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It is not dead. I am waiting for feedback on the settlement system to know how to improve it.
There is very few support and interest for this mod. I would probably work harder on it if more people were more interested.
However, I am actually considering something new, and simpler for the settlement system.
 
Im not going to start new toppic so i post few ideas and toughts here.

1) Guild system should be more live, Like every guild should have a guildmaster. Like bard guildmaster can teach you new songs and you can buy licences to sing nearby villages or this town.
2) skill and knowladges would be better organized, like table or something, similar to faction relation table.
3) unhappy lords will rebel and start their own faction.
4) non fighting party members, like bard, navigator, shaman, you pay them wages more than soldiers but they dont fight but got their share on party exp.
5) defencive siege machines scorpions. Town will have 4 scorpion slots and castles 2.  Lord/ player will need to buy scorpion ammo for defence like 100 ammos will cost 50k or something

Just posed here some ides what you dont need to put in.

btw- cant stop playing this mod:smile:
 
Suggestions:

-Peasants parties on the map, then when you talk to them, an option text that should say "Go to my settlement" or something like that then they move to your settlement.
-Options to give resources to your settlement.
-Factions that emerges from other settlements.
-Abandoned Settlements.
-More kingdom management.
-Option to take a walk on the settlement (custom scenes)
-Upgradeable settlement i mean on the map appears a settlement when you upgrade it for example to a village, so on.
-Options to transfer the specialists or workers from your party to the settlement, and assing them jobs for example to wood cutter.
-Option to choose kingdom culture.
 
@ thanks a lot for ideas and feedback :smile:
@ Zincra: glad you like it.
1) yes, they are a little formalized. Adding guild stuff is not on my to do list.
2) Yes, they are indeed a little messy. However, not on my to do list
3) Diplomacy and stuff like that are not at all my specialty. Not on my to do list.
4) It is already the case. However, they do fight, but are very weak. You should protect them if they are in a fight. I will check their wages, but it seems to me I already increased them.
5) Scenery specialty. Not on my to do list.

Sorry, zincra, you might be disappointed with what is to come :sad:

@Brum Eldar
Interacting with peasants sounds good. Could be tied to a slavery knowledge of some sort.
I will be revamping the settlement system, and make it simpler. However, some things you talk about are already in ^^.
As for kingdom culture, the whole point is that you do not chose a culture, but the sum and diversity of your knowledge creates your very own culture.

Take care :smile:
 
no im not disappointed i already love this mod, just offered some ideas.

so i offer few more ideas.

rare materials.
1- Ivory, you can buy this from traveling merchant, And craft items from it, like ring, walking stick ivory box or something.
2- marble- have random change to mine it from mine or buy from merchant- expensive. And use it for building special buildings. Like statue or something

3-new skill jevelery crafting. Craft rings amulets from different jewels and metals+ quest courting lord gives you quest to bring him like diamond ring. Or use them on your courting task to give big reletion boost with lady.
4- tailoring skill, use different quality items to make different quality robes and helmets, more casual than practical

5- production enteprises upgradeble. Like lvl 1 entepise will produce cheap bread from cheap grain, and if you upgrade it it need better rawmaterials for better praductions.
6- you hire and train workers for you production enteprise. more workers more productions, and options to manage sale. Sell only this town, sell all town in this kingdom, sell all allied towns. Selling your own town have no cost. Selling your production at other town have some fee. Or some merchant guild system to sell you production..



Hope you wont be mad i post there alot pointless ideas, what i would like to see.

 
Could you add an option for slavery where when you loot and burn a village, it gives you the option to capture prisoners which lets you abduct everyone in the village? Maybe slavery knowledge would let your settlement create a prisoner train that can follow along with you and take any extra prisoners that your prisoner management skill can't take. Maybe towns would could have an option to try and kidnap people at nighttime.

And then you can force the slaves you stole from the village into your settlement to make it develop faster? Maybe you could offer prisoners to bandits to get them to patrol your settlement? Or have a certain group of evil troops join every few days.  :mrgreen:

Would love more evil options.
 
Hi all,

I suggest a:

- suggestions thread.

DL-ed yesterday and IMO this can become the best WB mod, according to my taste at least. I`m more into char development, exploration and indie adventuring than "get yourself a kingdom ASAP" play.

First suggestion:

- acquiring a new knowledge should not eliminate one of those already had(if I hadn`t misunderstood something). It should be possible to become a maid of all work but at a high cost. By capping knowledge lvls, making gaining new knowledges exponentially harder or by slow decay of knowledges had but unused though never to zero.

Rgds, Oldtimer
 
Thanks for your interest.
Rigale Skills: you can become proficient in all skills. It will require time, and probably, gold.
Rigal knowledge: they represent the knowledge you have acquired from your various travels. It would also define YOUR faction. Every time you discover a knowledge, that is, you spent research points and buy it, another one will be discarded. This is to ensure no games will ever be the same, and to reflect the huge diversity of pre to early gunpowder civilisations.
Gaining new knowledges IS exponentially harder, and ALL knowledges are usefull to the player (various bonuses, special actions) and to its party or custom settlements (specific buildings to build, troops to recruit).

There were bugs in V0.10, I removed some in V0.11 I am curently (leisurely, due to lack of global interest from players) working on.

Enjoy.
 
There's likely a lot of people who enjoy your mod, they're just not really vocal about it. The mod is really difficult in the beginning because of how much training you need in the new Rigale skills, like exploring and all that. Once you get going, you can get involved in all kinds of things. No other mods let you fight diseases and form your own communities like this, with basically custom troops. I look forward to the updates.
 
Cernunos said:
There were bugs in V0.10, I removed some in V0.11 I am curently (leisurely, due to lack of global interest from players) working on.

  I'm looking at your Rigale V0.10 now and after a day of wrestling, it seems to be working well enough.
  I had some issue with getting stuck in cities and I'm looking into fixing that.

  I'll probably add diplomacy to it shortly.
  Certainly it needs wife as a companion.
  I suppose its of some use to the community to leave a version pre-merged for other modders and players to study.
  Should I email you when its done or add a link here stating its "unofficial" and from the "user community" or what?

  Is there anything else you'd like merged with it by the way?  You've helped us with crafting and economy, so is there something YOU want help with?
 
It would be nice to know any v.011 fixes but if you lack time/interest it's understood.  I'm happy the source to v.010 works well with Warband 1.158
some earlier versions .64, .7, .8 didn't even do damage during fights.  A battle could last hours  :smile:  I assume that was from changes from Mount & Blade not Warband, or very early Warband.

  - GS
 
Is there anything else you'd like merged with it by the way?  You've helped us with crafting and economy, so is there something YOU want help with?
This is soooo nice, thank you so much.

When I stopped, I was working on necromancy, and more specifically battlegrounds options.
What would be very helpfull would be some pretty recent links/tut to adding undeads troops to the game, so that I can keep improving this feature, and make it playable beyond game menus only.

As someone told in some forum, I should also improve what I have, before adding new stuff. Aww well.

As for the can't leave bug, I am almost 100% sure it has to deal with auto_enter feature, but I couldn't isolate it until it was to complex for me to fix.

Also, I have been working on this project almost alone, I had a great "team" at the beginning, but my mood swings, and incompetence for group work shattered all this. Plus coding is a leisure, I don't want to pressure myself into it (especially considering the "benefits" of it. Aw well.)

Anyways, I was amazed that recently some people showed here to say they like the mod. This is really heart warming, and as far as I am concerned, a great coding fuel. I probably am an attention whore, nvm.

I will look into the game and coding tonight, not because I must, but because I will like it.

I wish I was a nice strong hard working person, able to please people, but all my coding projects have been bug ridden failure. Not complaining, just contemplating...

Take some very good care people.

@zincra: http://forums.taleworlds.com/index.php/topic,301908.0.html

 
Well, so far as necro stuff:

  There was a post last month in the modders help section that had undead:
Antonius posted on Dec 6th this picture :
http://forums.taleworlds.com/index.php/topic,6575.19050.html
from THIS resource kit
  http://www.mbrepository.com/file.php?id=1066

And for necro spells the best resource I found was the OSP for M&B (not Warband)
http://www.nexusmods.com/mountandblade/mods/936/?

the best example of magic for coders was a mod for M&B called "Magic"
http://www.nexusmods.com/mountandblade/mods/615/?

  Lets talk more about this after I get your v11 working, or at least merged into a working "v10+".
  I think I was half way there so any v11 unfinished or half dead is fine with me.  I can quickly see where you left off and backpatch or pull it forward as needed.

==========  Jan 16th 2015:
I'm still working on the diplomacy 4.3 + Rigale v0.11 merge at 50% time

  I spent today on catching up with Perisno duties after yesterday was mostly Rigale.  So I'm now alternating days.  It looks like Diplomacy will be a real b!tch to merge because it follows native heavily for where to make changes, but Rigale is very far from native, and many passages collide.  In the end winmerge cant align some of the files well (scripts and game_menus especially), while some files are easier to start with diplomacy base and add just minor cut and paste from Rigale via traditional editor (dialogs for example was this way).  I'm about 50% done and kind of stuck so I may stop trying to winmerge and start over on game_menus, which seems sort of shredded atm.  Theres also a dozen or so places where braces aren't aligned in terms of try-begin and try_end counts.
Those will be reasonably quick to straighten out - theres a trick the Perisno team came up with for those.

  Its normal when more than one person works on a mod to have some issues; in this case the "other person" being diplomacy, which normally would be easier to merge where the native "skeleton" module system exists.

  I think it will be finished end of January or so.  Before Valentine's day anyway.

  - GS
 
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