Request and Suggest

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Francisian said:
Berpol said:
While I know how to change the script so that the number of walkers is increased based on economic upgrade it's not something that can easily be added in the txt files.
Care to explain a bit more on that?
For those who want to know we continued this with PMs :razz:
 
Great mod but you took out way to many key components of the game. Like....

-Quests.
-Being able to say more things to people than You're bad, you must die/i'm good i must live. (e.g. where is......., how is the war going.etc)
-Tabs that go straight to shops instead of spending 10 mins searching the city for them.
-Declaring war on factions. It says that my guys have been taken prisoner by "Some faction or another" but when i check it in the reports it says we aren't at war.
-a few more i can't quite put into words

Suggestions-

-Being able to decide how many of each worker you want to make
-Filling the "Empty" settlements
-make a.i. settlements grow faster (I had a castle town and no one else even had a village)
-Decrease the amount of things that it tells you in the information scrolls (I really don't need to know when some lord puts troops in his castle, or prisoners, or when cities make patrols, or when cities make caravans, when you wait it overloads the scroller and then I don't see anything)

Issues (which seem fixable to my non-professional eyes)

-It says the player owns every single city/village which is in native
-You vassals don't show up as vassals
-You can't order the lords in your Faction to do anything they're just like any other party of adventurers
-seems to be Waaaaaaaay to many parties going around i got 40 lords for my faction in about 20 mins while endlessly slaughtering all the merc and adventurer parties wandering around

I know i'm asking a lot. Don't yell at me for this.
 
A couple of moderate requests:

Faction Cultures

For faction culture, the option to choose the "Peasant" and "Adventurer" cultures, in addition to the core, Bandit, and Custom cultures would be welcome, for those of us who don't want to follow any specific "kingdom" concept but who also don't want to go through the pain of rigging up a custom troop tree.

General Labour

An interesting twist would be to introduce a generic economic occupation, "Labourer" or "Housewife", which produces an amount of Wood, Stone, and Food (all three simultaneously) equivalent to 90% of the efficiency of dedicated workers. For instance, if there are three Labourers, then they will produce 90% Wood, 90% Stone, and 90% Food (where each person produces 30% in all three categories), compared to having one Lumberjack, one Quarryman, and one Farmer producing 100% Wood, 100% Stone, and 100% Food (where each person produces 100% in one category). The net result is that you lose effectiveness when using Labourers but you gain simplicity of management.

To add an additional benefit or at least an amount of uniqueness, perhaps each Labourer or Housewife would actually produce a random amount of labour in each category, as long as the total is 90%. One month, a Labourer might contribute 25% Wood, 45% Stone, and 20% Food, whereas the next month, the Labourer might contribute 10% Wood, 15% Stone, and 75% Food.

This would serve to make the economy of early villages a little less predictable and a little more entertaining. It also enables a purist roleplay factor where, if you choose to draft only men for the military, the women technically aren't stuck with the hard labour jobs!

If desired, Peasant Men and Peasant Women could also be considered to perform random jobs, but would produce only 50% rather than 90% efficiency, to encourage the settlement owner to invest time in training them. However, for game balance, it would probably be better to assume that Peasants simply survive on subsistence occupations and do not contribute any growth to the settlement.

Population Growth

Every month, 1 reproduction point is produced for every couple in town, consisting of peasants or workers. The simplest way to calculate couples is to find the total number of civilian men and the total number of civilian women and take the smallest figure. For instance, a town with 4 Lumberjacks, 2 Lumberjills, 1 Quarryman, 2 Quarrywomen, 2 Farmer Men, 6 Farmer Women, 3 Peasant Men, and 12 Peasant Women has a total breeding stock of 10 men and 22 women, for a total of 10 couples.

If the reproduction point total exceeds 100, one Peasant Man or one Peasant Woman is randomly added to the village. If the reproduction point total is less than 100, that is the percent chance that one Peasant Man or Peasant Woman is randomly added.

(This corresponds to an annual reproduction rate of 12%, which is extremely... fecund. But anything less would be unnoticeable to the player.)
 
Faction Cultures
Instead of creating a custom troop tree you could link the male and female custom recruit to the upgrade tree you want to use. But in my opinion some of these troops need some work (unbalanced skills, missing equipment...).

General Labour
I already made a similar request, mostly that the generic peasant worker would have a balanced output and the specialists only produce one resource (but more of that).
My suggestion was peasant produce 1 of each, specialist produce 5 of one, with prisoners we disagreed (she said more,  I suggested less than a peasant).

Population Growth
Always a problem with games - realistic is too slow, noticeable requires all females to be constantly pregnant with triplets...
 
Berpol about other settlements.

if you talk to them they say {what can i do for you}
is that kind of strange because its not under you command.
 
Deadlytown said:
if you talk to them they say {what can i do for you}
is that kind of strange because its not under you command.
Just some generic response. As far as I know it's easier if there is a correct dialog than them not responding.
 
Local population growth is just one factor in a comprehensive concept for a "realistic" implementation of a budding frontier. My ideal Custom Settlements does away with Charfield and Custow completely -- all peasant couples would then spawn randomly throughout the countryside as "immigrants", rather than spawning at the only major city which becomes the "uber faction" as one other poster mentioned in this thread. Bandits spawn randomly too, at a random world coordinate and then the type chosen based on where they appear (with at least a 50% chance of being some other random type, to prevent the common scenario where there are millions of bandits of the exact same type roaming around in specific areas of the countryside). If not impossible to implement, bandits would "coalesce" upon sighting one another and become a larger band so areas where the bandit population is not kept down would become more dangerous.

Once the total Calradian population reaches a certain threshold, local migration between villages would happen as well, so you'd have a random couple suddenly spawn at one village and travel to another random village. Towns would produce additional spawns, cities more still (though I'm not sure if city spawns are already the generic case, or whether Custow is simply a special exception, since I've only progressed to mid-game so far). Even though it is technically unrealistic for people to migrate from a rich area to a poor area without some sort of enticement, this would serve to even out the population of the land and cause actual growth.

The early stage of the game, though I find it entertaining eking out a living, does drag a bit as there simply aren't enough resources or population anywhere for any real growth, regardless of whether it's from raiding or from honest effort. Nabbing peasants as they spawn from Custow seems like a sort of cheat; why don't the other settlements have their own "diplomatic parties" too?
 
I'd like to thank all who participate in creating that mod ... realy it is a great idea
My thanks too for all who fixed the annoying bugs & who gave ideas for that mod

PLeeeeeeease don't take it on me for my requests & ideas below .. I just want to see the upgrades as per below (that will make it the most WOOOW mod bettween all:

M&B Custom Settlments suggestions & needs to improve:

- Life bar for my horse
- Ability to upgrade my Heroes’ status without merging all troops then leaving him/her alone every time (as automatically I take all his troops)
- Creating a Bandit king (Great Raider) to manage Charfield castle & send more advanced Bandits with variable party numbers to raise combat challenge... to feel a real Bandit threat (I can’t find any bandits to fight as Bandit Heroes & Bandit parties can’t stand enough time against other Heroes’ parties & Adventurers’ parties … nothing left to me)
- Logical dialogues with Heroes & others
- Quests/Requests from Kings, Heroes, Elder peasants & others to raise relation faster & have something to do for example Quest to rescue someone or get resources to settlement …etc
- Ability to choose from many random faction custom combinations for the Empty Settlements (as I have no time to do it myself… I’d be really pleased if it can be done)
- Other Heroes who claim settlements can make their own faction
- More war equipment
- Mining iron after village upgrade & ability to manufacture needed tools or weapons/armor ( it will be marvelous if it can be manufactured manually by player as the way we train peasants then get random tools or weapons/armor as per player chooses to manufactures … may be having a growing manufacture skill by time)
- Building Siege machines ability later or in advanced level or after timely scale
- Story about Bandits land & new settlers in this new land in start play or later after choosing their king
- Tournaments, Jousting fields & arena in Towns & Castle Towns or may be in merconary arena out of towns
- Adventurers are in hundreds; may be they can claim settlements & make their own faction with adventurer king chosen to manage adventurer settlement economy & military… will be great
- Ability to build wooden towers in early play in camps or advances (may be ability too to take builders from your settlement & build alert towers near the camp and in other specific pre allowed in the map WOOW)
- Contact Village Elders, Merchants, Weapon smiths & my lords or steward via Menu
- Sending my lord as knights in quests … that would be unbelievingly interesting
- Raising productivity/prosperity by many means than available (tools expensive in early & mid play)
- Raising my settlement relation by fulfilling requests for Elders or locals
- Fix bugs like many named camps still are empty even after it is upgraded by other Heroes



 
These answers are based on my own knowledge from conversations with wickedshot.

ah17278 said:
- Ability to choose from many random faction custom combinations for the Empty Settlements (as I have no time to do it myself… I’d be really pleased if it can be done)
Possible and planned by wickedshot. For now the new kingdoms choose from the 5 native factions but these are placeholders.

ah17278 said:
- Other Heroes who claim settlements can make their own faction
They already do, it just takes a long time.

ah17278 said:
- Story about Bandits land & new settlers in this new land in start play or later after choosing their king
- Tournaments, Jousting fields & arena in Towns & Castle Towns or may be in merconary arena out of towns
Already planned by wickedshot

ah17278 said:
- Contact Village Elders, Merchants, Weapon smiths & my lords or steward via Menu
Not planned, it is intended that you ride the map.

ah17278 said:
- Fix bugs like many named camps still are empty even after it is upgraded by other Heroes
That is not a bug, just send in new maps and I add them in.
The only thing I could do for now is replace all the empty maps with one of the existing ones. Actually with some work you could do it yourself.
 
This suggestion is based on some things planned by wickedshot and thoughts of my own.

Special Troop
Each troop tree has one special troop that can only be acquired by a king (ruler of e2m2 settlement) with (variant 1) either lots of money for the equipment or by (variant 2) upgrading a top level troop. This troop has either increased skills or better equipment or both and functions as an elite bodyguard.
Examples would be a knight in full plate armor or archers with better armor and melee weapons.

Patrol Leader
Each troop tree has one special troop that functions as a patrol leader, costing either more money than patrols without leaders or a top level soldier. These soldiers either are better fighters (like the special troop above) or have specialist skills like Surgery or Path Finding. Examples would be
  • Bachelor Knight - good equipment
  • Knight Templar - knight with medical skills
  • Knight Captain - knight with additional Tactics skill
  • Ranger Captain - archer with additional Tactics skill
  • Ranger - Path Finding and Tracking skill
I think by combining the troop flags tf_hero and tf_no_capture_alive you can make sure that there will always be exactly one in the patrol.
A variation would be that these patrol leaders are not dependent on the kingdom but available to all.

Patrol Behavior
Perhaps it is possible in addition to standard orders that patrols return to town depending on their size.
If the patrol size falls under a defined level they return and recruit new soldiers - either from the garrison or the populace (costing money).
If the patrol size goes over a defined level they return and send the surplus soldiers to the garrison (and prisoners too the dungeon).

Dealing with Prisoners
There are already talents that say how a hero deals with prisoners but none that define that for you and your patrols so I thought about some suggestions:
  • Redeemer - like the talent, you and your patrols don't not take any prisoners.
  • Rehabilitation 1 - after some time all your prisoners join your settlement as peasants.
  • Rehabilitation 2 - after some time captured peasants join the peasants of your settlement while other troops join the garrison.
  • Rehabilitation 3 - after some time captured peasants join the peasants of your settlement while other troops stay imprisoned.
  • Wergeld - You try to sell the prisoners to their original kingdom so they get troops and peasants back and you get money. Otherwise you rehabilitate them (or one of the other ways).
  • Slave Trader - after some time you sell your prisoners.
  • Slaver - after some time your prisoners change to a new troop type, slave, who can't be changed back to peasant.
  • No Quarter! - like the talent, you and your patrols kill your prisoners.
 
I like the special troops, Berpol. I've always wanted a special troop related to my custom troop tree that would be hard to get. Like a noble/knightly unit that is rare compared to my common soldiers.

And I like having the option to have captured peasants joining the peasant population. It rather irritated me that sometimes I would have peasants as slaves when I would much rather have them upgraded to farmers. I wouldn't want to taint my army ranks with the imprisoned troops though, so maybe I'm a "Rehabilitation 3" type of guy.

:grin:
 
King Loras said:
And I like having the option to have captured peasants joining the peasant population. It rather irritated me that sometimes I would have peasants as slaves when I would much rather have them upgraded to farmers. I wouldn't want to taint my army ranks with the imprisoned troops though, so maybe I'm a "Rehabilitation 3" type of guy.
Actually in the current game captured peasants should already join your settlement. :wink:
 
Thanks Perbol for your reply & of course for Wichshot's great efforts
Looking forword for some improvments
 
Just some suggestions i thought up...
1) make a bigger map with a couple islands of coast so you could *colonize* them
2) more factions if possible that could spring up all over the map so more of random thing not just the original factions
P.S. i didnt read all the pages

Exzellima
 
Hi i am making a early Rome mod but as yet have little scenes. anyone interested in making a roman style city?

many thanks
 
ok here it is: http://forums.taleworlds.com/index.php?topic=151376.msg3640778#msg3640778

still early days though
 
Ok i´m sorry if somebody has allready said this, but this was one of the best mods on original and i would like to see it on Warband...
 
Maybe a sort of 'in progress' view of the city/settlement when building something? Like, during the construction, you can see various timber and sh*t laying around and some construction already done on the wall (for manor). Would really add to the experience of the game.
 
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