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  1. #1
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: patch wishlist

    simply fixing all the Bugs in the Org, TWC and .com bug threads would be a major start. the game might actually be playable then
    It's hardly unplayable atm is it?

  2. #2

    Default Re: patch wishlist

    Quote Originally Posted by Lusted
    It's hardly unplayable atm is it?
    That depends on whether you would like to play MP

    .......Orda

  3. #3

    Default Re: patch wishlist

    Forgot one.

    Let's say you are allied to faction A, and at war with faction B. If faction B forms an alliance with faction A then you are automatically forced into a truce with faction B. Please add in a full diplomacy pop up telling you "A truce has been formed with Faction B at the request of our new mutual ally, faction A." when this happens! Right now the only notification of the truce is contained in the diplomacy overview pop up at the start of each turn; it's easy to miss in there and it doesn't explain clearly what has happened.

    Information is vital. I don't like it when my war suddenly stops with no warning or given reason, mucking up my cunning plans.

    Taking this point one step further, add in an option to keep the alliance and accept the truce (should then be very bad for your reputation if you attack faction B again within X number of turns, and there should be a boost in relations with faction A for sticking with them) or to let the alliance lapse and continue the war. This is important IMO. Control of important aspects like diplomacy should not be taken away from the player, especially when Catholic factions are in a risky position Pope-wise when attacking other Catholics. You shouldn't have your war halted, then need to take a hit to reopen it.
    Frogbeastegg's Guide to Total War: Shogun II. Please note that the guide is not up-to-date for the latest patch.


  4. #4
    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: patch wishlist

    Someone should sticky this thread IMO.

  5. #5

    Default Re: patch wishlist

    Introduce moats with water to protect castle walls and custom map for the city of Venice so it won't stand on a plain anymore

  6. #6

    Default Re: patch wishlist

    Oh, and lower aggression of European nations. It is not very realistic to be embroiled in constant wars on a big scale with 3 powers simultaneously from 1100 on since nations didn't really evolve yet so there was a bunch of small fights on a far smaller scale than whole nations against each the other. rebel spawn rate can be upped though...Besides, AI tends to attack even if it is way weaker than you and don't accept ceasfire even if you are hammering them hard and pope is warning with excommunication.

    It would be great if some sort of warscore (like in Paradox games) would be introduced. Every battle and every captured town (during war) would influence that WS and it should determine the peacetalks. Only with really high WS you could hold a captured town for good. It was extremly rare for one sie to occupy 3 big towns per war as it is now...

  7. #7

    Default Re: patch wishlist

    Please CA! Take a good look at Campaign AI!!!

    AI don't garrison settlements making to easy to human to conquer it!! And AI is few agressive and almost no attack our bigger armys!!
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  8. #8
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: patch wishlist

    I didn't see this thread until a bit ago. Here's a slightly modified version from my original review thread of stuff I'd like to see.

    - 2 years per turn? Ugh. 2 turns per year is much better. At least it's modable. Better yet, someone else in this thread suggested making it a game option from the menu.

    - Please un-encrypt the pack files/use a COMMON compression mechanism that we can all use to open it, aka 7z, rar, zip, etc. Having and "unpacker" tool is completely overkill and pointless, in my humble opinion.

    - Dismounting units aren't in the game?!?? Please fix this CA, pronto!

    - Titles. This was another great part of the original MTW and RTW:BI, and in my humble opinion it should be back in. Given that they were in BI, this should not be hard to implement. I would further like to see them implemented in some fashion like the risk style drag-and-drop on the generals, rather than fiddling with ancillaries like in BI. Also give us the ability to strip a general of his titles, a la MTW.

    - I'm not really sold on the whole city/castle difference. I can understand it's purpose but I don't unnecessarily like it, nor do I feel it's very useful.

    - The building browser is not the least bit intuitive. One of the mods said in another post, "RTW's was perfect, why change it?" I couldn't agree more.

    - In terms of "building cards" when selecting buildings to be built, or showing what is built in a settlement on the campaign map, I can't help but feel that they are graphically not as good looking as in RTW. It's not very easy for me to establish what the various buildings are.. In other words it's not always obvious, at least to me. I can't really think of a good way to describe this, but I just feel that a better job could have been done on the images to make them sharper or more distinct.

    - There really needs to be an easier way to remove excommunication (recommunicate) with the Pope for catholic factions besides the pope dying or your faction leader dying. I know this wasn't in the original MTW and can appreciate that it's in M2TW. Excommunication was a very big factor in the middle ages, "recommunicating" with the catholic church was also a very real deal and a natural counterpart to the removal process, in fact if I remember correctly part of the process of excommunicating someone is extending the olive branch and stating how they can be recommunicated, a "penance" if you will. In other words, the papacy should automatically send a recommunication mission that doesn't expire after a few turns which you can ignore or complete, imo. The way for resolving diplomacy shouldn't be terribly difficult, but it shouldn't be mind-numbingly easy either. For example, an open-ended (no time limit) quest with several line items would be a great idea, imo. For example, 1. join/start a crusade, 2. build several churches, 3. recruit x priests. At the very least it should put you back to neutral status with 5 crosses on the Pope-o-matic-chart. :)

    - Likewise, I would still like to see the option for a catholic faction to change it's faith, this would have been an outstanding idea in the original MTW. For example, to go "protestant" and sever ties with Rome, on the premise that you'd be vulnerable to crusades, reduced diplomacy with other catholic factions, lots and lots of unrest for a transition period, other factions catholic priests could make your life hell, etc. I understand that the probability of this making it in is near zero, but it's still a great and entirely logical idea, and can probably be done without too much trouble. Also going with my above statement, it should be possible to reestablish ties with Rome, but in this case it should be *very* difficult to do. One of my main reasons for wanting this is avoiding those damn Inquisitors. Speaking of which...

    - Give us back inquisitors for all the catholic factions. :)

    - Give us back the ability to assassinate our own named characters!

    - Give us the ability to gracefully retire unwanted/unused characters, such as diplomats/priests/assassins, who are otherwise just sucking up cash flow. SORELY missed in RTW/BI/A, which was my most recent memory.

    - Move rates and move distances for units on the campaign map are woefully inadequate. I'd like to see them increased by at *least* another 50% across the board, even for crusading/jihad armies. After all, crusade/jihad is pretty much a race and a special condition.

    - Just fought a custom siege battle for poops and giggles. Set myself up as the french, 1 late commander, 6 dismounted chivalric knights, and 10 trebuchets vs a single unit of polish peasants in an unwalled village. After expending ALL trebuchet ammo (flaming), including dead cows, with the city in flaming ruins dripping with cow chunks all around them, I calmly marched my army into the mess, and when in range I charged with the knights followed closely by the general. The poor bone-stock unbuffed peasants, after spending a good deal of time having large, ugly, smell, demoralizing unpleasantries lobbed at them, were able to kill ***25*** knights and 3 general's horsemen. Something just does *not* feel right about that.

    - I ... don't unnecessarily like the new damage models for city structures during sieges. I think there's a happy medium somewhere between RTW where buildings collapse into a generic featureless "rubble pile" and M2TW's "it's got a few holes in it". Just my 2 cents. For one thing, I think it'd look much better and it'd be easier to tell what buildings you've demolished already. Also, structures that catch on fire tend to stay on fire and smoke, which imo isn't a good idea, especially for frame rates, and might be one of the reasons they made this so. The best possible solution I can think of is simply to limit how long destroyed structures remain on fire, say maybe 3-5 minutes max. Perhaps this is modable? Irregardless, I'd like to see this addressed in the base campaign by CA.

    - I don't like the fact that huge cities cannot be converted into citadels, but citadels can be made into 3rd level cities with no going back. This goes hand in hand with my above comment about the castles/cities system.

    - The routing-unit-kill-rate feels far too slow for my tastes. I actually liked RTW's routing-kill-rate, in fact if anything I would have preferred that cavalry chasing down routers would kill them faster. I do understand that CA wanted to make routing units harder to do, and for them to recover earlier, which is fine, but if kept on and after by chasers, they should be mopped up in short order. After all, it's been well noted during large battles in the past that quite often the vast majority of the slaughter occurs when the losing army routes. If a unit routes and I let them go due to negligence or I have other pressing issues like the rest of the enemy army, fine, let them go, and then when they recover with what should be very reduced moral, let them come back to haunt me. This is perfectly logical in my view. If I make a unit route, I need to keep on them and either kill them all or chase them off the map. If I can't expend forces to do this or I just forget/whatever, then the opponent should be able to recover them and send them back into the melee.

    - Cavalry not being able to move through troop formations, friendly or foe, is really annoying. I liked RTW's cavalry movement implementations for this issue with horses being able to "pass through" lines of units who would make way for them. Even when not standing still, cavalry should still be able to pass through units much easier than they can in M2TW. /shrug I still liked RTW's implementation of this. If the complaint was being able to charge THROUGH infantry formations, that I can understand, to me the fix is just removing the charge bonuses if you choose to have cavalry attack through already-engaged troops.

    - I tend not to use archers so this took a bit of using them to come to this conclusion; they don't always shoot cohesively. I don't know whether to list this as a bug or a suggestion, so I listed it here, because I almost get the feeling CA designed it this way. I don't unnecessarily like it, if that was the intent. If it is a bug, then great let's get it fixed. Don't get me wrong, I don't expect them all to shoot at the EXACT same instant, but a trained group of medieval archers should fire as a single cohesive group with VERY little margin of difference in release time. Like maybe half a second on the far outside, imo.

    - Someone else made this comment and I can't agree more, this was also badly missed in RTW. We need the ability to tell enemy army stacks to get the #@$!@# off our land or else, and if they don't then THEY started the war, not us. I can't count how many times I was held as responsible for starting a war in RTW just by parking some army stacks on a neighbors land, then not removing them when warned. That's fine and dandy, but the same thing needs to hold true for the cpu players.

    - Only named characters with above a certain size stack can go on crusades? Tripe. Give me the ability to send just a big stack w/out one of my characters on a crusade!

    Cheers!

    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

  9. #9

    Default Re: patch wishlist

    It would be very helpful for a lot of people if there were loads of options we could switch on or off or move a slider up or down in an advanced section of the options menu.

    For example- you don't like the speed- normal is too fast. Have an option to have the speed halved- or if you think it's too slow you can have it sped up a bit. similarly for kill rates.
    Another one would be an option to choose whether we want merchants to be automatic or to be micromanged.
    For me, I'd like the ability to change the battle minimap so there aren't those stupid arrows, and instead we can see the displacement of the troops as they actually are all the time on the minimap. You just can't tell what units are doing currently unless you are looking right at them, the minimap is almost useless. Lots of people complained about it when it became so in RTW and it's still there now in M2TW.
    I think about 3/4 of the little niggles people have been experience that aren't die to actual bugs could be solved right away with the addition of some simple options. So, instead of keeping everything hidden away in burried files deep within the hard drive, pleaase put loads of options we can interact with on the screen by ticking or sliding or selecting which one we want.

    Thank you for a great game so far:)

  10. #10
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: patch wishlist

    Something else I forgot, that would have been perfect in MTW and esp. RTW. Give us the ability to "change" a settlement's structures to the player's culture. For example, in RTW I would occasionally get to Egypt after they had made one of the 3 big cities into full sized towns, with the max size governor's palace and possibly walls, and I'd be stuck with those as the Egyptian culture as Roman/Greek/whatever. For perhaps half the cost and a single turn or two, give us the ability to switch them over to our culture so we don't have the cultural penalty. I guess this really applies mainly to max size cities and structures, but I think the basic premise is a great idea.

    Cheers!

    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

  11. #11
    Member Member hoom's Avatar
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    Default Re: patch wishlist

    Pathfinding for ladders on both stone castle & wooden is broken.
    Units going up seem to most of the time get stuck trying to go up the right most ladder but fail.
    Probably this is whats causing the AI ladder wierdness too.
    Also they fail trying to go back down that ladder.
    maybe those guys should be doing something more useful...

  12. #12

    Default Re: patch wishlist

    All mentioned AI issues, with in addition the algorithm used to choose which troops should be recruited (no more siege machines-only osts please !)

    I also would like a couple of features:
    - the possibility to access the family tree when a "suitable husband" is found
    - the possibility to access a general's stats when having to choose the fate of a city/prisonners

    It's just annoying not being able to know whether it's a princess or a normal girl getting married, and having to remember whether your current general is on the light or dark path...

  13. #13
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: patch wishlist

    More spam.

    - Give us back the ability to select our faction heir! Also, when our faction leader dies, bring up the family tree and let us pick the faction heir from there! Also let the game "recommend" who to pick, for those of us who just want to be lazy.

    - I've seen this mentioned a few other places. Bring back the fatigue bars and the moral indicators on the unit cards! The quick visual reference there was utterly invaluable in MTW, and was missed greatly in RTW. Yes I know that one can mouse over to see these things, but being able to see these by just looking at the unit cards is very handy, I'd imagine even moreso for multiplayers.

    - When saving/loading, the game should save our settings for the campaign map, specifically I'm referring to "sped up" animations. Whenever I quickload/load the game, it forgets that I had pressed space to speed up unit movement speeds. Please make it so the game remembers this!

    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

  14. #14

    Default Re: patch wishlist

    I don't agree with heir selection. There should be a defined rule: eldest son, if this one dies before having a heir, then is oldest brother takes over.
    For specific cases (underage heir), being able to choose a regent, until the heir's majority, leading to possible civil wars for regency... Or bastard heirs appearing if a king has a mistress, leading to even more civil wars!

  15. #15
    I need to change my armor Member Sir Robin's Avatar
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    Default Re: patch wishlist

    Get rid of dismounted versions and add the option to dismount during the deployment phase or battle.

    While I know dismounted knights were used often to reinforce the line it seems silly to have them as seperately buildable units. Just as it seems sill to not have the option to dismount them during the deployment phase or battle itself. A little getting off a horse animation and weapon swap.

    How about no option to re-mount after dismounting during the battle. Honestly, I never really believed that M2TW didn't include it until I played retail. It just seems like such an obvious feature.
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  16. #16

    Default Re: patch wishlist

    On Diplomacy: I would like the "Stop attacking our friend _______ (faction name)" option.

    On City Management Screen: bring back the battlefield view of a city as in RTW.

    On AI:

    1. It is too passive, even with a larger, superior army. If the player has more range than the AI's army and AI has more melee units, it should not exchange volleys with the player but rather make contact to fight hand to hand ASAP.

    2. During a settlement assault, although it has lost all its foot units to scale the walls or ram through the gates, it will not withdraw from the battle with its remaining mounted units.
    'Hannibal had been the victor at Cannae, and as if the Romans had good cause to boast that you have only strength enough for one blow, and that like a bee that has left its sting you are now inert and powerless.'

  17. #17

    Default Re: patch wishlist

    When sending an Army on a Crusade, if you send the army by sea, the units shouldn't be able to desert. Why? I'll tell you why.

    If I have my Crusaders en-rout from England to Jerusalem via the Sea, that means they have to go around the Iberian Peninsula (that's Spain for those of you who are geographical impaired). Hey, guess what happens when they're half-way around the peninsula? That's right, they start to desert... even though their destination was Jerusalem. Are they on their way to the Crusades? Yes. Are they headed directly their? No. So they desert, but if you know of a faster way to row from England to Jerusalem I'd like to hear it.
    I can't believe CA didn't think of this.
    If it ain't broke, you're not trying!

  18. #18
    Cynic Senior Member sapi's Avatar
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    Default Re: patch wishlist

    More to the point, where the #### are they going? They must be pretty good swimmers :P
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  19. #19
    Supreme Ruler of the Universe Member FrauGloer's Avatar
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    Default Re: patch wishlist

    Several things for me, too:

    Siege Battles:
    - you should be able to permanently stop towers from shooting once your troops are in control of the wall (as in RTW). Right now, once an enemy unit (however small it may be) comes even close to the wall, the towers start shooting again, even though you have troops ON the walls while your enemy does not. They don't have to shoot at the enemy, IMO, but once you've taken the towers, they shouldn't be able to fire at you until your enemy has retaken the walls.

    - Archers/crossbowmen hold out waaay to long in melee on the walls. I attacked one unit of 65 crossbowmen with 2 units of upgraded Highlanders (112 men each) from both sides and lost all but 45 men! They are bloody ranged troops for Christ's sake - they shouldn't be able to wipe the floor with dedicated melee fighters!

    - sometimes, fleeing enemy units get stuck near buildings and can't be reached by your troops.

    Combat in General:
    - One word: COHESION! It's impossible to order spearmen (or any troops for that matter) to hold formation while fighting. They charge in, but then all but the first line gradually drift back from the fight. It's really annoying.

    - The one-click-charge system sucks. Period. I tried it in custom battle: One unit of Knights Hospitaler is ordered to charge one unit of peasants. They march toward the enemy, then about 30 feet/10 meters (!) away, they stop to prepare for the charge. After about 1 second, they begin to charge. by this time, the peasant unit has closed in to about 10 feet, which means that the knights don't get nearly enough momentum for an effective charge. Result: Peasants routed, knights lost 35 out of 60 - against bloody PEASANTS!!! Gimme a break! If nothing more, cavalry should start the charge waaay earlier.

    - Allied battle AI is broken. As soon as your ally is outnumbered, he begins marching around, away from the enemy, even if you are coming up with your own force and you'd be easily capable of dealing with the threat together.

    - Cavalry is totally incapable of holding formation when charging down routers. This has been sufficiently elaborated already so I won't go into it. The one thing that strikes me as odd is that infantry does not loose formation when charging routers...

    Campaign Map:
    - Please please change the province names. It's just atmosphere-killing to me that Ireland is called "Dublin Province", Denmark "Arhus Province", or Switzerland "Berne Province". It worked in RTW, why change it in M2TW?

    - Crusades shouldn't be blocked by allied armies'/towns' red zones

    - make the crusade desertion rate depending on turns-to-target, not distance-to-target. E.g. a ship that moves around the Iberian peninsula is getting closer to the target turn-wise, even though not distance-wise.

    - I like the idea of inquisitors, but as of now they are way too powerful. The main reason for this, IMO that it's virtually impossible for my generals to get higher than 3 piety. Most of them are 0 piety. I build churches everywhere, I have priests in every province AND army, most of my provinces are 98%+ catholic, and still the inquisitors kill characters left, right and center. They even kill my priests who, due to lack of heretics, can't aquire any more piety. Some changes are needed here...

    - I like titles, too.

    - please register my vote for the return of the city view.

    Campaign Map AI:

    - as others have said, an intelligent Pope who doesn't give you a warning if you attack an army on your own land.

    - I'd hoped they'd fix the "never-ever-accept-a-ceasefire-even-though-we-are-about-to-kick-the-bucket" glitch in the initial release, but my hopes have been thwarted before. Oh well... pretty please?

    - sometimes, right after angrily declining a proposed alliance/ceasefire/whatever, the AI offers exactly that in it's own turn, sometimes even with additional monetary offers. Can't seem to make up their mind, huh?

    - occasionaly, it seems that noone want's to be your ally: I play as the scots, am at war with the HRE and share no borders with Poland. Poland is at war with the HRE, too and is taking some heavy pounding. I want to make alliance with them, but they decline every offer. Heck I even offered them 20k, but still they refused. This just doesn't make sense.

    - more often than not, there are very wierd alliances, such as Spain and Moors, HRE and Papacy, England and Scotland, etc. I know that you can predefine faction attitudes in the descr_stat file, but as the Scots, I can't ally with France even though there is a positive mutual attitude there.


    Erm... yeah that's about it... for now!
    Current Campaigns:

  20. #20
    Member Member The_Pope's Avatar
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    Default Re: patch wishlist

    I said this in another thread, and Whacker (cheers) suggested i might put it in here. It seems you guys have touched on it, with the whole "get of my land" suggestions. I think it coud go a bit further.

    I think a new feature should be an ability to inform other nations not only to get off my my land but also that their relations have worsened with me because of their transgressions.

    E.G. In the case of a French blockade. A button on the relations scroll, to inform France of worsening relations. A warning if you will, that war may be coming if they continue.

    The diplomacy has increased so much but as always a little bit further would be even better. Its one of the best games out.

  21. #21
    Member Member Rothe's Avatar
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    Default Re: patch wishlist

    I have to repeat this as I tested this yeaterday with disturbing results:

    Fix English infantry stats, particularly Dismounted English knights. It seems that Dismounted English Knights lose to any rabble, and furthermore it seems that they do not attack at all after they have ended their charge attack.

    So once more, Dismounted English Knights do not seem to cause any casualties to enemies after they stop their charge.

    Please, someone else test this too.

    I also checked casualties caused after a battle. The DEK caused only 10-15 casualties and they were immersed in a huge melee, I had 3 units of them and they all performed extremely poorly.

    Now, I did not check this for billmen yesterday, but I suspect that there is a similar bug on them. Not sure if it is just about the stats, or has something to do with the type of weapon they use (short poleaxe for DEK and bill for the billmen).

    Also, do something about the fact that Feudal knights lose to militia in melee... I understand they can be mobbed, but not quite so easily as they die very fast as it is now.
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  22. #22
    Member Member JFC's Avatar
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    Default Re: patch wishlist

    Create the 'Choose Order of New Units' like in MTW when you have a battle with a full stack and have reserves.

  23. #23

    Default Re: patch wishlist

    Princesses born with no charm and difficult to make more charm. They've had 16 years to become charming now I need them to do the work of the crown!

    Only been able to marry the first princess and only been able to marry 1 princess from another faction for a total of 2 marriages at once. I've got a lot of princesses and I'd like to be able to use them. Is there a limit on marriages?

    Inquisitors are a great new feature and I don't think they should be nerfed. But I think you should only be attacked by them if you have low Christianity rates in a province or are excommunicated. There should be a reason for them to come other than random slaughter. Otherwise I need a way to boost the piety of my generals to protect them. (Anyone know if putting a spy or priest in with my armies will protect them from Inquisitioner?)

    I need to be able to pick my heir. I can't do that now and some adoptee or some Dutch general takes my thrown.

    Billman don't stand well against calvalry. That's not how I remember them last time.

    I can't place troops in front of my gates in a full U shape. I can only put them on the right and directly in front. The left side is impossible to put anything there.

    Some cities don't give free support to militia units or don't get the full amount according to Wall type. (too many to mention here)

    Merchants are not a significant feature of the game and that's unfortunate. Could you make it so that you need a merchant on a resource, ie. iron, tin, sulfur etc. in order to produce certain units? Make it so your friends and trading partners sell you these things but any faction that is warring against you doesn't. Which means you need a merchant in their territory on their resource so you can make those units. You could even be selective in what you sell another faction. This way it's worth it to cultivate and nurture merchants until they become strong. Even when I was getting 150 to 260 florens for controlling the amber in Russia and Poland my trade from merchants was dwarfed by my total trade.

    Acquisitions of merchants should give a reward equivalent to the value and skill of the merchant being seized. Right now I only get 500 Florens for any merchant bought out. What is this Socialism? This alone could boost the power and love of merchants.

    No option to ransom, release, or execute captured rebel prisoners. This seems like a good opportunity to boost the dread or chivalry of my patrols.

    When taking a city and the battle ends with all enemy routing they should automatically become prisoners. Where they gonna go?

    Missile troops shoot all crazy.

    Troops don't engage or run all crazy.

    Cavalry won't smash into the enemy sometimes and when chasing routers they run all crazy.

    Path finding on walls and in cities is all crazy.

    I can't transfer ancillaries to my generals.

    Definitely would like a "get off my land" feature.

    I think the Pope should stop warring Christian faction whenever they fight and regardless of who started it. (like it is right now) This means when you attack a faction you better make it quick and make it count. Plus the Pope orders both factions to stop. So I like it when the enemy attacks anyway and gets excommunicated. Then I can do a quick Crusade on their arses.

    Could we armor up our mercenaries and give them any experience bonus' to be had in a castle?

    If we are going to get in trouble for crossing our neighbors property then pathfinding for troops and characters should be more careful not to enter that territory.

    I get the impression that having spies and assassins in neighbors territory ruins my reputation even if they aren't infiltrating. I dont' think having those units in enemy lands should get you in trouble even if they bump into someone or are seen by their spies or watchtowers. I should only be penalized by infiltration into cities and characters and only when I get caught.

    My reputation is dubious but I've never been caught with my spies and assassins and never broken an alliance. I should be golden by now. What's up with that?

    My assassins should be able to kill inept diplomats and merchants and even princesses. I don't want to pay 100 florens until some inept diplomat dies. Right now I have to put them all on a ship with 1 boat in the fleet and go attack the rebels.
    Last edited by Slicendice; 12-10-2006 at 15:46.

  24. #24
    Στωικισμός Member Bijo's Avatar
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    Default Re: patch wishlist

    About diplomacy:
    The suggested "Get off my land" option mentioned several times sounds great to me. They should REALLY add this. Should've done it as a standard option long ago anyway.

    But I have more about this thing. There's this option where you can 'declare a cancellation of Trade Rights' or to 'declare a cancellation of an Alliance'. But it'd be good to see them used in more ways. For instance if you can THREATEN to break an alliance or to cancel trade rights.
    What if a faction is your ally and supposedly depending on your military power to assist them? You want something, they want something: demand something and threaten to break the alliance and with that your military assistance.

    Same thing for economically weak factions or factions depending on trade (as they all do of course): if there is much trade between yours and theirs true your ports and/or roads you can threaten to cancel the trade.

    Example:
    You and a faction are neutral and engaging in trade rights, but you're planning to conquer them sooner or later. But to avoid war for some time you'll prepare to weaken them by canceling your trade rights. You do this because maybe you have enough trading connections established anyway or whatever, making lots of money each turn, and you could deal well with it as they'd actually lose a big chunk of their income. Just imagine the possibilities.
    Even more! What about pressuring OTHER factions to cancel trade rights with your neutral but soon-to-be foes? When I think of it...... oooooo
    Of course when you would force or convince other factions to cancel trade rights or even alliances with them, your relations might worsen with one and improve with the other. Also the reputation should be handled carefully.

    Many possibilities
    Emotion, passions, and desires are, thus peace is not.
    Emotion: you have it or it has you.

    ---

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    Check out some of my music.

  25. #25
    Στωικισμός Member Bijo's Avatar
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    Default Re: patch wishlist

    I have more wishes/suggestions:



    In the Overview, then the Agents tab, you can roughly see their positions and their skills and whatever. When I checked this while FINALLY using Merchants, I saw the information saying he was busy trading some kind of good and how much he was making a turn. Now, wouldn't it be nice if there was more information here? I'm talking about other Agents and Military Forces.
    Example: you quickly need a Diplomat but your empire's so BIG you can't find one. So you go to Overview and Agents to check it out. Some of these Diplomats already have designations as you pointed them to certain locations. It'd be handy if you could see information here saying that they are underway somewhere already, so you know you don't have to check them out.
    Another example would be one of your armies already on the march on you see what destination you chose for them.


    During a battle I can't give a number to one single unit. They must be a group to get a number! That sucks.
    I use the minimal interface: no radar and time, and the cards are set to slide, and the commands are also set to slide. So the screen is basically free from all the interface things and I'd be more glad if I could also just totally hide the cards. But then I'd have to constantly scroll my view to this particular one unit to select him if I'm organizing a battle all the way up there. I don't feel like pointing my cursor down all the time to select just ONE unit making these cards appear. It costs time.
    So in order for me to enjoy it to the most, yeah I put 'em cards to slide so the screen is nice and clean and only use it when selecting one specific unit. Beh.
    Emotion, passions, and desires are, thus peace is not.
    Emotion: you have it or it has you.

    ---

    Pay heed to my story named The Thief in the Mead Hall.
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    Check out some of my music.

  26. #26
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: patch wishlist

    Only been able to marry the first princess and only been able to marry 1 princess from another faction for a total of 2 marriages at once. I've got a lot of princesses and I'd like to be able to use them. Is there a limit on marriages?
    Only heirs can marry... Otherwise your princess will find a suitor and he will become part of the family (like Man of the Hour events), or she can be actively used to make generals defect if they are not married. See a French general? Use the princess to look at him, then there will be a little text that says if there are potential suitors or not in the stack. You can also do the same with your own generals (unmarried of course). That makes them more loyal.

    Acquisitions of merchants should give a reward equivalent to the value and skill of the merchant being seized. Right now I only get 500 Florens for any merchant bought out. What is this Socialism? This alone could boost the power and love of merchants.
    And I make a lot more most of the time, and generally better enemy merchants give a whole lot. I believe my best is somewhere just below 3000.

    I can't transfer ancillaries to my generals.
    Some you can (generally objects) most you can't. Seems fitting that you can't just get id of bad ones by giving them to a general you are going to charge into a full stack alone. We can argue on the ancilliaries themselves and their rate of appearance, but that is something else.

    My reputation is dubious but I've never been caught with my spies and assassins and never broken an alliance. I should be golden by now. What's up with that?
    Feature. When you are playing hard and very hard your diplomatic relations simply have a baseline somewhere pretty low. Your relations will automatically drop to that. You can try to gift yourself onto better terms but it will not last.
    You may not care about war, but war cares about you!


  27. #27
    Confiscator of Swords Member dopp's Avatar
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    Default Re: patch wishlist

    He means reputation, not relations. Never could figure out how to raise it... I'm always very untrustworthy for no apparent reason (never start wars).

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