[DISCUSSION] Fan Suggestion Thread

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Heck no, the way bonus damage against horses worked in floris, they could do no damage yet simulataneously do 40 damage.

Spears already get a damage 'bonus'; they're easy to stab with, so when a horse is charging you, you get attack speed bonus...

Anyhow, how about lowering the damage of the ruby rune bow BUT making it blunt, since it's already piercing and all? That, or adding a new rune gem for knocking things out, maybe costing more Qualis Gems?
 
I would like expanded storylines for minor factions, and the viability of allying yourself with other minor factions that aren't the Noldor, such as the Mystmountain Raiders, Jatu and the Red Brotherhood.

Like a Red Brotherhood Guild Hideout to do shady business, or a Mystmountain raider camp.
 
Suggestion: use something like this to limit maximum "travel distance" for certain quests and avoid receiving tasks such as "move cattle from Cez to Senderfall":
Code:
  ("give_me_adequate_center",
  [
	(store_script_param, ":questgiver_center", 1),
	(store_script_param, ":target_center_range_begin", 2), #like towns_begin
	(store_script_param, ":target_center_range_end", 3), #like towns_end
	(store_script_param, ":minimum_distance", 4),
	(store_script_param, ":maximum_distance", 5),
	(store_script_param, ":peace_importance", 6), #not necessarily guarantees peaceful (to quest giver) target center, but at least tries; if fails, chooses hostile target center (black market exists too, after all)
	
	(try_begin),
		(eq, ":peace_importance",  1),
		(assign, ":number_of_relevant_targets", 0),
		(try_for_range, ":potential_target", ":target_center_range_begin", ":target_center_range_end"),
			(store_distance_to_party_from_party, ":temp_distance", ":potential_target", ":questgiver_center"),
			(ge, ":temp_distance", ":minimum_distance"),
			(le, ":temp_distance", ":maximum_distance"),
			(store_faction_of_party, ":faction_questgiver", ":questgiver_center"),
			(store_faction_of_party, ":faction_target", ":potential_target"),
			(store_relation, ":relation", ":faction_target", ":faction_questgiver"),
			(ge, ":relation", 0),
			(val_add, ":number_of_relevant_targets", 1),
		(try_end),
		(store_random_in_range, ":rand", 0, ":number_of_relevant_targets"),
		(assign, ":target_center", -1),
		(try_for_range, ":potential_target", ":target_center_range_begin", ":target_center_range_end"),
			(eq, ":target_center",  -1),
			(store_distance_to_party_from_party, ":temp_distance", ":potential_target", ":questgiver_center"),
			(ge, ":temp_distance", ":minimum_distance"),
			(le, ":temp_distance", ":maximum_distance"),
			(store_faction_of_party, ":faction_questgiver", ":questgiver_center"),
			(store_faction_of_party, ":faction_target", ":potential_target"),
			(store_relation, ":relation", ":faction_target", ":faction_questgiver"),
			(ge, ":relation", 0),
			(try_begin),
				(eq, ":rand", 0),
				(assign, ":target_center", ":potential_target"),
			(else_try),
				(val_sub, ":rand", 1),
			(try_end),
		(try_end),
	(try_end),
	
	(try_begin),
		(assign, ":continue", 0),
		(try_begin),
			(is_between, ":target_center",  ":target_center_range_begin", ":target_center_range_end"),
			(assign, reg10, ":target_center"),
		(else_try),
			(this_or_next|eq, ":peace_importance",  0),
			(neg|is_between, ":target_center",  ":target_center_range_begin", ":target_center_range_end"),
			(assign, ":continue", 1),
		(try_end),
		
		(eq, ":continue", 1),
		(assign, ":number_of_relevant_targets", 0),
		(try_for_range, ":potential_target", ":target_center_range_begin", ":target_center_range_end"),
			(store_distance_to_party_from_party, ":temp_distance", ":potential_target", ":questgiver_center"),
			(ge, ":temp_distance", ":minimum_distance"),
			(le, ":temp_distance", ":maximum_distance"),
			(val_add, ":number_of_relevant_targets", 1),
		(try_end),
		(store_random_in_range, ":rand", 0, ":number_of_relevant_targets"),
		(assign, ":target_center", -1),
		(try_for_range, ":potential_target", ":target_center_range_begin", ":target_center_range_end"),
			(eq, ":target_center",  -1),
			(store_distance_to_party_from_party, ":temp_distance", ":potential_target", ":questgiver_center"),
			(ge, ":temp_distance", ":minimum_distance"),
			(le, ":temp_distance", ":maximum_distance"),
			(try_begin),
				(eq, ":rand", 0),
				(assign, ":target_center", ":potential_target"),
			(else_try),
				(val_sub, ":rand", 1),
			(try_end),
		(try_end),
		
		(try_begin),
			(is_between, ":target_center",  ":target_center_range_begin", ":target_center_range_end"),
			(assign, reg10, ":target_center"),
		(else_try),
			(store_random_party_in_range, ":target_center", ":target_center_range_begin", ":target_center_range_end"),
			(assign, reg10, ":target_center"),
		(try_end),
	(try_end),
  ]),
This script should be called from get_quest script, like this:
        (else_try),
          # Mayor quests
          (eq, ":quest_no", "qst_escort_merchant_caravan"),
          (is_between, ":giver_center_no", centers_begin, centers_end),
          (call_script, "script_give_me_adequate_center", ":giver_center_no", towns_begin, towns_end, 25, 80, 1),
          (assign, ":quest_target_center", reg10),

          (store_distance_to_party_from_party, ":dist", ":giver_center_no",":quest_target_center"),
          (assign, ":quest_gold_reward", ":dist"),
          (val_add, ":quest_gold_reward", 25),
          (val_mul, ":quest_gold_reward", 25),
          (val_div, ":quest_gold_reward", 20),
          (store_random_in_range, ":quest_target_amount", 6, 12),
          (assign, "$escort_merchant_caravan_mode", 0),
          (assign, ":result", ":quest_no"),
        (else_try),
Just coded this for Perisno, but couldn't properly test it yet. Damn guildmasters keep asking me to hunt down looters or get rid of troublesome bandits.  :evil:
But in theory it should work.

Also in PoP distances are like 33 from Derakhte Ghermez to Miandan (in 3.7063) and (not sure about this one, measured it long ago) like 10 from Marleons to Pern.
 
Hellow Author! There is one thing that you must make in Pendor. It is mighty god's avatars. When divine voice orders me to stop making something(killing minor armies or factions), I want feel divine punishment on myself. And it will be awesome if in middle of battle or may be in night time when I traveling across Pendor the god's avatar attacking me and killing half of my army alone and then disappear.
Or may be demons moved into one of my companions and turned him fight  with me in the field.
Or may be Astreya(or another god) hired traveling hero with some troops and good weapons to hunting and kill me
 
Somecat said:
I would like expanded storylines for minor factions, and the viability of allying yourself with other minor factions that aren't the Noldor, such as the Mystmountain Raiders, Jatu and the Red Brotherhood.

Like a Red Brotherhood Guild Hideout to do shady business, or a Mystmountain raider camp.

YES I AGREE 100%! The Vankserry and Snake Cult also!

This has been proposed many times by the fans. I hope the devs are listening and implement it :smile:
 
i'm wondering if i'm alone in this. but can we have an in-game notepad where we can make personal notes about our strats in the game? i specifically want to take notes on the lords (personalities) and ladies i meet in pendor.

i'm relatively new to POP. please correct me if i got something wrong.

cheers to this awesome mod and the devs!
 
I would like to suggest an improvement to the functionality of the Hidden Mines of Al Aziz, as it stands, there is no benefit from spending the first qualis gem to unlock the mines other than to find its location. You cannot do anything at the mines without possessing a second gem. When you complete the grandmaster quest, you gain access to a master armourer who can upgrade armor. How about adding a Master Weaponsmith at the location of the mines who can upgrade weapons (with the exception of rune weapons) so that players will consider unlocking the mines earlier in their playthroughs when they have fewer Qualis gems available.
 
Couple things I've had in mind for some time, and would like to see in future versions of Pop...

1. New skill : Smithing

- This could be used to improve your gear while camping, just like reading a book works.

2. Rogue lords

- Lords who get kicked from their faction, or those that player turns away could have small chance to turn into unique spawn type army. They would then be hostile to their former comrades and hunt them down.

3. Hideout/personal fort for player.

- This could serve as troop storage, where player could drop excess troops until he/she gets his own town/castle. Or maybe make it possible for player to start their own kingdom by upgrading this fort to proper castle.
 
First of all I would like to thank the team for accepting fan suggestions. Maybe I will post more ideas in the future but for now these are a couple of things I would like to have in the game:

1) Enemies get stronger as time passes just like the player does. The reason for this is once undefeatable enemies become mere fodder in the late game, thus resulting in boring gameplay. Having enemies get stronger over time will hopefully eliminate this.

2) Hard to get loot should become even harder to get, players will aspire to get them, maybe hearing them from tales and legends. This will make it more fun to play because it will be another driving cause.

3) Introduce detailed politics. The game has some politics but more of it will make the game more strategic. For example things like: paying taxes to another kingdom so they wont attack, getting tribute from a defeated kingdom, making treaties with kingdoms in order to ally against other kingdoms, embargos etc...

4) Espionage. It would be nice to have agents gathering information from other kingdoms for you. These agents are recruited with large sums of money but give secrets about the other kingdoms. These agents can be but not limited to lords, ministers, civilians etc...

5) Earning money should become harder but ways to earn it should increase. The cost of items should increase.

6) A loaning system that gives the players the ability to give and loan money should be introduced.

7) Disgruntled lords should have the ability to overthrow the current ruler and establish their own rule by fighting with the kings army or taking the capital, if they think the kings army is weak and theirs is strong.

:cool: New kingdoms should ramdomly come out to constantly change the political stability of the land thus giving the game more depth and fun.

9) The ability to support allies by giving money or requesting money or military aid. For example supporting a small kingdom against a larger one. This can be done either secretly or openly. 

10) More weapons, armor, general loot.

11) More battle stances, strategies.

12) Different currency for different factions and constantly fluctuating currency values depending on kingdom wealth, power, safety and general stability of the kingdom and its surrounding. This will make trading a lot interesting.

13) More visitors,ambassadors from far away kingdoms like Mettenheim and more knowledge of these lands, perhaps trade, war, peace etc...

14) For the extremely wealthy: castle constructions in desired place of map.

15) Soldiers get training in castle and level up.

16) The ability to change any troop gear not only custom knight.

17) Village, castle and town upgrades complete much faster in exchange for much more money.

1:cool: Archery and crossbowmanship should become much harder and challenging because with a projectile weapon much more xp can be gained than a melee weapon that its almost unfair.
 
I would also like if they fixed that massive gap between the cape and the armour if you equip the Eventide Helmet with Cape. It ticks me off so much. You know, someone puts their sword behind their back either under the cape or over the cape, but the Knights of Eventide like part of their shield sticking into the cape.
Also, the negative honour to make an Eventide Chapterhouse puts the player at a disadvantage. Honour decreases prestige cost and noble recruitment rate, so why recruit Knights of Eventide when you can spam Griffons all over the place?
Because Knights of Eventide look awesome. Case closed.  :lol:
But it would be nice if it was either no honour, or the barest minimum of honour, and ONLY that amount of honour.
Plus, taking away honour makes the a-holes like me more. No, Duke Brennus, we both actually secretly hate each other, and thats because you are a dingus.
 
Somecat said:
I would also like if they fixed that massive gap between the cape and the armour if you equip the Eventide Helmet with Cape. It ticks me off so much. You know, someone puts their sword behind their back either under the cape or over the cape, but the Knights of Eventide like part of their shield sticking into the cape.
Also, the negative honour to make an Eventide Chapterhouse puts the player at a disadvantage. Honour decreases prestige cost and noble recruitment rate, so why recruit Knights of Eventide when you can spam Griffons all over the place?
Because Knights of Eventide look awesome. Case closed.  :lol:
But it would be nice if it was either no honour, or the barest minimum of honour, and ONLY that amount of honour.
Plus, taking away honour makes the a-holes like me more. No, Duke Brennus, we both actually secretly hate each other, and thats because you are a dingus.

K0nr@d is way ahead of you:

eventide_zpsbuomjnq3.jpg
 
MitchyMatt said:
Somecat said:
I would also like if they fixed that massive gap between the cape and the armour if you equip the Eventide Helmet with Cape. It ticks me off so much. You know, someone puts their sword behind their back either under the cape or over the cape, but the Knights of Eventide like part of their shield sticking into the cape.
Also, the negative honour to make an Eventide Chapterhouse puts the player at a disadvantage. Honour decreases prestige cost and noble recruitment rate, so why recruit Knights of Eventide when you can spam Griffons all over the place?
Because Knights of Eventide look awesome. Case closed.  :lol:
But it would be nice if it was either no honour, or the barest minimum of honour, and ONLY that amount of honour.
Plus, taking away honour makes the a-holes like me more. No, Duke Brennus, we both actually secretly hate each other, and thats because you are a dingus.

K0nr@d is way ahead of you:

eventide_zpsbuomjnq3.jpg

Woah. That is some high quality work. Knights of Eventide are going to look majestic in 3.8. Thanks for the preview and information.
 
Should the D'Shar Rogue Knight be using Mettenheim Forlorn Armour? It used to make sense if I imagined them as Foreign Rogue Knights from PoP 3.6...
Would it be possible to reorganise their inventory to reflect their origins properly? Doing it by hand is odd since there is not much variation between D'Shar Noble Cavalry and the Windriders in terms of gear, and differentiating them from the Rogue Knights.
 
Step-by-step solution to all equipment loadout / party troops / item stats suggestions:

1) Install Morgh's Editor Tools (here)
2) Load up the mod of your choice
3) Edit away with impunity!
 
Thread is kind of empty, so I'll throw in a suggestion here.
Would be pretty awesome if each individual KHO sent out unique patrols:

Knights of the Ebony Gauntlet - Noldor Hunting Party: spawns near Whitestag and has 20-30 knights and 20-40 hammers. 100% of one on the map when Aelderian or Ithilrandir's armies are active, otherwise 25% of spawning each week.
Knights of the Dawn - Fanatical Wandering Knights (the idea is that they go around and burn people at the stake): 10-20 Knights. 50% of at least one on the map (anywhere). If you encounter them, unless you are above Indifferent relation, they will threaten you with the accusation of a Heretic and ask for pay for Astraea, or they may instantly engage if you have any Knights of Eventide or Heretics in your party.
Also, Heretic Hunting Party: 20-30 knights and 30-40 Wyverns. Will patrol around Sarleon and will always attempt to kill any Heretic force, even if larger and weaker enemies nearby. 50% of spawning each week if Heretic strength is Healthy or above. They may instantly engage if you have any Knights of Eventide or Heretics in your party.
Knights of the Raven Spear - Scholars' Escort: 7-10 knights and 1-3 pilgrims and monks. Spawns near randomly selected chapter and will travel to random town. 100% of at least 2 travelling from town to town during the day. Once talking, there is an option to give them troops. Each troop gives one relation.
Rangers of Clarion Call - Jatu Hunting Party: 20-30 Rangers and 30-40 Outriders. Will spawn near Valorshield, and chase Jatu, even if it is slightly larger force and weakened enemies nearby.
Knights of the Lion, Empire Immortals, Knights of the Radiant Cross, Lady Valkyries, Knights of the Griffon, Knights of the Dragon, D'Shar Windriders - Lord's Guard: 20 knights and 30 sergeants of each order will spawn near a chapter and accompany a weakened lord's party if they are nearby. If the lord already owns a chapter of these orders, one will already be accompanying them. Attacking this force will also decrease relation of the Lord they are accompanying.
Knights of Eventide - Dawn Hunting Party - Will attack the Fanatical Wandering Knights party at all costs. 10-30 Knights. 50% chance of spawning near Singal every day if there is at least two Fanatical Wandering Knights parties on the map. Will, if below Indifferent relations, threaten you with the location of the last Fanatical party you saw. Complying increases relationship but decreases renown, and you cannot do it more than once every week.
Shadow Legion, Knights of the Radiant Cross, Empire Immortals - Snake Cult Hunting Party: will patrol around the chapter and attempt to kill all snake cult parties, even if larger force and weaker enemies nearby.
Rangers of Silvermist - Silvermist-Noldor Party: 5 Noldor Rangers, 5-10 Silvermist Rangers and 20-30 Silvermist Halberdiers. Spawns near Whitestag and will attempt to murder the Ebony Gauntlet Hunting Party at all costs, similar to the Dawn Hunting Party.
Knights of the Falcon - Mercenary Force: will accompany lord of chapter. 40-50 Knights and 50-60 Talons. 10% of spawning each week, and if the lord of the chapter has more than 5000 denars. Once spawned, the lord will lose 1000 denars each week when the force is active on the map.

I think these parties will add more immersion to the game, and make it feel as if the Knighthood Orders of Pendor aren't just two knights in a hall and two patrols.
 
PLS take a look at the new Diplomacy Mod!

It has a new Feast Feature "But whenever there is a feast, all of them are different from what they were before and much better."  :shock:
https://forums.taleworlds.com/index.php/topic,356426.0.html
 
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