guilds
    3. currently you can get an offer to build a Thieves/Assassin guild in a city that does not have a capacity to train thieves or assassins...that is silly and should be prevented.

    SUPPLIES
    1. If you are to have supplies on field armies, then you need to have them even on armies that do not have characters. Currently the Supply system forces you to run armies without characters and then have the characters join just for the battles.
    2. If you are going to have supplies then you need a new unit called a supply train that moves like Artillery, Costs a lot, and gets consumed by the troops.
    3. In short take the whole supply thing out of the character trait which is a work around and make it part of the game if you are going to do it.

    TRAITS
    1. Wounded generals should not slow down the whole army, but could create a battlefield unit where there is a 'tent' positioned on the battlefield that represents where the wounded general is and it gives the players a battle field objective to capture.
    2. Hates Heretics should not be a General's trait.


    Just a quick pass for now

  20. #60

    Default Re: 4.1 Suggestions

    Quote Originally Posted by delra View Post
    It does work, i've seen AI using ships many times. They aren't doing viking-like raids but are quite capable at dropping a stack or two on a number of fixed locations. Portugal likes to land in Wales for example and Sicilians land pretty much everywhere in middle Mediterranean. I also saw Templars landing a lot on Cyprus and Byzantines using a boat to get to Sinop and Caffa.
    Great!

    Hmm, perhaps I should reinstall both Medieval 2 and SS and try again... Don't see any transport ships in my game.

    btw. Thank you for the mod King Kong and all the others who took part in it.

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