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Thread: Suggestions for v0.8

  1. #61

    Default Re: Suggestions for v0.8

    Hey guys, i love everything so far, but if i could have one little addition it would be to have something done with the distance to capitol unrest...i just feel that in the historical roman empire, living in alexandra wouldnt give you more unrest than living in say, athens, or north gaul. Maybe have certain gov'ts give different effects to distance to capitol, like maybe homeland provinces negate it because they are a part of that culture and maybe allied provinces (3 and 4 or just 4) also arnt affected because they are allied and so theyre not concerned with the capitol. I just feel like the current system has you moving your capitol to the center of your empire to get rid of this unrest penalty when in reality Rome would have never moved its capitol(or makedonia, or ptolemy, or anyone) just so it would be in the center of its empire. These cities were the cultural center of their empire, and they would have balked at moving it. this should be reflected in game.

  2. #62
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Suggestions for v0.8

    The whole thing is hardcoded, the only thing we could do is give more happiness/law/loyalty bonuses, which we already have a ton of.
    History is for the future not the past. The dead don't read.


    Operam et vitam do Europae Barbarorum.

    History does not repeat itself. The historians repeat one another. - Max Beerbohm

  3. #63

    Default Re: Suggestions for v0.8

    Any chance of a greek hoplite for every greek city?
    "Money isnt the root of all evil, lack of money is."

    (Mark Twain)

  4. #64

    Default Re: Suggestions for v0.8

    Any chance of some Illyrian locals being available to factions other than Epeirus?

  5. #65
    Member Member soibean's Avatar
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    Default Re: Suggestions for v0.8

    I can see Illyrian locals being used by Dacia or other barbarian factions... or maybe for their skirmishers... but did would "civilized" factions such as the Greek city states, Macedon, Rome, etc, really use such untrained units in their armies?
    but what do I know Im just throwing this out there
    I would like to see hoplites in all greek states like mithradates said though

  6. #66
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Suggestions for v0.8

    Quote Originally Posted by Mithradates
    Any chance of a greek hoplite for every greek city?
    Not a chance. We don't have the unit or texture space for this.
    Cogita tute


  7. #67

    Default Re: Suggestions for v0.8

    awhhhhh
    "Money isnt the root of all evil, lack of money is."

    (Mark Twain)

  8. #68
    Come to daddy Member Geoffrey S's Avatar
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    Default Re: Suggestions for v0.8

    Mithradates, this mod might be something for you. It focuses on the various Greek cities on a map ranging from Carthage to the western part of the Persian empire, with plenty of hoplite action.

    https://forums.totalwar.org/vb/showthread.php?t=61181
    "The facts of history cannot be purely objective, since they become facts of history only in virtue of the significance attached to them by the historian." E.H. Carr

  9. #69
    Assistant Mod Mod Member GiantMonkeyMan's Avatar
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    Default Re: Suggestions for v0.8

    any chance on improving iberian recruitment? i can't rescruit ANYTHING in my starting two cities tis well annoying...
    in fact can you fully complete the recruitment system as one of your main targets? cos similar things happen on other campaigns atm

    Cheers,
    GMM

  10. #70

    Default Re: Suggestions for v0.8

    There is so much going on with the 1.5 port and the new units (getting them in) that we have our hands full with those. Unit recruitment also will change more as more units get into the game, so working a lot on unit recruitment right now gets bumped a little bit in order or importance right now (but that doesn't mean it's totally ignored, just can't focus on it now).

  11. #71
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Suggestions for v0.8

    Quote Originally Posted by GiantMonkeyMan
    any chance on improving iberian recruitment? i can't rescruit ANYTHING in my starting two cities tis well annoying...
    in fact can you fully complete the recruitment system as one of your main targets? cos similar things happen on other campaigns atm

    Cheers,
    GMM
    Yeah, all the iberian units in game right now are southern iberians, eventually we'll have celtiberians and lusitanians too and the peninsula will be a lot more interesting.
    History is for the future not the past. The dead don't read.


    Operam et vitam do Europae Barbarorum.

    History does not repeat itself. The historians repeat one another. - Max Beerbohm

  12. #72
    That other EB guy Member Tanit's Avatar
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    Default Re: Suggestions for v0.8

    I was wondering. A lot of the factions in the game start out going into debt unless you disband their fleet and maybe even a portion of their army. The reason I think this is wrong is because if the state couldn't have afforded those troops and ships then they wouldn't have had them in the first place, would have been in debt at the start, and certainly wouldn't have prospered in history using those units as we know they did. I am assuming of course that the forces you have placed in the start are heavily researched and considered. Just a thought.

    Another thing I would like to see is some pirate eleutheroi ships and possibly pirate ship mercenaries as these people played an important role in history including appearances in Spartacus' revolt, the Illyrian wars, and the crusade of Pompeii against the pirates.



  13. #73

    Default Re: Suggestions for v0.8

    If they were all weak the human would steamroll them. They start out strong - the human has the ability to disband the ones he doesn't need. It's a pretty simple way of trying to start things off on a level playing field for human vs. ai.

  14. #74
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Suggestions for v0.8

    We can't do everything exactly like history. Force composition and costs represent the drain of a standing army on a faction's economy. The debt which factions incur at the beginning is purposeful.
    Cogita tute


  15. #75

    Default Re: Suggestions for v0.8

    This is not a big problem, but I still find it to be fairly annoying. It concerns roman unit cards for the late Triarii and especially the Cohortes Reformata. It is not that there is anything wrong with the way they look, but the problem is that their helm ornaments make it difficult to see exactly how many soldiers are present in the unit. During a battle I like to be able, with a quick glance, to see if the unit is taking loses and how fast, so I can take appropriate action. I would be very grateful, if these unit cards could be changed just a little bit, so the helm doesn’t cover the number of soldiers.

  16. #76

    Default Re: Suggestions for v0.8

    A lot of the factions in the game start out going into debt unless you disband their fleet and maybe even a portion of their army.
    Sometimes if an ai faction doesn't start with a fleet it never builds ships later. weird but true
    Last edited by nikolai1962; 04-13-2006 at 08:59.
    It's not a map.

  17. #77

    Default Re: Suggestions for v0.8

    there are pirates... trust me
    *cringes*

  18. #78

    Default Re: Suggestions for v0.8

    A bit late but cheers Geoffrey S
    "Money isnt the root of all evil, lack of money is."

    (Mark Twain)

  19. #79
    Member Member Ragabash's Avatar
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    Default Re: Suggestions for v0.8

    Hmmmm.... let me see.

    Could you make it so you would need to build all lower regional buildings for the "best" regional building ("1"), by cutting building times of them of course?

    In regions where you would only need to build first regional building, you would just need to build "4" first (fast), then "3" (of course building times would not be the same for the buildings), "2" and last "1".

    This would just give the region kind of developing feeling. And as I love traits I think there are just too many of them.

    I hope you understand what i meant, as I just woke up. I just didnt want to idea go away
    Ragabash the trickster

  20. #80

    Default Re: Suggestions for v0.8

    There may be a process of making a type2 more truly like a colony, and getting more troops *if* a second level of type2 is constructed, but that's all we have in planning right now - though more is possible and has been discussed. But it will probably wait till the port is over anyway. Introducing new things before the port is tricky - but we are trying it with a few.

  21. #81
    Member Member Ragabash's Avatar
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    Default Re: Suggestions for v0.8

    Quote Originally Posted by Teleklos Archelaou
    There may be a process of making a type2 more truly like a colony, and getting more troops *if* a second level of type2 is constructed, but that's all we have in planning right now - though more is possible and has been discussed. But it will probably wait till the port is over anyway. Introducing new things before the port is tricky - but we are trying it with a few.

    What I meant is you would need to build each goverement type to get "best" ("1") goverement type.

    Or if the type "2" is best you can build in certain region you would need to build type "4", then type "3" and last type "2". Of course building times would need to be changed but I dont see that much of an problem.



    I love M$ paint
    Ragabash the trickster

  22. #82
    Member Member paullus's Avatar
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    Default Re: Suggestions for v0.8

    hmm...wow, i love ms paint too!

    i thought the government system was meant to represent types of rule. there isn't so much a progression from one to the next, as there are different reasons for doing different ones.

    I think EB could try to make the differences between governments a little more pronounced. For instance, one of the lower level ones should give a good happiness bonus (for allowing self rule) but also a (smaller) negative law bonus (for allowing self rule). As it is now I think its just -5 for each, or something like that, for most type 4's.

    So, for example: type 4, increase in trade, +10/15 happiness, -5 law, morale bonus (maybe)
    type 3, increase in trade, +5% tax, -5 happiness, +5 law (esp if 3 is a tyranny)
    type 2, increase in trade, -2% tax (because colonists often got tax breaks), +5 happiness, +5 law, morale bonus of some sort
    type 1, increase in trade, +5 happiness, +5 law, morale bonus
    "The mere statement of fact, though it may excite our interest, is of no benefit to us, but when the knowledge of the cause is added, then the study of history becomes fruitful." -Polybios


  23. #83
    Member Member Ragabash's Avatar
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    Default Re: Suggestions for v0.8

    Quote Originally Posted by paullus
    hmm...wow, i love ms paint too!

    i thought the government system was meant to represent types of rule. there isn't so much a progression from one to the next, as there are different reasons for doing different ones.
    I must disagree. In my opinion many towns did evolve from small colony to great trading post in the history. This change would also bring different kind of ruling for the cities.

    For an example: you dont have to change goverement from "3" ---> "2" if you dont see it good option. I think if you want to see "homeland" ("1") in one of your conquesred cities, provided you are able to build one in there. Your city should change to it little by little, from different rule to another rule, eventually being considered as "homeland" for nation rather than being considered as "homeland" province ones your troops storm the city.
    Ragabash the trickster

  24. #84

    Default Re: Suggestions for v0.8

    i noticed that in europa barbarum, alot of work has gone into identifying the different gaul/germanic factions. i thought this was a little one-sided and was hoping the same could be done for the nebateans. i know there is a faction limit so im not saying a new one should be created but maybe if a couple more units were added as mercenaries. when i played rtr i loved the cool arabian infantry and cavalry but i always wished that there would be archers and skirmishers as well. overall, i feel that representing various arabian elements would make that huge desert area a bit more interesting to play.

  25. #85
    Member Member paullus's Avatar
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    Default Re: Suggestions for v0.8

    Quote Originally Posted by Ragabash
    I must disagree. In my opinion many towns did evolve from small colony to great trading post in the history. This change would also bring different kind of ruling for the cities.
    Those sorts shifts didn't happen every couple of years, and they weren't methods of control for an empire. In an independent city, sure, there might be civil strife, an oligarchy takes over, and a year later they're overthrown for a democracy. Sure. The Romans, for instance, gave many cities nominal independence at the start, and only "Romanized"--if at all--much later.

    Quote Originally Posted by Ragabash
    For an example: you dont have to change goverement from "3" ---> "2" if you dont see it good option. I think if you want to see "homeland" ("1") in one of your conquesred cities, provided you are able to build one in there. Your city should change to it little by little, from different rule to another rule, eventually being considered as "homeland" for nation rather than being considered as "homeland" province ones your troops storm the city.
    I'm not sure I understood your first bit there. And I follow your thoughts that you want a homeland province everywhere, but I strongly disagree. You may want to take advantage of the trading experience of the local population, or they specific military traditions of their people. If you install a 1 or 2, you--at least should--lose those advantages.

    The 3 and 4 types should be viable options for rule. If you take a well-developed city, you shouldn't have to spend 20 turns making it a homeland. You should be able to install a 3 or 4, and just let the native people do their thing and you reap the benefits with minimal effort.
    "The mere statement of fact, though it may excite our interest, is of no benefit to us, but when the knowledge of the cause is added, then the study of history becomes fruitful." -Polybios


  26. #86
    Member Member stufer's Avatar
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    Default Re: Suggestions for v0.8

    I would love to see all population growth rates curbed dramatically for the next release. As the Romans I had conquered Sardim 5 years previously and not enslaved or anything because the population was at 9000. Now it has more than doubled in 5 years and its just an island in the middle of the med. In all my Italian cities I have chance to build 2 or 3 other buildings before the next stage of city is ready to be built.

    I think most cities should have a very hard time getting to even city level. Only a few choice ones should get to Huge level and even then fairly late on in the game. Most should only be able to grow to higher levels if you keep particuarly good governors in them and/or enslave a lot.

    This is all possibly related to the shift to 4 turns a year as is the rate at which your family members aquire traits and retinues. I send all my youngsters to Rome until they're 20 and in just 4 years they have filled up on their ancilliary list with no room to acquire new ones. Perhaps all of these rates need adjusting too if that is possible.

  27. #87

    Default Re: Suggestions for v0.8

    Quote Originally Posted by chemist
    i noticed that in europa barbarum, alot of work has gone into identifying the different gaul/germanic factions. i thought this was a little one-sided and was hoping the same could be done for the nebateans. i know there is a faction limit so im not saying a new one should be created but maybe if a couple more units were added as mercenaries. when i played rtr i loved the cool arabian infantry and cavalry but i always wished that there would be archers and skirmishers as well. overall, i feel that representing various arabian elements would make that huge desert area a bit more interesting to play.
    Well, skeletor has made a couple of very nice low level arabian units for us. And I think a higher level one from that region is in the works too, though I don't think it's finished. I hate fighting in that area and having pantadapoi and numidian horse cav as the only things around. Hopefully we will have some of them in the next build.

  28. #88
    Member Member Ragabash's Avatar
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    Default Re: Suggestions for v0.8

    Quote Originally Posted by paullus
    I'm not sure I understood your first bit there. And I follow your thoughts that you want a homeland province everywhere, but I strongly disagree. You may want to take advantage of the trading experience of the local population, or they specific military traditions of their people. If you install a 1 or 2, you--at least should--lose those advantages.
    Hmmmm.... I think my poor english is coming on the way explaining myself again

    What I mean is that you could not build gov "1" or "2" just anywhere, just like it is now. But you would need to build "4" to build ----> "3", "3" to build ----> "2" and "3" to build -----> "1" for an example.

    EDIT: Of course I could be all wrong and this idea could had been tried and just not found too great to add it in the game, so sorry for spamming in this forum. My english just comes in the way sometimes when im trying to explain something more complex.
    Last edited by Ragabash; 04-16-2006 at 16:27.
    Ragabash the trickster

  29. #89
    Member Member paullus's Avatar
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    Default Re: Suggestions for v0.8

    I think it was suggested in the "suggestions for .74" thread, but I'd just like to reaffirm that having new tree models would be way cool.
    "The mere statement of fact, though it may excite our interest, is of no benefit to us, but when the knowledge of the cause is added, then the study of history becomes fruitful." -Polybios


  30. #90
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Suggestions for v0.8

    If our farming script is in place for the next version, which it may be, we'll be able to reduce population growth rates to a more appropriate level.
    Cogita tute


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