Author Topic: VC Reforged Mods: Design your own features!  (Read 17956 times)

0 Members and 1 Guest are viewing this topic.

ElderDays

  • Recruit
  • *
    • View Profile
  • Faction: Neutral
Re: VC Reforged Mods: Design your own features!
« Reply #30 on: August 24, 2016, 12:09:10 PM »
Having some of the features from the Diplomacy mod added would be swell.

Kaladin

  • Regular
  • *
    • View Profile
  • Faction: Khergit
Re: VC Reforged Mods: Design your own features!
« Reply #31 on: September 04, 2016, 06:04:12 PM »
suggestions--
(1)player should b able to create trap fields on world map where he can lure big parties or armies for ambush; greater the animosity of party towards player,longer the chase so greater the chance of successfully running into trap field.
trap fields ---may contain covered trenches with or without spikes based on engineering skill,Hidden makeshift watchtowers for marksman,Collapsible trees to decimate cavalry and so on.
focus should not be on brute strength but tactics so that if player has 50 elite against 300 army,he can squash them to 100 via raids,skirmishes,trap fields and then get bloody.
(2)while on world map player should get news only about that region through which he is passing,not the world news like he is carrying a satellite tv. for example
near bandits group which village they recently harrassed or planning to;;
near villages abt nearest towns,lords or country ;;
only near towns he should get cross-country and in the taverns ,tavern keeper can keep kingdom wise/lord wise/date wise version of game log,,thus increasing the role of taverns.
for players,who don't like it they can build messengers post on point of interests (or can tick check boxes for un modded rumor system,if provided)though there wil b a chance of messangers getting killed on-route abt which player can query at taverns..

(3)customizable presets of tactical command plan specific for each unit type that can b changed in battle (battle should pause while using view or edit order function----interpretation--protagonist is such a mastermind of strategy that time seems slow when he starts to think????),like----
-------marksman should target elite first on priority basis
-------archers should target lowest health enemy on priority
-------lowest level infantry works as guard for archers
-------highest level infantry works as vanguard

troop types can go specific training centres to unlock more tactical options but player can choose only few due to limited tactical slots based on tactics(can b increased later).
so no special armor,weapon or ability just training and tactics like real life......
(4) Combo damage--enemy morale + enemy formation--- - if player and marksman take out enemy lords and certain no. of elites within a time limit;enemies break their formation and if morale damage reaches below threshold,,certain no. of their troops flee even before the fight actually begins..
interpretation-- enemy formation orders were never properly dispatched because their lords and elites got killed b4 that.
would b nice to have a portrait if not animation where enemy troops r fleeing before protagonist while he is laughing.....????

lekseus

  • Regular
  • *
    • View Profile
  • Faction: Neutral
  • WB
Re: VC Reforged Mods: Design your own features!
« Reply #32 on: September 26, 2016, 03:11:16 PM »
Game on the late stages becomes more strategy, than RPG. It would be nice to make battles smaller (make perties much smaller).

Bustrofedon

  • Recruit
  • *
    • View Profile
  • Faction: Neutral
Re: VC Reforged Mods: Design your own features!
« Reply #33 on: February 19, 2017, 09:05:19 PM »
I want to suggest some additions to the game (items, mostly).
Celtic big oval shields (or hexagonal, or rectangular ). It’s quite boring to have almost exclusively round shields in the game.
Throwing axes - must demand less Power Throw than javelins (0 or 1), more speed, less distance, causes cutting damage.
Leather (or rawhide) helmet reinforced with thin iron stripes. It must be considered light armor (around 25-30 armor).
Helmets with figurines of wolf or boar on the top.
Any helmets without cheekpieces and/or face masks must not give penalties to power throwing and power drawing.
Gaelic belted plaids - kind of light armor. Belted plaids were used by Gaelic (Irish and Scotch) people from 700s until 1700s. Plaids were worn without any trousers, of couse (in ancient times even without shirt - just plaid and nothing more).
Leather clothings for Northmen sailors (shirt and trousers). Leather cap (about 15 armor).
Historical accurate two-handed Danish Axe (I have found information about such mod, but the link didn’t work).
I wonder if kite shields were in existence then (such shield could be nice addition to the game). They say in 11 century kite shields already existed.
Please forgive my poor English).
« Last Edit: November 09, 2017, 03:11:34 PM by Bustrofedon »

HersirPenny

  • Recruit
  • *
    • View Profile
  • Faction: Nord
Re: VC Reforged Mods: Design your own features!
« Reply #34 on: March 01, 2017, 12:04:55 AM »
The one thing i've wanted above all else since I got VC was some decent face and body textures/meshes. In vanilla VC everybody looks so dead and pasty, and the women have absurdly huge necks.

Darkstar616

  • Recruit
  • *
  • Swadian more like Swagian, amirite gais?
    • Steam - http://steamcommunity.com/id/TheUnguided/
    • Twitch.tv - https://www.twitch.tv/caucasian6
    • View Profile
  • Faction: Swadian
Re: VC Reforged Mods: Design your own features!
« Reply #35 on: March 21, 2017, 06:18:11 AM »
I would really like to see a feature added that lets you permanently kill enemy lords, as this was in brytenwalda

This. Again. I don't know why this wasn't included in VC like it was in Brytenwalda, they're basically the same thing except one has more polish.

DaVincix

  • Veteran
  • *
    • View Profile
    • Published Modding Activities, 2005 - 2019
  • Faction: Neutral
  • WBNWVCM&BWF&S
Re: VC Reforged Mods: Design your own features!
« Reply #36 on: May 03, 2017, 04:12:07 PM »
I was instructed by kalarhan to move my modding idea to this place. The according relevant post is as following.

Quote
...

Realm stances and conditions (incl. some very few scripted events) at the start

1) All pagan/heathen realms would be somehow friendly, quasi allied, aka do not attack each other too early on ie. until year 871 AD or so, but maybe the game-mechanics will force that anyway. They would also have quite some startmoney due to yearslong raiding and better/bigger armies and especially more capable ships at the start.

1a) Danish/Norse raiders, small raids with capable units, they are okay already in vanilla imo., no change.

2) Irish realms are very poor and rather fight each other and get attacked by Norwegian Viking realms. While their warriors (medium to higher tier units) are pretty capable and very high morale, but also more expensive in comparison (here could be the only necessary unit modding impact, as i guess the other faction units are quite okay balancing-wise as is).

3) Same as 2) for the Pictish/Scotish realms.

4) Welsh/Cornish the same as 2) + 3). While at least for the Welsh and Pictish, one should avoid distinction, so ie. their maincenters should be very strong. The british factions ideally would fight for existence, just do not expand, but also do not disappear from the game (as in VC vanilla observable by me for the Welsh factions, annoying imo.)

4a) And the Irish perhaps likely ally some day to hunt the Norse invaders from the isle, some of the latter which press then as well into Mercia and Northumbria (incl. conflict Danish and Norse Vikings).

5) East-Engla, they should start out very very poor (money) and less armies etc., and likely fall to the Danish realm (as in history, the Angle king Eadmund died as hero around 869 AD, iirc.).

6) Mercien, constantly under pressing attack from heathen Northumbria and other pagan realms, falls into pieces. The Mercien king exiled to the Frankish and a puppet king is installed around 870 AD. Not sure, if possible under VC scripting. But start situation should be similar to East-Engla (they will make it longer anyway, as for the many many centers in-game).

7) Wessex, the Last Kingdom. In history they already long had Domnonia/Cornwall under control at 868 AD (iirc. from what i have read, there was only a wild area still under control by Cornish clan leaders in the south of Cornwall). However, for VC the both factions might start at war with each other to keep them busy. Just latest at 870/871 AD (for the game that should be latest 869, perhaps it is possible to script a forced truce until that year ? ... heathen realms attack Wessex with strong and big armies. You know, the "Great Heathen Army" and the still bigger "Summer Army" as reinforcements from the continent fall also into Wessex. Rest Cornwall leaders would ideally ally with the Vikings. While ideally rest Welsh leaders would ally with Wessex, at least the Hywel guy.

Summary:

It would be something like a Wessex history player mod.
One could start as usually, ie. as free-lancing adventurer (building-up enterprises etc.). Perhaps trying to help Mercien, if possible, but mainly friendly/supportive with Wessex*, becoming someday a Vassal called by Aethelred (as happened in my current Sandbox play within 868 AD). If possible, scripting Aethelred's death at 871 AD, and Alfred takes over, who restructures and fights back (just under the players help, who might be already very powerful at that date, ie. one could try to become the Marshall). If the scripting impacts as described are too timeconsuming to do (if overall possible), then just tweaked startconditions could also help for the idea direction, while of course only such script impacts would enable a quasi historical play.

* of course, other player decisions/directions would be possible anyway (fe. support the pagan realms as pagan player)


Just an idea-description.
I did similar historical balance modding of exactly the period for other games (earlier Total War, there many many other periods, recently modded CK2 again for the Viking Age start the 'Big Heathen Army' etc. related codes which is quite easy to do). But as said in the other threads, my hardcore modding days are over, so maybe you would have fun to make a quick and dirty tweak-impact mod like that? Guessing at least, it wouldn't take huge time for you? If not, i might put my hands on it though, although i wanted to avoid such undertakings with VC, just planned ease gaming ;)
 

So, what should i do in which file, or tool application, to realise at least the more simple parts for a changed start situation as above mentioned?
(speaking here solely of the general Sandbox startsituation)

Start money and faction stances would be my first and primary goals.
And if easy possible to change also starting troops of according lords, their numbers and types.

Notes:
a) I went already through the Q&A of modfolder creation, so that's clear ... what i would like to know are the according steps: Files (names), or are those tweaks possible with the M&B Warband tool?
b) I modded Brytenwalda prior to VC release, so it's ages ago. Iirc., i applied the Warband tool (but i can't even remember that).
c) I'm a modder of diverse games, rather i was in the past, with public releases. Todays, i'm mere glad if i don't have to mod a game. Still modding games, if i see it as "necessary", which i play for personal usage. For simple files editing i'm using Notepad++

Any help to bring me into the right direction appreciated.

EDIT

Writing here the changes for faction stances and start conditions, as short points, relevance high to lower:
(ignoring here possible VC vanilla start stances, as already ally or war etc.)

a) East-Engla
At war with: Northumbria, Denmark, Frisia.
Reducing the startmoney of the lords. Reducing the startarmies of the lords.

b) Mercia
At war with: Northumbria, Denmark, Frisia.
Reducing the startmoney of the lords. Reducing the startarmies of the lords.

c) Wessex
At war with: Cornubia.
Truce with: Northumbria, Denmark, Frisia until 869 AD, and neighboring Welsh factions.

d) Northumbria, Denmark, Frisia allied.

e) Norse/Norwegian Viking factions
Allied with each other.
Friendly to: The above Viking factions under d).
At war with: North and East Irish factions, and Alban.

That's it for a starting history player mod along my imagination.

P.S. Now i'll go and look into the files, if i can find the according codes myself.
« Last Edit: May 03, 2017, 04:55:13 PM by DaVincix »

kalarhan

  • Python Saint
  • Count
  • *
  • Use Q&A thread, not a PM :)
    • View Profile
  • Faction: Neutral
  • WBNWVCWF&S
Re: VC Reforged Mods: Design your own features!
« Reply #37 on: May 03, 2017, 05:21:07 PM »
P.S. Now i'll go and look into the files, if i can find the according codes myself.

interesting design. If you want help/feedback on the project itself you can create a thread on the main VC forum. That is, if you really want to create it (for personal or public use). You can add things like download links, screenshots, features details, project progress, recruiting positions, banner for signature, etc.

If you release it the moderator will then move that thread to the modding section (where players can find it and download it).

this thread is for the idea (not discussion/feedback/help on how to do it).

Cheers!

serin_nat

  • Recruit
  • *
    • Steam - http://steamcommunity.com/id/slurpypringle/
    • View Profile
  • Faction: Neutral
  • MP nick: A_Wet_Noodle
Re: VC Reforged Mods: Design your own features!
« Reply #38 on: May 25, 2017, 04:04:52 AM »
I'd love to see a mod that added a displayed total by group type in the army tab, so I could quickly see how many archers/inf/spears/cav I have and maybe what tier they are. When you have lots of troops from different places it can be a pain to try and keep a balanced army. Maybe even % breakdown of my army comp.

shortfried

  • Regular
  • *
    • View Profile
  • Faction: Neutral
Re: VC Reforged Mods: Design your own features!
« Reply #39 on: May 25, 2017, 07:51:02 AM »
Having some of the features from the Diplomacy mod added would be swell.

This would be great.

Ssenkrad_II

  • Recruit
  • *
    • View Profile
  • Faction: Nord
Re: VC Reforged Mods: Design your own features!
« Reply #40 on: July 11, 2017, 07:22:13 AM »
1. A) A companion/hero random generator for sandbox that is unlimited: walk into a tavern or walk through towns to find random generated heroes/companions totally unique to that play through. 
    B) Seed generated worlds: a seed generator for complete worlds for playing sandbox, not just a section of Europe. You can set the max number of spawned fiefs/towns/factions/leaders ect

2. A drop down (or expand) menu for companions/heroes in your army: instead of a list with each individual name in your army your "heroes/companions" take up a single combined slot in your army with a simple "Companions/Heroes 2/5 (healthy)" vs "each individual name 85%". If you want to find the individual % health you can find them in camp.

3. Min troop requirements for villages and siege also apply to the enemy

4. Inventory management for companions same as player: Click "I" for inventory and then click "scroll right" or "scroll left" to cycle through every companion currently in your party

5. Mass "upgrade all gear" option for hero/companions/self + option to "upgrade companion/heroes gear" and then select the desired companion

6. Upgrade fiefs/castle structures: fief can be upgraded with a fort, forts close enough to the sea can be upgraded to port, defenses/fort styles can be upgraded to a large city, ect. Razing will reduce level of city and will have to be built back up or abandoned

7. Mercenary upgrade for towns which will (once upgraded) sell all available mercenaries in the game in single location; one of each mercenary group would be standing in room and would either say "sorry, everyone has been hired!" or "You're in luck, there are ___ veterans looking for work!" Random generated heroes/companions would also be found here.

8. Random generated small dungeons for only yourself and your companions that will generate random unique named top tier gear that disappear off map once completed

9. Every fief/town/ect you lend to a noble that noble has to pay rent on and the rent will impact their affection towards you weekly just as the tax rate does on a city

10. "Find me this item!" request from stores. The ability to ask a store owner to order in ANY item in the game. You will pay a fee for having it brought to the store and the cost of the item. You will be informed when it is delivered.

I have more but for the sake of this post getting too long I'll stop at 10!
« Last Edit: July 11, 2017, 07:26:44 AM by Ssenkrad_II »

lolitablue

  • Master Knight
  • *
    • View Profile
    • Mount and Blade créatif
  • Faction: Swadian
Re: VC Reforged Mods: Design your own features!
« Reply #41 on: July 11, 2017, 07:46:45 AM »
Hi


My idea is to "delete" showing  the world map and the player goes from scene to scene like in "The Elder Scroll"!!
The world map would be using unless by clicking on a key for example "G" or an other one...


Bye.



Hilaire Belloc

  • Recruit
  • *
    • View Profile
  • Faction: Rhodok
Re: VC Reforged Mods: Design your own features!
« Reply #42 on: July 13, 2017, 10:27:37 PM »
A Charlemagne mod that would totally convert Viking Conquest would be interesting, he died only 54 years before Viking Conquest takes place.
« Last Edit: July 13, 2017, 10:32:08 PM by Hilaire Belloc »

King Yngvar

  • Squire
  • *
    • View Profile
  • Faction: Nord
  • WBVC
Re: VC Reforged Mods: Design your own features!
« Reply #43 on: July 16, 2017, 10:13:41 PM »
Making stats of armors and weapons more realistic. I have done this and it feels a bit more realistic, still tweaking on the values though.

1: Reduce maximum power strike to 5, do the same to all troops.

2: Increase armor soak and reduction values. Here are my current values:
armor_soak_factor_against_cut = 1.35
armor_soak_factor_against_pierce = 0.75
armor_soak_factor_against_blunt = 0.85

armor_reduction_factor_against_cut = 1.35
armor_reduction_factor_against_pierce = 0.65
armor_reduction_factor_against_blunt = 0.95

3: Increase stats of weapons and armor. An unarmored man should be easy to cut through, mail should not. I'm not even sure what the original values was anymore but currently in my files it looks like this, examples:

(click to show/hide)

Pode

  • Sergeant Knight
  • *
    • View Profile
  • WBM&B
Re: VC Reforged Mods: Design your own features!
« Reply #44 on: July 21, 2017, 07:56:58 PM »
Autoloot. Please for the love of all the things.

(click to show/hide)