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  1. #1

    Default Re: Suggestion Box

    Forgive me if it has already been mentioned but I have not yet read all of the threads and posts here ...

    If it is possible, I think it would be a good idea to not allow the recruitment of troops from the other faction when you have captured one of their castles.
    If the Empire captures a Chaos-Stronghold it should not be able to recruit Marauders etc ...

    Maybe in certain cases the only option you get after conquering a city/castle should be "Kill all the inhabitants" or "Enslave population" ...

    I can see the Empire taking over an Elven city (maybe), but I don't think Orcs would simply occupy a Dwarven stronghold and don't do anything to the population ...

  2. #2

    Default Re: Suggestion Box

    Quote Originally Posted by Thalion
    Forgive me if it has already been mentioned but I have not yet read all of the threads and posts here ...

    If it is possible, I think it would be a good idea to not allow the recruitment of troops from the other faction when you have captured one of their castles.
    If the Empire captures a Chaos-Stronghold it should not be able to recruit Marauders etc ...

    Maybe in certain cases the only option you get after conquering a city/castle should be "Kill all the inhabitants" or "Enslave population" ...

    I can see the Empire taking over an Elven city (maybe), but I don't think Orcs would simply occupy a Dwarven stronghold and don't do anything to the population ...
    I think thats in stock build MTW2, as I remember as england i couldn't build french units.

  3. #3

    Default Re: Suggestion Box

    I'll go out on a limb here and state categorically that it's a given you won't be able to recruit conquered units. If you could it'd be very lame, with balance out the window and situations where you're fielding a hodge podge army made up of anything and everything. If a faction can recruit units of another race there's always the mercenary option, which I think is the only way this can be done 'tastefully'.

  4. #4
    RnJ PR Officer Member Eufarius's Avatar
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    Default Re: Suggestion Box

    Imagine this you've taken your the Empire ( HELL YEAH!!!!) and youve taken a orc settlement you wouldn't go recruiting orcs for the empire. Common sense, i think.


  5. #5

    Default Re: Suggestion Box

    Quote Originally Posted by Eufarius
    Imagine this you've taken your the Empire ( HELL YEAH!!!!) and youve taken a orc settlement you wouldn't go recruiting orcs for the empire. Common sense, i think.
    Imagine this your the Empire ( HELL YEAH!!!!) and youve taken a britonian settlement you would go recruiting britonians or high elves or kislev and even maurauders for the empire. Common sense, i think
    For Middenheim & The Empire!

  6. #6
    Bringer of the End Times Member alexader's Avatar
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    Default Re: Suggestion Box

    i think i've noticed that you wrote a kind of same words.but nevermind.yes common sense i think
    "VAE VICTUS"

  7. #7
    RnJ PR Officer Member Eufarius's Avatar
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    Default Re: Suggestion Box

    Quote Originally Posted by Enthes
    Imagine this your the Empire ( HELL YEAH!!!!) and youve taken a britonian settlement you would go recruiting britonians or high elves or kislev and even maurauders for the empire. Common sense, i think
    No need to be defensive. Maybe as mercenaries but, think about it High elves having dark elves as part of their troops


  8. #8

    Default Re: Suggestion Box

    Quote Originally Posted by Enthes
    Imagine this your the Empire ( HELL YEAH!!!!) and youve taken a britonian settlement you would go recruiting britonians or high elves or kislev and even maurauders for the empire. Common sense, i think
    In WH I don't remember seeing Empire armies made up different factions, unless you count mercenaries. In M2TW I don't recall seeing HRE armies made up of different factions either. Not really much sense, common or otherwise, to allowing it in this mod then, not if it doesn't fit with either the original game or the game that's it's being modelled on.

  9. #9

    Default Re: Suggestion Box

    It could be cool if certain factions could have a 'special' unit from certain factions as long as it's in game/cannon parameters.

    The only one I could think of is the Empire having one special Elf (Archery prob) or Dwarf (Axe thrower/warrior) unit to represent the elder races willingness to fight alongside the Men. I don't know other than those three if any other races are on good terms with one another. I do know that the Lizardmen would not, however. (Unless you take a special unit from the Southlands and put them in)

  10. #10
    RnJ PR Officer Member Eufarius's Avatar
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    Default Re: Suggestion Box

    Quote Originally Posted by MangyElf
    In WH I don't remember seeing Empire armies made up different factions, unless you count mercenaries. In M2TW I don't recall seeing HRE armies made up of different factions either. Not really much sense, common or otherwise, to allowing it in this mod then, not if it doesn't fit with either the original game or the game that's it's being modelled on.
    Thats what I meant, i just could'n find the words for it. Thanks Mangy Elf


  11. #11
    Member Member Dreq-Kai's Avatar
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    Default Re: Suggestion Box

    I would like to make a suggestion;

    Would it be possible for immortal races character to not die of old age? For example Saurus have never been known to die of old-age. I beleive there are traits already in the game that make the characters live longer, would tweaking these make the lifetime much much longer?

  12. #12
    Member Member essi2's Avatar
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    Default Re: Suggestion Box

    Quote Originally Posted by MangyElf
    I'll go out on a limb here and state categorically that it's a given you won't be able to recruit conquered units. If you could it'd be very lame, with balance out the window and situations where you're fielding a hodge podge army made up of anything and everything. If a faction can recruit units of another race there's always the mercenary option, which I think is the only way this can be done 'tastefully'.
    It's the only way it can be done. you can't make a Warhammer mod that is
    over the top unfluffy, the closer to the fluff the game is the better.

    btw is it possible to restrict a faction from being able to recruit spesific units, or is the mercenary system only restricted by region?

    it wouldn't be too "tasteful" to have Empire armies running around with orc mercenaries either
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  13. #13

    Default Re: Suggestion Box

    How is the terrain the battle is fought on decided on?

    Does the original game have a battle map for every region (I only got my copy a couple of days ago, so I can't tell for sure) or are maps randomly generated?

    If the first is true, will the modding team also generate battle maps for each region of the Warhammer world?

  14. #14

    Default Re: Suggestion Box

    Quote Originally Posted by Thalion
    How is the terrain the battle is fought on decided on?

    Does the original game have a battle map for every region (I only got my copy a couple of days ago, so I can't tell for sure) or are maps randomly generated?

    If the first is true, will the modding team also generate battle maps for each region of the Warhammer world?
    the battle maps are randomly generated based on what type of tyle the battle is fought on
    For Middenheim & The Empire!

  15. #15

    Default Re: Suggestion Box

    In WFB as far as mercenaries are concerned there are a few types any army can purchase from the "Dogs of War" list. They consist of:

    Light Cav with shortbows or spears
    Heavy cav with lances
    Pikemen
    Crossbowmen
    Duelists (skirmishers with dueling swords and throwing daggers)
    Dwarves with different types of weapons
    Marauders
    Halfling archers
    Cannons
    Halfling hot pot ( aka shoots hot soup in an iron pot at people)
    Halberdiers
    and the most important mercenary troops in the entire world

    OGRES!!!! And different kinds as well.

    Finally there are specialist troops like pivaise crossbowmen, undead, megil manhides manflayers etc.. etc.. but these are called regiments of renown and are connected to a special character and usually specific armies they can work with (aka HE mercenaries will not work with DE army).

  16. #16
    Medevil Member Dead Guy's Avatar
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    Default Re: Suggestion Box

    Quote Originally Posted by Enthes
    the battle maps are randomly generated based on what type of tyle the battle is fought on
    That's strange, I could have sworn I've fought on exactly the same map several times the same turn, and several different turns on the same tile... Two examples are a bridge I like to camp on, and also the tile north east of Milan. At least if I'm attacked from the same direction, I thought it was exactly the same map.
    Sorry btw for being a little off-topic
    Last edited by Dead Guy; 02-26-2008 at 16:09.

  17. #17

    Default Re: Suggestion Box

    Quote Originally Posted by essi2
    It's the only way it can be done. you can't make a Warhammer mod that is
    over the top unfluffy, the closer to the fluff the game is the better.
    Yes, I think you'll find that was my point. I don't for one moment think that the mod team would consider making factions inconsistent with the basics of WH.

    -------------------------------
    Why should I spam a seperate reply when one post will do... ;)

    Quote Originally Posted by Underway
    Besides warhammer makes no distinction between missile defence and melee defence.
    True but M2TW does and that makes it a definate consideration to make ranged attacks work according to the system on which the mod will be played. There are certain things to ponder about ranged attacks, such as range vs movement and the fact that in M2TW, ranged attacks will bypass the defensive component of armour while melee attacks will not. It's inescapable unless defensive factors are not used and yet, if they aren't, how would you convert the effect of WS vs WS on to hit chances in WH? Defense is the logical stat to use for this because it's a similar mechanism, even if the forumlas used in each game differ.

  18. #18

    Default Re: Suggestion Box

    My suggestion concerns how the mod will be released. At the moment, you are working towards numerous races, and a campaign map. Not easily done, as you well know. So my suggestion is about reducing your workload for the time being, or rather streamlining your workload.

    On Roman Total War, a mod was made for it called Fourth Age Total War (I believe that is the one I have thinking of), another mod based on a fantasy world, namely Tolkien's Middle-Earth. Now, they were clever in their approach to releases, since they would only make a small portion of the map and two or three races to do with that section -then- release the mod. It allowed their scope to be smaller meaning they could focus more upon those 2-3 races. It also meant that releases were swifter, keeping the playerbase more keen and excited about having all the races.

    So my suggestion is to select two popular races whom start close together, terrain the map for those two areas. Get them finished, release, then add one more race at a time, giving a slightly extended map and an extra race to play in campaign and skirmish mode. This would make your workload far far easier.

  19. #19

    Default Re: Suggestion Box

    Perhaps this thread: http://www.twcenter.net/forums/showthread.php?t=147398
    could be informative for creating faction specific cities and such?

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