Council Chambers: Ideas & Suggestions

JackFel14

Recruit
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Suggested this on ModDB and I thought maybe you could add special troops like in Alternative Calradia from castles and towns and since this is an interwar- World War II themed mod maybe you could add troops such as colonial, ethnic troops and elite soldiers (Such as Belgium's Force Publique and German Bosniaks, the Handschars, and US Rangers) which have their own unique upgrades, advantages and disadvantages.
 

ALECOS

Regular
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Psychopompos said:
As new features, I suggest a few additions:
  • PLEASE REMOVE THE "ARBEIT MACHT FREI" BANNERS.
  • Using the actual "towns" as downtowns instead as the full town. The surrounding area on the worldmap would have been edited to look like a early 20th century (depending on the area, of course, it would look different depending on the country) and the fights in those areas would take place is random scenes looking like a street.
  • About street-themed combat scenes, it could be a good idea to give the "Black Bart Bandits" urban-themed hideouts.
  • There should be an option to try to convince a deserter party to join your army (with the Persuasion skill?), instead of just "pay them" and "slaughter them". Also, if you have plenty of renown, there should be an option to force them to flee.
  • Allowing to start the campaign in Balion or Helvetia, and adding the "merchant brother" quest there too.
  • Some of the new tavern scenes are two empty, they could benefit from a couple of tables and chairs.
  • Most of new banners are either Vaegir, Swazi, or Sarranid. Banners themed for the other factions would be fine, too.
  • As there aren't bows anymore in the mod, the "Power Draw" skill could be altered to become a Dexterity-related skill which affects both pistols and rifles.
  • In a medieval-like setting, it makes some sense to have the lord really involved in building things in his castle (thus having the "Engineering" skill affecting construction time). In a modern setting, being a military leader, a politician, and your own architect in the same time isn't very credible. I suggest that "Engineering" is renamed "Artillery Science". Construction's duration in "fief" management should be unaffected by the skill. Optionally, the construction menu should propose to pay more money a building in order to benefit of faster construction.

Also, something more important: changing the recruitment system.
Like in Native, recruits' type is fixed to the village. It doesn't make sense in a modern setting, as the uniform, weapons, and combat efficiency should be related to the recruiter, not to the birthplace. So, how to fix this?
First, at character creation, you choose your own "culture" (one of the playable factions - it also grants a small starting relation bonus with this faction). You can have the option to change it in the camp menu.
When you enter a village, the message would give the choice to hire recruit as troops of the mercenaries unit tree or as troops of your culture.
You could be able to recruit troops this way from villages belong to an enemy faction. It would be under "hostile action" and have some negative consequences: decrease in relations with the village, decrease in your army's morale, and a probability that your forced recruits leave your army the first night (like when you recruit troops in your prisoners).
To still be able to recruit soldiers from any faction, you could allow to hire deserters (cf above), and also add small parties of random major factions' troops appearing in taverns like any other mercenaries.

And, finally, new buildings and "fief" management suggestions:
  • Casino (town): The town earns you more money, you can access some mini-games. And it slightly increases the bandit's spawn rate in the town surroundings. :mrgreen:
  • Statue (village, castle, town): Immediately grants some renown at completion.
  • Hospital (village, castle, town): Increases the town/village prosperity, increases the healing rate of garrisoned troops (and the player's party too, if resting there).
  • Telegraph (castle, town): Renaming of the "messenger post" upgrade.
  • Conscription center (village): Increases the volunteers' number when recruiting troops.
  • Militia Headquarters (village): Village takes longer to be raided. When defending a village, the local troops spawned are no longer the basic farmers and peasants, now replaced by simple mercenaries and/or low tier units from the defender faction's troop tree.
  • Factory (village, town): Gradually increases the prosperity, and earns more money. The village "factory" would replace the Native "mill".
  • War factory (town): The town no longer sells cracked/broken/rusted/etc items. You can go there to repair your own damaged weapons/uniforms looted, for a price.
  • Training center (castle, town): Garrisoned troops automatically gain experience.
I know this is lazy but i like all this mans ideas, ESPECIALLY the Militia building, because that would be sooo worth the investment.
 

Psychopompos

Veteran
M&BWB
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Thanks. :grin:
I don't know if all those suggestion are technically possible, but I know that at least "recruiting the deserters" and "building which gives XP to garrisoned troops" are, I already saw those features in at least one othe rmod (I don't remember which one or if it was in the same).
 

scrdest

Sergeant
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Especially if the place-based special troops were to be a thing, Swazis could use a two-branched troop tree, with the current one representing (S)Wehrmacht and the alternate one SS troops.

Or, perhaps, go the 1866 mod route, tying in the older police troops suggestion - add a bunch of sub-factions with hideouts in cities represented by villages with a building model, permanently unable to declare war on any actual nation, representing law enforcement and criminals. Perhaps, to allow them to fight each other without adding more restrictions, make the top-tier intelligence agents, for the non-organized crime factions.
 

JackFel14

Recruit
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A bit far fetched and I know they're already planning a psuedo-Canadian faction in update 1.6 but I wouldn't mind seeing a Franco-Belgian-Czech style faction based south of Helvetia and Rhodok socialist union, that focuses strongly on offensive cavalry and infantry. Here's a few images what I'd sort of imagine they'd look like;  http://ww2.jorisaja.nl/files/Image/uniforms/Belgium%20-%201940%20May,%20Belgium,%20Sergeant,%20Belgian%20Army.jpg http://ww2.jorisaja.nl/files/Image/uniforms/Czechoslovakia%20-%201940%20May,%20France,%20Lance-Sergeant,%201st%20Inf.%20Regiment,%20Czech%20Army.jpg http://ww2.jorisaja.nl/files/Image/uniforms/France%20-%201940%20Apr.,%20Flanders,%20Private%20First%20Class,%20182nd%20Art.%20Regiment.jpg
 

JackFel14

Recruit
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I thought that they'd be more typical offensive cavalry like Poland's 1939 Hussars with lances, carbines and sabres as from what I found with cavalry such as Rhodoks and Swazi's is that they only use revolvers and are a bit crap against large battles
 

JackFel14

Recruit
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As an avid warhammer fan, I had no idea there were other imperial guard regiments apart from Cadians, Vostroyans, Valhallans and Catachans
 

Temuzu

Marquis
WBM&BNWWF&SVC
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There are dozens of them. And taking inspiration from them sounds like a great idea.

Also, here's a suggestion: Make the new sceneprops more readily usable for scening. What I mean is that you go and add a prefix to all the new props, for example, trw_barrier_a, trw_house_1 and so on. This makes it so much easier to work with them. Shouldnt mess with the existing scenes, either.
 

Epicspencer

Recruit
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I think that you need to redesign the Swazi jails at least. When I am ask to break out prisoners from there, I can't talk to them.
 
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I think Japan should be this faction, that developed their tech differently and has their  weaponry completely different. Like in C&C:RA3
 

matmohair1

Marquis
M&BWBWF&SNWVC
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Comrade Temuzu said:
There are dozens of them. And taking inspiration from them sounds like a great idea.
:wink:

Axis: Swadians, Rhodoks & Nords






















Allies: Vaegirs, Balion & upcoming Canadian faction











Khergits










Sarranids







 

Capt. Snow

Veteran
WBNWWF&SM&B
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I can't say that I'm in favor of those Wahammer pictures. They differ too greatly from the semi-realistic looks for troops, and can look too futuristic for 1910s-1950s tech which the mod seems to use.
 
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matmohair1 said:
Comrade Temuzu said:
There are dozens of them. And taking inspiration from them sounds like a great idea.
:wink:

Axis: Swadians, Rhodoks & Nords






















Allies: Vaegirs, Balion & upcoming Canadian faction











Khergits










Sarranids







Talking about neo napoleonism/steampunkiness. Really suits the idea of the mod.