Ah you mean that setting. Hmm...
Well you're probably right, that seems to be hardcoded.
isnt auto firing towers like MORE realistic, i mean if a castle built defensive towers they would have soldiers assigned to them. you would have a unit marching to the wall and some go fire arrows. No there would be soldiers manning the towers. (my opinion) so I like to get in on that possibility. however in the walls.txt you can change the # of soldiers in the towers. i increased this and towers without a flag are firing arrows. also i would like to beable to destroy enimy watchtowers on the campaign map, as well as destroy ur own. those would be about a 7 for importance
7. Ability to set how many actions agents can perform per turn. Aka diplomacy more than once per turn, assassination more than once per turn, etc.
8. Ability to set min/max range 'cooldown' required between crusades/jihads.
9. Ability to configure what constitutes a valid target for crusade/jihad. Aka, "min 10 heresy", at war with { x }, etc. Something like that.
10. Ability to set line-of-sight distances for watchtowers and cities.Possibly for traits as well.Never mind, Factionhair is right.
11. I'm to understand that movement rates and weapon swing/attack speeds are governed by the animations, which we don't have access to. Whatever the case may be, I'd like to see the addition of a working float "multiplier" variable for both of these that can be used to speed up or slow down these animations. Before you guys jump me alpaca and lusted, I don't think this would honestly be a big deal at all as it would simply speed up or slow down the rate at which the game renders the animation, hence performs the action.
Thank you.
Last edited by Whacker; 04-09-2007 at 01:14.
You can already set line of sight distances for traits.
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I dont know how many times I've said these in the past but here we go again ..
(1) FIX strategic AI, in that;
(a) Don't allow armies to leave cities undefended, virutally undefended. OR if a city is under siege, 4-6 units of citizen infantry is automatically creaed to defend, once the siege is over, they disperse. I know this can do done in scripting but large scripts slows down the game.
(b) Don't allow AI generals to wonder in enemy territory, lest they be KILLED EASILY.
(2) Allow users to create their own UNIT formations, like Horde in RTW.
(3) increase no of units per player from 20 to 24, i know it's only an extra 4 but 24 is a better number to create equal, multiple battle lines.
.aaahh, who gives a ...
Actually I'm getting very bored with TW series, it's getting too old, too hard to get anything done (modding) etc. New games like World of Warcraft, C&C3 are the future ...
Rorarii (retired)
Once again, please keep this thread to modding requests, not ai improvement
requests.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
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