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What will you change?
What will you change when the un packer arrives and we can mod the files?
Personally want to make merchants cheaper so there is a greater incentive to recruit them.
Also I want to sort out the inquisitors so they either dont attack family members or are much weaker.
It would be nice also to adjust the family names file so we can have titles ffor family members.
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Re: What will you change?
My ASSASSIN and SPY to JAMES BOND 007:laugh4:
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Re: What will you change?
I will change everything that can be changed:beam:
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Re: What will you change?
Add the MP units to the Single Player Campaign and increase the rate squalor fighting buildings fight said squalor
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Re: What will you change?
Hungarian and Moorish colours. Currently that's the only thing keeping me from playing them, although I really really wanna :)
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Re: What will you change?
the horrific trait and ancillary conditions
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Re: What will you change?
I'll be looking at the traits and ancillaries trigger conditions, and adjusting the mistakes. I'm sure there's a few bass-ackwards in this game too.
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Re: What will you change?
At least, i'll change the french names cause they are mostly inacurate and sound horrible.
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Re: What will you change?
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Re: What will you change?
Figure out how to implement the custom battle units into the campaign. I want my dismounted gothic knights! ~:)
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Re: What will you change?
Make everything faster! Takes too long to plod across the map. If one of my armies actually took 2 years to walk across Normandy... I would probably tie each one of them to a horse and then race them across the county!
And of course drop the price on the merchants. They seem... useless to me right now. Too long until a return on investment.
Azi
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Re: What will you change?
I agree on that the movement is a bit too slow...also animations are sweet...but esp in the later half of the game it just gets so slow watching it all. I am def not playing the next campaign with show all moves on.....
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Re: What will you change?
There are so many things...
Complete faction overhauls for a few factions:
1. England - WAY too many billmen. I will replace one of the billmen trees with a more conventional spear infantry path.
2: Scotland - Add Border Rievers as a missile cavalry, give them guns, Replace noble pikemen with something else (too many pikes).
3. Byzantines - Give the dismounted byzantine lancers spears instead of swords, give them guns, make a pike unit for them, make a VERY EXPENSIVE heavily armored lancer unit, similar stats to Gothic Knights but more expensive, rearange the tech tree.
Also, I'm gonna try to change the armor system, and give every faction a new unit.
Then maybe if this stuff doesn't suck I will release it in a mini mod.
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Re: What will you change?
Fix inquisitors. By fix I mean neuter. Neuter them all so they can't breed. Bastiches.
Second on my list is to fix names to make them historically correct. That's CA's biggest cosmetic mistake, in my book. It might seem better to make the names somehow more easily accessible and thus make the game more popular with younger people; but I think it does a disservice to those same customers, by giving them a distorted view of history. For many, this game may be the only exposure they ever get to this period of history; and it would be nice if that exposure were at least somewhat historically accurate, even if only in the names. :yes:
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Re: What will you change?
Something else that came to me is a desire to just simply see morale ratings and the like, I'd like to see if units with similar attack/defense stats maybe have something else to determine their true worth. For example with Italian armies, could Sergeant Spearmen have a little more morale than Spear Militia, or perhaps, vice versa?
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Re: What will you change?
I want to make a total conversion based on the book Dune!
But not on Arrakis... a worldwide desert will make a dule campaign.~:0
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Re: What will you change?
Basically a lot of small changes... Stats, movement, getting the MP units in, mercenaries and of coure the traits and retinues.
Keeping the game as it is, but with 'improved' (I know that is subject to personal preferance) play.
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Re: What will you change?
There are several things that I'm going to change:
- Give the English Armoured Sergeants
- Change the Province Names (e.g. Dublin Province --> Ireland) I wonder why Crete is "Crete" and not "Iraklion Province"...
- create a "Men-at-Arms" unit for all factions (112 men, stats about the same as Armoured Sergeants, but sword-armed)
- see if I can give province-specific bonuses (e.g. Longbowmen in Wales get +1 Valor)
- give gunpowder to all factions
- reduce the number of adoptions (I get almost one per turn - it's annoying)
I already did change the victory conditions (HRE has to destroy Milan and Venice, instead of Denmark, thereby uniting the realm) and the years-per-turn-ratio.
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Re: What will you change?
I will install the Total Realism Mod over it
......Orda
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Re: What will you change?
I'm going to edit the agricultural upgrades so that they don't increase the rate of population growth. That way I can build them and get the farming revenues without completely screwing over every settlement in terms of long-term squalor.
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Re: What will you change?
I think I will just slow everything down so that it's possible to play a 450 turn campaign somewhat faster albeit not twice as fast.
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Re: What will you change?
Change the name of some provinces, especially in the north. Wonder what possessed the devs to name a province Helsinki. That city was founded in 1550.
I will also check the Danish names. When playing a Danish campaign I got a general named Ingeborg. He must have had very evil parents giving him a female name. :beam:
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Re: What will you change?
Quote:
Originally Posted by Sir Moody
the horrific trait and ancillary conditions
Ditto!
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Re: What will you change?
Quote:
Originally Posted by Corbasus
I will also check the Danish names. When playing a Danish campaign I got a general named Ingeborg. He must have had very evil parents giving him a female name. :beam:
Good one... I have also seen plenty on names that were more fitting for Swedish and Norwegians than Danes. Of course the Danes are a bit of a compilation of Nordic states in the game, but still. And yes I know that back then names were different, but I have been over the sources, and many of these names don't appear for Danish people either in the Sagas or later in the various letters and medieval sources. However they do for Norwegians and Swedes.
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Re: What will you change?
If someone nerfs that damned "Pagan Magician" follower's popup rate, they'll be my hero for life.
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Re: What will you change?
Nothing - will hopefully be too busy playing the game on an easier difficulty level after getting spanked by the AI on VH/VH cos the passive AI bug is fixed.
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Re: What will you change?
Quote:
Originally Posted by Corbasus
Change the name of some provinces, especially in the north. Wonder what possessed the devs to name a province Helsinki. That city was founded in 1550.
You can fix that right now. Just change the cities name to something more apropriate.
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Re: What will you change?
I might also create a mercenary Swiss pikeman in a half amour, and a Gothic Sergeant unit for the HRE (were there such soldiers historically?). I loved Gothic Sergeants, along the Knights and Foot Knights, in MTW. But would giving the HRE yet another such unit just be going too far?
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Re: What will you change?
I will:
- make trajectory artillery generally less effective against walls and men; make them cost a lot more (no more AI artillery armies please)
- make trebuchets immovable (or at least slower); make them very expensive
- increase power of powder artillery; make them cost huge sums
- lower the stats of artillery crews, that terrible knight killers
- lower stats of peasants, but not so much
- make inquisitors less powerful (I'm not sure there is an easy way to do)
- create new mercenary units
- in the longer term make some units only recruitable in some regions
- make some basic units recruitable for every faction if it has the province
- try to balance some units better (in my personal subjective view)
- change something with the costs, f.e. make cavalry more expensive for some nations
- something special (make Landsknechts recruitable, relocate Hamburg harbour, create a province Frisia; may be I'm overcharged with the last things cause I'm not very good with modding)
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Re: What will you change?
I'll strip out the fantasy units and Aztecs.
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Re: What will you change?
Found the pagan magician trigger in the VnV files. It'll be gone soon, or at least altered.
Quote:
Trigger magician_pagan_vnv_trigger
WhenToTest CharacterTurnEnd
Condition not AtSea
and IsGeneral
and PopulationOwnReligion < 90
and not Trait Superstitious > 0
AcquireAncillary magician_pagan chance 2
Less than 90% your own religion? Seems a tad excessive even though it's only a 2% chance per turn. Less than 50% might be more appropriate.
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Re: What will you change?
I will try a massive overhaul and will probably bump into limitations.
Changes:
Drop the armor rate of all units with armor.
Reduce the melee & ranged rating of all units.
Increase the bonus from armor upgrades.
Increase the bonus from sword smiths.
Increase the bonus from experience.
Town Militia will be the most crappy city unit at the start of the game, but will gain improvements with upgrades of the city baracks. This is a cheap unit, but it's upkeep will be moderately high. Armed with a short spear and equipped with a shield, and initially unarmored.
Peasants were historically never the crap units that people recon them to be. The bulk of any army was made up by peasants. Both free peasants and serfs and they formed the first professional army.
Recruitable by the Castle will be:
Peasants: Smaller unit size as now (75->60) but morale, melee and defense skill scores are improved. This will be a cheap unit with low upkeep. These will be better than the Town Militia unit, but will never get armor or weapon upgrades.
Peasant Spearmen: Light Infantry armed with a spear and a shield. This will be an unarmored spearmen with decent stats all over. It's another cheap low upkeep unit, but it should be forming the true bulk of the army.
Peasant Archers: Well, they are peasant archers. No armor, no shield, decent defense skill, and it shoots arrows. Cheap archers, but mostly crap, but they will be much rarer than the other two peasant units. No flaming arrows.
(These are recruitable by the castle building)
Recruitable by cities will be:
Town Militia (see upwards for more information)
Mercenary Spearmen: Towns and cities mostly recruited mercenaries for their defense. Mercenary Spearmen are lightly armored, equipped with a shield and a spear, they are quite good at melee and defense, however their morale is bad. They aren't expensive to recruit (they should actually be free, but as militia doesn't pay upkeep when in a town) but they have reasonably high upkeep costs.
Mercenary Crossbowmen: Mercenary Crossbowmen are light armored, equipped with a light crossbow and a short sword. They are good archers, and decent in melee and defense. Their morale isn't good. They are inexpensive to recruit, but they have high upkeep costs.
These will be the core units available to all Catholic Factions and the Russian Orthodox Factions. Byzantium even in it's decline had a more professional army, and the Muslims had quite a different view of this (allthough they have Town Militia)
This is only the list of units available from City Walls and Castle buildings and they should be available early in the game.
Around the year 1300 after the successes of the Swiss Pikemen, most nobles hired Swiss Mercenaries or followed the Swiss Example.
Knights: (Dismounted or Mounted) were quite a rare sight on the battlefield in any time. Their appearance should be quite limited.
Other soldiers will become available depending on the region the city or castle is placed.
Cannons were not that suitable as field artillery in the middle ages, so I will probably remove them from the unit roster (or decrease their rate of fire to something very low). If it's possible I will put the other siege equipment as constructable units when sieging.
I will add many more provinces (if possible), and go over the character trait and ancillaries as well as the events that trigger them.
This will probably be a project that will take too much time and will never end, but it's fun to try.
Dingo
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Re: What will you change?
nothing, ill just use other peoples work.
Cause im lazy
but ill definitely get something that fixs the traits so i can stop getting pagan magician on every character.
if no one adds new units to factions i might do that too.
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Re: What will you change?
I'm going to:
Remove population growth bonuses from farming upgrades.
Give gunpowder troops to all factions (And probably Musketeers to most/all)
Tweak the traits and ancillaries
Whatever other army tweaks I think of between now and then.