Post news RSS Plans and ideas for future features

A brief list of how I intend to improve/add features hereafter in this mod.

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ANIMATIONS:

- BETTER ANIMATIONS FOR DWARF PIKEMEN/SPEARMEN
- REMOVE BUGGED/SLENDER FATALITY ANIMATIONS OF DWARVES
- FIX VANILLA HORSE ANIMATION FRAME GAP
- FIX ELEPHANT/CAVALRY ROTATING BEFORE THEY START WALKING
- IMPROVE BEAST ATTACK BEHAVIOR. MORE ACTIVE, LESS IDLE (ELEPHANT ANIMATIONS)
- NEW ANIMATIONS AND MODELS FOR ORC SIEGE ENGINES (TROLLS HOLDING LOGS (RAM), TROLLS CARRYING LADDERS, TROLLS PUSHING SIEGE TOWERS)

- ANIMATIONS FOR FLYING UNITS.

NEW FEATURES:

- ALLOW BOTH TEMPORARY AND PERMANENT FORTS. CURRENTLY WE HAVE PERMANENT FORTS SET BY THE CAMPAIGN START. HAVING TEMPORARY ONES BUILT BY GENERALS (FORTS THAT DISSAPEAR ONCE ABANDONED) WOULD ALLOW A NEW FEATURE WICH I CALL "FIELD FORTIFICATIONS", THAT FORTIFICATIONS WOULD BE NOTHING MORE THAN A TEMPORARY FORT WITH A VERY SIMPLE MODEL (TRENCHES, PLATFORMS, SOME TOWERS, BARRIERS ETC. NO WALL OR GATE)

- A STACK SPAM PREVENTER, ALLOWING THE AI TO RECRUIT A LIMITED NUMBER OF UNITS BASED ON HOW MANY SETTLEMENTS THEY HAVE. ONCE WE HAVE THAT, WE COULD ALSO REMOVE THE INFINITE MONEY BONUS THEY GET, SO MONEY WOULD BE AGAIN A THING FOR AI FACTIONS WICH MEANS ECOMONIC WARFARE FEATURES COULD BE IMPLEMENTED AS WELL AS THE CURRENT ONES WOULD MAKE SENSE TO BE USED (LIKE BLOCKING PORTS, ROADS ETC)

- MILITARY ACCESS SHOULD ALLOW ALLIED ARMIES TO PASS THROUGH ALLIED SETTLEMENTS

- MAKE SIEGE ENGINES FACTION SPECIFIC (VANILLA IS CULTURE SPECIFIC) (DESCR_ENGINES.TXT)

- A NEW INTERFACE BUTTON TO ACCESS DIPLOMATIC OPTIONS AT ANY TIME WITHOUT THE NEED OF DIPLOMATS. (A BUTTON IN THE ALREADY EXISTING DIPLOMACY MENU OF THE GAME, TO OPEN THE DIPLOMATIC OPTIONS.)

- ANY EFFORT TO ALLOW FLYING UNITS TO WORK BETTER. (IGNORING PATHFINDING BLOCKAGE WOULD ALREADY BE A LOT)

- ALLOW THE GENERALWITHANCKILLED TRIGGER. (SO A GENERAL WHO KILLS ANOTHER ONE WILL TAKE ITS RETINUES)

- A SURRENDER BUTTON FOR SIEGE BATTLES:


The "negotiate surrender" button should be in the pre-battle battle menu along with the fight in battlefield, autoresolve and flee buttons. Once clicked by the player (attacker or defender), a new menu pops up (not sure if the battle menu need to be minimized). this new menu will show the surrender conditions, explaining that the sieged army will leave with no casualties as well as the price of the deal (an amount of money calculated like 20 florins per unit and 200 florins per general and like 30 per agent). this new menu will have 'yes or no' buttons. if the yes one is clicked this means the player (wich can be the sieger or the sieged) makes the proposal, then the script will prepare an answer from the other side (THE AI), this answer could be something like "70% chance of accepting the deal if their chances of winning the battle is less than 30%, 50% if between 30% and 70%, and 30% if more than 70%. If the deal is done, the settlement is given to the attackers, the residents leave unharmed and the money is taken to the sieged ones and given to the siegers. If the AI says NO, then NOTHING HAPPENS, the menu is closed and you go back to the battle menu. The "negotiate surrender" button is greyed and disabled until the next turn when a new proposal can be made by any side. Now, this feature should also be available for the AI, exactly as for the player, meaning they could do it when attacking or when defending. the odds of the AI proposing the surrender deal could be totally random, since even with good chances of winning they could still be interested in the money or simply not losing units in a battle. or maybe their proposal could be triggered by some more complex conditions, likes chances of winning the battle, etc. they would then make the proposal and the menu would show up (preferably with the camera positionning over the settlement to avoid confusion), and it would be up to the player to acept or not. Thats all. PS: we can use the "advisor" button for this but preferably reposition it near the other three buttons ("fight", "auto resolve" and "white flag").

IMPOSSIBLE FEATURES I WOULD LIKE TO SEE IN MED2 ENGINE (ONE CAN DREAM):


-A SYSTEM TO ALLOW SPIES OR ASSASSINS TO STEAL ANCILLARIES FROM GENERALS AND GIVE THEM TO OTHER GENERALS OF HIS OWN FACTION

- UNIFYING SPIES AND ASSASSINS IN A SINGLE AGENTS WITH SKILLS FROM BOTH.

- AN ANCILLARY TRADE SYSTEM SO ONE COULD SEEL ANCILLARIES WHEN IN NEED OF MONEY

- THE POSSIBILITY OF OFFERING ANCILLARIES IN THE DIPLOMACY MENU.

Comments
Guest
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SorcererTheCrusader
SorcererTheCrusader - - 41 comments

I would love to see Balrog, Eagles and Nazgul Dragons in this mod.

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Harioum
Harioum - - 6 comments

love it!
thanx fore that you take time to do this!
best Regards.

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Guest
Guest - - 693,423 comments

Great work Leo, keep it up my good man. - Mike Golf

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Khoran_Gutsplitter
Khoran_Gutsplitter - - 1,389 comments

Any possibility of seeing obscure creatures like cold-drakes and/or wingless fire drakes implemented into the mod? Fire drakes lesser in stature (and likely wingless) were still said to exist around the time of the War of the Ring by Gandalf and cold-drakes still lived close to the grey mountains, likely in the ice wastes of Forodwaith.

Though i'm not sure if they should be made recruitable (like for Orcs of Gundabad) or just stay as roaming bandits. Or maybe they could be made to guard certain treasure sites in the north?

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z33330
z33330 - - 19 comments

thanks for what you do

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SMRitchie
SMRitchie - - 1 comments

I've followed all the trouble shooting tips, but my game still crashes when starting campaigns - as in I'm completely unable to get them to load at all. I'm able to play custom battles just fine, but whenever I try to enter a campaign, it crashes right after finishing loading instead of launching the campaign map. It says it crashed due to an unspecified error.

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