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View Full Version : Research: war dogs



kburkert
04-09-2006, 17:00
I am doing these research threads because i am planing on making a mod.

The question is, do you like war dogs in rtw and would you like to see them in another mod?

reply yes or no.

Dutch_guy
04-09-2006, 17:39
No

:balloon2:

Monarch
04-09-2006, 17:46
Nah, don't include them in your mod unless your mod is called "War Dogs: Total War".

What is your mod concentrating on btw?

Well Hung
04-09-2006, 18:33
I am doing these research threads because i am planing on making a mod.

The question is, do you like war dogs in rtw and would you like to see them in another mod?

reply yes or no.




Just a suggestion, but you should also ask in the forum over at http://www.rometotalrealism.org/ too.

x-dANGEr
04-09-2006, 21:01
I don't see why they should be removed, to be honest.

Monarch
04-09-2006, 21:12
I don't see why they should be removed, to be honest.

Historical accuracy.

Divine Wind
04-09-2006, 21:55
Hmm, i dont think ive ever used them...they just dont appeal to me.

Ignoramus
04-09-2006, 23:15
No!!!!!!!!!

Severous
04-09-2006, 23:54
I like using wardogs...one or two at most in a stack. Their distraction power rather than their attack is quite useful. Often the dogs will stop an enemy unir from moving giving you more time to react.

I dont use mods of any kind.

Alexanderofmacedon
04-10-2006, 00:14
I think they're sort of dumb.

No.

Zenicetus
04-10-2006, 01:24
I have mixed feelings about the doggies. They're ahistorical (mostly), and they make a game where it's easy to beat the AI, even easier. In that respect they're bad.

On the other hand... they're also a great cleanup unit for stragglers on the field, or for speeding up the last part of a siege near the town center, where the AI is doing stupid and unhistorical things anyway... like sending out weak units that bounce back and forth between the low morale zone near your units, and the high morale in the city square. To the extent that it helps speed up a battle I'm going to win anyway, I don't think they're so bad. It can also throw an interesting twist into the battle dynamics, on the few occasions when you fight an AI Roman army and they have dogs.

It's probably best to leave them out of a mod though, since I think most people who look for mods are on the hardcore/historical side of the player base.

Ciaran
04-10-2006, 10:49
I can´t really figure out their purpose, and therefore I don´t use them, as I hardly use any special units at all, but anything else I couldn´t care less.

cannon_fodder
04-10-2006, 11:59
No. Not because of historical accuracy, just because I don't like 'em.

orangat
04-10-2006, 14:30
Head hurlers are an even bigger fantasy.

x-dANGEr
04-10-2006, 15:14
Historical accuracy.
Maybe just don't use them?!

Seasoned Alcoholic
04-10-2006, 22:23
Its down to personal preference tbh, many mods are based upon personal preferences of the creator or collectively from a modding team. So in other words, do you what you feel is best for your mod.

Personally, I think wardogs include a bit a variety to a faction unit roster, especially to barbarian factions. I'm not really bothered if they're not an entirely historically accurate unit. Even so, there is no possible justification for the Roman factions to be able to recruit wardogs, as well as many other units in their faction rosters. EG, 'fantasy' legionary and praetorian cavalry, arcani, urban cohorts and the like.

If you take a quick look at the vanilla unit rosters for each faction, you'll soon see which are drastically overpowered, which leads to the inevitable steamrollering.

I've left wardogs in my mod, but have removed / added / replaced plenty of other units in an attempt to balance the gameplay. There is just no need for the same old steamrollering factions that dominate the campaign map each new imperial campaign. Just makes the game repetitive and (eventually) boring. If you've played numerous campaigns then you'll know what I'm rambling on about...

You can always restrict the recruitment of specific units by using regional hidden resources. Its a simple process, all you need to do is specify a hidden resource in EDB, 'tag' each unit with this hidden resource (in the same file), and then 'tag' each region in descr_regions that you wish to recruit the unit under consideration. This makes things a lot more interesting ~D

orangat
04-10-2006, 23:10
What about a mod for giant fighting roosters?

Coldfish
04-10-2006, 23:15
lol :laugh4:

Ciaran
04-11-2006, 09:02
Fighting roosters :inquisitive:
Now what does that remind me of? Oh, yeah, do you know the immortal chicken in the Legend of Zelda games:
http://zeldacomic.net/archives/zc/?pic=161.png

Avicenna
04-12-2006, 01:25
Urban Cohorts existed, but they were fire-fighters in Rome I think. Arcani existed, but called Areani and probably not used in battle. Legionary Cavalry should exist, just treat them as auxiliaries who have earned their citizenship.