Joelnh said:
how are battegrounds supposed to work?
whenever I enter one, I get 2 options.... attack or leave. It doesn't tell me what faction they are from, I have to guess by the name.
for example : if tolranian and I attack I lose rep with them.
I am just brainstorming some ideas, some are minor, some major, some may not fit the vision.
1) when leaving a guild, put you at the guild district menu. crafting district works good.
2) Leave Town and other locations as bottom option. unless it's intended to be in the middle.
3) move end conversation dialog with bartender to bottom.
4) any way to hide guilds that are not present in a town?
5) any way to create/buy a guild that isn't present in town?
6) is there camping guild? if not, maybe one can be added.
6a) camping related equipment. blankets / bed rolls, pillows, tinder kit, torches, etc
7) equipment that can be used to improve other knowledge skills.
i.e. woodsman axe for lumberjack. cooking utensils for cooking. leather shears for leatherworking. mining pick for mining. garden tools for gardening. medical kit for medical.
8 ) buildings you can buy or rent in towns. saw this in Nova Aetas and thought it might make a cool addition.
9) what is criteria for auto sorting? can this be added to description in game?
i.e. Alphabetical, Lowest wage to highest wage etc.
10) I hunted a deer herd, hit one and it didnt have a message about it dying. which it was. intentional?
11) have some venison, but cant cook it. would be nice to be able to cook it.
12) pausing during auto travel when close to a enemy party that is as tough or tougher. or when camping, I should have lookouts and scouts watching for this.
possibly at a higher skill ?
13) show or add rep affected by an action when entering battleground.
14) a companion quest to send them around to collect rent for land I own.
15) when I receive a message that a special party has landed somewhere. can it also include a general location.
A) Battlegrounds are NOT like World of Warcraft, a place for your private combat. These are places where someone ELSE fought a battle and left unburied corpses and stragglers behind. These refugees are milling about wounded and confused. then apparently people show up, see that there was a battle, and think its an invitation to bring further trouble their way. In no way are you sheltered from factions hit attacking these stragglers; on the other hand, if you are at war with that faction those stragglers are considerably weaker than the party they split off from. Cernunos had them spawn after every battle to raise the dead from them, withprobably caused his mod to suffer unexpected tragedies. A safer bet is to change these to eventually offer an honorable choice to bury the dead, a dishonorable choice to loot the dead, and some chance to solicit stragglers to join your party. I'd be happy with those three, or pass it by.
1) Sure. I like that. I just have to fritz around with the menus, which are delicate sometimes.
2) The leave town was put in the middle mostly so it doesn't scroll off the screen if 16 other options were found first. All menus have at most 16 choices (well, 0..15) but some of them seem a little hidden (several ladies in town you are dating, a tournament, a feast, cheat menu (which used to consume 7 slots or so but now became a menu of menu choices so its just 1 slot). I probably should move it down...
3) again the menu system is delicate but I should order the choices.
4) Yes guilds could be hidden but then I might have never found out some were being dropped instead of simply not available in that town.
On a related note, I would like to add the choice to build a missing guild, with a layered cost depending on if it is a harvest guild or crafting guild.
I'd also like to have a portable cooking grill made by smiths but that's a separate topic
5) Oh except now we segue into #5. At the moment, no, but its something that would be nice. How much should it cost for say a fishing guild vs a smithing or woodworking guild? Should there be a discount on a leatherworking guild if its associated gathering guild is already present (in that case, hunting)?
Heh now I make you the designer...
I'm thinking of making a script to dynamically reprice second mastery, higher for a crafting {smithing, woodcrafting, leatherworking} and second tier cheaper for the gathering + cooking + bard guilds. Although the discount on supplies does pay for itself over time...
6) There was supposed to be a combination camping and exploring guild and somehow it didn't survive the merge. I really should go back and add it, mostly so it could sell assistants with camping and scouting skills. I somewhat made up for that by adding pathfinding & spotting to scouts, then also for characters not premade there is a assignment of camping and wandering skills tied to your final pathfinding and spotting skill after character creation. I should have mentioned it in the readme but as I said I put all sorts of tweaks in without mentioning them. I sort of wanted to see if anyone at all played or was waiting for a "final" version. Thanks for being thorough by the way
6b) Now THIS looks like something I could enjoy. The down side is having to code a bunch of equipment checks to make use of it, possibly a set of "adjusted values" that each mod needs (if an item added to a base value then was lost, how do I know the base value should go down - its easy to glitch if there isn't a permanent and "effective" value stored as two different things. But the CONCEPT is cool anyway... I needed to do something like that for encumbrance already, I was just hoping to do it in May, but its May now. "Later in May", may-haps...
7) More of same.
Mostly a data management issue, to see how theyre doing if building. Can they be burned? Can someone who hates me own them instead?
etc.
9) at the moment that's Zeph's code and it does a sort of strongest to weakest, rather than the sort I would hope for. I think parties can be sorted by hand fine enough but garrisons badly need a way to set an order of battle so that sieges don't have big pockets of weakness. I'm keen on a better order of battle for garrisons, but I suppose someone has to write it eh?
10) They just flop over. You also get no experience for them. They just drop, all too reliably, fresh loot. I did have a check for skinning and butchery success for a second meat though, which only kicks in when your skill advances -- on cows. For deer, its a simple venison and a hide, all the time. You SHOULD have a chance to botch the hide and get a bit of leather instead, but that can wait. For that matter later you SHOULD have a tiny chance to pull gems or a rare ore from a mining attempt, but it should be pretty rare. I suppose I SHOULD code some more stuff...
11) venison can be smoked IF you have the civilization skill, EXCEPT for v10 it suddenly dropped from actions menu. Big surprise.
In town, you can go to the crafting center, cooking and its a skill 3 cooking recipe under meats - 2 raw venison yields 1 cooked venison in up to 12 levels of outcome. These are huge morale benefits but alas they go rotten now (didn't before v10). Thus the desire for a portable cooking grill/oven for those long sieges. And some dried fruit, dried grapes, etc trail recipes coming, you guessed it, "soon" (TM).
12) that would be nice. Especially if they had a decent spotting skill.
It means more coding changes but its do-able.
13) don't do anything in a battleground you wouldn't anywhere else. Its actually just a marker showing someone ELSE got bushwacked there, not an invitation for you to come battle small groups, unless those groups are enemies.
14) One reason I left the whole acres and lenders bit out when I first merged.
15) It could at least mention what kingdom spotted them, since that much is known in advance. Except that's yet another code change...
- GS