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October 19th, 2008, 02:08 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
Posts: 493
Thanks: 32
Thanked 1 Time in 1 Post
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Re: Suggestions for new patch
Changes a few days with the demo has made me want:
Open ended random magics for 10% chance paths, i.e. 1 in 100 should get +2 1 in 1000 get +3 (split rather than grouped, I would think) etc. Not important, just whimsical oe consistency.
Starting nation points should be moddable for both SP and MP.
A variant of ulm that has sacred black knights, just for funsies. (replacing black steel with the shroud is just silly.
Rare recruitable independents, that can heal afflictions... i thought witches fit the bill, but it was just flavor text.
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Rabe who has the game but hasn't installed yet, for fear of having no life.
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October 19th, 2008, 02:27 PM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
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Re: Suggestions for new patch
Quote:
Originally Posted by rabelais
A variant of ulm that has sacred black knights, just for funsies. (replacing black steel with the shroud is just silly.
Rare recruitable independents, that can heal afflictions... i thought witches fit the bill, but it was just flavor text.
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Both can be done via modding.
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I'm in the IDF. (So any new reply by me is a very rare event.)
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October 19th, 2008, 02:40 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Suggestions for new patch
That would be kinda neat if Witches and Druids had maybe Healer (20). It's awfully low, would take a good handful of them to even hope to get Disease or Feeblemind off, but it would be a nice reason to actually purchase them.
Also, Enchantresses should be able to Seduce. Meow. 
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October 19th, 2008, 03:08 PM
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Captain
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Join Date: May 2008
Posts: 855
Thanks: 107
Thanked 28 Times in 21 Posts
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Re: Suggestions for new patch
The two changes I would like to see is: First, the ability to trade research, and steal it.(Like MoO2) Second: The ability for nations to co-exist in the same province, (using something similar to move and patrol) This order would be move and co-exist. Please note If both parties don't give the order to cooperate, They fight... 
__________________
Always forgive your enemies; nothing annoys them so much.
Oscar Wilde
He who laughs last didn't get the joke.
Saber
Alcohol and calculus don't mix. Never drink and derive.
Socrates used to say, the best form of government was that in which the people obeyed their rulers, and the rulers obeyed the laws.
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October 19th, 2008, 02:40 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Suggestions for new patch
Quote:
Originally Posted by rabelais
A variant of ulm that has sacred black knights, just for funsies. (replacing black steel with the shroud is just silly.
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LA Ulm has sacred Black Templars (and Hochmeister commanders, and Black Inquisition). It also incorporates Black Forest theme of Dom2.
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October 20th, 2008, 12:55 AM
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First Lieutenant
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Join Date: Oct 2008
Location: In Ulm und um Ulm herum
Posts: 787
Thanks: 133
Thanked 78 Times in 46 Posts
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Re: Suggestions for new patch
Quote:
Originally Posted by Gandalf Parker
But the change of sequence on commanders would have to be temporary for that one turn or mean that the game would have to maintain a list of the preferred order. What is that now? 50,000 commanders?
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I doubt you'd need a list of the preferred order.
The commanders have to be stored now allready in the turn files (of course) - I suspect in some large structure.
All that would be necessary to change the order would be to change the fields of the commanders in that structure which should be doable without need for extra RAM or complicated coding.
Well, of course I might be mistaken with the history of affliction and heroic skills each unit has got, but I'd be willing to try and make an external programm for that if it doesn't make it to the patch and the devs have nothing against it.
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