[DISCUSSION] Fan Suggestion Thread

Users who are viewing this thread

Gorvex said:
Khabal said:
Kentai said:
I'd like to see a rune blunt weapon, preferably a 1 handed weapon. Rune Hammer or Mace. I know we have Doom Mace but I'm thinking like 10 more blunt damage with higher speed, but around the same reach as the Doom Mace.
Count me on that wish too; the Morning star is my favourite weapon, but I'd love to see a runed one, and being able to improve it... all the three options (sapphire, emerald or ruby) would be awesome!

Hell, even an unique 1h/2hblunt weapon would do it :sad:
It's tweak 18 d) you are looking for :razz: https://pop3.fandom.com/wiki/Tweaks
I took the weapons (with permission and credits to the creators ofc) and adjusted the stats to what I felt balanced, plus made the entries themselves with instructions, so that they would be easy to implement for everyone. Enjoy :smile:

Hi Gorvex, sorry for the quote, but I have a question about the tweaks, and don't know really where to ask; it's regarding the tweak to reduce the training time for the CKO.

If I understood it properly, the tweak reduces the time companions use to train, so if for example, I halve the value, if I select 4 weeks, it will be only 2.

BUT, I think I've read about how the train system work somewhere around here, and it said that the training is checked every # days, so if #=3 (random number, don't remember the real one) and I select 4 weeks' training, the training will be checked every 3 days, so it will have like 9 "checks" along those 4 weeks.

Now, the question, if I use the tweak to reduce the training time, will it also reduce the checks' timing? I mean, if standard is every 3 days, and I reduce the time to 1/2, will the checks still happen every 3 days, or will they be every 1.5 days?

I'm not sure if I explained myself properly, apologies for my english.
 
Khabal said:
Hi Gorvex, sorry for the quote, but I have a question about the tweaks, and don't know really where to ask; it's regarding the tweak to reduce the training time for the CKO.

If I understood it properly, the tweak reduces the time companions use to train, so if for example, I halve the value, if I select 4 weeks, it will be only 2.

BUT, I think I've read about how the train system work somewhere around here, and it said that the training is checked every # days, so if #=3 (random number, don't remember the real one) and I select 4 weeks' training, the training will be checked every 3 days, so it will have like 9 "checks" along those 4 weeks.

Now, the question, if I use the tweak to reduce the training time, will it also reduce the checks' timing? I mean, if standard is every 3 days, and I reduce the time to 1/2, will the checks still happen every 3 days, or will they be every 1.5 days?

I'm not sure if I explained myself properly, apologies for my english.
Hi! I forgot to change the description to not say "per day", but per the amount of hours set. The default value used to be 24.000000 for a long time (1 training session per day), hence why I forgot to adjust the description. Because the number you set up will be the frequency of the training, expressed in hours. If you set it to 12 hours (12.000000), then under the course of 4 weeks, there will be 56 training sessions instead of 37 (every 18 hours for 28 days). So your CKO will train faster. There's nothing more to it. I hope it's more clear now, and I'll soon change/expand the description on the Wikia :smile:
 
Gorvex said:
Khabal said:
Hi Gorvex, sorry for the quote, but I have a question about the tweaks, and don't know really where to ask; it's regarding the tweak to reduce the training time for the CKO.

If I understood it properly, the tweak reduces the time companions use to train, so if for example, I halve the value, if I select 4 weeks, it will be only 2.

BUT, I think I've read about how the train system work somewhere around here, and it said that the training is checked every # days, so if #=3 (random number, don't remember the real one) and I select 4 weeks' training, the training will be checked every 3 days, so it will have like 9 "checks" along those 4 weeks.

Now, the question, if I use the tweak to reduce the training time, will it also reduce the checks' timing? I mean, if standard is every 3 days, and I reduce the time to 1/2, will the checks still happen every 3 days, or will they be every 1.5 days?

I'm not sure if I explained myself properly, apologies for my english.
Hi! I forgot to change the description to not say "per day", but per the amount of hours set. The default value used to be 24.000000 for a long time (1 training session per day), hence why I forgot to adjust the description. Because the number you set up will be the frequency of the training, expressed in hours. If you set it to 12 hours (12.000000), then under the course of 4 weeks, there will be 56 training sessions instead of 37 (every 18 hours for 28 days). So your CKO will train faster. There's nothing more to it. I hope it's more clear now, and I'll soon change/expand the description on the Wikia :smile:

You explained yourself cristal clear, and now makes much more sense to me. Thanks a lot for your answer.
 
I think the armor unlocks from maltise for your CKO shouldn't have the snakes on it. I really love how the asp armor looks, but I would never put it on my custom troops because it just screams "snake cult". It wouldn't make any sense for your blacksmiths to add the snakes on it when they serve only as decoration.

I am very, very bad at photo editing. But, here's my attempt at giving some sort of idea as to what i'm thinking of. Zoom out a bunch and it looks quite good. This I would definitely put on my troops, since it isn't just a copy-paste of the snake cult armor. It would still be just as effective too, since it's just getting rid of the snake insignia.
 

Attachments

  • Asp_Set2.png
    Asp_Set2.png
    663.1 KB · Views: 18
Flazz said:
I think the armor unlocks from maltise for your CKO shouldn't have the snakes on it. I really love how the asp armor looks, but I would never put it on my custom troops because it just screams "snake cult". It wouldn't make any sense for your blacksmiths to add the snakes on it when they serve only as decoration.

I am very, very bad at photo editing. But, here's my attempt at giving some sort of idea as to what i'm thinking of. Zoom out a bunch and it looks quite good. This I would definitely put on my troops, since it isn't just a copy-paste of the snake cult armor. It would still be just as effective too, since it's just getting rid of the snake insignia.
There are a couple of problems with this suggestion:
- Serpent Breasplate over Chainmail, Cobra Plate Armor, Cobra Great Helm, Embossed Serpent Shield, Engraved Serpent Shield, Snake Cult Shield and Snake Circle Shield are all available from the start for your CKO, and both have Snake emblems
- Anaconda Knight Helm, Anaconda Great Helm, High Priestess Snake Armor, Priestess Snake Armor, Snake Mask Helmet, Anaconda Plate Armor, Anaconda Shield, Anaconda Spiked Shield, Asp Shield are also unlockable and all have some sort of snake emblems

I'm afraid it's too late to suggest such. And also, some of us like to give our CKO some evil looks occasionally, for a change.

=====================================================

Suggestion: since Stones are no longer available as merchandise, Alaric von Brouhaha could imo unlock them for your CKO beside the Torch (for some funny slaver CKO build). That way, the sole unlock of the Torch won't feel like an insult either. And it would fit into his reputation/appearance
 
Not to mention the fact that it would require pointlessly making an entire new item and/or set of items for an ultimately incredibly small cosmetic nitpick. I always justified it in my mind as a trophy of sorts. If you don't want your troops to wear it, don't give it to them.
 
No idea if the game would even remotely allow this, but I think it would be pretty cool if it is possible. If a king really likes you, and he has hardly any holdings left, you should be able to choose between taking his weapon, or having him bend the knee to you and become your vassal. It was pretty strange how king Gregory was at over 80 relation with me and his kingdom was falling apart, and when defeated the game said he genuinely adores me and my kingdom, but he wouldn't join me instead. Plus, it would be awesome having an actual king decide that you're the true monarch of pendor.
 
I wasn't sure if this question was appropriate for the QA thread, as it involves tweaks, but may good for a suggestion as well.

Is the Fierdsvain feature of mixed-gender troops hard-coded in the mod files, or could it be tweaked with Morghs/via the text files?  My interest is in the possibility of making the Pendor troop line a mixed-gender one as well.

Thanks!
 
auto upgrades for troops

like -> always auto upgrade this troop
-> auto upgrade this troop until (this) tier
->never auto upgrade this troop
etc. etc.

basically saves you from tabbing out to party and spamming upgrades every 30 seconds, even with stack upgrading that's really annoying.

I don't even know if this is possible but if it was implemented it would be super awesome.
 
asd31360 said:
auto upgrades for troops

like -> always auto upgrade this troop
-> auto upgrade this troop until (this) tier
->never auto upgrade this troop
etc. etc.

basically saves you from tabbing out to party and spamming upgrades every 30 seconds, even with stack upgrading that's really annoying.

I don't even know if this is possible but if it was implemented it would be super awesome.
It would be awesome indeed.
 
I think Empire Legionnaires should have a dedicated centurion helmet, as to replicate leaderships between their ranks such as with the Immortals and the Phoenices, also putting their current helmet a few more times.

EDIT: The Empire has been suffering a lot in fights with the D'Shar, and I think this difficulty hinges on the fact that the Empire Knights are almost completely uncapable of dealing with the D'Shar cavalry, leaving both the infantry and the crossbowmen vulnerable. I have thought of 3 ways to buff the EKs, in descending order of effectiveness according to what I know:
[list type=decimal]
[*]SPEARS : If Empire Knights were given war spears, not necessarily Darksteel Spears as I understand they're top tier equipment, they would be able to dogfight a lot better. Horse archers will always beat horse javelinmen, but in melee? The spear could grant the Knights those few inches of reach they need to significantly hit that damn HA they've been chasing all the time, while still not making them a shock cavalry as that is not the role they're supposed to fill.
[*]SHIELD SKILL UP: If they could raise their shields faster they might avoid embarassing ways to get headshotted.
[*]BUFF IN ANY WAY THEIR THROWING: Wether it's making their Pila faster or them having better throwing prof, I think this might be the worst way to buff them as it probably would just result in the AI getting more cocky with how much they have their shields raised, and, again, mounted javelinmen are never going to beat HAs at their own game.
[/list]
 
Melitine Companion, every other major minor faction has a companion that represents them but Melitine, can we correct this lack of a Melitine representive. Also can we please be allowed to marry female lords (Companions/Claiments) I find that a lacking feature
 
jedi7000nathan said:
Melitine Companion, every other major minor faction has a companion that represents them but Melitine, can we correct this lack of a Melitine representive. Also can we please be allowed to marry female lords (Companions/Claiments) I find that a lacking feature
Ansen is your half-assed Melitine companion for the time being. He can get you Melitine troops upon the weekly support of troops.
 
Jason Kemp said:
A vanskerry hero (unique spawn) would be nice. Maybe linked to the story of Kaverra (similar to Verante Kruus and Boadice).

Yeah, it always feels like something is missing. Not Kaverra rapists though, just abstract warchief.
 
Tonitrus said:
Is the Fierdsvain feature of mixed-gender troops hard-coded in the mod files, or could it be tweaked with Morghs/via the text files?  My interest is in the possibility of making the Pendor troop line a mixed-gender one as well.

Thanks!
It could be tweaked via text files. Not with Morghs though.
Open mission_templates.txt, find this piece of code:

-25.000000 0.000000 0.000000  0  13 2071 1 1224979098644774912 1718 2 1224979098644774913 1224979098644774912 1073741857 3 1224979098644774913 360287970189639823 360287970189639827 1073741857 3 1224979098644774913 360287970189639837 360287970189639840 31 2 1224979098644774913 360287970189640015 540 3 1224979098644774913 404 0 2136 3 1224979098644774914 0 100 4 0 2147483680 2 1224979098644774914 64 1505 2 1224979098644774913 0 5 0 1505 2 1224979098644774913 1 3 0

- Default script is giving this feature to exact range of Fierdsvain troops. To add a new range, put this between red numbers: 1073741857 3 1224979098644774913 360287970189639865 360287970189639884
The example is for Pendor line-up but you can give it to any unit this way. Green number is ID (360287970189639680 + number in Morgh's editor) of the lower bound troop, purple is ID for the upper bound troop +1. If you need more than 1 range, put the next right after the purple number of previous one;
- Increase blue number by 1 for each added range;
- there are 33 instances of this code piece in the file, so you need to do this 33 times.
 
UndeadDuke said:
Tonitrus said:
Is the Fierdsvain feature of mixed-gender troops hard-coded in the mod files, or could it be tweaked with Morghs/via the text files?  My interest is in the possibility of making the Pendor troop line a mixed-gender one as well.

Thanks!
It could be tweaked via text files. Not with Morghs though.
Open mission_templates.txt, find this piece of code:

-25.000000 0.000000 0.000000  0  13 2071 1 1224979098644774912 1718 2 1224979098644774913 1224979098644774912 1073741857 3 1224979098644774913 360287970189639823 360287970189639827 1073741857 3 1224979098644774913 360287970189639837 360287970189639840 31 2 1224979098644774913 360287970189640015 540 3 1224979098644774913 404 0 2136 3 1224979098644774914 0 100 4 0 2147483680 2 1224979098644774914 64 1505 2 1224979098644774913 0 5 0 1505 2 1224979098644774913 1 3 0

- Increase blue number by 1
- Put this between red numbers: 1073741857 3 1224979098644774913 360287970189639865 360287970189639884
- there are 33 instances of this code piece in the file, so you need to do this 33 times.

Thanks!  It appears so far to work without a hitch (and with my game already in progress)
 
Stylish clothing items for Arquebus based CKO troops:

90b9b0771a96ed12d61342f1b460c614.jpg

c04099e702c58cc26788a65944191f66.jpg

Jacob_de_Gheyn_-_Wapenhandelinge_4.jpg

4517.jpg


Something that really has that renaissance feel for when you're firing your arquebus. Also maybe there could be something like a predecessor to the arquebus in the form of a hand cannon, that could be an upgrade for a certain cultural group but also wildly inaccurate at long ranges.
800px-06-357.png
 
Barclay has no reason to create or utilize that type of clothing.

Remember, just because it happened one way in our history does not mean Barclay has to go through the same process.
 
I realized that there are very few troops with guaranteed throwing weapons. So, how about a few mercenary units focused on them?

I borrowed the names from medieval Iberian troops fighting in this style...

Mercenary Almughavar:
Alternate upgradefrom Mercenary Warrior. Same skill template as Merc Sergeant, with 350 proficiencies (reflecting lighter gear that allows better mobility).
Equipment:
Armour: Leather over Mail Tunic, Mail&Leather Archer Hauberk, D'Shar Studded Leather, Empire Leather Coat
Helm: Ravenstern helm, Helmet with Neckguard, Segmented Helmet
Boots: Leather Boots, Light Leather Boots
Gloves: Leather Gloves, Dark Leather Gloves
Shields: Engraved Round Shield, Dark Round Metal Shield, Heavy Round Shield, Northman Round Shield
Throwing Weapons: Javelins, Jarids, Broad Head Throwing Spears, Old Empire Light Pila
Polearms (not guaranteed): Spear, War Spear, Melitine Spear
Melee Weapons: Heavy Iron Sword, Fighting Axe, Soldier's Cleaver, D'Shar Short Sabre

Mercenary Jinete:
Alternate upgrade from Mercenary Horseman
Same skills, proficiencies, armour, shield and throwing weapons as Almughavar
Polearms, again not guaranteed: D'Shar Spear, Melitine Impaler, Light Lance
Melee weapons: Fierdsvain Leaf Sword, Desert Cavalry Sword, Long Steel Sword
Mounts: Cropped Mane Hunter, Well Bred Hunter, Melitine Andravida
 
Back
Top Bottom