Consolidated Brainstorm list for Future SoD Versions

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I would like more diplomacy options.  Here's one example.

Suppose the Khergits take Grunwalder Castle from the Rhodoks at the start of the game (which happens fairly often).  Then the player takes Grunwalder Castle from the Khergits (something I do fairly often).  At some point, the Rhodoks may declare war on the player because they consider Grunwalder to belong to them.  Instead of simply declaring war, the Rhodoks should send an embassy demanding the castle or else.  The should perhaps be willing to allow the player to keep it as a fief if he agrees to join the Rhodoks, assuming the player has enough honor and renown.

 
Did I read somewhere that there's no more room for new items in SoD?

Some of the redundant weapons could stand to be deleted.  Personally, I don't need six different kinds of two-handed sword.  I'd rather have two kinds, and four other completely different items.
 
UniversalWolf said:
Did I read somewhere that there's no more room for new items in SoD?

Some of the redundant weapons could stand to be deleted.  Personally, I don't need six different kinds of two-handed sword.  I'd rather have two kinds, and four other completely different items.

What more could you want??? The M&B Engine is at it's limits anyway...
 
Ok, so I was thinking, your not on the right ways with a lord/king and your sick off them, maybe challenging them to a FIGHT TO THE DEATH. The loser dies, (If the player then the game ends).

Also, if you have 2 lords/kings in your prisoner hold, making them fight to the death for your amusment.

The first one would GIVE honour to the player for winning the duel but the second you would lose a lot of relationships with Clergy, Nobles and other factions.

Thanks
Toby
 
gamecubetoby said:
Ok, so I was thinking, your not on the right ways with a lord/king and your sick off them, maybe challenging them to a FIGHT TO THE DEATH. The loser dies, (If the player then the game ends).

Also, if you have 2 lords/kings in your prisoner hold, making them fight to the death for your amusment.

The first one would GIVE honour to the player for winning the duel but the second you would lose a lot of relationships with Clergy, Nobles and other factions.

Thanks
Toby


Maybe not fighting to the death. That would mean less lords to fight. N if all lords die than there's nothing to do. Maybe just fighting until some is knocked out is fine enough.
 
Excuse me but don't you think that the zerrikanian people should believe in the One?
and when is the next version 5 coming out?(I'M JUST DYING FOR ITS RELEASE!)

and will you guys port this to warband?
 
Parties grow larger when you level up like if you are a level 20 then the bandits or famers should have 50+ troops or more in their party
 
One very very simple thing (i hope)

Make it possible to stop nobles from coming to you land! After you build a knight chapter you are flooded to hell with nobles and they only way to stop them from coming is to seriously screw around with your edicts. It would seriously help to control our troops a little more.
 
Hardy said:
Parties grow larger when you level up like if you are a level 20 then the bandits or famers should have 50+ troops or more in their party

They already do, I was on my level 50 import, and i got stomped by over 190 swadian deserters.
 
Ultra695 said:
One very very simple thing (i hope)

Make it possible to stop nobles from coming to you land! After you build a knight chapter you are flooded to hell with nobles and they only way to stop them from coming is to seriously screw around with your edicts. It would seriously help to control our troops a little more.

Perhaps replace the nobles flooding your garrison with a recruitment option like in TEATRC. Have the nobles become available for you to recruit instead of just bunching up in one place.
 
Not sure if this has been remedied, but there was an annoying thing in 4.5 where if you left a faction, that faction's enemies would still hate you. For example, I was neutral with the Rhodoks, then I joined Swadia, who was at war with them, then I left Swadia not too long after. My relation stayed on -40 with the Rhodoks, and I had to pay a massive sum to bring it down to 0 again in order to join them.

Plus, elephants!  :grin: I mean, they are the Elephant Guards after all, and there were elephants in the Hegemony mod too....lol but it's not that big of a deal. Cheers!

EDIT: Also, I have no idea of this is in SoD, but I believe it was in another mod. If there is a blacksmith in a castle, could all of the defenders have infinite arrow/bolts?
 
Eggy Baby! said:
Not sure if this has been remedied, but there was an annoying thing in 4.5 where if you left a faction, that faction's enemies would still hate you. For example, I was neutral with the Rhodoks, then I joined Swadia, who was at war with them, then I left Swadia not too long after. My relation stayed on -40 with the Rhodoks, and I had to pay a massive sum to bring it down to 0 again in order to join them.
I can answer the first one for you:
Being a vassal is no longer supported in 5.0 at all... so all the code needed to become one is disabled.
 
I would like a louder BANG! sound from the Arquebus -- something loud and throaty.  The sound it makes now is kind of cool, but it doesn't say detonation the way it should.  My army of Weapon Specialists just doesn't inspire the kind of fear I was hoping for.  :grin:

When camels die, they make the same noise as horses.  It would be kind of nice to have them make a dying camel sound.  Where you're going to find a dying camel sound I'm not sure, but it's a worthy quest.

 
UniversalWolf said:
I would like a louder BANG! sound from the Arquebus -- something loud and throaty.  The sound it makes now is kind of cool, but it doesn't say detonation the way it should.  My army of Weapon Specialists just doesn't inspire the kind of fear I was hoping for.  :grin:

When camels die, they make the same noise as horses.  It would be kind of nice to have them make a dying camel sound.  Where you're going to find a dying camel sound I'm not sure, but it's a worthy quest.

Both are hard coded in the sence that if you change one, they all change.  Taleworlds really needs to allow players to modify mount sounds.  If that happened, you would see all sorts of interesting animals to ride.  But, its not going to happen...
 
Cyclohexane said:
UniversalWolf said:
I would like a louder BANG! sound from the Arquebus -- something loud and throaty.  The sound it makes now is kind of cool, but it doesn't say detonation the way it should.  My army of Weapon Specialists just doesn't inspire the kind of fear I was hoping for.  :grin:

When camels die, they make the same noise as horses.  It would be kind of nice to have them make a dying camel sound.  Where you're going to find a dying camel sound I'm not sure, but it's a worthy quest.

Both are hard coded in the sence that if you change one, they all change.  Taleworlds really needs to allow players to modify mount sounds.  If that happened, you would see all sorts of interesting animals to ride.  But, its not going to happen...
Ahh...didn't know that.  Too bad.
 
I do have to say, the growing bandit parties are a little ridiculous, there only so much a man can take. 150 units, even bandits, spawning continuously is ridiculous, there needs to be a ceiling of some kind that stops them from being unstopable. Even at 60-90, a gorup of 60 constantly roaming the area, it even makes it hard for lords, not to mention caravans and villagers dont stand a chance, and jobless bandits never grow OR "level" so they get destroyed quickly.

I love the bandits strength dont get me wrong, for once I have a reason not to hunt down sea raiders or run into tournaments whenever I need money. There is however a difference between them being a threat, and being limitless.

I would suggest in place of jsut icnreasing the start number blindly, put a ceiling at say 30(so caravans mercenaries and villeges have a chance) then haveing them "level" or advance in troop tree, as well as recruit new units. Basically if you IGNORE bandits, they cause problems, but if you keep bandits in mind they can be delt with. You can also take out the "large" bandits parties that are devistating your kingdom and not have to go back and do it again 3 days later
 
kaze-yaida said:
I do have to say, the growing bandit parties are a little ridiculous, there only so much a man can take. 150 units, even bandits, spawning continuously is ridiculous, there needs to be a ceiling of some kind that stops them from being unstopable. Even at 60-90, a gorup of 60 constantly roaming the area, it even makes it hard for lords, not to mention caravans and villagers dont stand a chance, and jobless bandits never grow OR "level" so they get destroyed quickly.

I love the bandits strength dont get me wrong, for once I have a reason not to hunt down sea raiders or run into tournaments whenever I need money. There is however a difference between them being a threat, and being limitless.

I would suggest in place of jsut icnreasing the start number blindly, put a ceiling at say 30(so caravans mercenaries and villeges have a chance) then haveing them "level" or advance in troop tree, as well as recruit new units. Basically if you IGNORE bandits, they cause problems, but if you keep bandits in mind they can be delt with. You can also take out the "large" bandits parties that are devistating your kingdom and not have to go back and do it again 3 days later

Don't forget you can also hire mercenary parties to patrol certain areas.  I do think manhunter / mercenary parties should grow as well though.  Have to look into that. 
 
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