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i like the idea of a boarding ladder neptune. and their sohuld be a steering wheel that you man that can sail the ship because i am sick of watching my men fight while i sit there. or instead of a steering wheel just make it so once a ship is empty, the ship it was attacking moves to a manned ship.
 
what about rocks, sandbars and shallows you can run aground on?  You would need more boat steering, and AI pathfinding.  It would be really cool if you ran aground while sailing to shore to raid a village, only to run aground and have to wade ashore under a hail of arrows.
 
wow that would be awesome! and if your ship itself could take damage and then sank and most to all of oyur men drowned and died except for the lucky ones who made it to shore only to be killed by the shower of arrows.
 
or get frozen in while exploring the frozen north, with men running across the ice and falling through periodically.  And storms that pop up and deal random death and damage to your men.
 
liamthespy said:
ron needs to get over himself. and british are better then pirates because they destroy them in battle.

Um... "piracy" is a criminal act whereby a relatively small group, for whatever reason, illegally seize control of someone else's ships.  (See also: "hijacking", "armed robbery", and "kidnapping/hostage-taking")

It's safe to say that the military, or even police forces, of any major nation would not really consider themselves threatened by piracy ... except in the sense that it would disrupt their commercial interests.  Illegally operated vessels, i.e. "pirate ships" and other such craft involved in criminal acquisition or transport of contraband, are seldom considered to be much of a military threat.

There are a few times in history where national-level governments have supported acts of piracy, most notably the Vikings, the Barbary States, the the European use of "Privateers" ... and in each case, they proved more effective than their lesser-organized counterparts but less effective (albeit cheaper) than professional military.

However, like most criminal activities, "piracy" existed before the British monarchy, and will probably exist long after the British have gone the way of the Assyrian Empire.  So, who destroys who in a pitched battle seems a pointless comparison - like saying that dogs are stronger than fleas, yet few dogs can effectively free themselves of the fleas.  Piracy is not an empire ... it's a crime, and often a rather profitable one.
 
Hostage rearing, where you send family members to be raised in rival or alliance households in order to cement good ties.  It could be done by adding a special unit to your party, like a Khergit Royal Prince, and if he dies, you lose relations with the Khergits, but if he lives for a certain amount of time, he goes home and you get a big relation boost.
 
Neptune said:
Hostage rearing, where you send family members to be raised in rival or alliance households in order to cement good ties.  It could be done by adding a special unit to your party, like a Khergit Royal Prince, and if he dies, you lose relations with the Khergits, but if he lives for a certain amount of time, he goes home and you get a big relation boost.
  That would be a great idea. Just like how the Romans sent a prince to live and be raised by the nobility of the Huns. However, it failed to create a good relationship. The prince became a Roman general and, having learned the Huns military tactics while growing up, managed to defeat them in some important battle.

I love the idea though. Maybe it could work like the way the "borough companion" quest does. By speaking to either an enemy or ally king or lord, you could receive a quest in which you get their "companion" or "prince/princess" (I prefer prince/princess). After a certain time you return them to that lord and, based on the relationship or improvements of that "prince/princess", you could either increase or decrease the relation with that lord and that faction. Another cool idea would be if that "prince/princess" could actually grow up to be a lord and you would already have close ties with them.
 
Damned good suggestions, Neptune. Most of them should be difficult, but I'm sure I'll put some of them in.


liamthespy, If you have nothing useful to say, please do not post.
 
keith813 said:
Would you like to add some Gun in this mod??
No it already was discused whit a pool and it is medieval and will be kept medieval.
Anyway, Anyone knows how to use winrar to make a .zip file?
 
Its easier to right-click, send to zipped folder.

And no, there will be no guns in this mod, sorry.
 
Why not combine this mod with Curtain of Fire?

Also, my catapult did something very strange.  I was attempting to bombard a castle with Greek Fire.  A farmer(not sure why he was there) got stuck in the catapult  and burst into flames and remained in the sky above the catapult, which would not reload.
 
I have started playing your mod and want to give a little feedback:

- I believe people ask for gunpowder weapons so often because the current name triggers pictures of the guys with the parrots and the eyepatches, perhaps changing the name to something like "viking invasion" or "naval warfare" would help. To be honest, prior to downloading it, or better prior to reading the thread, I too believed this mod was aimed at Sid Maiers pirates game.

- So far I have seen three different animations for naval combat scenarios. They are well done but after a while they become a little bit tedious, especially if the enemy party has no means of ranged weapons (for example the notorious river pirates). You need to wait a "long" time until the action starts. Perhaps it would make sense to add a couple of maps where the ships are stationary and the boarding plank is already lowered, so the action immediately starts. Like this the "approaching ships" maps would remain something special (was a real "wow" effect when I first saw it) and it would be a mix of fast instant action combats and slower, range oriented combat scenarios.

- In the map where 3 ships fight vs. 3 ships, if your allies ships loose as far as I understand it there is no way for you to win the battle. You cannot sail to the other ship(s) right? Or did I miss something? This could be something people don't really like. Imagine you got a ship full of Hired Blades and the ship with the nord recruits on the other side of the map got owned, and you loose because of this. Is it perhaps possible to make a small raft that goes forward and backward between these ships, the AI will possibly not handle it but the player could jump on this mini raft like in a platformer, drift over to the next ship and get into archery range (just a silly idea)

- Is it perhaps possible to put the equipment chest on your ship? So you could first use arrows mostly and shortly before the battle starts you go to your chest and fetch your sword and shield.

- I guess manning the crows nest is impossible but how about a trireme like ship type that has a mini-tower in the front of the ship, for better sniping.

- All naval spawned soldiers/parties should have some sort of ranged weapon, for example the river pirates can't do anything against me killing them one by one with my bow because they only got their feeble rocks with 0 range. They should at least have some battered hunting x-bows else I feel like lining them up against a wall and execute them.

- Flaming arrows would be nifty, set sails on fire and stuff... Sounds like a lot of work though.

- Last but not least, if the ranged aspect of the naval combat really gains weight, the ships should get a little bit of cover too, rampart like structures, shields attached to the sides, some places where the player can duck and cover.

I'll try to give more feedback once I have played into the mod a bit further. So far impressive work, really enjoyable gaming experience.
 
I really think adding some different models of ships for different factions woul be a bit better, and the ship fighting could really be improved most of the ships get stuck together and won't move. I also agree with the flaming arrows idea have them do + damage or something.
 
OK, so I played this mod and honestly, the initial "wow factor" of the boats wore of pretty quick, though I'm not sure I have the latest version. I had an issue where my boat got stuck inside a bridge up near zendar on the river and that was it for me, I went and tried some other mods, but it looks like I totally missed the new seige mechanics, which I'd love to see. a few complaints and suggestions, so, here we go:

the boats are really low poly and drab looking. I liked the idea of shields mounted on the sides, and being able to damage the boat itself. for instance, it has no rigging modeled, just a big plane and a cylinder for the sail and mast, but if I could fire flaming arrows or greek fire into the rigging ropes and sails, that would effectively render the boat motionless, wouldn't it?

unless they had oars, which is another idea. tired of your hired blades standing there like dopes for the entire battle? have them man the oars on your boat for a major speed boost. your enemies could do the same, which could make for a more dramatic "chase."

instead of having the game render that ridiculously huge map, why not have the boats be static and give the "illusion" of movement, by having a wake animation at the front, sides, and back of the boat, and the water move by underneath? then, the boats move closer together gradually at a set rate and engage, like by dropping boarding grapples and planks or initiating ranged combat? it would be difficult to program, but might save some processing power/load time for the ship battles.

if thats no good, how about commands for the boat/crew? "Ramming Speed!" just feels right, doesn't it? and the "steering" idea sounds good too. why not have a point on the boat that lets you treat it like a mount, while the rest of the crew mans the other parts, like the sails, oars, weapons, and boarding options, which you can still control from the wheel with commands?

boat upgrades? tighter knit sails and oars for faster movement, redundant rigging and mounted shields for higher defense, a ramming prow and balista mounts for attack options, extra grapples and hooking planks that grapple opposing ships and initiate boarding acrtions, extra hold space (giving rise to the idea about the inventory chest on the boat, but also being able to move tonnage of trade goods as well, instead of 40 lbs at a time, or carrying more men on the boat itself). a crows nest to improve spotting makes perfect sense, I'd think, plus having an archer or two spawn up there would be great. plus, spotting become a much more important skill ona boat, since boats don't leave footprints to follow, right? having a higher spot modifier on a boat makes lots of sense, and is terribly useful.

how about new skills and specific items and units that grant bonuses to them? I think a "sailing" skill would be freakin' awesome, and could parallel the "riding" skill, except your "mount" is a 10 ton wooden beast with balistae and a battering ram mounted on the front that can move 50 to 100 men at a time. having "shiphands" in your party could improve the skill rating, which would have a bearing on the stats of the boat itself. heck, even special units like "marines" or "firehands" could improve defense, decrease fire damage, improve damage against enemy boats, and increase success rates for boarding operations.

touching on the idea of seafaring NPCs and factions, wouldn't it be just that much more awesome if you could encounter the dread pirate anthrax and his legendary smuggling ship with all sorts of expensive upgrades, then fight your ass off, and with some good command decisions and a bit of luck, capture that boat for yourself? fleet building should be incorperated on both sides, PC and NPC factions. that would also easily incorperate to the "mount" idea, as you could switch them out. having a "title of ownership," a "letter of Marque," or a symbol of the boat in your inventory would let you switch out which boat is your "flagship" and you could let cohorts captain your other boats in combat. or maybe use a "figure Head" symbol, and give the different boats different figure heads? or customizable figure heads? that'd be cool...

speaking of the "letter of marque" idea, you could have a group of non-specific boats that you can buy and trade freely, then some nation specific boats (obviously with better stats, since they're military vessels) that you can only aquire with a "letter of marque" from a lord of that nation. having a nord ship, for instance, without their consent, must mean you stole it, and would cause those units to be more hostile toward you on sight. then again, disguising yourself in an enemy ship to invade another nation's port sounds like a pretty sweet idea too, hm? that might be a difficult mechanic to incorperate, but you could say you can only "disguise yourself and sneak into town" in a port town if you have the right kind of boat.

speaking of fleets, a minimum and maximum tonnage/occupancy should be placed on the boats, so they move slower when loaded down with trade goods, requiring more escort ships (and bigger battles for the booty) and making you have to pick your targets more; if you've only got 50 men on a caraval, you're not likely going to pull off fighting through 2 ship-o-the-lines to get at that treasure gallion toting aztec gold... sorry, thinking a lil' too "Sid Maiers" today, but you get the idea. big boats carrying lots of marines and weapons should be more challenging to capture, and multiple-ship-battles harder still, and that could be done without modifying the native damage and weapon qualities.

something needs to be done about the way the characters and ship interact. ever had your character slide off the side in a turn? why do corpses float in mid air about where the deck is, and become stationary, clipping out the back of the boat as it moves and hovering there as we sail off? even if all the men just held formations alongside the boats edge until we bacame stationary, it would make things a bit more believable.

perhaps there's a way to treat ship combat more like siege combat? have an initial "battle" where you manuver your ship up to theirs (or they get away and you have to chase them on the map s'more if you fail) then after the ships mire or grapple, turn it into a kind of siege where you have to cross narrow planks to invade a boat, or destroy said planks and grapples to repel boarders.

on the subject of sieges, why can't I do something like jump the walls, fight my way to the gate, then OPEN the gate and have a flood of reinforcements come in, including mounted units? that shouldn't be just here, that should be a native improvement... along with battering rams and destroyable objects (like said gate, or the walls the enemy is covering behind, or the thatch roofed house they're in could catch fire, the grapple ropes and bridges on the boats, their siege engines/artillery, etc.)

as far as the types of boats and variations of upgrades and weapons available, why not be able to choose what era you're an active pirate in? if I want to be an early nord pirate, then technology is less advanced and fighting is more intense; if I want to be a new-world era pirate, technology is more advanced and stratagy becomes more important. just a thought, though likely really difficult to code and segment the game like that.

how about a more "Piratey" soundtrack? I have a few friends that compose on digital software, and I'm sure you have a few too, or can find them easily enough.

speaking of sounds, the water is very still and quiet, and so is the boat... where's the roll and pitch of the surf? the sound of the waves slapping against the hull and the rigging creaking and fluttering in the wind? the gulls picking at the corpses washed ashore? there should deffinately be some badass sound effects for a successful ramming or boarding grapple.

speaking of the water, it never shows up in my game. I always just see the shadow of ripples off the backs of the boats, and the boats themselves, floating a couple of dozen feet above some weird landscape that is appearently the sea floor... bug fix, perhaps?

another issue I have with "randomly generated maps"; if I initiate a battle close to shore, the shore should be in sight, on the PROPER SIDE OF THE BOAT! how about map facings incorperated into the battle map? if I catch the trade boat that was running from me, they'll need to come about to fight effectively, and that puts me at an advantage. or if I get jumped by a pirate ship on either side, I have to decide who I'm going to attack first, who's moving faster, and which one is the greater threat. again, this gives rise to more tactical gameplay that incorperates M&B's great combat system too. plus it gives oppertunities to use ramming and strafing and boarding more effectively, and at the player's option.

more boat upgrades/items; a telescope, compass, sextet, etc, to help measure enemy movement in combat (think of looking through a scope and having it tell you roughly how fast an enemy boat is approching across the map, how far they are from you, and about how many seconds/minutes you have before they reach you) and to improve navigation/map movement speed. triangular sails and a masterwork rudder to improve boat manueverability. citrus and other new food items to improve morale and prevent scurvy (more on that later). a depth-reading station to keep you informed of how shallow or deep the water you're sailing is (if you incorperate reefs, sandbars, and running aground as it was mentioned earlier). double and triple hammocks that improve crew capacity, but increase chances of disease (again, just a sec and I'll elaborate). medicines and a "sick bay" or sugical station onboard to help improve wounded party member recovery and reduce disease chances. fireproofing for the rigging and deck. repair supplies for making repairs to prevent sinking/recover lost movement speed after rigging is destroyed in battle.

Disease! if you're at sea for a certain number of days without specific items that prevent it, you're crew starts to get a scurvy/disease percentage, which increases the longer you stay out of port. gradually, as the disease score rises, you men start becoming wounded or killed and recovery is slowed, the same way men desert you when morale is low or food is short. events such as raiding a quarintined ship or exploring an island that turns out to be a leper colony would cause spikes in the disease score aboad ship, while having the sick bay mentioned above or spending several days ashore would cause a decrease in the disease score. this could be monitored through the "reports" page, similar to morale and renown.

mutiny! if food is scarce and morale is low, there's no place for deserters to go on a boat. this could cause hostile units to spawn on board your ship, making you and a few loyal shipmates have to fight off your own cutthroat crew, reducing party size, or worse, getting you marooned on an island without your gear while they sail off in your ship. this "customizable ship" idea actually parallels a "customizable horse" idea that has been kicked around the threads for some time now. then you could rebuild your gear and crew with a new boat and set off on a quest to reclaim your lost ship and gear!

well, I'm sure I can come up with more, but I've already typed you a book and given you plenty to think about. hope to se some improvements in the mod soon. link us when the new release is ready, eh?
 
Hello,

I am relatively new to the game and to your mod.

I did not played around with boats, because there is not enough coastal towns.  I support others idea of having a new map.  I am more interested into the combat system and siege system.

Here are my suggestions:

- Make more patrol around the villages to try and stop easy pillaging/looting

- Some villages defense would be nice (I think Town troops is doing that)

- Maybe villages and towns could draft some troops to defend themselves

As I mentioned before, I did not play alot, but I noticed that I can loot and pillage most of my ennemies villages without any consequences.  I only have an army of 30 persons, so I should be easily stopped if there was patrol and/or troops to defend villages.

Also, is it possible to add more features to villages/castles/towns management, or we have to wait until TaleWorlds develop them more?  If it is possible, some troop trainers would be nice along with the possibility to garrison even villages.  Improving villages to town and town or castle would be exciting too.

Congratulation on your great mod.
 
One more thing: Why would you ransom a farmer for the same price as a knight?  Anything that can be done about that?
 
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