View Full Version : Things that won\'t make it into the patch but would be nice in the expa
Arkatreides
09-17-2002, 03:58
1 - The micromanagement lists/ toggle options
2 - The ability to see what bonuses (in valour, armour, weapon) a unit will have while it is in the build queue
3 - More feedback on the heirs and princesses. Who is married to whom, what is the probability of gaining land by marriage. Who is next in line to the throne.
4 - Ability to 'upgrade' units, i.e. Spearmen->Feudal Sergeants->Chivalric Sergeants. Surely 'elite/veteran' units would be the first to benefit from the new technology available (or be allowed to raise their status). My valour 8 peasants with full armour and weapon upgrades (+4 pitchfork - LOL) are a bit silly. Surely they would have found a sword by now.
5 - Alliances allow passage through allied territory. Like a crusade, need to specify a target region (either enemy or own BUT NOT allied where your own troops can go to)
2 and 4 seems to be the most logic upgrades. 1 and 5 are not bad expansions on the current engine. 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!
candidgamera
09-17-2002, 05:55
A:
Good ideas.
Would hope to keep the marriage/land thing a qualitative knowledge - "no chance in hell" vs. a "76.4% probability"
Would hope the allies passing through thing would be gray and v&v related somehow - like the crusade-like mechanism described.
related: be nice to be able to put some of your troops under an ally's command too - like military aid - for a term of service say
definitely #4 - method drop the peasant on the icon of the upgraded troop type instead of the build cue, highlights if its allow, drop and upgrade troop appears in cue, restrictions: peasants can't be knights in one step - maybe make allowed upgrades related to valor levels so a peasant could eventually become a knight. Make for some interesting unit general histories
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Soldier of Fortune
O Fortune, most contrary, Of changing never chary, Now small, now great, Appears your state; Just like the moon you vary.
The life your servants suffer Makes wits grow sharper, tougher, Through games of chance Which much enhance Both easy times and rougher.
Lo, penury or power May greet us any hour: Your wheel revolves And all dissolves Like ice beneath a shower.
O Lady Luck, alluring But faithless in securing The wealth we prize, From me likewise You hide, your face obscuring.
I've bet my shirt and lost, My hopes of bliss are crossed; And, lose or gain, I still remain Hard up - but hang the cost!
My pounding pulses crave One smile for me, your slave . . . Friends, keep with me And weep with me: She favors not the brave.
(From Carmina Burana: Tavern and Open Road)
I like your idea
but I want to add some more
1)no time limit, although it is unrealistic but it should be an option that we can choose.
2)all factions are playable, as if in EU2. Perhaps some factions are pathetic, but I think some players would like to play such factions.
[This message has been edited by karlai (edited 09-17-2002).]
MajorPain
09-17-2002, 06:20
Im thankful for the time limit.
Once I defended a province I had only a handful men left and the attacking enemy had 2 almost full units of archers, they were out of amu and just stood there, it they would have attacked my men would have run cause they were already wavering.
My point is if there wasnt a time limit i would still have fought that battle cause I wouldnt have attacked and neither would the enemy.
It also happend for me I was about to win a fight but the time ran out. Next turn the enemy got reinforcement, big enuff to make me not wanna attack again.
Plus even in these days a man/woman cant fight 24/7 thats probably why they have time limits.
Arkatreides
09-17-2002, 14:54
I *think* he was talking about the strategy map time limit, i.e. the game ending in 1453
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