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  1. #1
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Post-patch wishlist

    Then a 'welcome back' is in order I suppose.

    I would like spears to be more resistant to cavalry charges, at least head on. And I would like that most units would not get trampled from the front by light cavalry.
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  2. #2

    Default Re: Post-patch wishlist

    My wish is that they fix the frekin game

  3. #3
    Member Member Elmar Bijlsma's Avatar
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    Default Re: Post-patch wishlist

    An Amen on the mount/dismount during setup.

    Also, I'd really like the AI to have better garrisons and using it's full allowance of free militia garrison units in particular.

    And my pet peeve, the generals speech to be played during setup. I hate waiting several minutes doing nothing yet I really wish to hear the hilarious speeches.
    Last edited by Elmar Bijlsma; 12-20-2006 at 19:16.

  4. #4

    Default Re: Post-patch wishlist

    Quote Originally Posted by www2
    My wish is that they fix the frekin game
    How very...

    ...

    Productive.
    Current Campaigns:

  5. #5
    Στωικισμός Member Bijo's Avatar
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    Default Re: Post-patch wishlist

    My wish list is for either the next patch or sometimes it's just for the series in general.
    ---------

    Those pikemen could be made a bit more like the phalanx units from RTW. How I used them in RTW was pretty nice, but using them in M2TW plain sucks, as you know they change arms instead of making infantry kebab. Just reuse the old phalanx, because it worked.

    Repost: to organize unit cards on the campaign map by dragging and dropping to facilitate viewing of armies' varieties and strengths.

    Repost: optimization of engine.

    Option to auto-recruit spies in settlements if existing one dies.

    Option to auto-recruit priests.

    Less heretics and witches. At some point they aren't a nice gameplay element at all nor a challenge: they are just a nuisance hindering enjoyable gameplay.... unless you're a masochist who enjoys pain and suffering playing this game. Or just get rid of heretics and witches totally.

    Obvious: improve diplomacy, or otherwise in the expansion.

    To crush enemy/neutral/allied agents with army units or kick them out with army units.

    To engage in diplomacy using family members.

    More settlements/regions on map (otherwise in expansion) though I've seen a mod about this, which looks very interesting and promising.

    Unless you have the higher assassin buildings, assassins are still underpowered. With +1 subterfuge I couldn't clean up a rebel captain. Below 60% ain't nothing.

    When an assassin has a chance of 95% he should always succeed. He should even succeed at sabotaging an assassins building when at 95%. If you mean to make it harder to sabotage an assassins building because it has assassins and spies in it (or it's connected, whatever), lessen the showed chance, don't show 95% like with all the other buildings that will ALWAYS go down anyway.

    Include 100% for assassins, like with spies.

    When your spy infiltrates a settlement, show its vital information directly on the campaign map like you'd see with your own settlements. This saves time and effort: it lets you know you have a spy in there, and you don't have to open the settlement to see information (unless detailed information is what you want).

    Optimization of the engine.

    More factions.

    Optimization of the engine.

    Give assassins greater view radius. Or better yet make one unit: a combination of a spy and assassin, so no need for two different ones.

    When a spy infiltrates a settlement, give the option to 'Spy' or to 'Cause Unrest' (or both obviously). Sometimes you don't want them to cause unrest.

    Option to choose your battle time limit.

    AI in battle sometimes leaves a small number of forces standing in a corner, even if the rest has already routed. They don't stand a chance anyway, so the battle should be over. I saw one man standing in a corner. Had to look for him. It's only annoying.... unless you like getting annoyed playing games. I thought they were supposed to bring a person joy.

    Optimization of engine.

    Pike use optimization: instead of "spear wall" have them set to their most effective mode from the start. When selected and you click once, they move slowly, double-click they move fast. But there doesn't have to be a special option: only takes time and micromanagement. When engaging the enemy they automatically lower their pikes and move slower. This way you can close in on them without having to use special option.
    They should automatically switch to other weapons if they got closed in on.

    All long weapons should have bonus against cavalry.

    Repost: "Get Off My Land".

    New gameplay element of spies/assassins: they should be able to kidnap an enemy family member (or other valuable character) and you could then demand ransom money or some other "diplomatic" demand. This allows for beautiful dirty play, hah hah! And a powerful bargaining chip.
    Of course this spy/assassin mission would have the typical chance of success shown in percentage.

    Fix the movement of cavalry. When pursuing routing units they don't always cut them down, but just stay behind them and let them run, or they just suddenly stop moving.

    Infantry charge still isn't fixed, or sometimes it works, sometimes it doesn't.

    Same with cavalry charge. The rear horsemen just stay behind.



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  6. #6
    Cynic Senior Member sapi's Avatar
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    Default Re: Post-patch wishlist

    Nice ideas, bijo.

    On another note, can we stop the spam? ww2's post wasn't useful but replying to it doesn't help anything.
    From wise men, O Lord, protect us -anon
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  7. #7
    Member Member fenir's Avatar
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    Default Re: Post-patch wishlist

    Further to Bijo's idea,


    Bijo, perhaps if we had the ability not to kidnap, but to assign units in a battle to capture nobles to ranson back?

    This would be fitting with titiles, nobles would be titiled, and troops would capture to ranson back.


    Sapi, ok i have another for you, why does the game go from map to battle, and there is no deployment available?


    fenir
    Last edited by fenir; 12-21-2006 at 11:58.
    Time is but a basis for measuring Susscess. Fenir Nov 2002.

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  8. #8
    Cynic Senior Member sapi's Avatar
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    Default Re: Post-patch wishlist

    fenir, if they have a spy in the settlement you don't get a chance to deploy your troops.

    It's one of the advantages that they get for doing so ;)
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  9. #9
    Member Member tenkesh's Avatar
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    Default Re: Post-patch wishlist

    I don't mind the trading, religion and diplomacy of the game. It needs some changes, but not important enough for me to bring out. I'm pretty happy with the world map but when it comes to real time battles, a lot needs to be corrected.

    My wishes:

    Cavalry and routing units - before patch it was better on the field and no cutting down within walls. CA guys seem to fix the problem within walls, the cavalry indeed kills the routing units nicely, but have them charging with lances against men that are running away and are scattered is just useless. Let them use their lances on men that still fight back and use their swords on routing units. And ofcourse, I'd like to see more effective chopping on those runaways. I mean, how hard can it be to strike a man in the back. My point is that the routing units should be cut down much faster without cavalry running all around them and just looking cool.

    Castles - IMHO should be much harder to get. The cities could stay as they are, but castles... I would like to see more defences, stronger walls, boiling oil etc. The besieging of a fortified castle should not be a picnic. And it is a picnic right now.

    Units on walls - I like the fact that peasants are slaughtering knights on walls, cause it is logical that the knight who has all this armor on him is quite tired when he reaches the top of the ladder and it's easyer for a peasant to push him down with his pitchfork anyway. But the archers on walls. They are just way too soft, firing in the air insted a direct shot downwards and are killing of just too few of attackers, even when they are standing still. Archers on walls should get some bonus and be able to shoot accurately, even when the enemy is almost under the wall. The second row should behave as it is right now, but the first one should have a clear sight on enemy no matter how close it is.

    Pike units - again not so much improvement where it should be. I would really like to see a pikewall that is a pikewall not guys with broomsticks trying to scare the horses. A direct attack on them should cause atleast 50% damage for the cavalry unit stupid enough to charge them. Their casualties in the first hit however should be not greater than 15%.

    Overpowered peasants - I'd like to see that fixed aswell. They are not a cannon fodder they should be. I've red lot's of comments where peasents are slaping proffessional military around on one-on-one brawls, it should not be so. Peasents must be the lower lifeform in this game, superior only to cockroaches running around castles kitchen.
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