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  1. #1

    Default Features the EB team wants to see in R2TW

    Despite the fact that there are many mods around that change the gameplay, there are still some gameplay features and hardcoded stuff that cannot be modded in without changing the exe file.

    I feel that it will be interesting to hear stuff from the perspective of modders. Would you guys want to see features like being able to push ladders off the wall? Being able to have a region of interception in the campaign map?

    Being able to recruit AOR units, that is able to change its AOR region? Meaning you can set up the base camp or HQ for a legion, and recruit units directly in the field as opposed to recruiting units in the city?

    A campaign governing system that allows you to change from a republic into a monarchy?

    A supply line system, where armies can be destroyed by cutting them off their supplies?

    Door to door fighting in siege battles?

    What features need to be added in by CA as part of the game engine to ensure that the next Rome total war game will be more reflective of the Roman era?

  2. #2
    Abou's nemesis Member Krusader's Avatar
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    Default Re: Features the EB team wants to see in R2TW

    Unlimited provinces, cities, factions etc. With a clear warning that adding too much will make the game unstable

    But other than what you described, I'd love to see:

    Option to give minor skin alterations to units recruited from specific province or provinces. Like Rhodian motifs for hoplites from Rhodes and Athenian for hoplites recruited from Attika.

    Rivers can be customized for width (the Nile river looked like a stream, well all rivers did).
    Cities can be placed on top of a river, with city area on both sides (Memphis for example) or just one.
    Coastal cities that are besieged will have no turns to surrender if their harbour is not blocked and there is a nearby friendly city trading with them (representing food being shipped in).

    Think there are many more features I'd like to see, but this is what I can think off right now,.
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  3. #3
    Unoffical PBM recruiter person Member /Bean\'s Avatar
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    Default Re: Features the EB team wants to see in R2TW

    I know I'm not in the EB team, but maybe this thread should be a wider range.

    I'd like to see the ability to scout the battlefield, would be nice. Actually taking a first hand look at the terrain tiles to find the best place to fight a pitched battle. Like you can take a look at cities and stuff with people wandering around.

    Supply lines is another thing I'd like to see; wagons, etc. Armies can cut of supplies or raid them if unprotected.

    More villages...theres very few of these, especially random ones on the battle maps.

    More will come, I'm sure.
    Last edited by /Bean\; 03-21-2009 at 11:39.
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    Legatvs Member SwissBarbar's Avatar
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    Default Re: Features the EB team wants to see in R2TW

    Quote Originally Posted by Krusader View Post
    Option to give minor skin alterations to units recruited from specific province or provinces. Like Rhodian motifs for hoplites from Rhodes and Athenian for hoplites recruited from Attika.
    Yes, and the most cool thing about it would be, that when you retrain a unit in another town, the new guys have the skin from the region they've been recruited from ;-)
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  5. #5
    EB Traitor Member BozosLiveHere's Avatar
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    Default Re: Features the EB team wants to see in R2TW

    An SDK. by the time of the game release or soon after. With M2TW, by the time peple finally cracked the model and animations files, a good sized portion of potential modders had already moved on to other platforms.

  6. #6
    Villiage Idiot Member antisocialmunky's Avatar
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    Default Re: Features the EB team wants to see in R2TW

    Yeah, I'veh eard M2:TW modding in the early days was rough. Atleast the ETW team is giving the modders stuff like this to help them out:

    https://forums.totalwar.org/vb/showthread.php?t=114757

    And an afformentioned mod development kit.
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  7. #7
    EB Nitpicker Member oudysseos's Avatar
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    Default Re: Features the EB team wants to see in R2TW

    Number One wish: ability to create new settlements during the game.
    οἵη περ φύλλων γενεὴ τοίη δὲ καὶ ἀνδρῶν.
    Even as are the generations of leaves, such are the lives of men.
    Glaucus, son of Hippolochus, Illiad, 6.146



  8. #8
    Member Member delablake's Avatar
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    Wink Re: Features the EB team wants to see in R2TW

    1) No more "bells ringing" when marriages take place ( no Christendom back then)
    2) a feature that allows you to spot cities with more than 1 FM (a pain when you manage a huge empire and keep looking for those young runanway scoundrels)
    3) a possibility to check out how many more kills a unit has to accomplish to reach the next experience level
    4) more than just 8 retinue/ancillaries per FM
    5) bigger building tree if possible - but that's not a priority
    6) the AI should become a bit more "realistic" - especially concerning allied nations - if CA hardcoding allows it
    7) some sort of "kill sheet" for the army-commanding FMs and appropriate traits/bonuses

    I would be very happy if any of my wishes were considered, though I am quite content with the game as it is now
    Yet Brutus says he was ambitious, and Brutus is an honorable man

  9. #9
    iudex thervingiorum Member athanaric's Avatar
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    Default Re: Features the EB team wants to see in R2TW

    No more Sequoia trees in Hyrkania.




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  10. #10
    That other EB guy Member Tanit's Avatar
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    Default Re: Features the EB team wants to see in R2TW

    272 BC - The Whole World

    A record system which records basic facts such as which general conquered what city, how many battles they fought, the traits they had etc . . . This way at the end of a game you could write an alternate history of sorts.



  11. #11
    Member Member Marcus-Aurelius's Avatar
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    Default Re: Features the EB team wants to see in R2TW

    This is probably totally implausable and/or impossible but what about the taking of prisoners after a victorius battle and the choice to pardon them or enslave them? Forgive my ignorance if this has been suggested already but i think this would make for more historically accurate gameplay, and provide scope for further development.

  12. #12

    Default Re: Features the EB team wants to see in R2TW

    It's a feature of M2TW and M2TW-K already.
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  13. #13

    Default Re: Features the EB team wants to see in R2TW

    Quote Originally Posted by Marcus-Aurelius View Post
    This is probably totally implausable and/or impossible but what about the taking of prisoners after a victorius battle and the choice to pardon them or enslave them? Forgive my ignorance if this has been suggested already but i think this would make for more historically accurate gameplay, and provide scope for further development.
    Quote Originally Posted by Alsatia View Post
    Wow, big rant.

    The AI is incredibly stupid, those romans charged sraight into the front of my phalanxes with no flanking! If the EB team with CA made R2TW, I would buy it, no hesitiation. EB is the best mod, id rather say game that I ever had. Imagine EB with no limits due to CA's Capacity... The AI would (hopefully) be much better and historically orientated.. I can just dream and drool of the finished product....

    I second these motions, and add a request for the ability to plunder the battlefield for weapons/armor and loot the baggage train. Currently there is no influx of funds as a direct result of field victories. Historically armies on campaign funded/supplied themselves largely through looting the bodies of their dead enemies and capturing baggage.

    As far as the AI goes...at least for armies which historically fought using conventional tactics, I'd like to see them HOLD A FREAKING BATTLE LINE. Flanking was the classic means of victory in pitched battles for centuries, with every effort made to defend the flanks and overpower the enemy counterpart. It's hard to think of a famous battle of the Greco-Roman era that was not won/lost via a flank attack/envelopment of some sort. So I'd like to see the AI put a premium of effort into attacking/defending flanks, and of course, the way this was done historically was to vigorously maintain battle formation and deploy mobile contingents on the flanks in order to both counter enemy attacks and to threaten the enemy flank/rear. Some AI ingenuity in this area would be nice, but that's an oxymoron.

    The AI could be better strategically as well...in hundreds of ways...but to name a couple, STOP marching tiny armies around the campaign map aimlessly and without leadership. AI armies should concentrate under leadership of generals and march on the enemy with some sort of cohesion. If I invade an AI nation, it should respond with all its ability to expel me rather than sending small forces every few turns. Or, it should avoid battle until it has massed enough forces and/or has me in a position that is to its advantage. Again, maybe asking too much, but hopeful.
    Last edited by LAST.MAN.STANDING; 06-28-2009 at 05:00.

  14. #14

    Default Re: Features the EB team wants to see in R2TW

    Let us all pray and hope CA is actually listening. We ARE all their potential (or rather guaranteed) customers. And good customer service = sales = $$$ (in most cases).

    Let us just pray (or hope beg, etc.)

    Btw, welcome to the forum LAST.MAN.STANDING.

    'Let no man be called happy before his death. Till then, he is not happy, only lucky." -Solon


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