View Full Version : Creative Assembly Designers: Bugs/Balance Issues/ Fixes
SKD_Navy
09-17-2002, 06:07
OK, instead of having a new thread for every balance issue, or patch request. Just post them here.
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Proud Leader Of the SKD Clan
Visit Us Here (http://www.skdcorps.cjb.net)
eat cold steel
09-17-2002, 14:43
Simply one liner please, keep it short, I can read about your reasons on the other threads.
ok...
-Siege lengths should fit the units inside the castle, not the original army (which lost a battle).
-Danish Crusades. http://www.totalwar.org/ubb/smile.gif
-Building Valour bug...
-Swiss bug...
I suspect the last two are in the works, but in case you had forgotten. http://www.totalwar.org/ubb/biggrin.gif
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BTW, Danish Crusades are true to history.
You may not care about war, but war cares about you!
-troops suffering in a castle could be ransomed back rather than die (i.e. they surrender).
-an option to prevent building destruction.
-any building destruction done when castle is taken. Ai is awful at looking after its well-developed provinces.
-Ai better at using their cav.
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=MizuDoc=
Galestrum
09-17-2002, 17:36
(1) actually make a crusade viable.
(a) factions cannot even crusade in 1096 when it is called, most cant until at least 10 years later (due to having to construct the buildings needed).
(b) lessen crusade travel times. I consistantly take AT LEAST 5-6 years to get to the holy land from england/france area
(c) troops put into crusades should not dissipate (i put my king and soldiers in), peasants and add-ons is fine,
(d) i have yet to see a crusade from the AI ever get to the holy land and win, this lack of focused crusading in early era really throws off the point/feel of the early era
(2) force factions and players to assault castles, this hardly occurs
(3) more diplomacy options if possible
(ex.) tribute, province trading, etc
(4) allow factions to sally/break sieges when warned by the pope, as this is really a defensive action
(5) make the AI build and deploy units smarter
(a) stop building (20) peasants when you have byz infantry, feudal sergeants etc available
(b) no more stacks of ballistaes/cat armies
(c) no more 8 balisates deployed with 8 1/2 or less functional units when they have 20 other full units
de la Valette
09-17-2002, 18:15
1) Have the AI use ships to set up trade routes
2) Problem of AI not rebuilding when it looses buildings
Arkatreides
09-17-2002, 18:18
1) Immortal King on battlefield issue
2) Valour for specific regions either not working (Inquisitors) or not applicable (Crusading Knights)
Arkatreides
09-17-2002, 18:24
1) Immortal King on battlefield issue
2) Valour for specific regions either not working (Inquisitors) or not applicable (Crusading Knights)
1) Get rid of weird Turkish screen when playing England. That type of thing should be done in the privacy of one's home!
2) Fix conflicting V&V's. No more brave beyond belief/cowards.
3) Fix slippery shippery bug (ship jumps between sea areas and evades combat forever).
-Turcopole bug, where they don't seem to be either Catholic nor areaspecific.
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BTW, Danish Crusades are true to history.
You may not care about war, but war cares about you!
- Seperate difficulty levels selectable for stat map/3d battles (eg hard campaign/expert battles)
Besieging armies should get attrition as well as the besieged.
I know they are not blockaded as the besieged are, but historically besiegers ALWAYS suffered a significant non combat attrition while on siege, usually at a higuer rate. More reasoning at "besiegindg armies" thread.
Thanks for Your work, devs.
SKD_Navy
09-18-2002, 03:48
I have heard many people having problems with the compass being invented, unless it is SUPPOSED to come at diffirent times, depending on the country.
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Proud Leader Of the SKD Clan
Visit Us Here (http://www.skdcorps.cjb.net)
marlboro
09-18-2002, 04:01
Nice to have
1 - Radius of siege weapon during battle setup. Very annoying when put place a siege weapon and discover that it is out of range
2 - Attack multiple ships in one area per turn.
- Make some vices (eager to retreat (e-t-r), hesitant) takes at least 2 events to occur (e-t-r after 2 or 3 times retreating).
- Some sort of event logger (warning from pope, who invades what, who's kings died).
- AI always refusing cease-fire in late game.
Perec_Dojo
09-18-2002, 05:15
1. More tools for resource/unit management ie. Stat lists for generals (for assigning titles).
2. Stackable spies.
3. Automatic rally point for newly built units.
4. Working auto tax function (particularly for the AI's sake.
5. Respawning factions gets spies/assassins/emmissaries and larger numbers of lower quality troops instead of current system. Maybe respawning faction works like a Crusade/Jihad, bribing/stealing your low loyalty generals!
Really, though, you needn't change a thing, guys. Great game. http://www.totalwar.org/ubb/wink.gif
A Fix to counter the addiction of this game! I need sleep!
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I'll weep for thee,
for this revolt of thine, methinks, is like another fall of man.
-> Get rid of Gamespy, it's garbage. http://www.totalwar.org/ubb/tongue.gif Okay okay realistic ones:
-> Raise the florin max for custom battle and multiplayer games to 999,999.
-> Color or shading differentiation between Room, This Game, and Game Allies messages when in a game room so allies can tell who you're talking to.
-> That BLOODY crash-to-desktop bug when clicking Join Game or hitting Enter after typing a password for a game, or (after choosing to Host Game) Create Game. Worst bug EVER. http://www.totalwar.org/ubb/mad.gif
-> Make it so when using PrintScreen to take a pic of anything in the Gamespy chatroom interface, upon pasting into a paint program the text shows up instead of just bare background panels.
-> Allow every "player" to play whatever faction they want in custom battle and multiplayer games.
[This message has been edited by JRock (edited 09-17-2002).]
Arkatreides
09-18-2002, 18:34
- An ability to give a province to an ally (especially after conquering it for him)
Hiroshi-O'Duff
09-18-2002, 20:04
- Allow user to specify thresholds for Red/Yellow/Green when the shift key is held down viewing camp map.
Hiroshi-O'Duff
09-18-2002, 20:06
- When ordering ships in a sea province, put player's ships in front of enemies for easier drag/drop. I presume the same can be said for assassins, etc.
Mithrandir
09-18-2002, 20:06
-modability for projectiles
-moddability for events
-Thanks http://www.totalwar.org/ubb/smile.gif.
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Hiroshi-O'Duff
09-18-2002, 20:10
- Indicate a princess' age on her view dialog so I know when she's about to be an old hag and I can hurry up and wed her to a general to shut her up. http://www.totalwar.org/ubb/smile.gif
A list of where the strategic agents are, besides whether they are counterspying, marrying themselves off, or whatever. This would save me, oh two hours a day in the later campaign.
Thanks for the great game! MTW is much tougher than STW - full marks.
Beeblebrox
09-19-2002, 01:01
Ability to sort/filter informational screens (such as agent listings)
Ability to stack agents
An easier way to move units than holding down the mouse button and dragging all the way across the map -- it's really frustrating to get all the way to a new port and accidentally let go or miss the edge of the land area and then have to start all over. Click once to grab/select and click on destination to drop would work nicely.
-list of provinces showing buldings in progress and time left
clicking through 50+ areas to check buildings each turn a major pain
It sucks when you have conquered half of Europe and then 1453 came... .
I want an option to set the game to unlimitted time (you know, only turns, not years).
Geneology showing who the father is of each prince so you'll know the line of succession.
I have to say the more I play this the more I love it..well done!!
My Dream List:
* Tweak the Highlander sprites so that the uniform has a small black grid to simulate tartan, no helmet and skin on right sleave. http://www.totalwar.org/ubb/smile.gif
* Tweak Princess infomation to include age.
* Tweak AI to put best troops into battle and not just seige weapons.
* Tweak Mongols to be a little stronger
* Tweak castle seiges / assaults to encourage more use of assaults.
* Tweak AI vs AI combat to lower the destruction of buildings.
* Tweak AI Navy to be more aggresive.
* Tweak Navy to engage in civil wars. Make very rare but possible.
* Tweak agents to be able to pick up infomation about enemy declarations of war / peace etc.
* Slight tweak to Heavy Infantry against spear units.
* Slight tweak to Heavy Cav vs non spear units.
* Improve agents so they have loyalty, piety etc as well.
* Increase Diplomatic options
* A partridge in a pear tree and some pill for this addiction!
Cheers
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PSYCHO HOJO / PSYCHO SO
The last couple of post here, Puzz and Phycho, have really been good.
I would love to know if a Prince is going to be a general or the king next time there is a succession.
And stronger Mongols... Great! http://www.totalwar.org/ubb/smile.gif
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BTW, Danish Crusades are true to history.
You may not care about war, but war cares about you!
Kraellin
09-19-2002, 19:12
game speed slider that goes negative 'real time' for us old farts that want more tactics and less of a click fest.
option for a higher view of the tactical battlefield to allow easier finding and handling of units (mtw is harder than stw/we/mi on the battlefield)
add map display for ALL players in multi, not just the host.
add princess coming of age message.
profession of agent killed listed along with name of agent.
ability to conceal the general on tactical.
remove 'lapping water' effect. great for oceans, but lousy for inland water. or at least remove it in the map editor so we can set water depth easier.
game options available in multiplayer hosting for smoke/fauna/game speed/unit size/etc.
standalone replays. useful for web sites, folks without the game, etc. per magy's suggestion, this would be a converter utility.
easier method of finding agents and ships in crowded provinces/sea zones...bringing them to the fore.
K.
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The only absolute is that there are no absolutes.
- improved stats for arquebusiers (just range & accuracy); handgunners are fine
- crusader order knights a bit more diverse in their stats (just +1/-1 here and there)
- mongols have catholic battle sounds; muslim ones would sound more realistic
- bug in replays with reinforcements
- F1 screen that would show the current morale of the unit (at the moment it is pressed), not just the starting value
- ability to choose exactly which reinforcement unit to bring on the battlefield next
- alliances with more staying power ( e.g., if you haven't broken any yourself in the entire game)
Thanks http://www.totalwar.org/ubb/smile.gif
Nick Marcus
09-20-2002, 04:39
-Fix the corpses falling trough the ground. I only see half corpses with no blood
-When I play as the Danish and I build a motte for my fort, the game crashes to the desktop.
-Siege stones go right trough arrow towers
Kraxis..thanks
Quote Originally posted by Kraellin:
* add princess coming of age message.
* profession of agent killed listed along with name of agent.
[/QUOTE]
good ideas there Kraellin.
Cheers
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PSYCHO HOJO / PSYCHO SO
MajorPain
09-20-2002, 07:11
Give penalties for braking an alliance.
More diplomatic choices. (there´s many example in Europe unerversalis 2)
Give peace a chance! (AI should accept ceasfire when it's obviously in their best interest, i.e. they're about to be wiped out or are otherwise getting their a(r)ss(e) kicked.
SKD_Navy
09-20-2002, 08:41
- Give SKD_Navy the "Most Valuable Post Ever Award"
uh .. eh... uh..
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Proud Leader Of the SKD Clan
Visit Us Here (http://www.skdcorps.cjb.net)
I will post *again* what I have noticed as bad, but not yet posted by CA.
- Less pillaging, the AI kills itself off in Civil Wars and general wars. Return of te Dark Ages.
- Siege length should fit the garrison size, not the original army.
- Mongols stronger, it took 3 years for the AI to kill them and I never fought them at all.
- Give the Prime heir something so we can see that he is next in line. Hate having thought an heir to be the coming king and he turns out to be a genral.
- Tell us when princesses come of age.
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BTW, Danish Crusades are true to history.
You may not care about war, but war cares about you!
[This message has been edited by Kraxis (edited 09-20-2002).]
Mount Suribachi
09-20-2002, 17:02
Save games, save games and save games. In battles, between battles (possibly give option to save if you are suddenly invaded by 4000 Elmos along with fight/retreat options).
Did I mention save games?
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We speak of deep night, deep autumn; when I think back to the year 1943 I feel like saying "deep war"
Ilya Ehrenburg
Rosacrux
09-20-2002, 17:09
I'd like to second those extremely intersting and valuable suggestions:
- Give penalties for braking an alliance.
- More diplomatic choices. (there´s many example in Europe unerversalis 2)
-Save games, save games and save games. In battles, between battles
- Less pillaging, the AI kills itself off in Civil Wars and general wars. Return of te Dark Ages.
- Siege length should fit the garrison size, not the original army.
- Mongols stronger, it took 3 years for the AI to kill them and I never fought them at all.
- Give the Prime heir something so we can see that he is next in line. Hate having thought an heir to be the coming king and he turns out to be a genral.
- Tell us when princesses come of age
- ability to choose exactly which reinforcement unit to bring on the battlefield next
- alliances with more staying power ( e.g., if you haven't broken any yourself in the entire game)
It's a good wishlist...
[This message has been edited by Rosacrux (edited 09-20-2002).]
Azmogeddon
09-21-2002, 13:17
Skirmish cavalry shouldn't lose morale to enemy numbers or constant retreat - regularly have Jinettes break despite zero casualties and causing high damage to enemy, just doing their job.
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Azmo
[long-time lurker]
Make the AI Trade more often
Have the AI specialize in provinces when it builds
Show next heir inline
Go back to seasons (impractical wish, sorry)
Make a scroll thingy for the select factions screen (for us moders)
Define what those numbers next to the King in the Starpos mean
Give Danes crusades
Make AI Turks more powerful
Add the Kingdom of Georgia
Add the Kingdom of Portugal
Split Syria into North Syria and South Syria. Northen Capital Aleppo Southrern capital remainst Damascus
Make AI do this in order:diplomacy, build up, attack, consolidate, dipolomicay, build, attack, consolidate, diplomancy.
Make the Glorious Achievements editable (us modders again)
Allow events to be editable and/or added in
Announce the conquest of major cities (constantiople, Jerusaleum, Rome, Cairo, etc...)
Much more powerful Mongols
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"samishika wa nai shitte irukara saigo wa itsumo hitori to"
"I'm not lonely Because I know I'll be Alone at the end"
email me at: Luftwaffle@mad.scientist.com
Vlad The Impaler
09-21-2002, 14:19
considering that a lot of issues are already told here i will resume to a few considering just the romanian pricipalities;
Moldavia castle should be Suceava not Cetatea Alba
Wallachia castle shoud be Curtea de Arges or Campulung;
Carpathia should be called Transylvania and the castle shoud be Weissenburg
the dynasty from Moldavia shoud be called Musat
the dynasty from Wallachia shoud be called Basarab
( if u want a list with the years and the names of the rulers i can post it here )
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One sword to behead the white ruler sitting on the white throne in the Vatican.
One sword for the ruler who will come and unite us under the sign of the cross
with broken arms. Eleven swords to behead eleven lords and rulers of the land
united under the blue banner. A hundred swords to defend our southern
boundaries against black plague and half moon.
And one axe for me to defend my stronghold, and may I call this axe, "Bane of
Christendom" soon.
1. Have a sliding scale for unit support costs.
2. Increase support costs for standard units to make region special units more important.
3. Have home province for units like ships so support costs rise as troops move further away.
4. Have sliding scale for disloyalty.
5. Increase(alot) time taken for province to become loyal.
6. Increase disloyalty if castle is not attacked.
7. Increase javelin/grenade range 50-100%
8. Decrease movement speed of spear/pike units or only allow support rank bonus if unit is stationary or walking.
9. Add happiness bonus to some later tech buildings and castles.
Arkatreides
09-21-2002, 17:17
- Stop the AI from declaring war on me if they have no chance to survive.
- Allow me to sign peace with the rebels.
The Black Ship
09-21-2002, 22:46
I want to be able to use acceleration and true colors on my audio and video without CTD (GeForce 3 and SoundBlaster Live).
Danish Crusades
Why is it when I try to assasinate special units they know...and run across the board?
Look into the Men-at-Arms/Arbalest armies that are popping up all over the place in Multi-player...is it balanced?
The Illustrated Man
09-21-2002, 23:27
* the ability to set destinations for units in the build queue of a province when they're complete (eg built in wessex, automatically sets a course for aquitaine).
- (this surely has been mentioned somewhere) Show the actual bonuses in numbers for each building upgrade (currently it's buried in the building textual description) . When it says "this building increases the quality of units produced here", which quality? Valour? Attack? Morale?
deilthedog
09-22-2002, 01:37
make the naval side of the game less of a chore. when i go to war with a faction i want my ships to automatically attack attack enemy ships in a sea zone to defend my trade routes or at least have a pop up giving me the option. this would be a great addition as it would save a lot of time checking all the sea zones which are normally cluttered with ships.
even an option to only show enemy ships would help
Take a look at the over effectiveness of long, thin formations.
Take a look at archers sucking.
Look at the balance between 60, 40 and 100 man units. They may have balanced stats, but I question if those stats fully took into account the advantages of having more men.
Balance prices seperately for multiplayer and single player.
Generals valour is very overstated, it should not add +1 valour to the units in command = +1 attack +1 defence. That is unrealistic; they start to dodge bullets, arrows and swords as in “The Matrix”. OK is general valour to add morale, a small little bit of attack and defence, but mainly new battle tricks and tactics.
Oh yeah, forgot this one a toggle to turn off cannons in late era games. Quite a few of us would like to use the late era units without having to deal with cannons and their super long ranges completely changing the game.
- Somehow fix that we need not type in the CD key over and over again when we logon MP http://www.totalwar.org/ubb/smile.gif
Kraellin
09-22-2002, 12:14
cheetah,
you dont have to. at least i dont have to. type the cd key in once, hit return. then hit continue.
every time you come back to that menu, just hit continue and ignore the cd key entry message.
K.
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http://home.domaindlx.com/takiyama/kraellin/icons-1.gif
1) tweak the AI so that it doesn't do stupid things like when in the middle of a civil war attcking me (breaking alliance) in my best defended province and getting slaughtered.
2) make it more likely that the AI will actually assault a castle later in the game.
3) make the mongols more threatening.
4) tweak the AI so that it builds with more intelligence.
5) maybe modify loyalist revolts etc. so that they don't spawn with quite the totaly kick ass units they usually do.
That's all I can think right now, but I suppose some of this getting nitpicky.
Quote Originally posted by Kraellin:
cheetah,
you dont have to. at least i dont have to. type the cd key in once, hit return. then hit continue.
every time you come back to that menu, just hit continue and ignore the cd key entry message.
K.
[/QUOTE]
thx Krae, I will try it.
Executor
09-22-2002, 22:37
1) Allow upgrading of royal knights. Right now, if you try to upgrade early royal knights in the High or Late Age, the game will notify you that you can't upgrade them because you aren't capable of producing them. But I can't produce early royal knights anymore since I can only build high royal knights now.
2) Multiple quick-save slots. The first time you quick-save it saves it as Quicksave1, 2nd time it saves it as Quicksave2, and so on. After a few times, it wraps around back to Quicksave1. Saw this in a game once and found it quite useful, since you don't have to worry about not being able to go back a few turns in the game if you only quicksave.
[This message has been edited by Executor (edited 09-22-2002).]
Arkatreides
09-23-2002, 03:32
Minor graphics bug: If you press 'M' in a province all you active agents grow in size by a marginal amount. If you them move one of them, they all shrink again.
Kraellin
09-23-2002, 11:30
the ai egyptians can raise 3 jihads on me at one time and i can only raise 1 crusade at a time on them? dunno if that's a bug or not, but seems odd.
K.
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http://home.domaindlx.com/takiyama/kraellin/icons-1.gif
great ideas (almost) all.
I like archers as they are - they shouldn't dominate.
I'de like an option for 2 turns pr. year (fall/spring).
Existing royal knights should upgrade automatically. It's bad when most of your best generals (uncles) are in 1-man units late in the game.
Spearmen are probably a bit too tough.
Option to turn off dependency of this game!
More diplomacy options and more drastic implications of Royal Marriages. In fact Royal Marriages - Marrying your princess to a prince (NOT A GENERAL) should be cause for at least a Victory Point - those were BIG deals in those times. Whole provinces were sometimes included in dowrys. Likewise bribing rebels/generals or asking for alliances as well as marriages should throw in more than money as bargaining chips. Like Ally with me and I'll throw in my daughter and 3000 florins or something (I know it sounds immoral but thats how things really were). Likewise I'd like the opportunity to send 'expeditionary forces' thru allied territories or at the very least to allow me to 'tribute' some money to allies that are in trouble. For instance, the Spanish are in deep doodoo with the Elmoheads - I'd really like to have the opportunity to send them some excess florins to help them along (its a valid request considering if the infidels conquer Navarre then Aquitaine is sure to be next alliance or not!!!)
Also give the priests/bishops more of a diplomatic role. They were often THE best emissaries.
Regards,
Gilbert de Clare
Silencer
09-23-2002, 16:22
Make siege equipment(with wheel carriage) movable(except trebuchets, Mangonel and Bombard).
Make them REAL slow (takes +-20minutes to cross the battlefield)
-Tell us After a battle when an Heir is killed.
-Custom Battles, need a RANDOM select enemy army button like in Shogun ! I'd don't fricking wanna pick all the units for 4 different factions in a 2 v 2 battle. And I want to be surprised!
[This message has been edited by caesar (edited 09-23-2002).]
Mount Suribachi
09-23-2002, 21:39
Quote Originally posted by Silencer:
Make siege equipment(with wheel carriage) movable(except trebuchets, Mangonel and Bombard).
Make them REAL slow (takes +-20minutes to cross the battlefield)[/QUOTE]
Trebuchets DID have wheels in the middle ages. There are drawings of them, but they were always dismissed as "unrealistic" by the "experts". Then they tried building 2 trebs - one with wheels, one without. The one with wheels had a much greater range (its all to do with the physics, very clever stuff). There was a really good programme about it a couple of years ago.
Sorry for going OT
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We speak of deep night, deep autumn; when I think back to the year 1943 I feel like saying "deep war"
Ilya Ehrenburg
Kraellin
09-24-2002, 03:07
siege engines shld have 'area fire and targeting' so that one could aim them at a map location and not just buildings or troops. one could then lead one's shots when firing at moving troops.
more ammo for siege engines (though this shld be moddable when the patch hits and we can mod the projectile stats)
area fire and targeting for arrows and crossbows. again, one could lead one's shot when firing at moving troops.
K.
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http://home.domaindlx.com/takiyama/kraellin/icons-1.gif
evilbyte
09-24-2002, 03:16
these are some nice suggestions! great wishlist ...
ib.
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http://www.telusplanet.net/~evilbyte/medieval.jpg
crazyboy_22
09-24-2002, 04:28
Awesome game. Last night I woke up in a cold sweat because the Almohads are marching ever closer!
Small inane issues:
- More diplomacy options, please! gifts to other emperors, requests for aid, money transfer, cede a province, co-ordinate attacks,
- the ability to assassinate your wife if shes not giving you enough male heirs.
- stack the agents
- fix the compass bug wherein you cant build upgrades to your docks even with the compass and prereq buildings
- a body count at the end of the game! how many people to I kill, how many did I lose?
These are the issues that haunt my soul!
Oh, and Global: Total War - set 10 years in the future. The entire earth, with modern weapons, a redesigned battle system and big explosions. weeee!!
- if possible, have the leader's name appear next to your unit description in the battle screen (like - 57 archers (Sir xyz) )
Two purely cosmetic things:
- Mongol generals sometimes have European portraits instead of the Mongol ones, while the names are correct
- Mercenary generals' names don't correspond to the faction they should belong to (my longbow mercs are lead by mr. ibn Yusuf)
1) During the deployment phase of a siege, the ground should be shaded colours to show if your siege weapons are out of range of the castle defences. It shouldn't be entirely accurate though (That would remove some of the strategy). For example: red = definetly in range of castle, yellow = may or may not be in range of castle and green = definetly out of range of castle. The outer most boundary of the green area would be the the farthest you could place you siege weapons and still hit something.
2) Have a pop-up menu in the battle map, similar to the weather box, that would allow you to pick the season you want to fight in. I have never seen a snow battle in my campaigns. (Still hoping for the option of seasonal turns for the ex-pac though. http://www.totalwar.org/ubb/wink.gif
3) Ability to chose which of your heirs will succeed you.
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Like all Miyagi, Shimpo Sensei was fisherman.... Love fishing. Love sake. One day, strongo wind, strongo sun, strongo sake, but no fish. Shimpo Sensei fall asleep off coast of Okinawa, wake up off coast of China.
Couscous
09-24-2002, 06:36
I'd like a 'demo mode' where AI opponents face each other on looping random maps.
- Do something with javelin troops, either longer range so they can skirmish properly and/or have them automatically throw a jav (if they still have any) when they charge.
- Do something about enemy navys blocking trade routes after a papal warning; at the mo if you attack them you get excom, but if you dont trade goes down the pan!
- Show princes rank in the line of succession, & maybe who their father is too if poss
- Crusades for all catholic factions
- Allow siege engines to target empty ground, range markers during set-up would be handy too.
- Someway of making strat units easier to handle/track down (maybe the ability to set them so they dont appear on your strat units list. i.e. let us 'turn off' or grey out ones that we've left as province 'guards')
- tidy up some of the V&V's, I swear i've had a governor develop the 'odd number of toes' trait after his appointment & he wasnt even anywhere near sellafield! (it might have been 'inbred' but you get my point, i hope)
- Give those poor Templars some lances (sorry couldn't help myself http://www.totalwar.org/ubb/wink.gif )
- What everyone else said, apart from making firearms more effective, (please DON'T do that!)
Thanks for reading! http://www.totalwar.org/ubb/smile.gif
[This message has been edited by Wart (edited 09-24-2002).]
crazyboy_22
09-24-2002, 12:25
When one of your agents is killed it isnt enough to tell me that it was "Sir Holland B Bigglesworth Xavier" Could you add what type of agent it was that just bought it?
crazyboy_22
09-24-2002, 12:30
I've beat the game three times now starting from 1097 and winning just under the wire of 1453 and not once has an enemy assaulted my castles. Whats the point in building extra defenses? I want seige cannon towers cause they're cool, but I also want to smash the enemy in the face with cannonballs! weee!
And perhaps a nicely decorated map of Japan with custom portraits for those interested in making some kind of Shogun mod.
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Like all Miyagi, Shimpo Sensei was fisherman.... Love fishing. Love sake. One day, strongo wind, strongo sun, strongo sake, but no fish. Shimpo Sensei fall asleep off coast of Okinawa, wake up off coast of China.
Crusades/jihads should be forced to attack if they cannot pass instead of just sitting on the borders and withering away. Especially, they should be forced to attack the target province, regardless of the number of defending troops present in it.
great list, I agree with most of the ideas
especially
- More diplomacy options, i.e give money to allies to fund their war efforts
- stronger mongols (through waves of reinforcements during 2 or 3 years maybe, since they can't build their own)
- Armenian cavalery not muslim specific, but province specific
- see trade lanes : where they are disrupted
- more GA options besides getting points for the dull province conquering (on the example of EU 'missions')
- more castle assaults or defences : I have no incentive to make any, and I never get attacked http://www.totalwar.org/ubb/frown.gif, shame as it should be a great part of the game.
Again, thx for the amazing work put in this game, you've made a few people really extatic (and a few unhappy girlfriends)
shingenmitch2
09-25-2002, 21:40
Great campaign game -- well done
I'd like to second the motion on this:
* Sieges -- besieger should also atrit.-- and lengthen the time for a castle to hold out.
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RATIONALE:
There is a balance for assaulting and there should be more incentive to assault than stay putt . The whole expense of developing infrastructer to build siege equipment and then time invested in moving them needs to be more worthwhile. The cost/benefit is not quite there now.
Also it would give more meaning to building up castle defenses -- forcing an assault else the attacker has to sit for a VERY LONG time. This should be done Even if it is "unrealistic" --because 1 turn=1 year makes it too fast to sit-out a castle.
(Personally I liked the old STW 1 turn = 1/3 of a year -- I'm positive armies could march about 3 kingdoms in the span of a year). I know-- the campaign would take 3x longer to play, but to us addicts, who cares?
Not sure if this has been mentioned, but:
When two armies are facing off and they both attack the same turn, it would be nice if they had some sort of meeting engagement in the middle that decided who got to go on to take the other province, rather than simply passing eachother and trading provinces.
Just a thought.
Sepiche
Kraellin
09-26-2002, 04:39
scenario: two rebel armies in the same province. no other factions present in said province. you send in two emissaries and use one to bribe each rebel army. hit end turn. you will only get a result on one of the bribes. the other seems to just be ignored or lost. this leaves a successful attempt at bribing facing another rebel army. i dont mind if one bribe fails and the other is successful and this happens, but the 2nd bribe attempt seems to be just lost somehow so that you can NEVER bribe both successfully. please address this.
K.
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http://home.domaindlx.com/takiyama/kraellin/icons-1.gif
-Save game option during battles
-Pillaging less easy; perhaps only one building a turn can be destroyed, or doing so risks inciting an enemy-loyal revolt of the peasantry.
-Trade halted by war a percentage based on fleet strength rather than an absolute cuttoff.
-Tactical fleet combat using the 3D battle engine (my dream, I'm a navally focussed kinda guy)
If you have an upgrade to the castle, let's say motte, and you want to sell the castle, you only get the 50% money back for the upgrade only, not for the castle itself, while the castle is still gone. So you would get 50% of the cost of the culverin tower upgrade for the fortress with culverins (a couple of hundreds), instead of getting 4000 for the fortress alone.
The weather could be just a little bit nicer as well. http://www.totalwar.org/ubb/smile.gif
[This message has been edited by hrvojej (edited 09-26-2002).]
GilJaysmith
09-26-2002, 14:35
Just to let you know, we had a meeting to process this thread yesterday.
As a result, some of the items which hadn't already been fixed or addressed in the patch have made it in at the last moment. However, you'll have to wait for an official announcement of patch contents to see exactly what's in there.
Thanks to everyone for contributing.
Gil ~ CA
Rosacrux
09-26-2002, 14:42
Gil, dearest, would you be so kind and let us know when this announcment shall be made? Or more precisely when shall the patch come out?
GilJaysmith
09-26-2002, 15:54
Obviously I'd like to, but then I would have to kill you. All of you. Which would eat into the time I have to play MTW online, let alone eating into the number of people I could play against...
Therefore, and for other more sensible reasons, I can't make any announcement on patch date or contents yet.
In any case the formal announcements will be made on Activision's website or on TotalWar.com; I'll just be alerting you to it when it comes.
Gil ~ CA
Rosacrux
09-26-2002, 16:33
That would suffice for now... many thanks http://www.totalwar.org/ubb/biggrin.gif
chunkynut
09-26-2002, 16:58
- Princes age in the generals screen. (and princess in the info screen.)
- Not just age based heir in the succession tab. A family tree?? brothers and sons get mixed up for me without careful checking.
Maybe for the next patch... Some issues I didn't notice at a glance:
-The crusades that keep milling around your territory, eating armies because of cut naval routes.
Man, I hope something was done about that one. Again, I lost 600 elite troops doing border duty to a crusade that first went toward Iberia, then turned around, then turned back, then around, traveled to Friesland and took a ship from there.
DUH.
-Psycho Inquisitors that try your best generals, who turn atheist, and are then tried and burned the next round because they are now atheists and therefore easier to "catch."
gothicform
09-26-2002, 18:13
what annoys me most is when you become powerful no one else will marry your king so you cant produce heirs early enough. the result is you end up with an old king (60something) and a young heir of say 5 and in this case five daughters of between 3 and 20. then your king dies and the game is over because you have left no heirs???? hello... havent you guys read history. the age of the heir had nothing to do with leaving an heir or not, once the son was born you had an heir. richard the second became king despite being underage, elizabeth the first also became queen underage and in both cases the lord chamberlain ruled.
the result of this inaccuracy is the game is at the mercy of the computer randomly picking for me five daughters instead of sons and when you do have one hes to young - thats just plain stupid because when i play a game i dont expect to be at the mercy of that sort of thing, particularly when i have conquered the french, aragon, denmark, scandinavia, germany, sciliy, italy, scotland, wales and ireland all by 1109.
Threads don't die, they just fade away...
I see it's too late to have any influence on the upcoming patch. Well here's my $.02 worth and my first post to boot...
Reasonable requests:
- Make the Hungarians a playable nation. If you can justify making Denmark a playable nation then why not Hungary?
- Make the Sicilians and Lithuanians playable factions. Why? Just for kicks.
- Lessened destruction of provincial structures after conquest.
- Degree of provincial destruction dependent upon the Dread, Acumen and Vices of the invading army's leader or upon the type of nation invading (i.e. Byzantines preserve while Mongols raze anything but structures relating to archery and light cavalry).
- Make invading armies less/more likely to destroy the religious institutions of a 'blasphemous' enemy based on their highest ranking commander's Dread and Piety ratings.
- Destruction of religious structures of a province's dominant religion should greatly decrease happiness and loyalty in a conquered province, especially with one with high Zeal.
- AI should rely less on peasants and militias to garrison high value provinces, especially those containing ports.
- AI should assault fortifications more often, especially if it has overwhelming numerical superiority and two or more siege engines at its disposal.
- More sensible AI behavior for Crusades.
- AI must learn to rebuild lost structures.
- AI should hire more mercenary units when higher value units are not available.
- Re-evaluate the cost/maintenance values of many mercenary units (i.e. the overpriced and thus worthless Bulgarian Brigands)
- The Mongols need to behave more like Mongols.
- Tactical AI is very poor at handling battlefield reinforcements. Typically the bulk of its high value, first wave troops have to be routed from the field before lower grade reinforcements make their appearance.
- Strategic AI needs to better realize the value in accepting peaceful terms with a vastly more powerful, human/AI controlled neighbor.
- Strategic AI needs to better manage its religious units in coordination with its armies and emissaries.
- Certain sea cargo/transport units such as Dromons and Barques (and Longboats?) should take 2 years to complete instead of 3.
- Marrying off princesses to princes and kings should have a more meaningful, long term impact on relations than a simple alliance.
- Additional ahistorical Campaign games with victory conditions that are not dependent on total conquest or nation specific goals.
- Large artillery pieces (Ballistae excepted) should have further penalties against small sized units and units on the move.
Unreasonable requests:
- Add Gift Giving (i.e. florins, units or territories) to the diplomatic model to potentially increase relations with an edgy neighbor.
- Alliances are too easily made and broken and the latter comes with seemingly minor penalties.
- Incorporate a 'Non-Agression' pact into the diplomatic model. All the smiles of an alliance without an ally's responsibility or level of trust.
- If Non-Agression pacts are possible then allow for friendly nations to reinforce allies in need by marching troops through their territories.
- Incorporate some sort of meter/graphic on the menu bar to show us the political disposition of any given faction towards the human player. The meter's accuracy should be dependent on your king's Acumen and Piety ratings.
- Where are the siege engines? Siege towers may not be possible but battering rams seem doable.
Completely unreasonable request:
- Greek voices for Orthodox troop Orders. Why on earth did you guys choose Russian when the Greek/Latin speaking Byzantines were a major player throughout most of the period represented in the game?
Great thread, admin should stick this one up top.
Whoops, almost forgot...
- Make the Novgorod a playable nation too.
candidgamera
09-27-2002, 08:48
Appologies if these are repeats, if so take them as confirmation:
*Golden Horde of nothing but archers, siege engines and 1-2 cav.
*Escaping Alims that come into say Swabia your heartland and the assassin that goes after them ends up dying in Khazar when the Alim ports out. Maybe this is meant to be, seems a little unreasonable.
SKD_Navy
09-28-2002, 09:02
See that? GilJaySmith said they had a meeting to process MY thread!
HA MINE! M-Y-N-E MINE!
*goes into a delirium*
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Proud Leader Of the SKD Clan
Visit Us Here (http://www.skdcorps.cjb.net)
I seriously hope they solve the problem with the Russians getting Danish unique unit.
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BTW, Danish Crusades are true to history.
You may not care about war, but war cares about you!
POSSIBLE BUG: Ottoman Infantry aren't available to the turks in multiplayer until the late era. (They arent that hard to build and have mediocre stats.)
POSSIBLE BUG: Varangian Guards are no longer available to the Byzantines in the late period in multiplayer.
[This message has been edited by Action (edited 09-28-2002).]
It would be more convenient if the royal marriages are done in the order of inheritance. As it is now, the youngest single heir will be married, while it would be cool if the first one in the line for the throne is the happy groom.
Sometimes, the V&Vs of the governors won't be attributed to them, but rather to the general who is in command of the stack they're in. So, a commander with no title would gain steward, builder etc., while the actual governors don't get their respective V&Vs.
[This message has been edited by hrvojej (edited 09-29-2002).]
Strategic AI doesn't retrain / disband / consolidate depleted units. There are too many 1-person units hanging around.
Possible bug: Italians don't have deep-sea vessels?
-In choosing the General of a stacked army. The game may choose an inferior general when given 3 level 2 command generals. I saw a general chosen which had far less loyalty than another General of the same Command. Certainly the King would choose a general of higher loyalty given equal Command ability.
-Now I know that muslims dont produce Princeses but it doesn't tell me in the game that I don't need to seek other princesses, or the benefit of doing so.
-I think I notice that when you attack a province that is under siege and it says "the seigees sally out", I don't think they always do. Or if you get attacked whilst sieging a prov.
-If you convert an enemy province to 90% of your religion, it doesn't seem to impact on their loyalty towards their kings. Doesn't seem to increase chance of rebellion.
AI seems obssessed with converting some of your provinces, but to what real gain?
-AI retreats to Castle/Abandons province FAR too frequently, if you have a slight numerical or quality advantage. Fine if the castle is HUGE.
Considering they get devastated over the years of the siege, why retreat in the 1st place, and as noted above I don't think they always sally if relieved.
-The Byzantium province should be called Thrace or Thrakos.
-I find that charging spearmen always keep pace with my medium cavalry, this is silly. How the hell can I break off and recharge if they keep toe to toe.
-Why don't Skirmishes such as Murabitin javelin throwers throw their javs before they enter combat. Often the charger will make them pull back (due to their skirmish formation) before even throwing the 1st volley. I would like them to just throw without having to form up perfectly before firing.
vexatious
10-15-2002, 23:55
Great Game!
I don't know whether this is possible, but a "cut/paste" cursor would be nice. That way, if you were moving unstacked units from the same province (e.g. spies), you could 'load' or 'cut' them into your cursor and then paste them into the new territory. You could also move units from different territories into the same territory or territories that were near each other without scrolling back and forth accross the entire map.
I realize the first patch is almost out, but I dont recall seeing anything about this in the list of fixes, so I will post it.
There needs to be some better tools to deal with the micromanagement tedium of strategic agents.
Problems:
1) Strategic Map clutter. With hundreds of agents crawling around the world, which cant be stacked, its no wonder this happens. Making agents stackable would help this a lot.
2) No filters for agents. The agent interface needs revising. You should be able to filter by agent type, assignment, valor and, ideally, location. The scroll speed is also much too slow.
3) Some improved agent AI handling. I would like to be able to auto-assassinate *any* agent who meanders into my territories. This setting should have options like, auto-target just orthodox holymen, or islamic, or all not of my religion, etc.
4) We also need a return to nearest friendly province option. This would send your agent back to...the nearest friendly province after he has completed his task for you.
I spend more time managing agents after the first 50 or so game turns than doing *anything* else on the strat map. That sucks.
olaf
nightcrawler_35
10-16-2002, 03:32
Ok I realise it is probably too late to post this but I want to have my two cents anyway.. http://www.totalwar.org/ubb/wink.gif
1) I assume this is going to be sorted anyway but NO FACTION RESPAWNING. Factions respawning in 7 or 8 provinces comprised of royal knights is a game ruiner. If a faction is dead its dead.
2) Any chance of expanding the unit limit on the battle map to more than 960 in the future?? An army of 5000 unit should easy beat an army of 960 but not if they cant all get on the map on the same time! I mean how realistic is that?
3) Any chance of selecting what units you want to recieve from the reforcements rather than a random unit come on? ie when my archers run out of ammo I want to bring on more archers not my peasants!
4) Never heard of anyone else having this prob so maybe its just me.. but in the province that produces the unique salior acher type unit (forgot the name soz - genese??) I built a port.. the next turn the unit that was in that province got 'stuck' between my fort and port - couldnt select or anything - had to destroy the port http://www.totalwar.org/ubb/frown.gif
Thanks!
FacelessClock
10-16-2002, 03:42
How about just overhauling the entire (campaign) interface? It needs it. No more loses units behind others. Make it easier to see what province has. Make it easier to tell if a unit is counterspying or assassinating, and just where the target it. Make it so we can change the build order of a province before we go past the (x) has been built screen. And this is a start....
Perhaps in the next game....
Cyricist
10-16-2002, 04:05
* REPLAY BUG: when making replays from battles WITH reinforcements, the replay shows the first attack wave, but after the AI's reinforcements are supposed to pop up.. THYE DON'T.
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