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  1. #1

    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.


  2. #2
    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: patch wishlist

    Someone should sticky this thread IMO.

  3. #3

    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

  4. #4

    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...

  5. #5

    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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  6. #6

    Default Re: patch wishlist

    Anyone else notice the bug with the time.

    My second king who was in his 20's at the start of the game is about 60 years old now and the game says the year is 1222. (Remember we start in 1080) It seems like the guys age on a 6 month turn and the game runs on a 2 year turn.

    Also the faction leader switching to the King's son after his son comes of age would be nice. Sure make it easier to marry princesses.

  7. #7
    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: patch wishlist

    I dont think its a bug, so much as a 'design compromise'.
    Note that the seasons only advance 6 months per turn also. I think there was a decision at some point to increase the number of years per turn to 2, hence the counter only showing turns instead of years so as not to highlight the discrepancy.

    There are already mods around to change this back to 6 months per turn.

  8. #8
    Member Member Rothe's Avatar
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    Default Re: patch wishlist

    "Few" things:

    Inquisition is broken, it needs a major fix.

    - More ways to protect generals, why not including priests in armies/cities. This may already be helping, but not nearly enough. I would also include option for voluntary excommunication instead of getting burned for faction leader and faction heir.

    - Less randomness in the actions of the inquisiotion, and maybe less activity as well. I understand it is a fun part in the game and needs to be a bit threathening, but now it is a major pain and detracts from a good gaming atmosphere.

    - Maybe even make it work so that it does not enter lands that have over < X % catholics >, if at all possible. The % could be high, like 95%+. On the same note, it could ignore characters over a certain piety level (generals / priests) and ignore merchants alltogether (could already be so).

    Battles are a bit weird still:

    - The freeze effect when AI is faced with certain type of armies (mostly I guess archer heavy armies) needs to be removed.

    - Cavalry charges need to be more intuitive to work properly. I mean that if you select cavalry and double click an enemy unit, it should mostly work out OK. And with this I mean that the lances should come out, which now is a bit random and too much dependent on the distance to the enemy.

    - Archer targeting needs to be fixed. They should be able to consistently fire over the first rank of enemy troops at a selected target. Now they fire at rank 1 and that is it. Even if rank 1 has 2 men, all the archers fire at them ever if ordered to fire units behind the 2 men...

    - Movement in formation needs to be more consistent. I had trouble with moving a formation of 2 crossbowmen forward so that they are level with each other. Breaking firing sequence when ordered to move could help with it.

    - Taking walls in sieges is lagged somehow, not sure what is the problem exactly. Also, AI sometimes tries to take settlements with hopeless siege equipment.

    Campaign AI:

    - The AI needs to be less agressive in attacking player with small stacks.

    - The AI needs to keep some armies back to protect lands adjacent to peaceful nations. Otherwise the player can take a settlement with very little trouble and recover from losses before the AI can strike back. Each settlement does not need a big army, but at least castles could be defended better.

    Unit stats:

    - Only some weirdness here. Why do billmen have default defence value that is lower/ equal to peasants. Even with armor it was not much above 15 attack / 3 defense. Or, is this just some oddity in the game mechanics? I still felt the billmen performed reasonably well, but the stat card says the defense is low.

    Agents:

    - merchants could maybe have a bit higher income boost. Maybe just add a static sum to the level1 merchants that stays the same regardless of the exp. Something like +10 for each of them. Now they are not worth the trouble in the beginning because of the cost and the possibility of losing them to foreign merchants (not so small possibility either); later they are not significant anymore. Also, if possible, merchants could act as emissaries that can _only_ make trade right deals (including money compensation).

    Years/Turns:

    - I would prefer a simple 1 year / one turn system so that I see the actual year listed on the campaign screen. Also, some aging bugs are there I think.



    All in all, I have to say that MTW2 seems like a great game. Actually that is just why I am keen to want even more from it because of the awesome potential.
    Total war games played so far:
    STW, MTW, MTW:VI, RTW, MTW2, ETW, STW2

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