seems to be to easy now I liked the fief requirement (maybe even combined with right to rule) and higher honor values more
I thought number variable seem easier to manipulate with code operator, but as I mentionned : currently this is just a concept, everybody (and you more than other) are invited to perfect it. So if you prefere fief requirement, just tell it and I will correct back.
Indeed
Cunning ,
Sadistic/debauched ,
Upstanding , characters have more accessible condition. But according to my opinion, this tweak was intend to suit and balance with others characters condition (
goodnatured ,
selfrighteous/pitiless ,
default/custodian/quarrelsome/badtempered). Again, correct it if needed.
Breaking alliance
1- Inform referent lord you break your pledge.Logically, this dialog option should be available only with the referent Lord (the one that "hired" you), and no other membership of his family.
- Generic dialog
- Generic dialog (but with variable)| PLAYER_quit_family_1 | NPC_ask_confirm | PLAYER_reconsider |
| | PLAYER_quit_family_2 | NPC_reject_player | PLAYER_dismiss |
PLAYER_quit_family_1I have done my share with your family, I want to be discharged of my pledge.
NPC_ask_confirmWhat did you say [player_name] ?
PLAYER_reconsiderNothing godfather.
PLAYER_quit_family_2I do not want to be related to your house anymore.
NPC_reject_playerYou dare stand and face me to declaim your disavowal ! Well, your betrayal cannot make up for frankness. ^You disappoint the confidence my clan have put in you, [player_name]. Each will condemn you in all conscience... but since I avouched your phoney allegiance, I will personally report to Calradia noblemen about your frivolous plot.
PLAYER_dismissI dismiss now.
Aftermaths :
(Disable PLAYER_request dialog option for him and his family members list)
_persuasion = [player persuasion]
_max_penalty = 14
_relation_penalty = _max_penalty - (Random _persuasion)
if (_relation_penalty < 0) then {_relation_penalty = 0}
"For Each in this array" code stuff... (brother,sister,son,etc..)
_term = 15
_honor = [player honor] // Honorable player must stay loyal longer
if (_honor > 5) then {_term = _term + 5} else {_term = _term + _honor} // term with honor cap
_controversy_penalty = _term - [number of days past while affiliated to this family] // is it possible to count that ?
if (_controversy_penalty < 0) then {_controversy_penalty = 0}
If referent lord was martial, [ Matheld / Alayen ]
If referent lord was cunning, [ Baheshtur / Rolf ]
If referent lord was sadistic/debauched, [ Borcha / Nizar / Klethi ]
If referent lord was upstanding, [ Firentis ]
If referent lord was goodnatured, [ Ymira / Bunduk / Jeremus ]
If referent lord was selfrighteous/pitiless, [ Lezalit ]
If referent lord was default/custodian or quarrelsome/badtempered, [ Marnid / Deshavi / Katrin / Artimenner ]
_leadership = [player leadership]
_persuasion = [player persuasion]
_lord_renown = [referent lord renown]
_factor = (_persuasion * 2) + _leadership
_penalty = _lord_renown / _factor
2- Casted out because of bad relationIf referent Lord or any membership of the family reach bad relation > -19 , then that worst one (let's call it "enemy family member") will trigger your ban.
No dialog, just displayed text (message from referent lord, send by messager) :
"
^ " type caracter are used as wrap in .csv file.
| 2a- "Enemy family member" IS referent Lord |
[player_name], ^^I always knew you were a bad egg, since the day you have pledged allegiance to my clan. ^Did you really think you could set MY family against ME ? You've dropped your mask, you silly snake ! You are an infliction, and I will not bear it anymore. ^Hereby, I disown and ban you from my house. I have urged my family to fight you, and I will warn Calradia lords about your infamy. ^Tremble with fear, bloody [player_name], because you made a deadly enemy of me ! ^^[referent_lord_name]
| 2b- "Enemy family member" is NOT referent Lord |
[player_name],^^ I've received a letter from [enemy_family_member_name], telling me about your disgracefull jiggery-pokery. In the present circumstances, [enemy_family_member_name] could not provide evidence. But unlike you, {he/she} is a distinguished member of my familly; and since all these years, I never had any reason to distrust {him/her}. I take {his/her} charges for granted. ^Hopefully, you failed to breakup my family unit. Hereby I reject your pledge : you are no longer related to my house. Each membership will retaliate against you in all conscience... ^I would be ashamed to confess how you maliciously fooled me, so I will not challenge you, to not be accountable for your death to my King. However I'm not used to report him every rat I crush while in wilderness, someday I may find you there ! ^^[referent_lord_name]
Aftermaths :
(Disable PLAYER_request dialog option for him and his family members list)
_persuasion = [player persuasion]
_max_penalty = 16
_relation_penalty = _max_penalty - (Random _persuasion)
if (_relation_penalty < 0) then {_relation_penalty = 0}
"For Each in this array" code stuff... (brother,sister,son,etc..)
_term = 20
_honor = [player honor] // Honorable player must stay loyal longer
if (_honor > 10) then {_term = _term + 10} else {_term = _term + _honor} // term with honor cap
_controversy_penalty = _term - [number of days past while affiliated to this family] // is it possible to count that ?
if (_controversy_penalty < 0) then {_controversy_penalty = 0}
If referent lord was martial, [ Matheld / Alayen ]
If referent lord was cunning, [ Baheshtur / Rolf ]
If referent lord was sadistic/debauched, [ Borcha / Nizar / Klethi ]
If referent lord was upstanding, [ Firentis ]
If referent lord was goodnatured, [ Ymira / Bunduk / Jeremus ]
If referent lord was selfrighteous/pitiless, [ Lezalit ]
If referent lord was default/custodian or quarrelsome/badtempered, [ Marnid / Deshavi / Katrin / Artimenner ]
_leadership = [player leadership]
_persuasion = [player persuasion]
_lord_renown = [referent lord renown]
_factor = (_persuasion * 2) + _leadership
_penalty = _lord_renown / _factor
3- Casted out because of sedition (own kingdom)** Work in progress ** 