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View Full Version : New concept in modding-Adaptation



Silver Rusher
11-13-2004, 23:05
I am here to adress to you all my spectacularly brilliant idea for modding the game. They did this in MTW a bit, but I don't get really why they didn't do it in RTW.

Anyway, the idea is basically just a way of stopping the campaign from losing appeal in the later stages. What it is, is that as your empire grows and you conquer new provinces, you can begin to 'adapt' to those new provinces and train new unique units there, for example- on the Viking Age mod (soon to be released, can't wait) you are playing as the swedes. You create a massive empire which stretchs all the way out to Arabia. What would normally happen is that in arabia you would still be training the same old huscarles and what have you... seems a bit strange to be training norse-orientated units in Arabia, right? So instead, you begin to train Viking Camels! Yes, that's right, you can get camels into your army and use them in combat. Same applies to practically anything. It just adds a huge new motivation to winning the campaign, although it still does however create more work for the modders...

What do you people think?

Bacchon
11-14-2004, 01:24
Hmmm.... wouldn't actually make that much more work. Just mean that units are region-specific and are listed as being buildable by (almost) all factions. You'd want to leave some of the more specialist units to faction-only. Gauls should not be able to raise Urban Cohorts, no matter how hard they try. ;)

Also, it might be good to limit the cross-over to highly diseperate cultures. Romans able to recruit horse archers in Parthia, but it would only take sufficient indoctrination and incentives to get Britons to serve in a Legionairy Cohort, as they did in history.

Of course, much of this is already allowed through mercenaries. To mirror this, you could simply disallow any faction all but their most basic units in all but same-culture areas and make mercenaries more diverse, cheaper and more common. :shrug: