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  1. #1
    Cynic Senior Member sapi's Avatar
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    Default Post-patch wishlist

    Kraxis pointed out (and i agree) that the older wishlist was going over the same ground over and over again without achieving much except to express disappointment in CA for not making change x.

    A wishlist, however, is a great idea and as such shall be reincarnated in this form. Post up any changes you want made, but don't bash CA or other members. Remember that you are posting your opinion, not the scripture.

    Discussion and debate is fine, flaming is not.

    Have fun ;)
    From wise men, O Lord, protect us -anon
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  2. #2
    Hope guides me Senior Member Hosakawa Tito's Avatar
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    Default Re: Post-patch wishlist

    I'd like to see my agents list organized by groups, merchants, spies, priests, diplomats, assassins, instead of the hodgepodge list it is now. As you train more agents it becomes quite tedious to find and use them with such a disorganized listing.
    "He is no fool who gives what he cannot keep to gain that which he cannot lose." *Jim Elliot*

  3. #3
    Cynic Senior Member sapi's Avatar
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    Default Re: Post-patch wishlist

    On that topic, i'd also like to see a feature which says 'agents near me' - you click on the map, and all agents within a 3 or 4 province radius are listed by order of proximity.

    Also, and i'm sure this has been said before, but it annoys me enough that i'm tempted to include it in the buglist, grouped units should not attack the closest enemy when given an attack order, they should attack the one i tell them to!
    Last edited by sapi; 12-19-2006 at 02:45.
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
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  4. #4
    Horse Archer Senior Member Sarmatian's Avatar
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    Default Re: Post-patch wishlist

    Quote Originally Posted by Hosakawa Tito
    I'd like to see my agents list organized by groups, merchants, spies, priests, diplomats, assassins, instead of the hodgepodge list it is now. As you train more agents it becomes quite tedious to find and use them with such a disorganized listing.
    Agreed, I would just add that option to sort them by age, skill, how much money they are making (for merchants) and similar stuff... And a number of them (you have 23 spies)

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

    Mounting/dismounting units
    maybe those guys should be doing something more useful...

  6. #6
    Prussian Musketeer Member Faenaris's Avatar
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    Default Re: Post-patch wishlist

    A total check-up of the upgrade models. Some units (like Byzantine lancers) have upgrades that look alike. Another unit is the Dvor Cavalry. There are others, but for the next few weeks, I don't have the time to do some serious searching and documenting. I do know that Byzantium and Russia could use some tweaking in that regard.
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  7. #7
    the G-Diffuser Senior Member pevergreen's Avatar
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    Default Re: Post-patch wishlist

    Quote Originally Posted by hoom
    Mounting/dismounting units

    He shoots, He Scores!

    and tone down the naval invasions, Portugal doesnt need to invade England when being hammered by Moors, Spain and France.
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  8. #8
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Post-patch wishlist

    I want the _ex lines made workable.

    That would make armour much more effective (padded will give 4 points then), and more in line with the units that have inherent armour.
    You may not care about war, but war cares about you!


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

    Quote Originally Posted by Sarmatian
    Agreed, I would just add that option to sort them by age, skill, how much money they are making (for merchants) and similar stuff... And a number of them (you have 23 spies)
    And sort by movement points left.
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  10. #10
    Terrible Turk Member Little Legioner's Avatar
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    Default Re: Post-patch wishlist

    View settlement in battlemap. That's all i want.


    Finest goods and lowest prices in all Cyrodiil.

  11. #11

    Default Re: Post-patch wishlist

    show symbols for units in city under the income, pop growth, build/recruit bar.
    p(or a cross)for priest
    s(or a eye)for spy
    m(or $) for merchant
    g(or feather pen) for governer


    make it so if you cross into someone land and do not leave by third turn it constitutes war.
    Exept when miltary agreement or a crusade is made. (this should include allys, and maybe not papal states)

    Make priests stackable WITHOUT a army! Cardinals should be able to lead a group of priests like a general. I dont think acting as a general would be cool but maybe it would??.(like the pope does)

    Have agent button that allows you to go through agents on map that have moves left.

  12. #12

    Default Re: Post-patch wishlist

    Quote Originally Posted by Hosakawa Tito
    I'd like to see my agents list organized by groups, merchants, spies, priests, diplomats, assassins, instead of the hodgepodge list it is now. As you train more agents it becomes quite tedious to find and use them with such a disorganized listing.

    This is a very good idea!!!


    Along with it I think the family tree list should have the shields of all factions, so you can know their heraldy (would be extremely helpful with marrying your princess's).
    "No one can have so little that somone else can find nothing to envy." -- Captain Kennit

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  13. #13

    Default Re: Post-patch wishlist

    Fixes:

    - Fix towers using wrong ammo

    - Re-Introduce movement points indicator. Right now you just can't see any increased range on units, and it's timeconsuming to check your agents' movement points.

    - Fix reinforcements not arriving for command because one or two men/horses still off-map

    - Fix the errors being reported to system.log.txt;
    There are lines and lines of trigger errors. Overall much of the game mechanics seem to not work as intended.
    Tons of content files seem to be missing. Maybe a flawed install-routine/copy protection issue?


    Suggestions:

    - Bring in the much-demanded 3D city view

    - Show what type of towers are on the wall

    - Bring in a "action available" indicator for agents (diplomats/spies/assasins) so it's easier to see if they have a free action or not (on top of above-mentioned movement point indicator).

    - Make retinues mostly transferrable, not rarely. It used to be a great new feature being able to tweak commanders to my specific needs in Rome that I am now totally missing in M2. It seems odd one assassin can't transfer his "famous blade" or "prototype pistols" to another for instance. IMO cities only corrupt generals.

    - Let the player pick the prince.

    Wrap-up

    The first update made things a lot better. Thanks for that. But there still is much to be done.

  14. #14
    Member Member fenir's Avatar
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    Default Re: Post-patch wishlist

    1. Boiling Oil?...........is that not in game any more? Cos my patch v1.1 doesn't have it.

    2. Why can the enemy, walk up to my gate, and the gate opens magically for them????
    They have no one in the castle, gate is not destoryed. I have a complete unit in the gate house, and it's not even been attacked.

    Again, unit cohesion....





    PS: I'm back Kraxis, well i never left, just to busy to mod, or be involved in a large way.
    Time is but a basis for measuring Susscess. Fenir Nov 2002.

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    Well thats it, 6 years at university, 2 degrees and 1 post grad diploma later OMG! I am so Anal!
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  15. #15
    Cynic Senior Member sapi's Avatar
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    Default Re: Post-patch wishlist

    @fenir
    1. It's never been in m2tw - it was far too overpowered in rtw

    2. They have a spy in the settlement

    @chrisky
    All your fixes are in the buglist already, but thanks for bringing them up again.
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
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  16. #16
    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.
    You may not care about war, but war cares about you!


  17. #17

    Default Re: Post-patch wishlist

    My wish is that they fix the frekin game

  18. #18

    Default Re: Post-patch wishlist

    Quote Originally Posted by Chrisky
    The first update made things a lot better. Thanks for that. But there still is much to be done.
    Amen

  19. #19

    Default Re: Post-patch wishlist

    make it easier to obtain vassals when the faction is about to be destroyed

  20. #20

    Default Re: Post-patch wishlist

    swiss faction as well as swiss halberdiers mercenaries.

    completed america with aztec cities instead of muslim

    create a unit models with at least original factions colors

    give forlorn hope 2 hit points

    reduce artillery in ai armies

  21. #21

    Thumbs up Re: Post-patch wishlist

    Here's my take on what I'd like to see in future versions. Some are bugs and some are "wants":

    1) Fix issue where you ask several ungrouped units to go to a place and they run off in several different directions (especially cav)

    2) Fix split routing unit bug (part of routing unit remains on battle map a long time after the rest of the unit has left and it does not appear on the radar map). Locating and killing these units can take longer than the actual battle.

    3) Stop AI sieging with smaller/weaker armies than the defending garrison

    4) Make a Citadel look different on the camp map than a Fortress

    5) Stop AI allowing me to easily flank it every time and destroy its artillery or attack its general with my cav

    6) Stop AI attacking my cities when my main army is standing right next to it

    7) Stop AI making loads of holes in my city walls and having tonnes of access, yet still bringing up siege towers!

    8) Make the AI aggressively try to secure the plaza and not sending single units up piecemeal to get destroyed by the defenders

    9) Fix both AI and player unit pathfinding issues on city walls and when units get split when using siege towers/ladders

    10) AI units sometimes with backs to my army when defending plaza

    11) My merchants can *never* defeat the AI ones.

    12) Fix Russian accent/replies for Danish units on camp map

    13) Make naval invasions more likely to actually attack after landing (kudos for making landings more common! :-)

    14) AI diplomacy still heavily flawed, even on hard. Countered with even more generous terms than my original offer after turning it down!

    15) Fix horses getting stuck on trees and artillery units

    16) Ranged units fire way too slow - longbowmen for example should be able to fire several volleys a minute

    17) Units don't tire easily enough - can run heavy armoured cav all round the map without hardly breaking a sweat

    18) Stop mini-map on campaign map always zooming out to max when you return to the camp map from the battle map or load a saved game

    19) Early era units wearing 14th century plate armour. Captains of Viking Raider units do too. Looks totally off.

    20) Spearmen not charging units with spears *down*

    21) Rebels should not appear as wealthy armoured knights on the campaign map

    22) Strange morale - units too quick to rout but then regroup too quickly. Seems unbalanced. Clash of lines only usually lasts a few seconds.

    23) Some units, e.g. ballista, seem to have too high morale - stick around while the rest of the army flees

    24) Stop princesses and other non-military charas blocking armies at choke points - totally unrealistic

    25) AI still spamming too many assassins around my cities who stand around and do little most of the time

    26) Fix AI army composition - AI making unbalanced armies of mainly archers and artillery!

    27) Stop AI sending its archers well ahead of the rest its army to just get slaughtered by my cav

    28) Stop general's voice being heard, even after he is killed

    29) Only the first men in a unit fight (can also affect mixed groups of archers firing). Rest stand around.

    30) When in a large group of units, a unit is said to be fighting even when it is at the back of the group nowhere near the AI unit! (Problem inherited from Rome).

    31) Fix issue when cav chasing down routers cav unit cohesion goes to hell and they run around in all directions

    32) Fix issue where in the FOW diplomatic status of AI cities not updated

    33) AI already had open gate but still knocked multiple holes in my wall and randomly catapulted the gatehouse.

    34) Sicilian assassin says "nein" (German)

    35) Fix problem where AI army stands next to my sieging army for 7 turns and does nothing

    36) Too easy to make money at the moment even on hard or above

    37) Cav gets stuck on steep cliffs

    38) If you are a Catholic faction, Pope should reward you (or your standing rise with him) for taking Jerusalem even if not on a Crusade, provided it is held by the infidel (non-Catholic faction).

    39) Too easy at present to quickly assemble elite armies

    40) Bridge fighting - units cannot properly do fighting animations so killing done by charging and shoving

    41) Issue where - especially on/in movement chokepoints like bridges or gatehouses or when chasing routers - unit speed goes into hyperdrive and they all move at 200 mph and there's total chaos. It makes battle tactics and unit management very tricky.

    42) Provide a "get off my land in X turns" diplomacy option

    43) Make it possible to request military help or money from your allies and send the same to them. Specific units and sums of money can be specified.

    44) Allow "ally requests military assistance on the *battle* map" invite to be sent to/from AI.

    45) Stop missile units reforming each time a member gets killed. They should be able to hold formation and handle the gaps which open up. Would make them alot more efficient.

    46) Fix non-merging of stack units on campaign map bug when pressing M

    47) AI can't handle two AI armies present in a siege if only one has siege equipment - even if the first army breaks through the walls, the second army, if round the other side of your city, will not take advantage of the breaches

    48) Shield bug

    49) 2-handed unit bug

    50) The towers that fire gunpowder ammo before gunpowder is in the game.

    51) Greater movement and dynamism of rebel armies - rebels not just standing around for turn after turn.

    52) Fix AI letting you siege it for full amount of turns before it sallies, thereby incurring a huge disadvantage for itself.

    53) Fix rebels appearing in provinces with high loyalty.

    54) Fix rebel armies including units that are not even possible yet via the tech tree for the player.

    55) Fix ammo spent but firing icon still on missile unit cards bug

    56) Fix islands not being the correct faction colours on the campaign mini-map

    57) Fix cav responsiveness and unit cohesion - seems to be worse in 1.1

    58) Fix buggy Pope and diplomacy!! Examples:

    Playing Scotland on H/VH.

    I attacked a Russian province and captured it. Relations are said to be "terrible". Yet because I have been giving them 1000 florins as a gift every few turns, they were still allied to me! Can one have "terrible" relations and yet be allied?

    England attacks me from the south, and even though I have a higher Pope rating then them - they are almost at the bottom of the scale - the Pope threatens to excommunicate *me* if I DEFEND my land against their sudden attack! WTF??? Is the Pope bugged or what??

    Playing Denmark on H/VH.

    Kept giving the Papal States 1000 florins *each turn*. Relations said to be "perfect", and I was right at the top of the Pope-o-meter. I'd also been giving the HRE 1000 florins *every turn*. I was allied and relations said to be "outstanding" or "perfect". Then, suddenly, out of the freaking blue, the HRE attacks me and suddenly I go from being "what can we do for you noble ally?" to "state your business wretched fiend!". Even though I'm the Pope's pet - and incidentally the current Pope was also DANISH - the Papal States apparently punishes or sanctions the HRE for their unprovoked attack in no way at all! So I grovel to the HRE for peace, giving them all kinds of concessions and offerings, and suddenly, in the space of one turn, I'm back from being a "wretched fiend" to a "noble ally" again. Then a few turns later they attack me and do the same again!

    59) Give Orthodox factions different buildings to Catholics and Orthodox generals have scale armour.

    Cheers, Germanicus32

  22. #22

    Default Re: Post-patch wishlist

    repost: 3D City view

    wish: princesses! I'm playing my third campaign as HRE and have yet to find a princess, even though denying marriage to all my generals and having 16+ aged unmarried women in the family tree. I only get to use a princess in the very beginning as I start HRE with one...

    wish: Ability to set reinforcement sequence. When I'm reinforced by two heeavy infantry and 1 peasants and have one slot free to reinforce, I don't want the peasants to come in.

    wish: fix the known bugs that should be easily fixed in a 1.1.1 patch BEFORE FEBRUARY (CAs announced circa ETA of patch 1.2) so people get stuff out of the game that the manual promises. I'm specifically thinking about stuff like the defense towers and the wrong city models being used. Should be easily fixed as it's just improper referencing.

  23. #23
    Seii Taishōgun 征夷大将軍 Member PROMETHEUS's Avatar
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    Default Re: Post-patch wishlist

    I WANT a Battle map stuff importer Exporter !!!
    Last edited by econ21; 12-30-2006 at 13:17.

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  24. #24

    Default Re: Post-patch wishlist

    Disable crusading armies to reinforce non-crusading, same-faction armies when fighting another catholic faction. If a crusader isn't allowed to attack another catholic faction, they should not be allowed to join the fight either.

  25. #25
    Cynic Senior Member sapi's Avatar
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    Default Re: Post-patch wishlist

    Stop the AI charging their general when there's under 5 men in his unit (because then he dies in the charge).

    Put a limit on how many militia the AI can use in its armies to try to get some real ones emerging.

    Get rid of passive campaign AI!!!!!!!! - I just came across the spanish and the portugese in my hre campaign (i've got all of germany, france, poland and most of italy, so i'm a fair way in, probably about 50 or 60 turns) and they haven't done anything. I could take zaragosa and valencia from the rebels. Not good :(
    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

  26. #26

    Default Re: Post-patch wishlist

    Battles
    - Charging - (fix) I actually LIKE the new charge system. The main tweak I would make is a "carry through" if you are using wedge formation. You should continue on through the enemy unit after wrecking it's formation.
    - Pursuit - (fix) Make cavalry stay in semi-formation when pursuing, and just cut down the fleeing enemies. Aside from spread out in HUGE miscombobulated messes, cavalry likes to run up to the slowest fat guy in the routing unit and poke in the back and then stop... Let them get on with the butchery!
    - Pikes - (fix) Make pikemen stay in formation and act a little more like phalanxes ala RTW. Make them more reluctant to use that sword and let them poke more. Currently, they are nearly useless and a Dismounted Knights are a much better option (more on this later).
    - Dismounting Units - (common request) MOST mounted units should be able to dismount in the deployment phase. Units that don't have a current dismounted version shouldn't (CA did a pretty good job with chosing units there). Most Knights should NOT be able to dismount (more on this later).
    - Castle Defenses - (wild wish ) Castles need more defensive options. Make them "buildings" like balista towers. Gatehouses, moats, oil, wall mounted or courtyard mounted Trebs, etc should make Castles feel more like bastions of defense that shatter resistance like a rocky shore smashes waves. Right now, as far as a siege is concerned they are just cities with an off center layout.

    Campaign
    - Diplomacy - (fix/common request) Make it more interesting and a little more reasonable. I won't list all the nonsense and bizzare happenings of the Diplomacy engine. There are already about 100 threads addressing the lack of rhyme of reason for the AI's actions.
    - Ransom - (wild wish ) One of the key diplomatic and economic tools of the middle ages was to capture some VIP and force a ransom out of his people. I want to do that! You should be able able to hold enemy family members for ransom from turn to turn, instead of execting them if the AI doesn't have the coin. Create a "Dungeon" tab in the faction management window. It would list who you held in your tower, what faction they were from, and the suggested ransom. Using your diplomat, you could offer to ransom them, trade them for your own captured VIPs, or return them for any other diplomatic reason. If he has high Chivalry+Piety perhaps the Pope could get involved and order his return.

    Units
    -Effective Against Armor - (Fix) Greatly reduce the number of units that have this ability. Light javelins and early hand axes should not be slaughtering heavily armored knights and men at arms. These weapons were not made for defeating armor. Maces/Hammers, some polearms, two handed axes, guns, longbows, higher end foot xbowmen and elite javelins should be the only ones with this attribute.

    - KNIGHTS - (wild wish ) This is the later I was referring to . Knights should not be the rank and file infantry for most factions!! Knights (as a whole and dismounted especially) should be few and far between. They should be the elite, top of the line jet fighters of their day. They should be just as reluctant to give up their horse to slog among the peasants as a fighter pilot should be to give up his F18 and grab an M16. It is nonsense for every army to be 75% knights prancing about like brave Sir Robin ( and even he had coconuts ). Of course there should be exceptions such as in sieges. What brave knight wants to hang back on his horse when he could storm the walls and be thr first to raise his standard?

    So how do we do this? First make them expensive as heck to maintain. At least double their upkeep... 500-900 per turn. Second, make them less available. No more than one per turn per castle would be about right.

    Third, we need to replace Knights as the normal everyday infantryman. Replace them with a slew of new units based around the "Seargent Swordsmen" type of concept... a medium infantry that is cheaper to recruit and cheaper to maintain, but with less defense and armor. Mix them up for flavor... Falchion Swordsmen, Morning Star Seargents, etc. Denmark and Russia both already have this kind of medium infrantry so those units could be used as the basis. As the periods move along, they would be replaced with the econo-knights: Men at Arms, an heavily armored footman. These changes would make the standard army more of a mixed melee/spear type that is more realistic. It would also put the importance and power of the Knight back in perspective.

  27. #27

    Default Re: Post-patch wishlist

    - Allow baileys to fire arrows. In castles you have the bailey, where no unit is allowed to go so these large defensive structures do nothing. This might be ok in most castles as they're centralized and out of the way .. BUT in some castles the bailey sits on a outside wall, usually on a outcrop (aren't these castles devine! :), very close to where the enemy can be. i actually thought if I moved a unit close to the bailey, the flags would appear and it start shooting ... and yes, on one small section of the bailey a flag appeared but not the lot. Please allow the whole Bailey to be active when one unit is near.

    - When a settlement is under siege and there are less than 4 units defending then the GAME automatically creates 3-4 units of CITIZEN archers / javelinmen. These units then vanish after the siege. I'm sick and tired of easily taking undefended settlements.

    - Add a button on the strategic map so the player can zoom in and SEE WHAT THE TERRAIN IS LIKE WHERE HIS ARMY IS STANDING ... I'm sick and tired of thinking i'm defending a hill on the strategic map only to find out i'm in a gully when the battle starts!

    R
    Last edited by rorarii; 01-02-2007 at 01:54.
    Rorarii


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  28. #28
    Member Member Razor1952's Avatar
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    Default Re: Post-patch wishlist

    Using battlefield structures.

    At present there are many wonderful looking houses/small castles/buildings on the battlemap, however it is impossible to put say a group of archers on the walls on this structure, or say retreat to the doorway of this building (thereby negating flanking).

    Enabling these structures would open up new stategic options on the battlefield.
    (Imagine the nasty surprise when those pesky rebels are holed up in an impressive mini-castle and you had thought , "Ill just run these guys through with my lances")
    Such is life- Ned Kelly -his last words just before he was hanged.

  29. #29

    Default Re: Post-patch wishlist

    i give a third vote for improved pike cohesion. and make sure they fight in the right direction would help too.

    on a lighter note i believe that the peasants need maybe 2 more defence skill to bring it up to 5 and allow them to upgrade to advanced plate and upgrade their weapons from pitchforks to shotguns.:D

  30. #30

    Default Re: Post-patch wishlist

    Quote Originally Posted by IvarrWolfsong

    - KNIGHTS - (wild wish ) This is the later I was referring to . Knights should not be the rank and file infantry for most factions!! Knights (as a whole and dismounted especially) should be few and far between. They should be the elite, top of the line jet fighters of their day. They should be just as reluctant to give up their horse to slog among the peasants as a fighter pilot should be to give up his F18 and grab an M16. It is nonsense for every army to be 75% knights prancing about like brave Sir Robin ( and even he had coconuts ). Of course there should be exceptions such as in sieges. What brave knight wants to hang back on his horse when he could storm the walls and be thr first to raise his standard?
    The trouble with this is it's extremely unrealistic. You are drawning on a TON of misconceptions about knights in this post.

    Anyways, my personal wish... Engineer units.

    Eliminate land bridges, allow engineer units be capable of figuring a way across (pontoon bridge would be expensive, but semi-permanent and capable of moving large numbers of troops over very small sea spans, such as the bosphorus, or just making a ferry... which would move one stack over.

    They would also do the building... forts and watch towers. I don't like the idea of losing management control just because I can't see the Irish Sea from York.

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