Author Topic: Suggestions  (Read 118938 times)

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VinceWinters

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Re: Suggestions
« Reply #1680 on: June 20, 2012, 03:20:48 AM »
As I've been playing, I've accumulated a small list of features that I would love to have added. If these features made it in, I don't think I'd ever play another mod :lol:

1. The option to rename your party. I very much enjoyed this feature in New Elgante. I once made an order of knights called the Order of Arx (Arx Fatalis, anyone?) and I renamed my party to this. It's a small feature that doesn't need to be there, but good god I'd love to have it in this mod.

2. The ability to execute your prisoners. I believe this feature is in New Elgante as well, and I really liked to have the option to kill them if they constantly escaped or if they killed a lot of my soldiers. I don't want this option for lords, of course, as that would just mess things up.

3. The ability to imprison a villager. Similar to how you can forcefully recruit them, I'd like the option to imprison them, especially if they don't give me supplies when I demand them :evil:

That's all, folks. Tell me what you think, and hopefully these will make it in.
"Regard your soldiers as your children, and they will follow you into the deepest valleys; look on them as your own beloved sons, and they will stand by you even unto death."

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Windyplains

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Re: Suggestions
« Reply #1681 on: June 20, 2012, 03:25:45 AM »
1. The option to rename your party. I very much enjoyed this feature in New Elgante. I once made an order of knights called the Order of Arx (Arx Fatalis, anyone?) and I renamed my party to this. It's a small feature that doesn't need to be there, but good god I'd love to have it in this mod.
Already exists.  Camp -> Take an Action -> Rename party

Quote
2. The ability to execute your prisoners. I believe this feature is in New Elgante as well, and I really liked to have the option to kill them if they constantly escaped or if they killed a lot of my soldiers. I don't want this option for lords, of course, as that would just mess things up.
As a team we're firmly against lord execution as well, but I don't see why regular prisoners can't be executed.  To what end?

Quote
3. The ability to imprison a villager. Similar to how you can forcefully recruit them, I'd like the option to imprison them, especially if they don't give me supplies when I demand them :evil:
I suppose that is possible as a hostile action, but should definitely piss off the fief's lord.

Muglos

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Re: Suggestions
« Reply #1682 on: June 20, 2012, 03:34:18 AM »
Perhaps executing prisoners could give you renown and/or party morale? but a lot of dishonor as well? Maybe even go as far as give you negative reputation with the faction(s) whose units you've executed? 

 I've been in situations where I'm being chased by a superior force and my companion, who is my main pathfinder, is injured. And its only a matter of time until the enemy is going to catch me. Executing the prisoner(s) could give you a boost in morale and maybe increased speed on the world map for a short period of time? Think of it as leaving some troops behind while you retreat, except you're doing it to prisoners instead of your own men.

"Kill the prisoners, they're slowing us down!"  :twisted:

I could see this really pissing off certain companions, obviously. But it could be interesting.

« Last Edit: June 20, 2012, 03:45:08 AM by Muglos »

Aziyk

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Re: Suggestions
« Reply #1683 on: June 20, 2012, 07:38:53 AM »

2. The ability to execute your prisoners.

3. The ability to imprison a villager.

Ok, I think we can safely say  :twisted: Lord VinceWinters has the lord personality type, 'sadistic'  :wink:

Hanakoganei

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Make Former Companions Remove Helmet/Armor
« Reply #1684 on: June 20, 2012, 10:35:26 AM »
This has been posted before but nobody has even responded to those. But I'm sure it's possible with scripts.

How do we make former companions like those you turn into vassals and claimants remove their helmet and armor when they're resting in a town or castle? I don't care if I have to start a new game for it to happen or anything. It's just bugging the heck out of me.

I don't mind if they're just wearing generic culsture-based noble clothing, as long as they don't look like they're going to war while enjoying a feast. I had Lady Isolla wearing a horned helmet and full plate armor when she left my party, and there's no way to take it off. And I don't want to give her noble clothing (or her original dress) and no armor just before she leaves my army. I'm pretty sure that'll mean she'll ride into combat with those.

I'll settle for a new dialogue option to change their equipment like in the companion screen. At least that way I can still upgrade their equipment even after they leave my party. Though I really would like it to happen automatically. Companion vassals call feasts a lot in my game and I don't like seeing them like that. They're like that weird guy that's always in costume even during a formal affair. D:


- edit:
Did some testing with a debug save where I let Isolla have Swadia without touching her equipment. According to the module system/txt files she should actually have some armor in her inventory but she never wears them (not even the gauntlets or boots). She only ever wears her "queen" dress even in combat, unlike the other lords who switch to "civilian" clothing when they go into castles (or the player who automatically removes helmet and weapons). The same is true for other companions that you turn into vassals it seems. Also, I think there's a bug in there somewhere because the first companion you turn into a vassal gets a Swadian noble outfit and will never remove it either in combat or in castles (not so bad), regardless of where they're from or what your culture is, while the other companions will keep whatever they had on when they left your party. Because the others aren't getting the same noble outfit, which didn't make sense to begin with unless it was to make sure they had some "civilian" clothing in their inventory, I assume this isn't an intentional feature.
« Last Edit: June 20, 2012, 10:54:25 AM by Hanakoganei »
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Derpicus

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Re: Suggestions
« Reply #1685 on: June 20, 2012, 01:14:22 PM »
Playing a bit as an Enlisted/Freelancer (which is amazingly cool, by the way), there's something that I noticed:

You get rewards/loot/etc for letting a battle continue, regardless of whether or not you died. Not sure if this is a bug, but if you tab out and let the battle continue, you don't get any rewards for the battle. This means you basically need to sit and watch a battle go on for ages in order to get rewarded. Therefore, I suggest one of two things:

1a: Allow the player to still be rewarded at the end of the battle, even if they tab out.

1b: Remove/heavily nerf rewards if you're knocked unconscious in battle, then make it so that it's the same regardless of whether you tabbed out or not (so long as you participated).

This would make it so that when you die/get KO'd, you can still tab out and be rewarded just the same as if you wanted to watch the battle go on (and vice versa). Which would really improve the general flow of playing as a freelancer- you don't feel like you're missing out on anything by tabbing out and letting the battle continue without you (which it would regardless due to being a useless ragdoll...), and you won't feel essentially forced for watching a movie.

With either situation, I suggest also making it required that you get at least one kill to be rewarded at all (this might already be the case though, not sure). That way, simply cowering in a corner doesn't give you anything.

If it's not already like this (it might be... I could just be stupid), I also suggest making it so that rewards scale on how well you personally do in battle- so you don't get some amazingly lordly plate armor even though you got KO'd in the first 5 seconds. Various factors could play into this, like how much damage you've done, how many kills you've gotten, whether or not you survived the whole battle, etc... it'd encourage the player to actually do well in battle.

Just my 2 cents.
« Last Edit: June 20, 2012, 01:21:29 PM by Derpicus »

VinceWinters

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Re: Suggestions
« Reply #1686 on: June 20, 2012, 02:34:37 PM »
1. The option to rename your party. I very much enjoyed this feature in New Elgante. I once made an order of knights called the Order of Arx (Arx Fatalis, anyone?) and I renamed my party to this. It's a small feature that doesn't need to be there, but good god I'd love to have it in this mod.
Already exists.  Camp -> Take an Action -> Rename party

Quote
2. The ability to execute your prisoners. I believe this feature is in New Elgante as well, and I really liked to have the option to kill them if they constantly escaped or if they killed a lot of my soldiers. I don't want this option for lords, of course, as that would just mess things up.
As a team we're firmly against lord execution as well, but I don't see why regular prisoners can't be executed.  To what end?

Quote
3. The ability to imprison a villager. Similar to how you can forcefully recruit them, I'd like the option to imprison them, especially if they don't give me supplies when I demand them :evil:
I suppose that is possible as a hostile action, but should definitely piss off the fief's lord.

Well, I completely missed the option to rename my party lol. Thanks for letting me know about that. Anyways, I think executing prisoners would be a nice option for reasons I've already mentioned. And yes, imprisoning villagers should make the village and the lord hate you. It could also take away honour.


Perhaps executing prisoners could give you renown and/or party morale? but a lot of dishonor as well? Maybe even go as far as give you negative reputation with the faction(s) whose units you've executed? 

 I've been in situations where I'm being chased by a superior force and my companion, who is my main pathfinder, is injured. And its only a matter of time until the enemy is going to catch me. Executing the prisoner(s) could give you a boost in morale and maybe increased speed on the world map for a short period of time? Think of it as leaving some troops behind while you retreat, except you're doing it to prisoners instead of your own men.

"Kill the prisoners, they're slowing us down!"  :twisted:

I could see this really pissing off certain companions, obviously. But it could be interesting.

This.



2. The ability to execute your prisoners.

3. The ability to imprison a villager.

Ok, I think we can safely say  :twisted: Lord VinceWinters has the lord personality type, 'sadistic'  :wink:

Rofl! Yeah, I usually play a Goody Two-Shoes in my games, but for some reason in M&B I always play evil characters like bandits, slave traders and caravan raiders. I guess it's just because I can :D
"Regard your soldiers as your children, and they will follow you into the deepest valleys; look on them as your own beloved sons, and they will stand by you even unto death."

- Sun Tzu, The Art of War


UniversalWolf

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Re: Suggestions
« Reply #1687 on: June 20, 2012, 11:31:11 PM »
Well, if you're going to execute villagers, why not enslave them?  You could load up with prisoners and then sell them to Ramun.

Kind of like the beginning of Conan the Barbarian.

DaElf

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Re: Suggestions
« Reply #1688 on: June 21, 2012, 12:19:00 AM »
It'd be nice if, given how much the Floris troop trees split, we could be more specific with our Constable when training troops.

Perhaps we could tell him which set of troops to train and what we want them to end up as?

Maaz

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Re: Suggestions
« Reply #1689 on: June 21, 2012, 02:59:33 AM »
Add more towns/castles/city if It's possible, parts of the map have room for more :D

Aziyk

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Re: Suggestions
« Reply #1690 on: June 21, 2012, 05:30:26 AM »
It'd be nice if, given how much the Floris troop trees split, we could be more specific with our Constable when training troops.

Perhaps we could tell him which set of troops to train and what we want them to end up as?

This was discussed a bit a few pages back.  Here's the gist:
I noticed when playing today that the recruiter/trainer often sticks to one branch of the troop tree. Is there any way that you could allow for the player to designate what type of troop to train other than simply 'ranged' and 'melee'?

The problem here is the complexities of the Floris troop trees confuses the logic of the script. More specifically, it's that many faction trees have 2 ranged and 2 or more melee lines..that often branch, then reconnect.

Creating a new Trainer Script is an excellent idea, imo. But it will require being customized by faction.

Cleaning up a few redundancies in the trees might be a good first step: e.g., culling one of the Rhodok X-bow lines, and pruning the Khergit cavalry. This could maintain the richness of Floris troop types while creating a more streamlined base for the new script.

As a previous poster indicated, it would great to have more control over what specific melee or missle troop types actually get trained.

I'm not sure how you propose to do that without giving a very detailed set of instructions, like Troop X: upgrade 1; Troop Y: upgrade 2; Troop Z: upgrade 1; etc...which would be a bit of a pain to code the input, to say the least.

I've just updated the code so that melee actually equals a check that the upgrade troop is not ranged and ranged actually tries to ensure that the upgrade troop is ranged, if possible (rather than melee=upgrade #1; ranged=upgrade #2 like how Diplomacy had it)...but I'm not perfectly keen on spending time setting up a complicated system like that, though.

If there are any "in-between" options/systems that folks might consider, that might be good.


Sounds like Caba`drin is open to reasonable options that don't require building a complicated interface.
« Last Edit: June 21, 2012, 05:32:30 AM by Aziyk »

DaElf

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Re: Suggestions
« Reply #1691 on: June 21, 2012, 05:58:33 AM »
Thanks, Aziyk :)

Not sure if this would be less work or not (hopefully it would be), but here's a suggestion:

During the dialogue, a check for what troops are currently in the garrison could be done, displaying a list of them in the normal conversation window. You then select one that you want to upgrade, and the two upgrade options for that troop are displayed on the next conversation window for you to choose which way you want them to be trained.

This would be simpler than setting up a whole new interface that gives detailed instructions for how each troop should be upgraded, whilst keeping the ability to get exactly the right upgrade for stack at a time. The only downside is that you'd be limited to only one stack upgrading before you tell the Constable to upgrade something else, but that seems like a small price to pay.

Leifdin

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Re: Suggestions
« Reply #1692 on: June 21, 2012, 06:08:26 AM »
But you would have to be in castle all the time. Maybe combination of those two?
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Aziyk

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Re: Suggestions
« Reply #1693 on: June 21, 2012, 06:39:45 AM »
interface wise, I wonder if it might be possible to pick a target troop (I guess this would be needed for each faction tree) and have the constable follow the path to that troop.  I don't know what data is available and parsable by the trainer scripts so non-standard troop trees might really throw a dagger into this scheme.

Customizable upgrade paths are nice thing to have but IMHO not important enough to prioritize over the other awesome ideas that are in the pipe.

OK, enough time on the forums today, time to go slice and dice some Khergits!

Windyplains

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Re: Suggestions
« Reply #1694 on: June 21, 2012, 01:20:12 PM »
interface wise, I wonder if it might be possible to pick a target troop (I guess this would be needed for each faction tree) and have the constable follow the path to that troop.  I don't know what data is available and parsable by the trainer scripts so non-standard troop trees might really throw a dagger into this scheme.
The module system commands let us know what someone might upgrade to, but not what they upgraded from.  So what you're suggesting would actually be much easier if you could check the upgrade paths backwards since the branches will get fewer from that point.  Instead we'd be left following every branch from that troop outward until we found the end points to call "target troops" and display them.  Then we'd have to have the script remember each step along the path to get to that specific target troop.  It is doable...just not enough of a priority yet to go that kind of route.