Results 1 to 25 of 25

Thread: How to improve the mid/late game

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: How to improve the mid/late game

    I like the idea of powerful generals setting up their own rule once they come into possession of a powerful distant province. It would mean you'd always have to be careful when sending your best general and his army into important lands, lest you lose all your best troops, and your best generals.

  2. #2
    Member Member Satyr's Avatar
    Join Date
    Oct 2002
    Location
    Ca
    Posts
    587

    Default Re: How to improve the mid/late game

    While I have only ever finished one MTW campaign (100%) I have finished many VI campaigns with at least a couple wins for each faction. These got especially challenging after the Beefy Vikings mod came out. Having said that, I still agree that there needs to be some change to make the game more challenging in the later parts. My choice would be to have a coalition of smaller factions join as allies so that if you attack one of them they all attack back. It would just have to be pretty common for smaller factions to form large alliances for it to work. This sort of thing is implemented in Civ4 but it is so rare for factions to form large coalitions that it isn't something you need to routinely worry about.

    As for random rebellions, I would hate that. There needs to be certain criteria that one can avoid, just as there was in MTW, so that with care and skill you can have a peaceful empire. You also have to be careful that you don't weaken the stronger AI factions with rebellions because you know that they won't be programmed well enough to avoid them later in the game. This is already a problem in MTW and I would hate to see it made even worse in M2TW.

  3. #3
    For England and St.George Senior Member ShadesWolf's Avatar
    Join Date
    Aug 2001
    Location
    Staffordshire, England
    Posts
    3,938

    Default Re: How to improve the mid/late game

    With MTW I found a lot depended on what level you played the game on, Easy, mid or hard.

    Tactics seemed to work ok on med and easy but they needed changing on hard.

    Many a game as HRE on hard I found provinces would rebel, so it made it much harder to achieve global domination.

    I would like to see more provinces, and make it harder to capture them. Taking the hundred years war as an example, England historically controlled large areas of France, but not all the towns and cities.

    So for me the more provinces the better this would allow for smaller factions thus it would take more time. for example, using the hundrd years war again, sorry but its a very good example, Brittany and Flanders would be smaller independant kingdoms, or serfdoms, if you like. Only controlling a few provinces, where as France would be a massive country of loads of provinces.

    For what I can see from the Campaign map of MTW2, Northern France is five provinces which have a city in Brittany either Rennes or Nantes I guess, Caen in Normandy, Bruges in Flanders, Paris in Ile-de-France and Reims in I guess champagne. So this means we have no Rouen, Calais or probably no Orleans. This looks like one provinces even 100 miles or so.

    The only way to stop the world empire would be, using France again, change this from 3 northern coast provinces to say 6. Two in Brittany, Two in Normandy, one in Picardy/ Artois and one in Flanders. Three hundred miles should take a long time to march. It we copied this across the entire map, we find that it becomes harder, more provinces, loads of small little states. It would take a lot more time to conquer and you might find that it was almost impossible to take more than about 1/4 to 1/2.
    ShadesWolf
    The Original HHHHHOWLLLLLLLLLLLLER

    Im a Wolves fan, get me out of here......


  4. #4
    Grand Patron's Banner Bearer Senior Member Peasant Phill's Avatar
    Join Date
    Feb 2006
    Location
    Somewhere relatively safe, behind some one else, preferably at the back
    Posts
    2,953
    Blog Entries
    3

    Default Re: How to improve the mid/late game

    Quote Originally Posted by ShadesWolf
    For what I can see from the Campaign map of MTW2, Northern France is five provinces which have a city in Brittany either Rennes or Nantes I guess, Caen in Normandy, Bruges in Flanders, Paris in Ile-de-France and Reims in I guess champagne. So this means we have no Rouen, Calais or probably no Orleans. This looks like one provinces even 100 miles or so.
    I think I saw more cities in a single province in one of the newest sreenshots. You could see Flanders (or at least a part of it) on the campaign map. It had 2 cities: Bruges and Antwerp. Furthermore, I suspect that Ghent will be included to as it was more important than Antwerp.
    Quote Originally Posted by Drone
    Someone has to watch over the wheat.
    Quote Originally Posted by TinCow
    We've made our walls sufficiently thick that we don't even hear the wet thuds of them bashing their brains against the outer wall and falling as lifeless corpses into our bottomless moat.

  5. #5
    Senior Member Senior Member Duke John's Avatar
    Join Date
    May 2003
    Location
    Netherlands
    Posts
    2,917

    Default Re: How to improve the mid/late game

    No, they are in separate regions. You can see a coloured border between them.

    Lots of regions (more than R:TW) would IMO only work if CA ditched their current recruitment system. I have no intention in playing a game in which I need to manage 30 regions to raise units and then to merge them into armies.

    I would rather see a system in which the player could only raise a couple of armies (1 to 4 at the max depending on size and layout of the kingdom). These armies would be filled automatically (in a single turn) by selecting which regions/nobles need to supply troops. Perhaps loyalty and unrest can provide some randomness in wether the units actually show up. Left over units can be used for garrison of their home region. Just a few armies would make it easier to code the AI (or would make the flaws and bugs much more apparent) and would introduce many strategic challenges for the player to make. This system would represent the medieval way of raising armies more realistic without taking away any gameplay. I even think it would add more gameplay and take away the tediousness of babysitting all your cities and units to be able to wage war. But then TW wouldn't really fit anymore in the RTS mould of techtrees and unit/building queues.
    Last edited by Duke John; 08-07-2006 at 08:15.

  6. #6

    Default Re: How to improve the mid/late game

    Quote Originally Posted by Duke John

    I would rather see a system in which the player could only raise a couple of armies (1 to 4 at the max depending on size and layout of the kingdom). These armies would be filled automatically (in a single turn) by selecting which regions/nobles need to supply troops. Perhaps loyalty and unrest can provide some randomness in wether the units actually show up. Left over units can be used for garrison of their home region. Just a few armies would make it easier to code the AI (or would make the flaws and bugs much more apparent) and would introduce many strategic challenges for the player to make. This system would represent the medieval way of raising armies more realistic without taking away any gameplay. I even think it would add more gameplay and take away the tediousness of babysitting all your cities and units to be able to wage war. But then TW wouldn't really fit anymore in the RTS mould of techtrees and unit/building queues.
    What you have outlined would IMO be a vast improvement to gameplay. I always play with auto manage on, but the need to visit each settlement and click on the recruit queue, then assemble all the units, then march em around all over the map, combined with the need to command each and every major battle makes the game seem abstract and is hard to get immersed into the role of a Caesar or Alexander etc. Also there is no attachment to your armies, if you lose a stack or two the feeling is so what, I'll make more.

    I would like to roleplay with one army, with upgrades ( loot the dead ), new units and reinforcements/replenishments being an auto thing depending on battles won and territories owned. With garrisons being ordered to go to their destination and NOT having to manually move em there, if an outlying settlement is besieged I want to find out about it from a messenger and not watch from space view, with the option to march to their aid with my army, or dispatch an army with a simple mouse click/order.

    It is possible to walk from one side of the strat map to the other all on the battle map, why not utilize this ? would'nt it be cool to select marching formations and explore conquer the world all from a commanders perspective ? Would'nt it be cool to make realistic decisions and react to threats/army needs, ambushes, build forts/camps all in realtime ? why not get rid of the strat map mode altogether ? Give me back the throne room/field HQ to view and plan my conquests, and perhaps to end turn. with all management of my Empire being in a more realistic form. i.e. interactive characters in my court.

    I could go on for ever but I won't, I guess I'm just getting tired of playing what is essentially the same game as shogun but is becoming more bogged down with new features, that to me just mean more tedious micro-management. I hope that the next TW game after MTW II uses a completely different method to string together the battles. I loved AOE I and II but I can't stand III coz it's too similar, been there done that.
    Last edited by IceTorque; 08-07-2006 at 09:51.

  7. #7
    Tovenaar Senior Member The Wizard's Avatar
    Join Date
    Oct 2003
    Location
    Europe
    Posts
    5,348

    Default Re: How to improve the mid/late game

    Quote Originally Posted by Duke John
    I would rather see a system in which the player could only raise a couple of armies (1 to 4 at the max depending on size and layout of the kingdom). These armies would be filled automatically (in a single turn) by selecting which regions/nobles need to supply troops. Perhaps loyalty and unrest can provide some randomness in wether the units actually show up. Left over units can be used for garrison of their home region. Just a few armies would make it easier to code the AI (or would make the flaws and bugs much more apparent) and would introduce many strategic challenges for the player to make. This system would represent the medieval way of raising armies more realistic without taking away any gameplay. I even think it would add more gameplay and take away the tediousness of babysitting all your cities and units to be able to wage war. But then TW wouldn't really fit anymore in the RTS mould of techtrees and unit/building queues.
    Quite a brilliant suggestion. If it could be tied to a system reminiscient to that of WesW's homelands in the MedMod series, it would introduce an entirely new slew of strategic considerations for you (and the AI) to make.

    So -- you conquered North Africa as Spain? That's great for loot, booty and income, my friend, but you're gonna have to defend it with troops from your heartland -- Castille, Léon, etc. Such considerations would lend a whole new dimension to the idea of empire-building.
    "It ain't where you're from / it's where you're at."

    Eric B. & Rakim, I Know You Got Soul

  8. #8

    Default Re: How to improve the mid/late game

    Quote Originally Posted by Satyr
    As for random rebellions, I would hate that. There needs to be certain criteria that one can avoid, just as there was in MTW, so that with care and skill you can have a peaceful empire.
    Actually, that's a very good point. I agree that pure randomness in crucial game mechanics sucks. A good game always gives you some sort of opportunity to influence events by your own actions.

    So perhaps rebellions could be triggered by a gradual increase in general's disloyalty or something - some sort of factor that you might be able to control with a little care. Or it might be that you can vary the pay rate of troops to try and avoid rebellions.

    Yes, it would be better if rebellions weren't purely random, but based at least in part on your skill and vigilance as a player.

    Quote Originally Posted by Satyr
    You also have to be careful that you don't weaken the stronger AI factions with rebellions because you know that they won't be programmed well enough to avoid them later in the game. This is already a problem in MTW and I would hate to see it made even worse in M2TW.
    I see no need to make AI factions subject to rebellions at all, or at least, only subject to relatively rare rebellion events. The AI needs all the help it can get, one doesn't need to introduce game mechanics to make the AI's task even harder.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO