Cyclohexane
Knight at Arms
Anyone who has played M&B for any length of time has acquired manhunters from prisoners or recruited them directly in SOD. The first thing you notice is that even their most powerful unit, the slave chief, is a pushover and hardly worthy of the title. I plan to change all that in SOD V5.
First thing first, I need to thank Maw for publishing his weapon, armor, horse, and helmet pack. They have some excellent models for making some scary looking units that intend to capture you and sell you into slavery.
Now I’m torn on how to balance this. On one hand, I want a unit that will last a few battles and make me a profit before dying. On the other, they are easily available in cities and if made to powerful, would defeat the purpose of making your own units. While they are not killing and capturing machines, they will be worth their weight in denars.
I want to point out the difference in levels between units (which stayed the same as native). These guys have a long way to go between upgrades because for the first three tiers, there is not much improvement. Their base skills do not increase and only their weapon proficiency goes up only slightly. That guarantees that you will not have many reach the ranks of chief, and even if they do, a standard knight from any civilization will still outperform. While they are much better than before, by design, they cannot replace your rank and file units. They are supplementary or saved for when you need to capture some bad guys…
Manhunter - lvl 10
Nothing changed here. Notice the blank stare. They are still the same worthless peasants fresh out of the village wanting to increase their standing in life by capturing bandits and / or protecting their homeland. While some manhunters are motivated by honor, some are motivated by greed and will blindly follow any leader that pays weekly. Some ride sumpter horses while many cannot even afford the most basic of life’s essentials. Life on the bottom is hard.
Notice the new thrown hammers in the second picture
Slave Driver - lvl 14
Not much changed here either except added the possibility of leather gloves spawning and sometimes a 2 handed polehammer. If I make the upward path to strong, then the player will have easy access to nice units messing up the balance of the game. Many Slave Driver’s die before even one reaches the rank of Slave Hunter. They are still dirt poor and forced to come to battle without the most basic of essentials such as a helmet but will now always have boots (although crappy).
Slave Hunter - lvl 18
This is the tier where the manhunters start to become worthwhile. Once a manhunter has achieved the rank of hunter, they have proven themselves in battle and made enough money for better gear.
While their equipment is not top notch, they are now guaranteed to be mounted (saddle horse) and will no longer come to battle bare foot (guaranteed to spawn armor, boots, helmet, and horse). I removed rawhide coat and added possibility of leather vest instead and removed the nomad and coarse tunic and replaced with some OSP padded leather and other leather armors. The helmet is now either a leather or metal skull cap and sometimes a mail coif (armor = 20) and got rid of the woolen cap. At this level I also removed possibility of clubs spawning (replaced with a few old and new maces). I also added level 1 powerstrike and riding.
Slave Crusher - lvl 22
From countless number of battles, the slave crusher has accidentally killed a few of his potential “inventory”. They wear decorative padded leather armor and some customarily wear the skulls and skins of fallen victims to strike fear into the enemy and hope for an easy surrender. When an enemy surrenders to a manhunter, it means good pay without working. Most of the time, prisoners are well treated until sold. Although some manhunters have been known to worship the Void in which sacrifice will shortly follow.
Slave Crushers now wear mail armor and are guaranteed hunter horses (randomly spawns shields and gloves, all else is guaranteed). I gave them level 3 riding. There are three different OSP helms and 3 different armors there. While they look similar on the battlefield, they are not clones.
Notice the iron staffs in the third picture
Slave Chief - lvl 26
The leader in the manhunter “trade” business. By the time they achieve this rank, many households in Calradia have missing family members. Their helmets and dark attire strike fear into the enemy. They are trained riders and use their charger horses as weapons. The long maces they wield are unique to the land and can be used in one hand or two and uniquely balanced for cavalry usage.
Slave Chiefs now wear full helms, breast plate with chain mail (occasional full plate), and mail boots / gloves. They are guaranteed charger horses but randomly spawn shields and gloves. I added 1 to their riding skill (level 4) and gave them level 2 athletics and shield. There are three different OSP helms and 3 different armors there. They can also spawn a couple different types of steel shields. While they look similar on the battlefield, they are not clones.
The horse looked good in the .brf editor but in game I think it may be a little too extravagant. I think I’ll replace them with the standard charger instead. Thoughts?
On a side note, I do not mind if you give the great hammer to the faithless engineers to add more variety to thier arsenal
MORE STUFF
A while back I made the suggestion to allow prisoners to be ransomed automatically at the end of the week and included in your weekly tribute. In order to do this, you must have a prisoner tower built in that castle (or city) and then speak with the Marshall to command him to start or stop selling the rank and file prisoners (lords would necessarily be ignored). He will then automatically sell prisoners at their standard rate minus a 25% handling fee (or more if this seems to low).
This will save you the time and micromanagement of the human trade business but will cost you a prisoner tower, many trips to this tower, and of course more profitable if you make the trade yourself. However, I hate micromanaging and it would be nice to put in some prisoners and have them disappear at the end of the week giving me more time to focus on other things.
Any hope of getting this included in V5? While I can mod units and items, this is above my skill level but think it would be yet one more unique feature of SOD to take the monotony out of game play. Ever had a hundred prisoners in your city waiting for a random broker to come along and only had 1 point in prisoner management making it take ages to sell them all? I have, it’s not exactly fun.
First thing first, I need to thank Maw for publishing his weapon, armor, horse, and helmet pack. They have some excellent models for making some scary looking units that intend to capture you and sell you into slavery.
Now I’m torn on how to balance this. On one hand, I want a unit that will last a few battles and make me a profit before dying. On the other, they are easily available in cities and if made to powerful, would defeat the purpose of making your own units. While they are not killing and capturing machines, they will be worth their weight in denars.
I want to point out the difference in levels between units (which stayed the same as native). These guys have a long way to go between upgrades because for the first three tiers, there is not much improvement. Their base skills do not increase and only their weapon proficiency goes up only slightly. That guarantees that you will not have many reach the ranks of chief, and even if they do, a standard knight from any civilization will still outperform. While they are much better than before, by design, they cannot replace your rank and file units. They are supplementary or saved for when you need to capture some bad guys…
Manhunter - lvl 10
Nothing changed here. Notice the blank stare. They are still the same worthless peasants fresh out of the village wanting to increase their standing in life by capturing bandits and / or protecting their homeland. While some manhunters are motivated by honor, some are motivated by greed and will blindly follow any leader that pays weekly. Some ride sumpter horses while many cannot even afford the most basic of life’s essentials. Life on the bottom is hard.
Notice the new thrown hammers in the second picture
Slave Driver - lvl 14
Not much changed here either except added the possibility of leather gloves spawning and sometimes a 2 handed polehammer. If I make the upward path to strong, then the player will have easy access to nice units messing up the balance of the game. Many Slave Driver’s die before even one reaches the rank of Slave Hunter. They are still dirt poor and forced to come to battle without the most basic of essentials such as a helmet but will now always have boots (although crappy).
Slave Hunter - lvl 18
This is the tier where the manhunters start to become worthwhile. Once a manhunter has achieved the rank of hunter, they have proven themselves in battle and made enough money for better gear.
While their equipment is not top notch, they are now guaranteed to be mounted (saddle horse) and will no longer come to battle bare foot (guaranteed to spawn armor, boots, helmet, and horse). I removed rawhide coat and added possibility of leather vest instead and removed the nomad and coarse tunic and replaced with some OSP padded leather and other leather armors. The helmet is now either a leather or metal skull cap and sometimes a mail coif (armor = 20) and got rid of the woolen cap. At this level I also removed possibility of clubs spawning (replaced with a few old and new maces). I also added level 1 powerstrike and riding.
Slave Crusher - lvl 22
From countless number of battles, the slave crusher has accidentally killed a few of his potential “inventory”. They wear decorative padded leather armor and some customarily wear the skulls and skins of fallen victims to strike fear into the enemy and hope for an easy surrender. When an enemy surrenders to a manhunter, it means good pay without working. Most of the time, prisoners are well treated until sold. Although some manhunters have been known to worship the Void in which sacrifice will shortly follow.
Slave Crushers now wear mail armor and are guaranteed hunter horses (randomly spawns shields and gloves, all else is guaranteed). I gave them level 3 riding. There are three different OSP helms and 3 different armors there. While they look similar on the battlefield, they are not clones.
Notice the iron staffs in the third picture
Slave Chief - lvl 26
The leader in the manhunter “trade” business. By the time they achieve this rank, many households in Calradia have missing family members. Their helmets and dark attire strike fear into the enemy. They are trained riders and use their charger horses as weapons. The long maces they wield are unique to the land and can be used in one hand or two and uniquely balanced for cavalry usage.
Slave Chiefs now wear full helms, breast plate with chain mail (occasional full plate), and mail boots / gloves. They are guaranteed charger horses but randomly spawn shields and gloves. I added 1 to their riding skill (level 4) and gave them level 2 athletics and shield. There are three different OSP helms and 3 different armors there. They can also spawn a couple different types of steel shields. While they look similar on the battlefield, they are not clones.
The horse looked good in the .brf editor but in game I think it may be a little too extravagant. I think I’ll replace them with the standard charger instead. Thoughts?
On a side note, I do not mind if you give the great hammer to the faithless engineers to add more variety to thier arsenal
MORE STUFF
A while back I made the suggestion to allow prisoners to be ransomed automatically at the end of the week and included in your weekly tribute. In order to do this, you must have a prisoner tower built in that castle (or city) and then speak with the Marshall to command him to start or stop selling the rank and file prisoners (lords would necessarily be ignored). He will then automatically sell prisoners at their standard rate minus a 25% handling fee (or more if this seems to low).
This will save you the time and micromanagement of the human trade business but will cost you a prisoner tower, many trips to this tower, and of course more profitable if you make the trade yourself. However, I hate micromanaging and it would be nice to put in some prisoners and have them disappear at the end of the week giving me more time to focus on other things.
Any hope of getting this included in V5? While I can mod units and items, this is above my skill level but think it would be yet one more unique feature of SOD to take the monotony out of game play. Ever had a hundred prisoners in your city waiting for a random broker to come along and only had 1 point in prisoner management making it take ages to sell them all? I have, it’s not exactly fun.