V0.10 Change list

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Cernunos

Banned
I am astarting this topic to inform yall of the V0.10 changes.
*Travelling master will not offer lessons on rigale skills anymore.
*travelling in snow or desert will be much more tiring than basic terrain.
*Increased epidemics apparition checks from 1 day to 10 days. That should really lessen the amount of epidemics going on.
I will probably not finish the "extreme weather" feature with this release, unless ppl really request it.
*Started the Extreme weather codes.
Blizzard:
According to a scout skill check, you might be warned that a Blizzard is incoming.
You will be safe in a town
Your speed will be reduced to a crawl if caught in the open.
Your troops will have more and more chance to die from the blizzard.
Having furs will reduce the chance to die from cold.
Faction troops will have more or less chance to suffer from cold, depending on their faction.
Camping will very slightly reduce chance from dying from cold (depending on camping check).
Camping and burning wood will greatly reduce chance from dying from cold, although wood will be burnt at quite a fast rate.
Right now, only affects player party.

I am going for the Knowledge feature.
What is it about: beside skills, you have knowledges.
For now, discovering a knowledge will only give you various player bonus.
Ultimately, I want knowledges to define what civilisation you can construct. DONE
An important feature is that when you discover a knowledge, another one is randomly discarded. Replayability should be huge. You will tell me.
Knowledge list:
Archery (increase archery and power draw)
spear throwing (increase throwing and power throw)
curiosity, (give free knowledge points)
light, medium, heavy armor crafting (increase smithing and leather working skills)
Factions specific economy (give free denarii, more if the closest town is of the same faction.)
Honor (increase honor, prisonner management, leadership)
Polearm use
Shield use
Wood crafting
Horse riding
Two handed weapons: increase two handed weapons mastery; allows to recruit troops.
Engineering: increase engineering skill and intelligence.
Training: increase trainer skill. allows to build training grounds, that increase available recruits.
Banking: light gold gain. Allows to build banks in settlement.
Taxation: light gold gain. allows to change taxes level in settlement.
Learning (allows to build schools, increase specialists improvements chance. Also give some free knowledge points.).
Terrain lore (increase speed, wandering and camping bonus in the terrain)
Orientation
Mapping (increase the use of maps, and overall TVC indications on the map.).
And more...

Add the knowledge system (buying knowledges with knowledges points, and then random discarding of knowledges): 100%
Change native book reading so they give global knowledge points and experience. 100%
Create some more knowledges, depending on your ideas. 100%
Start working on custom settlements. 100%
Adding more books variety. 100%
added training knowledge. Adds to trainer and leadership skills. Allows to build training grounds (increase number of recruits). Training also improves improvement rate of specialists. 100%
Add banking knowledge. Player: adds economy gold gain (+10%) ?; Settlement: allows to build banks (store 2000 gold instead of 700 gold)100%
Add taxation knowledge. Player: adds economy gold gain(+10%) ?;  Settlement: Allows to change the level of taxes (starting / basic level will be medium)100%

Settlements:
Possible to create multiple independant settlements 100%
All settlements start with their own population number. 100%
Possible to rename settlements.100%
New settlements must be built at least 12 away from town, castle or village, and 35 from other settlement (to prevent settlement overcrowding)100%
You can set tax level in settlements (none, light, medium, high, outraegous). Tax level influence amount of gold that are stored in settlement, waiting for you to go pick it up, population growth, and population unrest.100%
Max storable gold in settlement is 700. this would change depending on knowledges and buildings (banks would increase this amount) 100%.
Population will increase/decrease depending on its current number, and tax level.100%
Add unrest level (will depend mainly on taxes levels, and the fact that the player comes pick up the stored taxes. Other factors will probably influe this, as more features are added.). Unrest will lower taxes effects, and a little bit lower population growth. Unrest will lead to revolts. 100%
Add revolt levels: no revolt; on the brink on revolt; guerilla revolt; open revolt. Revolt will change taxes and recruitment.100%
food production will vary depending on season 100%
Settlements that are to low on population (less than 50) will turn themselves into generic bandit camps. 100%

Specialists:
All settlement produce some basic features: generic food, wood and stone. There are also building specialists and land expanding specialists. 100%
Specialists  vastly increase production. 100%
Added specialist management screens: allows to recruit base workers as novice specialists, turn specialist into base workers (but all specialist experience lost), transfer specialists from settlement to party (will increase unrest) and from party to settlement (will decrease unrest)100%
added food gatherers management. Those guys vastly increase produced food.100%
Added wood cutters management. Those guys gather construction wood.100%
Added stone cutters management. Those guys gather construction stones.100%
Added the evolution feature (specialists can improve, from novice to master, but can also hurt themselves)100%

Troops:
"Zulus", varegues, light cavalry, heavy cavalry, spartans, samourais, legionnaries (marius ones), and many many more...
TROOPS are define by the use of their Equipment, NOT by the look of it. So a Zulu will be a no armored, big shield, small polearm wielding troop.

MAPS:
There are 3 types of maps:
City area maps
Faction maps
World map.

They will all light TVC they are related to. Having the mapping technology will really increase the effectiveness of these maps. They can be bought at book sellers.
They are very expensive.
 
I am in a modding mood, and waiting for DOS editor. In the meanwhile, I will code whatever of the knowledge feature I can, and maybe go to the custom civilisation push (although I wouldn't really count on that one :sad: )
 
I am making good progress overall. Settlements basic rules are almost done. Now, the construction rules. I will have to really fine tune population growth, also...
 
Cernunos - I gotta tell you, I was extremely happy to see you had posted here recently that you are still working on this mod.  I just found your mod recently, have looked at a great many and yours is the one that stands out from the crowd.  most mods are just the same game with a new map and/or troops, and that's cool don't get me wrong, but yours is like playing a new game.  Thank you for a great mod.  :grin:

That said, which version is the newest? I had initially found .10, saw a post in the forums here with .64 so I pulled that, but this thread seems to suggest .10 is the new one... so being easilly confused I'd appreciate anyone in the know getting me up to speed, muchos gracias mi amigos.
 
Hola que tal ?
Newest version is V0.10
You can find it here http://www.moddb.com/mods/rigale/downloads
or here http://www.nexusmods.com/mbwarband/mods/3611/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fmbwarband%2Fajax%2Fmodfiles%2F%3Fid%3D3611&pUp=1
Thank you very much for the nice comments, I hope you will keep enjoying Rigale. Please consider the custom settlements is really a WIP, and it needs feedback.
Anyways, have fun.
Cheers.
 
Estoy fenomenal, ¿cómo está usted?
Thank you for your quick reply.
I already have v0.10, so that's good.  I'm looking forward to starting a settlement, just trying to figure out how to find resources at this point (without buying them :lol: ) so it's taking me a while to get that far but I will definately hit you with feedback when I can.
 
ok, I've had a chance to start a settlement, don't have a lot built in it yet, but I have noticed that I can't trade (buy/sell items and food) with the settlement. I didn't see anything I could research or build to change that but then it wouldn't be the first time I missed something right in front of me either.  That's all I have thus far.
 
Can you make an option to shut off party fatigue?  It makes the game intolerable to play when you have to rest 50 times just to travel from Praven to Suno.
 
As to the above.  You have to hire specialists from the guilds in the various towns such as Suno or Praven.  Miners guild and lumberjack guilds should have novices to recruit.  You then need to bring them back to your settlement and give them to your town through the specialist menu.  After awhile they will gather wood and stone.  You then can use that wood and stone (make sure you have assigned someone to construction in the specialist menu) to build things.  At the moment it consists of food gardens and a barracks.
 
Syce21 said:
Can you make an option to shut off party fatigue?  It makes the game intolerable to play when you have to rest 50 times just to travel from Praven to Suno.
I don't really get it. Do you rest in towns until the rest message tells you your party is fully rested, and you will get a bonus to speed ? Because resting in towns cannot fail, and rests your party really fast. Anf really "fresh" party will have a bonus to speed.

At the moment it consists of food gardens and a barracks.
Training knowledge also allows "training grounds", Learning allows "schools", and banking allows, well, "banks".

After awhile they will gather wood and stone.
Settlement will gather some, but very very very slowly. Specialists will go much faster.
 
Can you make an option to shut off party fatigue?  It makes the game intolerable to play when you have to rest 50 times just to travel from Praven to Suno.
Yes, I did it. It took me several years, but I added the option you can download here:
http://www.nexusmods.com/mbwarband/mods/3611/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fmbwarband%2Fajax%2Fmodfiles%2F%3Fid%3D3611&pUp=1
 
Has the requirements for building a fort changed?  I've created a fortification, but only get a fortified position, not an actual fort.  I also didn't see any way to turn it into a real fort (with patrols and everything).  Granted, I think it probably should take a knowledge skill to create forts on the map.  Do I need Engineering?
 
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