View Full Version : What you want/don't want to see in MTW2
Well I decide to make a list of where I thought the A.I. was at it's worst throughout the series. Go ahead and make your statement if you want and I'll ad it to the list
Turn around charges Somehow the A.I. can manage to do this a lot more than the human can. Quite annoying when you are pusuing a unit right on there tale, and boom it turns around and gets a charge bonus. There should be a pursuit bonus that negates a turnaround charge.
Rebels (autoresolve) I understand the purpose of rebels is to prevent a 100 percent peasant garrison force. The problem is the outcome of autoresolve. 5 hastati vs 1 rebel naked fanatic. The score 2 of 5 hastati destroyed. Please make autoresolve cakewalk vs rebels at least when the odds are greatly in your favour.
loss instead of a draw for a failed siege as long as your troops are outside the walls when you exit the siege should be maintained. Anything inside the walls is lost or POW's. Same goes for a withdraw for those occasions you got a dozen or so men stuck on the walls.
A.I. hit and run archers They'll stand there and fire at you but as soon as they get hit they start running around. Quite often the A.I. actually has the missile superiority but loses it to running around and absorbing arrows.
A.I. overaggressive vs your general. So aggressive the A.I. marched there onagers right into my infantry trying to get a shot on my general. Of course I kept moving my general to saftey but the A.I. would'nt relent. Same with A.I. archers, occasionally they'll march themselves into a mess. I understand the idea of targeting your general but they should only have a priority of what is with range of them. Also makes it too easy exploit even when your not trying too and they try to flood your general with melee units, but is likely to be your best protected unit.
A.I. piledriving 1 unit. quite often the A.I. will target 1 unit with 5 or more units tieing them up and putting them in a pinch so to speak.
A.I.'s small vulnerable armies perhaps so the A.I. does'nt have multiple units running around trying to from an army to allow all units to be recruited in 1 city. The population still comes from other cities/towns but will show up in the capital. Easiest solution would be to have a checkbox in each city -- form unit in captal. If unchecked when the unit is trained it will show up in the city itself, if checked when training is done it will be in the capital.
A.I. declaring a fruitless war instead of, hey I'm at war with you (even though I have nothing) perhaps the A.I. should train 2-3 stacks get them close to your territory then boom, unleash terror.
A.I. naval superiority always has been fidgety throughout the series. There needs be a detection for the A.I. to know how strong the human navy is. And either go for a small non aggresive navy (no pleasure cruises for the Egyptian navy in England) Or to a grand armada that travels to thier enemy and wreaks havoc.
Naval retreats when out of harms way why do they retreat away from your territories
Reemerging factions sometimes faction loses last city, but has a lot of solider sowewhere - they should have a chance to recapture cities as long as they have soliders
Autoresolve better calculation for horsearchers
research upgrades Armor and weapon bonuses should be based on some kind of research, rather than holding a particular territory.
Independant Rebels I would like to see each rebel city act independently so if you declare war on one rebel faction, it doesn't mean you are at war with the others. Also i would like to see the alliance system bettered so you can ally yourself with certain rebel factions and that good see a good vassal system develop. Just simple things like them providing troop support for a given number of turns and so forth.
Cavlry and routers cavalry pursuits sometimes get in a position to where they don't kill troops. Routers need to act more independant instead of maintaining a rough formation
Return of the speed slider
Province Troop bonus
Auto-calc should be based on battle difficuluty
Naval retreatShould be possible. Possibly add a "speed" attribute to ships, faster ships will naturally have a better chance of escaping.
Adjustable custom battle AI In MTW you could set human or CPU players as "defender" or "attacker". Conversely in RTW the AI always attacks unless they're defending from a siege. Any other adjustment you can make to AI behaviour is also a good plus.
Moddability RTW wasn't particulary mod-unfriendly but much could be improved. Less hard coded limits and tools distributed by CA will give a vital boost to the modding community and encourage more TW vets to return to the series.
Look through building and tree like change models quality, when a camera is too near for a building or a tree change his texture to a transparent map (for example alfa 10%)I dont like when I cant's see my man, because I watching pixels from inside a model..
Bigger army slower army:
Excommunications Make them to be feared instead of a minor problem
Greater effect for an army on the strategic map:at now an army directly next to an enemy's unit can fight with together
it would be great if this effective range are bigger:
- for support an army is enough to be in one turn range to help in the battle (of course he could be late from the battle)
- you can block the road with a single army because the enemy can't get around you...
- the fortress can block the road in a valley
Getaway troops lose next turn moving point:
auto destroy certain buildings if you occupy a town automatically destroy the enemy temple and the buildings witch cause negative effect at your populations
(good for the AI, because it cant destructive the buildings ad for these reason the AI unable to build his own temples...)
Walls: the wooden walls/towers should be able to burned down
Siege machines on the wall, to prevent both the A.I. and human grom firing on thier own walls
Upgradeable units: allow units to be upgraded to thier successor
Return of wedge formation Return the wedge formation to infantry or at least soldiers that typically had a higher level of training
Forced withdraw tweaked cavrly can pull out of melee easily but infantry should be harder
Return of Glorious Achievments
return Even unit ranks In MTW you could drag a line of different size units and either have them (as RTW) same width but different depth but could also pick same number of ranks. Right now you cant drag a line without having depleted units messing up your line.
Return of rear rank missile penalty Soldiers in the rear ranks can shoot even when they are out of range, which makes for some weird situations of deeply formed units firing a hail of javelins that kills and breaks the enemy. I prefer the way it was done in STW/MTW
MP lobby In STW/MTW private and public chat was each done in a seperate part of the UI. Much better than the RTW way where all chat happened same place but with different colours. Oh and having private chat that works for more than 2 people at a time would be nice too.
Don't show enemy banner then the enemy easily hide at the scrubs and in the forest, but you can see your own banners because it's important to easily control your troops
If I cant see the banner (SHOW_BANNERS:FALSE) I don't know that the enemy is routing or makes only a tactical retreat... it could be coause more exiting battles
Don't give all the informations from an enemy troops behaviour
Return of titles from MTW
Bunching penalties returned
Less agent clutter on the map Improved scroll menu requiring less micromanagement and perhaps a limit to the agents that can be had for both the A.I. sake and the humans end turn sequence.
Return of agentarmy/enemy hider ability In MTW nyou could toggle what units/agents/enemies you could see
Prettier females than MTW I had :cheerleader:
Remove the faction limit
Tweak A.I. death traps Either make it very very hard to assault even for the human or make most castles easily taken for the A.I.'s sake. And make it very very expensive to have a fortress/citadel level fortification.
Kill the town square (exploit) Make it only a rally point where routing troops go to regroup and all that has to be done is to take the gatehouse of the innermost keep. Also decrease battlelength requiring less ground to be take for a victory.
peace for x amount of years You can at times get an A.I. faction to pay you for a ceaefire and then they turn around shortly afterwards and attack again. This needs to be tweaked both for annoyances and unintentional exploitation.
O'ETAIPOS
07-02-2006, 22:35
Reemerging factions (like in MTW),
and tie faction destruction to lack of troops - sometimes faction loses last city, but has a lot of solider sowewhere - they should have a chance to recapture cities as long as they have soliders
Midnight
07-03-2006, 00:09
Auto-resolve horse archers better. I had a Parthian army of about 700 archers wreak havoc in Asia Minor, killing literally thousands. Then I autocalced against a weaker force. BAM - my army all but annihilated.
Horse archers hit and run, they don't charge into anything short of super-weak troops who have already routed!
Don't mean to focus on O'ETAIPOS, but I wanted to elaborate on his post's two points.
1) I never really realized that factions couldn't reemerge in RTW, and I'd most certainly like for them to in M2TW, in a fairly realistic fashion. That is, the number and type of troops should match the capabilities of the provinces the reemerging faction heir appears in. Allow them some mercenaries, too.
2) I'm not quite sure I entirely agree. I think if there are any family members left alive, the faction should remain alive regardless of whether it has cities. But if the only remaining units are non-generals, I don't think it would be realistic in most cases for them to continue the resistance. If there are generals outside the family left, I think whether or not they become rebels should depend on their loyalty. A loyal general of low command would keep himself and all other units in his stack in the faction. A slightly higher ranking general might influence other stacks of units in his close proximity to remain loyal. A brilliant general could be inspiration for all leaderless troops, regardless of location, to keep up the fight.
I know that's getting more complicated, but I like complexity. :2thumbsup:
Balin Redleaf
07-04-2006, 18:35
Here are some of the things I would like to see:
1. Navel powers (English, Venetians, etc.) should be better able to protect themselves from sea invasions, put more effort into building a navy, and emplace ships to get the most economic benefit. I get really annoyed when I see Egyptian "Love Boats" (does that reveal how old I am?) doing a scandinavian run. The only nations that I can see being exempt from this would be the Nordic nations. But even they would have to be able to do some kind of "raiding" to make the trip worthwhile (in monetary terms).
2. I would like the AI not to start stupid wars, especially against the human player that just saved their nation from being overrun by an enemy.
3. Armor and weapon bonuses should be based on some kind of research, rather than holding a particular territory.
4. Certain buildings should exist at the start of the game rather than having to build them. For example, there should be a cathedral in Constantinople, a chapter house in each nation that launched a crudsade in 1099, a Grand Mosque in Arabia (Mecca), etc.
5. The game should start around 500 AD and go to 1500 AD. I know this won't happen in MTW 2, but perhaps in MTW 3 or 4.
6. The black plague should be VERY damaging. There are some estimates that put the death toll at around 35-40% of ALL people. The plague was historically a gigantic catastrophe, affecting even the environment for the next few centuries (a mini ice age occurred).
7. More "events".
Things I would NOT like to see:
1. Getting rid of the year/turn system and going to an undefined period of time is a REALLY BAD IDEA. If they actually do it like that, it will take away the ability to see how well you are doing as compared to your historical counterparts. Wow, I can't believe they would even consider such an idea!
2. I really don't care about the mayans and aztecs. These nations should not be part of MEDIEVAL Total War. It would make sense, however, if they were included in "RENAISSANCE" Total War. When I think of these New World nations, the word "Medieval" does not come to mind.
Anyway, that's my $1.50 worth (no longer $0.02 due to inflation).
The Blind King of Bohemia
07-04-2006, 19:48
I would like to see each rebel city act independently so if you declare war on one rebel faction, it doesn't mean you are at war with the others. Also i would like to see the alliance system bettered so you can ally yourself with certain rebel factions and that good see a good vassal system develop. Just simple things like them providing troop support for a given number of turns and so forth.
(1) When cavalry are charging down routing troops, they often split up the formation and end up trotting along in the middle of the two sets of troops:
(x = running man, H = horse)
xx x x H H x xx x
x x xxx HH H x xxxx x
x xx H H H x xx x x x
The horses go at the same speed as the running men so they neither catch up with and kill the men in front, or slow down and kill the men behind. This is very annoying.
(2) When a unit routs, why do they stay in a rough formation? They should split up. For example, a unit of running peasants in nearly at the edge of the map when some cavalry cut their formation. The peasants on the inside are herded like sheep away from the edge of the map, but the peasants on the outside follow them! they have a clear route to safety but choose to follow the men running towards the center of the map.
(3) Routing men seem to have a deathwish, instead of actually running away, they often run right into an enemy unit. This is just plain stupid.
(4) Javelin men seem to be able to throw over buildings when they don't have line of site to the enemy. Even buildings like awesome temples seem no obstical to the humble peltast. Graargh.
(5) And finally... This is probably asking a bit much but it would be good if weapons actually contacted the enemy. I'm a bit fed up with a little swordsman waving his sword at a horse and the horse (which is about two metres away) rearing up and dying.
Well.. thats my rant. You've probably realised I'm not too fond of the routing troops...
...and I'm not even going to try and say anything about pathfinding in cities. :furious3:
Fwapper
Why won't they let me edit my posts :(
(6) I'd like to be able to dismount horses before battle. I miss things like Feudal Foot Night from MTW1...
(7) It would be cool if the horse and rider could die separately, so the rider could be killed, and the horse left milling about, or the horse killed, and the rider turned into a foot soldier.
(8) This is pretty low on my wishlist but I'd like to be able to fight navel battles. I'm just fed up over having my perfect record of 100 battles won and none lost spoiled by some stupid autoresolve battle I have no control over.
(9) And finally... (for real this time I think :P) ... I'd like the old speed slider back. Or at least some keyboard shortcuts for the different time settings. (Like Ctrl + T for full speed in MTW)
Fwapper
What I don't wanna see is excommunications that are pointless.
In MTW1 they had no effect what so ever except being an annoying pop-up window.
I wanna see the AI get super-aggressive on me or a trade embargo or something and if one of the AI factions get excommunicated then I wanna see the pope give out rewards to whoever teach them a lesson.
I would like to see each rebel city act independently so if you declare war on one rebel faction, it doesn't mean you are at war with the others. Also i would like to see the alliance system bettered so you can ally yourself with certain rebel factions and that good see a good vassal system develop. Just simple things like them providing troop support for a given number of turns and so forth.
I second this. Why should an attack on some Scottish Highlanders make rebels in Egypt get all uppity at you? Also, I don't like always having to be at war with the Rebels. Rebels only want to free their particular country - they don't want to conquer the world as well.
Kralizec
07-05-2006, 13:41
What I don't wanna see is excommunications that are pointless.
In MTW1 they had no effect what so ever except being an annoying pop-up window.
I wanna see the AI get super-aggressive on me or a trade embargo or something and if one of the AI factions get excommunicated then I wanna see the pope give out rewards to whoever teach them a lesson.
That actually was in MTW. If your ruler is excommunicated you run a higher risk of revolt particulary in provinces with high zeal. You can't crusade, and other catholic factions can crusade against you. Being excommunicated wasn't a disaster per se, but no small thing either.
Eras
It's already been announced that there won't be different starting eras for campaigns. I hope CA will reconsider even if this will necessarily delay the release. The vast majority of TW vets loved this MTW feature.
Province bonuses for specific units
were a neat feature in the original MTW. People love to get slightly boosted longbowmen from Wales or improved Chivalric Knights from Toulouse.
Auto-calc should be based on battle difficuluty
In RTW it's based on the campaign difficulty. Face it, after playing for a while you can tell that certain battles will be tedious to personally command, such as when the AI opponent has only a few units. But autocalcalcing will often cripple your army if you play on hard or very heard campaign difficulty. And in naval battles, you have no choice. This invariably means you will need a substantial quantative and qualitative advantage over the enemy navy just to gain average victories. And outbuilding the AI in ships wasn't exactly easy in RTW...
Naval retreat
Should be possible. Possibly add a "speed" attribute to ships, faster ships will naturally have a better chance of escaping.
Adjustable custom battle AI
In MTW you could set human or CPU players as "defender" or "attacker". Conversely in RTW the AI always attacks unless they're defending from a siege. Any other adjustment you can make to AI behaviour is also a good plus.
Moddability
RTW wasn't particulary mod-unfriendly but much could be improved. Less hard coded limits and tools distributed by CA will give a vital boost to the modding community and encourage more TW vets to return to the series.
Faction reemergences
That RTW didn't have it was a slight dissapointment but somewhat understandable given the era RTW is set in. MTW2 really needs it though.
Rebels should consist of multiple sub-factions
As noted in above posts. There's no rational reason why you shouldn't be able to trade with, or should necessarily be hostile against every town or province that doesn't belong to one of the main factions.
That actually was in MTW. If your ruler is excommunicated you run a higher risk of revolt particulary in provinces with high zeal. You can't crusade, and other catholic factions can crusade against you. Being excommunicated wasn't a disaster per se, but no small thing either.
Really ??
Never encounted any of these things.
Well atleast they could make it so that it hurt more.
The Spartan (Returns)
07-05-2006, 14:58
ErasIt's already been announced that there won't be different starting eras for campaigns. I hope CA will reconsider even if this will necessarily delay the release. The vast majority of TW vets loved this MTW feature.what!? no!!!
Look through building and tree:
like change models quality, when a camera is too near for a building or a tree change his texture to a transparent map (for example alfa 10%)
I dont like when I cant's see my man, because I watching pixels from inside a model...
Bigger army slower army:
with a great and big army You are indestructible, but with small armies you can move fast
the moving point is depend on an army number, not the troops number
for example:
above 300 man you lose 20% of the moving point
above 600 man you lose 40%
above 900 man you lose 60%
...
(of course with a mathematics balance)
Ambush:
if smaller troops is moving on strategic map, the ambush ability could be a more important thing
(at now I very rarely meet with this kind of battle)
if an armies moving point is exponentially decrease with the higher numbers you need to moving smaller troops
if you are ambush near the (trade) road you can raid the enemy's caravans
(like rebels)
Greater effect for an army on the strategic map:
at now an army directly next to an enemy's unit can fight with together (and the support army is only can join the battle if it is next to the fight)
it would be great if this effective range are bigger:
- for support an army is enough to be in one turn range to help in the battle (of course he could be late from the battle)
- you can block the road with a single army because the enemy can't get around you...
- the fortress can block the road in a valley
Getaway troops lose next turn moving point:
the escape army is move as far as he use his next turn moving point: but I think in that case they need to loose his next turn moving point (the army is dissolve in a wide territory and need time to regroup the troops)
the same effect with the fleet
Taxes depend on the population
I think if I have a great city (above 20000 people) it cause me only a problem
in the same city if I reduce a population (by raze and looting) to 6000 I have the same incomings
and I cant reduce the population rise with the higher taxes... it cause only discontent, but no migration effect:
low tax cause imigration
high tax cause emigration
(but if I use high taxes - I have all the buildings witch makes happiness - it only cause revolt...)
Diplomatic:
there is only three kind of diplomatic relation:
war, neutral, alliance
but I think it could be better if it is work like civilization (war on a enemy is cause tighten relation, peace with the enemy it cause trouble in the diplomatic relation... live peace with a country is cause more incoming from the trade routes and makes harmony with the nations...) or I think the game of imperial glory has a great diplomatic part (if you makes war or occupy a country, all the nations displeased with your action)...
Siege:
during the siege the siege machines works and the buildings is damaging and the people is die each side (depend on the enemy's long range weapons)
if you occupy a town automatically destroy the enemy temple and the buildings witch cause negative effect at your populations
(good for the AI, because it cant destructive the buildings ad for these reason the AI unable to build his own temples...)
and that is more realistic if after a tree or four years long siege you can't occupy a mostly unharmed city...
War machines:
It could be great if your engineers can occupy the enemy's war machines during a battle and cold be keep it after (and you can occupy the ships and so on)
Prisoners:
You can capture the routing enemy, and you can able to earn some money with them
(like medieval I)
active civilian units:
1, may the civilian units can battlefield units at the same time:
scouts - it can move alone but it is useful on the battlefield to explore the map
and seek the enemy's hiding units (on strategic maps he can always run away from the enemies slower army)
assassin - it would be great and powerful units on the battlefield witch has a great hiding skills
2, in the cites these units cause effect to the populations:
diplomat - lower unrest, lower cult. penality, bonus happiness
spy - lower unrest
assassin - lower unrest
in an enemy city:
diplomat - convert the people (like priest) greater cultural penality
spy - higher unrest, info
assassin - protect your mans against assassins
Battlefield - fog of war:
like shogun tw you can hide in the forest (if the time limit is lower and the enemy havent got a spy/ scout unit you can avid the battle)
the light infantry units can be able to move unawares - light units are less destructable but it's important would be grater because with this ability you can get into the enemy's back
Vegetation:
More kind of tree and more spectacular underwoods plants (where is hiding troops and impenetrable kind like small acacia trees, which can harm the lightly armored troops if they want to cross it
Watchtower
cost upkeep - small troops garrisoned in it
it is destructible
battlefield effect - it is like a small fortress (ballista, scorpion tower)
it can be captured from the enemy
Heat
I dont see it's effect:
I would like to make that the mediterrans warrior cant be able to cross the desert because the heat kills the troops...
ad I hope it is work vice versa:
the desert troops die in the cold norther territory...
Walls:
the wooden walls/towers could be burn down
the walls are much more resistant than the gates, but the gates always has reinforcement towers to protect it
the stone walls lower to let the ballistas, and catapults fire above it (my catapults always does more damege may own walls and units than the enemy if they are shooting form inside the walls)
ballistas and catapultc can be placed in the top of the towers
if I made the greatest wall in rome, the enemy siege tower is more powerfull than may towers, and the siege towers weapons makes more damege in my man then I have only a lower wall - it cause conflict, because higher walls sometime need higher defence (more units) to protect the town...
Logistic:
I welcomed the ide that we can decide that we made a city or we made a castle from a "village"
but I like the idea the game of Knight of Honor
(http://www.knights-of-honor.net/)
when we can raise the settlements near the castle cause the enemy starving and lower incomings
the rebel forces can do it the same way (because the settlements (farms and villages) mostly defenceless, but they have a great economical importance (mines, agriculture and so on)
...
I have many others idea, but I think is enough for a day:
I hope if medieval II has a great modding ability and may I have a chance to make this ideas by myself or with a modding comunity...
(sorry for my bad english)
one more thing:
Stamina:
I know there are different stamina points to each units,
but I never saw it's effect:
I think:
the unit is exhausted but it can run with tha same speed ?
it can be able to charge ?
- it is a bug or only this effect is not the scenic kind?
one more thing:
Stamina:
I know there are different stamina points to each units,
but I never saw it's effect:
I think:
the unit is exhausted but it can run with tha same speed ?
it can be able to charge ?
- it is a bug or only this effect is not the scenic kind?
Upgradeable units:
Like buildings may the units could be upgradeable:
in total war: early legion - legion - praetorians... and so on
Transport with ships:
Rome -TW
I think at basic there are two kind of units onboard: crew (sailors - galley slave to row) and fighting units (for example: archers)
and there are cargo bay where the transporting troops is waiting:
- it isn't logical, that one of the smaller ship able to transport a whole army
I just want speed sliders in both parts of the game. That way I can control how fast everyone moves all the time. I hated that RTW only had 2 speeds on the campaign map, instant or slow. And if current demos are true then I am gonna want to slow the battle speed down by almost half.
My wants/don't wants can be summed up thusly. More RTW less MTW.
Kralizec
07-05-2006, 21:16
Did you play MTW though?
I'm asking because if you belong to the TW vets that played both games and don't miss at least some features that didn't make it into RTW, you're in the minority.
Yes. My first TW game was Shogun, which a friend loaned me in 2000. MTW was not the greatest TW to me. There was much room for improvement. Notably speeding up battles and making a useable battle interface (and thus making a battle playable). All things that RTW did. Making Spies and Assassins something other than a decoration. Again RTW did this.
And improving the AI. MTW's AI was, after enough repition, very predictable. To the point of being annoying enough for me to turn it off (via the -ian command) all the time.
Kralizec
07-06-2006, 10:35
Spies had more uses in MTW.
Speeding up battles? Have you even noticed the speed slider in MTW?
There were some interface improvements in RTW, true. But other things were lost in the MTW-RTW transition- only cavalry can wedge in RTW via the special ability, not to mention it's useless now. Dismount didn't make it into RTW. Neither did forced Rout (though it wouldn't be much use in RTW since units can disengage far to easily)
RTW's AI was just as predictable if not moreso then the MTW AI, but considerably more stupid- AI in RTW means Artificial Incompetence. I won't go into details because it's all been covered before, and the vast majority agrees that the MTW AI was superior.
ByzantineKnight
07-06-2006, 11:26
Sea Battles
It would be nice if the troops that are being transported on ships could take part in sea battles, Romans did it. And you need to be able to retreat from other fleets, I cant tell you how many times I had my full army get sunk because I couldent retreat.
Trade
And also if you could like assign troops to protect trade carvans from attack, and if you could attack the trade caravans, cut of trade, less trade...
Anyway
ByzantineKnight
07-06-2006, 12:08
Gaah I wish I could edit posts
Rebels
It would be nice if CA would call Rebels, "Independent Nations" (like Chivalry Total War). They are trying to be left alone and not be part of some huge empire that dosent care a wit about their lives. They are NOT Rebels.
Feudal System
CA should put in the Feudal System so you have semi loyal lords ruling your provinces and you can call on them for troops, tell them what to make and all, but you have to be nice or they wont help you *grin*
DisruptorX
07-06-2006, 13:16
I want lots of city upgrades and the same unit variety as in MTW. To be frank, RTW bored me. Cities capped out and couldn't upgrade, there were so few different types of units, there wasn't anything to do.
MTW was like civilization with a real time battle mode. I enjoy building up my empire slowly and spending time upgrading my provinces. The constant upgrades in MTW is what makes it so addictive to me. RTW had nowhere to go, it was all combat vs. the horrific AI. RTW was really shallow, I didn't feel that the turn based part was even half of Medieval's.
I also would like Glorious Acheivement back.
Spies had more uses in MTW.
Speeding up battles? Have you even noticed the speed slider in MTW?
There were some interface improvements in RTW, true. But other things were lost in the MTW-RTW transition- only cavalry can wedge in RTW via the special ability, not to mention it's useless now. Dismount didn't make it into RTW. Neither did forced Rout (though it wouldn't be much use in RTW since units can disengage far to easily)
RTW's AI was just as predictable if not moreso then the MTW AI, but considerably more stupid- AI in RTW means Artificial Incompetence. I won't go into details because it's all been covered before, and the vast majority agrees that the MTW AI was superior.
I'm talking about the normal run/walk speeds, the kill rates, the ability to disengage quickly. Are all positive steps, and should not be removed.
Also that god aweful slider is part of the bad bad baaaaaaaaaaaad old battle interface. The buttons are far superior.
Most of what you other TW vet's complain on about RTW AI I like and prefer.
Unit ranks
In MTW you could drag a line of different size units and either have them (as RTW) same width but different depth but could also pick same number of ranks. Right now you cant drag a line without having depleted units messing up your line.
In MTW you used right click to pick between the two, left click to deploy and escape to cancel the move. In RTW right click is used to the deploy and left click to cancel. Giving us the same choice as in MTW and just use left click to change formation would be nice.
Missile units
Soldiers in the rear ranks can shoot even when they are out of range, which makes for some weird situations of deeply formed units firing a hail of javelins that kills and breaks the enemy. I prefer the way it was done in STW/MTW
MP lobby
In STW/MTW private and public chat was each done in a seperate part of the UI. Much better than the RTW way where all chat happened same place but with different colours. Oh and having private chat that works for more than 2 people at a time would be nice too.
CBR
r johnson
07-06-2006, 16:14
I'm not sure if someone has said this but,
I'd like to see the population of a provence compensate how many troops you can get.
Also more options with your allies rather than just "alliance" and "marriage"
And finally smaller provences for certain areas (like scandanavia and the British isles)
Sea Battles
It would be nice if the troops that are being transported on ships could take part in sea battles, Romans did it. And you need to be able to retreat from other fleets, I cant tell you how many times I had my full army get sunk because I couldent retreat.
Trade
And also if you could like assign troops to protect trade carvans from attack, and if you could attack the trade caravans, cut of trade, less trade...
Anyway
I'm aiding this ideas
I saw in games (Heart of irons ?)
that when you build a warship you abel to decide that it join your fleet
or you want to send them to protect the trade ships
my you can be rent them to pirating
(your income is higher from pirating, but this cause trouble in your own trading,
and in diplomatic relations with foreign nations)
More info
many informations can't be seen at the interface (troops)
and there are many statistic parameters which is important:
example: range, discipline, trained, and so on
Special units
I hope there are special units tipe which is depend on the territory and not only for the ruling nations:
like skotish highland warriors (tartan?) in medieval I
or Morávian "huszita szekerek" - bohemian chariots (?)
or hungarian (I'm a hungarian) troops, like:
"végvári vitéz" - valiant of the lines (?)
mostly nobleman whose fight at the lines, and couse many trubels and frear in
the enemies:
the turkish troops thought that the vailant of Castle Eger (city) are demons whose power come from drinking the bull's blood: "egri bikavér" that gives one of our famous vine name: bullblood (?)
and as a very special unit is the "busó": peasants with animal mask - they haven't got a great fighting skill, but cause fear in enemies heart (mostly attack by nightfall and warcry:
here are some pictures: http://images.google.co.hu/images?hl=hu&q=bus%C3%B3&btnG=Google+keres%C3%A9s&sa=N&tab=wi
or the warrior priest like "Tomori Pál" who was not only a priest but a warrior too, who fighting in the front of the battle:
http://www.tpfk.hu/tomori.htm
and whe have many great warriors:
Toldi Miklós
Kinizsi Pál (captain of the black army: riding to the battles on a huge black horse with two two handed sword, one in each hand)
and so on
I hope we can refight the great battles of Várna (1444. november 10) or Nándorfehérvár (1456. július 22) (http://hu.wikipedia.org/wiki/N%C3%A1ndorfeh%C3%A9rv%C3%A1ri_csata)
...
sorry for the hungarian links, but I think if somebody is interesting it would be a good basic to search
Alien_Tortoise2345
07-06-2006, 18:15
Like with the Ostrogoths in BI, I would like to see emergent factions like Burgundy (which would break away from France), and Normandy (which would break away from England). Also, when it gets to the early Reformation period (1517) we should see civil-wars of religion breaking out in mainland Europe with parts of countries controlled by rival Catholic and Protestant factions.
PROMETHEUS
07-06-2006, 18:21
Make moddable seasonal climatics in order to have different types of climatic variances according to seasons , if they do not want to bother making seasosn fine , but would be good if they allowed us to mod in especially for mods focused on shorter campaign times....
The Wizard
07-07-2006, 22:47
A much, so much better AI. The AI must learn to handle itself on the campaign map and must be a challenge on its own in battles -- not by having its units pimped from here to Tokyo.
Battles that take longer than it takes me to sneeze. Don't screw battles. This is Total War. We do this for great experiences simulating historical battles -- not for some kind of computer simulation of how it would look had Hannibal had rockets mounted on his Numidians' backs. I want to control battles. Not blink and wonder what the heck I just missed.
Don't show enemy banner
then the enemy easily hide at the scrubs and in the forest,
but you can see your own banners
because it's important to easily control your troops
If I cant see the banner (SHOW_BANNERS:FALSE) I don't know
that the enemy is routing or makes only a tactical retreat...
it could be coause more exiting battles
Don't give all the informations from an enemy troops behaviour
Endless map
maybe it can be solvable that the strategic map haven't got end (we cant see)
only we are not able to conquer the distant land:
for example (rome strat map)
north - cold (the troops geting casulties by the climate)
east - barbarian troops
south - heat (like cold)
west - the ships lost the storms of the ocean...
Charge cause run amok
also god when you hunt the runaway troops
More controled behaviour
as defence
we can set free behavior stance (when we not set stand and defence option)
but it would be usefull if we can set aggressive stance (uncontroled charge or hunt vs the nearest enemy)
when I click to a distant enemy my assigned troops randomly charged the nearest troops (even if they are not crossing his route)
Is CA ever going to show us short clips of assassin video samples or will there be no such things in MTW2. I really enjoyed them In Shogun TW.
:inquisitive:
1. Modability
First and foremost, I hope the game is extremely modable. I have consistenly been impressed by what the player community can do to change/improve/fix/whatever games after they're released, so long as the ability exists. So, if we could only get one thing, I wish it be this. That way, no matter what else happens with the game, we can make it the way we want it to be.
2. Less micro-management of cities
The cities in RTW required far too much micro-management, both in terms of managing loyalty and growth. It's Total WAR, not Total MANAGEMENT. I don't want to grow and babysit towns, I prefer to grow and babysit armies and generals. In a related note, queued buildings and units should not reduce your resources. It's a planning tool and nothing more. Resources should only be reduced once something is actually being constructed/trained. Also, no more general-or-governor stuff. Bring back MTW's system of title-granting to any darn unit I want. Generals are for fighting, but the head of a band of peasants could actually be the best administrator in the empire.
3. More realistic combat resolution
No more insta-charge cavalry. It takes time to get upto speed. No more units routing in under 30 seconds. No more retarded missile troops shooting their own guys in the back of the head. It's one thing to be next to the target and get hit by friendly fire. It's another to be next to the shooter and get hit. I want rank bonuses for spear troops back. I want crammed in penalties again. I want range bonuses for missile troops attacking down hill again. No more suicidal generals. No more army stacks without a general. No more army stacks with 2-3 units attacking stacks of 16.
4. Dates
5. Wiser diplomatic AI
When you're beat, you should know it, and you should become a protectorate, or accept offers of peace, and you should never attack a huge neighbor.
6. Less agent clutter on the map
I shouldn't even see these agents on the map. I should be able to assign them tasks from a scroll menu, which updates each turn showing me their progress.
7. Better interface
I want the speed slider back. And the Alt+click ability to make my units face whatever I just clicked. I'm done hand-dragging out the lines each time for facing. Did I mention dates, and no more agents on the strat map?
That's all I have for now. It's been a year or more since I last played RTW I think. It's only been a few months since I last played MTW though. Love that game.
kataphraktoi
07-08-2006, 19:20
I want a rectification of gender rights.
I want to see more prettier females in MTW2.
It is not fair that disease and poor hygiene should prevent us from seeing the unknown minority of beautiful lasses....... :furious3:
Bring back the Beauties.....:laugh4:
I want the AI is frustrate me to the point I want to destroy my computer and then realise I asked for it in the first place.
Here's hoping for pesky horse archer tactics to rip my hair out as they shoot my troops to pieces.
Perplexed
07-09-2006, 03:49
The biggest thing I can think of is the ability to create as many factions as you want, without a limit to the number. They can do whatever they want with the faction number in the vanilla game but just let modders do what they want to do with the factions easily once the game's released. Lifting the oppressive bar of the faction limit would do so much for the moddability of the game. If CA did this they could even once in a while throw in a new faction with a big patch (although that's propably just wishful thinking).
IrishArmenian
07-09-2006, 06:32
I would like the ability to kill ones own generals if they are traiting, or you want to marry of your daughter to someone better. I would like to see weather have affects on troops, like an Abassid country marching through the Caucases in winter would suffer casualties because they are not used to the weather. I would also like to see the Pope be a little more ambitious, just in the sake of historical accuracy, and I think it would be fun to be the Papacy's Backdoor nation. I would also like to see less managment of towns, more of managing armies- rationing food, allowing pillaging, resting etc. I would like it if they made a Patriarch for the Eastern Church, but that always seems to be overlooked.
Alien_Tortoise2345
07-09-2006, 22:35
It should also include the Plague in some shape or form. After all an event that killed 33-50% of the European population would hardly be irrelevant to questions of economy and ability to wage war. Heretics should include the Cathars, the Brotherhood of the Flagellants etc. The Peasants Revolt should spring up in England and maybe the Wars of the Roses too. Certainly the Historical Battles (any idea what they are?) should include Bosworth Field, Siege of Constantinople, Siege of Bari, Agincourt, Mohacs. Need a good few historical battles to make up for the paucity of them (2!) in BI...:furious3:
Sun Tzui
07-09-2006, 22:51
Butcher shop option in cities:
Throughout history several rulers were heartless killers that didn't hesitate to wipe out entire cities because of rebelious or religious tendencies.
So it would be nice to have an option to butcher a certain amount of our people in a city/province, just to send a message, as for example you were getting too rebellious for my taste...keep it up and i'll butcher you all!!!
Population transfer:
Often entire populations were relocated or moved, because of their ethnicity or because the king wanted to repopulate a certain area, sending in more faithful subdicts.
:book:
What I'd really like to see, eventually, in some form of TW game are:
1 Release to pursue: When the enemy starts to rout you, as General, must make a decision to either hold formation or release your forces to pursue. The units, once released, would act like an anti-rout. Each soldier or group of soldiers seeking the nearest enemy to chase down.
If the enemy rout turns out to be a fake then you'd have to regroup your forces or be destroyed piece-meal.
If you chose not to pursue, you'd keep your forces in formation and either stand or advance. You'd have no chance of catching up to an enemy that really routed but you'd be much less likely to be caught with your pants retracted and fleshy parts exposed.
This would go a long ways towards making the end phase of a battle a bit more interesting.
2 General experience that really matters: How carefully would you manage your battlefield leaders if their experience and command ability actually dictated what formations and tactics you had available? If a newbie General with a bit of inbreeding affecting his abilities was in charge, maybe he'd only have a small inventory of formations to use? Maybe the units under his command would have to keep closer together or suffer loss of control and head off to do their own thing? Maybe individual units would be more prone to charge without orders? or retreat? or refuse orders?
And if your General was truly experienced and respected by his soldiers, he'd have a wide range of formations available, units more responsive to his orders, deeper pool of tactics to draw upon (such as a feigned retreat but that'd be dependant on #1 above being instituted), etc etc.
Peace for x year
for example we sign peace for ten years
and that time we can't attacked that faction and they cant attack us
(or who brak the peace it couse negative effect...
for example all the factions hate him - like medieval when whe attack a catholic faction and the pope excommunicate us)
rome tw the faction sign us pece and the same turn or the next he attack our town (almost protectorate... I realy dont know what that is mean in the game)
Missile advantage
accuracy
mostly for easier modification
fire range - the max. distance of fireing, but this is the worst accuracy, and the aim is make low damege
effective range - "aimed shoot": the maximum distance of aimed soot - when the bullet/bolt hit the enemy perfectly (max accuracy, max damage)
(+fire/reloading speed: it look like now hardly coded - depend on the animation?
damage/sec.)
damage = missle damage (stat number)*distant/accuracy - enemy armor, shield (against missile)
when a unit has a bigger experience point this unit has a greater accuracy
(not only for archers, but catapults, and ballistas too)
or
give some unit the secial ability of aimed shoot (shoot like crossbow: low range, great damage, ap)
for example for hun/mongol archers
loose formation - higher speed
good for escaping/retreating troops and good for hunting too
Duke John
07-11-2006, 07:20
A proper AI and slower running speeds.
Anthony Cecil Hogmanay Melchett
07-11-2006, 09:40
More Modding Support - Less hardcoded limits, more utilities (exporters, unit editors), the ability to have two mods installed on one instance of TW and be able to pick which is loaded from a mod loader UI. The work done by the TW modding community is absolutely amazing, considoring the restraints they've had to work through. I can't imagine what these people could come up with given the right tools and support.
Less City Micromanagment - Like other have said, I found the city managment in Rome detracted from the strategic side. Personally I think the strategic map should be focused primarily on logistics and diplomacy, whereas Rome was much more focused on trying to keep citizens happy.
AI - I'm not expecting Wellington, but I'd like to see improvments to the AI to cut out a lot of the most obvious issues. Strategically it should have long term goals (and reflect them in it's diplomatic choices), it should know the advantage of keeping armies together and it should really launch more attacks by boat. Tactically it'd just be nice if it kept a cohesive battle line, protected it's flanks better and kept reserves (if applicable).
I'll mention multiplayer campaign as well, though that's even more fanciful than a mod loader. You can but ask, I suppose.
Road - road upgrade
the roads don't depend on the teritory of a region, I mean it when you build the road you could choose the next town (region center) what you want to connect. In that case you need to build apart road to each nearby city but the builded road doesn't end by the end of the region.
it would be good for strategy:
you don't build a road to the enemy's city (to make them easy to reach your front castle/city)
and you can separate the trading routs by the road (each road - as each city - has his own personal merchant value)
micromanagment
other said it's not important, but I think without this game would be an arcade and not a startegic game. please make a better AI controled micromanagment to satisfy his demands, but for those whose like this feature make it more elaborated.
I mean the posibility to build a special builning's has more special requirement: for example:
you want to buld a press (cause more experienced non-fighting units and give the leaders more special ability/advisor in this place)
you need - not too high religious faith (to high couse fanatics), schools, high balcksmith level
or you want to recruit a knight templar
you need - high religious faith, low corruptionl, high blacksmith and stable building level
and so on
(or you could recrouit other nations special units if you has a good diplomatics relation with them)
sunsmountain
07-17-2006, 17:52
Prettier females than MTW I had :cheerleader:
Here, here. lol.
ajaxfetish
07-20-2006, 10:26
A comparatively minor thought re: upgrading units to the newer version. While I would like to be able to upgrade say my feudal knight fantastic general to a more survivable chivalric type, I wouldn't want to lose the ability to still produce feudal knights. So in general, upgradability would be nice, but not if it automatically upgrades all of the older version. That was one of the things I really liked about MTW vs AOE or other assorted strategy games. Even with the capacity to produce state-of-the-art troops, not all troops will be your most elite.
Ajax
I want moats and drawbridges. How can we have so many castles without any moats or drawbridges?
I expect some mounted troops to be dismount capable.
I would prefer for the game to insist that the infrastructure of a captured region be rebuilt/replaced before one’s own troops can be raised there. Reinforcing one’s own army in one turn immediately after capturing a city is just too easy.
Hi there (i'm new here) - hope this doesnt sound too shallow as i dont see it as essential - i'm also guessing they want a low PG rating but i kinda would like to see blood (maybe both on the ground and on the people) - not necessarily joan of arc (http://imdb.com/title/tt0151137/)movie with milla jojovich bloody - but something like blood on the grounds and on the troops after heavy fighting (i read somewhere they made units look dirty-er after a time so i'm guessing blood could be implemented - but probably wont so theyd get a lower pg rating)
also related i think it would be something to have wounded soldiers some of which could be rescued after a battle if you win - also wounded soldiers would have lowered battle abilities requiring waiting a turn or so before getting back to strength - (offcourse this may add unneccesary depth - slow down gameplay and would be a bitch to balance but i'm just thinking about it)
thats my bloody ideea :) sorry again if its shallow
GeneralMikeIII
08-12-2006, 18:17
Modibility
More Provinces, especially since there are now two settlement types.
Modibility
Attack While Moving, especially for horse archers. Give them a little bit of an advantage when fighting foot archers (though accuracy should decrease drastically). Also, cavalry not needing to stop and fight routing units.
Modibility
Option to Turn Off Time Victory/Defeat, like in cIV. If I want to be able to play up until 2100, I should have that choice. I don't see why the length of the campaign should be hard coded.
Modibility
Better Field Artillery I know seige weapons were mostly used for attacking castles, but there were some anti-infantry weapons too (ballista [which were laughibly weak in MTW] and catapults that hurled multiple stones, for example)
Modibility
Make Morale More Important I don't know what it was like in RTW, but in Medieval 1 it was routing/not routing. There were different amounts, but as long as it had a morale higher than the level the unit would rout at, it didn't matter what it was. For example, if a unit routs at 0 morale, there really wasn't any difference between 1 and 15. Morale should give bonuses to attack and defense values, like valour did. Just in general, I'd like to be able to make my Spearmen be able to beat the AI's Spearmen with very few causitlities, or visa versa.
Modibility
Make vnv More Important Something I really liked in Medieval 1, but there are some that I haven't even seen in the game yet, after playing for years. Almost every general should have some v or v.
Modibility
poo_for_brains
08-12-2006, 22:50
Modibility
Option to Turn Off Time Victory/Defeat, like in cIV. If I want to be able to play up until 2100, I should have that choice. I don't see why the length of the campaign should be hard coded.
The length of campaign is not hardcoded: 225 turns is just when the historical events (discovery of gunpowder, plague etc.) stop being scripted.
You can still keep playing
GeneralMikeIII
08-13-2006, 00:10
The length of campaign is not hardcoded: 225 turns is just when the historical events (discovery of gunpowder, plague etc.) stop being scripted.
You can still keep playing
This is very good news. Excellent.:jumping:
Celtic_Guardian
08-13-2006, 15:24
I simply want the best features of MTW combined with the best features and the graphics of RTW, and i will be satisfied. Keep some accuracy, slow down the battles from RTW. And please dont market/make this for the L337 H4XOR N008 PWNRS. I heard a rumor about cannons on elephants....... FOR THE LOVE OF GOD NO PLEASE!!!!!!!!
Kourutsu
08-13-2006, 22:08
Medieval Shell.
I loved Rome Shell. It let me recruit fifty Urban Cohorts in one turn. And then send them to Jerusalem in one season.
After I had beaten the game fairly though.:2thumbsup:
redriver
08-13-2006, 23:03
1. Modability
That's all I have for now. It's been a year or more since I last played RTW I think. It's only been a few months since I last played MTW though. Love that game.
lotsa points ya brought up regardiin' RTW shortcommings have been fixed in the latest 1.5 patch. give it a try?
as for the m2tw I don't care to see the new world. it's end game and ya powerful and rich already. I wanna see more of the east all the way to Mongolia/China and brin' it back to Huns!
I can't compare anythin' to the original MTW since RTW is all I played. but. I don't like how AI manages armies and attacks my cities with 4:3 odds against 'em?!
Ability to sue for Surrender when laying seige with an army of 2000 against a city of 200
Ah what the hell!: Apache helicopters, Challenger II tank upgrades and an army of Aztec Flamingo Warriors.
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