Results 1 to 30 of 90

Thread: CA propositions thread

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default CA propositions thread

    Well, Lusted and my own self decided (after an instigation from Pnutmaster) to open threads here and on the TWC where all modders can propose (modding) features that you would like to have requested from CA.
    Since we'll be the ones that present it to the two kind people we know over MSN (Caliban and Palamedes, big thanks for what you're doing for us already), we will also author it.

    The system will work like this:
    Everybody can make propositions, and we will collect them in the first post of these threads (and probably mirror them from time to time).
    Append to each proposition a number from 1 to 10 signifying it's importance/urgency for you (where 10 is most important).
    Also ask for features that have already been asked, as I will treat features that are asked for more often as having a higher priority.

    We will then discuss these propositions privately to see what we think is feasible to request from CA and then pass that on to them.
    After that, all we can do is twiddle our thumbs and see what happens. The devs are pretty busy with the expansion right now, and we don't have a programmer contact anyways. Usually, we'll get a reply within a few weeks though and will then post that in these two threads.


    I know it's not the perfect system (and am already afraid of spam), but it's -the best we can do right now.

    A last command: Only post sensible (i.e. small) requests. It's not too likely we'll get things that involve a lot of workload.


    Here's a link to the thread on the TWC: http://www.twcenter.net/forums/showt...32#post1631132

    Features that were already asked about:

    - View city feature: won't return
    - raising the maximum number of provinces: could happen if it doesn't impede performance too much (pre-caching). Scott K. promised to test that within a few weeks
    - Sprite Generator: Will come in 1.3 or if we're lucky in 1.2
    - Contextual scripting commands (asked on April, 19th - no reply yet)


    Propositions

    - Increased hardcoded limits(unit, province, trait)
    - More Tools
    - Shieldwall formation for spearmen, with possibility to use secondary weapon in very close melee like pikemen.
    - More dynamic cavalry combat which could last longer.
    - a way to remove an ancillary if a certain event occurs
    - a way to directly check for whether a character currently has a given ancillary [without having to give it its own type]
    a way to give traits to the leader on various occassions instead of the character performing the action [currently only supported are successful diplomacy, assassination and spying]
    - a new special condition for traits that can directly specify who is affected, i.e. EffectOn: FactionLeader; NearestFriendlyCharacters, NearestHostileCharacters
    - Conditions working with OR [instead of only AND - saves a lot of extra triggers]
    - Possibility to make our own conditions for certain events or more basic conditions
    - Better documentation for some files
    - Ability to give faction's a "desire" rating for particular regions
    - Ability to read and use faction leader traits in the strategy AI
    - Access to character name and age
    - A setting to enable the choosing of faction heirs
    - a configurable message box with yes, no buttons to interact with the player
    - a command to disband units through scripting (the reverse of create_unit pratically)
    - create commands and triggers to handle more efficiently the family trees (design leaders, design heirs, force births, force deaths, force marriages)
    - a system to assign a different battle model and unit to faction leaders like it's done with the strategical model and banner
    - destroy_building command
    - raised culture limit
    - raised map size limits
    - raised unit size limit
    - raised unit cap
    - raised faction limit
    - provoke_rebellion working for characters in addition to settlements
    - Allow more slots for trade goods, so we can add to the existing
    - City/castle wall mechanics. Non-interlocking concentric walls.
    - A list of hardcoded limits
    - The ability to configure walls to behave like in RTW, aka capturable towers, and towers that fire automatically without unit proximity.
    - I'd like to be able to adjust growth rates within a specific campaign without heavily effecting everything else from economy to unrest
    - Ability to use up to 4 turns per year with the appropriate number of winters showing up
    - It should snow on sub-arctic climates
    - Artic (permanent snow) climate
    - In-depth details on savegame structure for single player
    - The ability to destroy already created watchtowers in game, both normally by generals and through console commands
    - Process_rq working
    - A fix for the obnoxious bugged province/can't build watchtower/reduced movement deal that happens after a disaster
    - Ability to make *every* building in a settlement destructable, including walls.
    - Ability to set the tax rate for castles
    - Ability to set how many actions agents can perform per turn
    - Ability to set min/max range 'cooldown' required between crusades/jihads
    - Ability to configure what constitutes a valid target for crusade/jihad
    - Ability to set line-of-sight distances for watchtowers and cities
    - addition of a working float "multiplier" variable for both of these that can be used to speed up or slow down animations
    - Allow users to create their own UNIT formations, like Horde in RTW
    - turn based event trigger
    - A setting for how much characters should age per year
    - Be able to have additional Jihad (or culture)* type missions - for other faction groups
    - An ability to vary the seasons in multiple turns per year games
    - Engine calculations formulae
    - ai_gta commands explanation
    - FactionWideTraitExists condition
    - OffspringTrait condition
    - Enabling negative building capabilities
    Last edited by alpaca; 04-20-2007 at 13:56.

  2. #2
    Member Member Herkus's Avatar
    Join Date
    Feb 2006
    Location
    Latvia, Riga
    Posts
    173

    Default Re: CA propositions thread

    1. Shieldwall formation for spearmen, with possibility to use secondary weapon in very close melee like pikemen.

    2. More dynamic cavalry combat which could last longer.

  3. #3
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: CA propositions thread

    As an afterthought, please append each proposition with a number from 1 to 10 signifying it's importance/urgency for you (where 10 is most important)

    Please also ask for features that have already been asked, as I will treat features that are asked for more often as higher priority.

  4. #4
    Member Member Andromachus Theodoulos's Avatar
    Join Date
    Feb 2005
    Location
    Greenwood the Great
    Posts
    70

    Default Re: CA propositions thread

    Sprite Generator - 8
    Increased hardcoded limits(unit, province, trait) - 10
    More Tools - 10 (Modding capabilites are one of the biggest assets to PC games...)

    Thanks

    AT

  5. #5
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
    Join Date
    Feb 2005
    Posts
    1,773

    Default Re: CA propositions thread

    There is already the shiedwall formation from RTW ingame, and you can have both spear and sword infantry.

  6. #6
    Relentless Bughunter Senior Member FactionHeir's Avatar
    Join Date
    Dec 2006
    Location
    London, UK
    Posts
    8,115

    Default Re: CA propositions thread

    Ancillary file and Traits file:
    - a way to remove an ancillary if a certain event occurs (7)
    - a way to directly check for whether a character currently has a given ancillary [without having to give it its own type] (10)
    - a way to give traits to the leader on various occassions instead of the character performing the action [currently only supported are successful diplomacy, assassination and spying] (5)
    - basing on the above: a new special condition for traits that can directly specify who is affected, i.e. EffectOn: FactionLeader; NearestFriendlyCharacters, NearestHostileCharacters. (7)
    - Conditions working with OR [instead of only AND - saves a lot of extra triggers] (4)
    - Possibility to make our own conditions for certain events or more basic conditions (6)

    General:
    - More guiding on range and meaning of variables in files. Several files are lacking any documentation making it a trial and error thing to figure out what a change of a certain variable effects. [example: campaign_db.xml, diplomacy_xml] (3)
    Last edited by FactionHeir; 04-04-2007 at 13:20.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  7. #7
    Member Member Herkus's Avatar
    Join Date
    Feb 2006
    Location
    Latvia, Riga
    Posts
    173

    Default Re: CA propositions thread

    Quote Originally Posted by Lusted
    There is already the shiedwall formation from RTW ingame, and you can have both spear and sword infantry.
    Though I would love to have the shieldwall formation to work similar like pikemen with secondary various melee weapons for close combat. Having separate spearmen and swordsmen infantry types is not the answer.

    Another thing:
    raise the max number of men in unit to 200. 7

    I guess it is pointless to ask for, but dismounting ability for cavalry at least in sieges would be wonderful. 8
    Last edited by Herkus; 04-04-2007 at 12:10.

  8. #8
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
    Join Date
    Jul 2004
    Location
    La Città Eterna
    Posts
    2,857

    Default Re: CA propositions thread

    I don't hope they 'll consider this for mtw2 , but possibly for their next total war game .....

    10

    Models Editor ..... damn a unit editor importer exporter in 3dsmax format to edit it , without such tool Modding is a useless reconfiguring stats work ....

    Its the main priority in all the games that you want to mod , all the rest is secondary !

    10

    Animations Editor , same reasons as above a but slightly secondary in certain terms ....

    10

    and please make stuff easier to mod like for example with a Construction set like what Bethesda softworks made for their funs of Oblivion game .....
    Last edited by PROMETHEUS; 04-04-2007 at 09:05.

    Creator of Ran no Jidai mod
    Creator of Res Gestae
    Original Creator of severall add ons on RTW from grass to textures and Roman Legions
    Oblivion Modder- DUNE creator
    Fallout 3 Modder
    Best modder , skinner , modeler awards winner.


    VIS ET HONOR

  9. #9

    Default Re: CA propositions thread

    10* chose faction heir

  10. #10
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: CA propositions thread

    Guys, don't give everything a 10. It's useless...
    The range goes from 1 to 10 and yet you only use the upper third of it, which honestly doesn't make much sense, and I can't deduct anything from it.

    About the tool requests: CA knows that we're in need of tools, there's a reason why we didn't get any (not sure if I can talk about it though), and annoying them by asking for it all the time probably won't help. So I think we might exclude this topic from the "ask for it even if it's already been mentioned" clause.
    Please don't ask for tools anymore

    By the way Prom: I have a different opinion really. For me, all graphics are secondary and should simply support the immersion of a game.
    Last edited by alpaca; 04-04-2007 at 11:37.

  11. #11
    Relentless Bughunter Senior Member FactionHeir's Avatar
    Join Date
    Dec 2006
    Location
    London, UK
    Posts
    8,115

    Default Re: CA propositions thread

    Quote Originally Posted by alpaca
    Guys, don't give everything a 10. It's useless...
    The range goes from 1 to 10 and yet you only use the upper third of it, which honestly doesn't make much sense, and I can't deduct anything from it.
    I've used 6-10, not just 10s like others :p

    For me, anything below a 5 is not worth mentioning really at this point. They probably may even get introduced in a late patch like 1.9 or so.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  12. #12
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

    Default Re: CA propositions thread

    Quote Originally Posted by FactionHeir
    I've used 6-10, not just 10s like others :p

    For me, anything below a 5 is not worth mentioning really at this point. They probably may even get introduced in a late patch like 1.9 or so.
    Not worth mentioning means that you don't mention it...
    5 is medium priority, 1 is low priority and 10 means "this is the feature I want to have most urgently", so if people use 10 for everything, I'll ignore it and they should think about how to set priorities for a few minutes
    The standard priority you should use is 5, everything above should be very important to you.

  13. #13

    Default Re: CA propositions thread

    what about smoke in battle field like rtw? or orthodox can have special like jihad or crusade.. sorry if i am make wrong for asking this question.. Sorry to CA too..
    why view city not avaible? can music change with more faster like aztec music with more spirit?

  14. #14

    Default Re: CA propositions thread

    but unit size and another in that proposal is good..

  15. #15

    Default Re: CA propositions thread

    ummm how about lan campaign

  16. #16
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
    Join Date
    Feb 2005
    Posts
    1,773

    Default Re: CA propositions thread

    Okay this is a long dead thread about small modding requests, not a wishlist thread. The modding request sin this thread have long since been compiled and sent to CA.

  17. #17
    feed me! Member Ashdnazg's Avatar
    Join Date
    Dec 2006
    Location
    Haifa, Israel
    Posts
    54

    Default Re: CA propositions thread

    So I guess there is no repsonse yet, because otherwise you were posting it.
    a.k.a Lord hokomoko @ the Lordz Modding Collective

  18. #18
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
    Join Date
    Feb 2005
    Posts
    1,773

    Default Re: CA propositions thread

    Well this would all be for 1.3/Kingdoms, so we would find out when they were out.

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