Recent content by Kronsire

  1. Kronsire

    Question about "cheatmenu" additions

    What would I not want! Lol

    Though I'm still learning some of the scripting skills I need so any tips are welcome, as the learning curve is sharp  :lol:

    Since you're curious, I was thinking of adjustments and additions that go along these ideas: That I would love to learn how to accomplish, as some are easier than others in my mind.

    1. Prosperity changes to towns/villages
    2. Relation modifiers for almost anything worthwhile, such as towns/villages/lords (though there are options to do that with lords, but none that I know of for their wives/daughters)
    3. Weapon modifying with the various modifiers being able to just "cheat the item" into the inventory or add a said modifier (I've seen some work done with shop-keeps being able to "upgrade" weapons and armors but not an actual debug/cheat option for inventory or for the "find-item" option.
    4. Instant build options when managing fiefs.
    5. Adding experience to the party, though in a larger amount than the standard cheat allows (As I believe it is only 1,000 exp.)
    6. Auto-learning all poems to the player character and/or auto-reading books
    7. Skipping/Jumping days in chunks (Such as a set number of days).
    8. An overall overlay for modifying unit types in-game (As certain troops have a "variety" of weapons/armor" and modifying them into one "set" of equipment or another without the need for adjusting the troop files and removing their other equipment options.)

    These are the main ideas I've written out to work on as I learn more and more
  2. Kronsire

    Question about "cheatmenu" additions

    Thanks! That's a great resource to view  :party: :party:
  3. Kronsire

    Question about "cheatmenu" additions

    Thanks for the information,

    I'm currently (as of writing this) testing this out, though if anyone has some pointers regarding menus (including links!) I would love to see them too!

    *cracks knuckles*

    Time to try some stuff!
  4. Kronsire

    Question about "cheatmenu" additions

    Hello! I've been playing several mods recently and even more so playing some older mods too, which brought me to a particular question regarding the "cheatmenu" or debug panel. My curiosity with the "cheatmenu" mainly stems from different mods sometimes having different "cheatmenu" options in...
  5. Kronsire

    A Question Regarding The Mod

    Hi! I just started playing the mod more and more and I was curious on which of the mods or scripts being used in Sands of Faith allowed for "increased/decreased relations" and "increased/decreased prosperity" when using the overall cheat menu options. I've noticed only certain mods have these...
  6. Kronsire

    Suggestion Thread for Post POP 3.6

    This is more of a suggestion based around overall look and feel for the player avatar on the game map. Basically, when the player's party reaches a certain amount of soldiers the avatar is changed slightly to represent that difference in population. For example, when you are in a party all by your lonesome the avatar would be the generic lone person on a horse or walking. While if you had one hundred soldiers traveling alongside you, the avatar would be changed to a group avatar, like having  horseman and a few foot soldiers "trailing behind" you.

    Again, just somewhat of an eye candy, but it would feel a bit different especially during sieges where you see five nobles attacking a castle instead you would see about twenty to fifty smaller people (though still only five avatars) attacking the same castle. Also, perhaps an option to change what your avatar looks like on the map so one does not always look like a peasant when unmounted, even though you are a warlord/bandit/what have you.
  7. Kronsire

    The Training Dummy - Discoveries (WARNING: SPOILERS!)

    Ah that makes sense now... currently I'm a vampire, so that would explain part of the hate  :lol:
    Thanks for the reply.
  8. Kronsire

    The Training Dummy - Discoveries (WARNING: SPOILERS!)

    What must be done to be able to talk to the big bad werewolf in the village? I've tried several food types, among other things, and every time I try to communicate my character ends up eaten. Out of all the quests and companions this is the only one, besides Fortunato, that is giving me trouble to recruit. Some help would be appreciated.
  9. Kronsire

    Suggestions

    Perhaps editing the Arena, since now one can waltz in there with full battle regalia in late to mid game, the shirtless hordes of native having donned armor and better weapons are still a tad to easy to defeat. Maybe adding better monetary rewards, or perhaps even small amounts of renown. In the early game fighting in the arena is near impossible to win against the forty or so armed soldiers, with peasant level weaponry, unless one imported their own, cheated stats character, or hard earned powerhouse fighter. The arena seems more challenging to make money in early game, and with bandit sizes as they are, it proves difficult to make a larger amount of cash. And I've noticed through playing that there are tons of bandit camps everywhere. I even went through a small mountain pass, and there were seven individual bandit camps all shoved into a small area. Let alone the Northern area of Africa, where their are numerous desert bandit camps swamping the area.
  10. Kronsire

    Suggestions

    Here's a suggestion, what about more uses for the generic NPC villager/town-goer?

    By this I mean things other than rumor mongering and the rare conversation where you can help out the NPC for a small bonus to the village or town where they live. Perhaps, other things such as in poverty stricken areas being able to have a chance to pay an NPC so they can buy food, etc. Or perhaps tracking down other NPC's in the same town or other towns, and so on, similar to the spy quest (where you take information and give it back to the quest giver).

    Just in general giving NPC's just a tiny more importance than they usually are.

    Another idea is adding an effect for the "avatars" that symbolize characters, and armies on the world map, by perhaps changing the "avatar" by the amount of soldiers or individuals in each party. So if a king is walking by, it would not just appear to be one lone rider, but a small retinue, perhaps. Just a thought, perhaps using a percentage of the amount of soldiers in a party to increase or decrease the amount of individuals symbolizing a party on the map. So 100 soldiers would be shown as 5, or so, on the map, and so on and so forth.

    Also, maybe a way to change an "avatar" for ourselves, such as when we achieve a certain amount of renown, or become a king, vassal, etc. the "avatar" could change, or maybe have the choice to do so. So that when we are commanding an army we don't look like a peasant when we are not mounted.

    On a side note, perhaps some more "quests" that are similar to the belligerent Drunk, in taverns, but don't necessarily mean combat.
  11. Kronsire

    Old Players List and Discussion

    I was missed on the list, I've been playing this mod since early v3 and then on, but left for different multi-player mods, due to the negative drama which this community can't seem to escape. Came to check on how this mod progressed, and saw this thread, but I digress.
  12. Kronsire

    Post here if you are looking for a regiment or members.

    'Ello, 'ello, 'ello! The username i go by online is Kronsire, and I am looking for an english speaking, battalion/Clan/group or what have you, If there are any that are based in the est/central timezones It would be most appreciated if you respond. I am fairly active, depends on work weeks and schoolwork, but either way, I like this mod from the first time i downloaded it, so it would be interesting to find a good group to join! I am looking forward to a response!

    -Kronsire
  13. Kronsire

    RCC Persistant World Server [Super old thread]

    What is the actual name for the server? As in is it actually called "RCC Roleplay Server," or something else?

    -Kronsire
  14. Kronsire

    Bug reports and suggestions - read the first post

    Alright, I usually never post for anything, but putting down a few ideas couldn't hurt too much.

    One thing, I am sorry if these have been repeated already, and if they have there is no need to read the entire thing, however there are some tidbits that may be found interesting. Furthermore sorry for this wall of text

    Minor Thoughts

    Shortening the time it takes to change classes would be a nice improvement, so people do not have to hold down the same button for a minute waiting to become a man-at-arms, or doctor. I see little way in which this could be abused, besides the fact wasting your money very quickly for someone who doesn't know which class to stay as.

    As a serf, or what have you, when you are chopping a tree down or mining a rock, having a small chance to recieve something extra. By extra I mean small resources that would be used for different classes. For example a special herb or piece of bark falling from a tree while you are cutting it which could be used by a doctor (to create a special "item" to cure poison or even beable to poison a player by itself, or engineer (to craft things similiar to poisoned daggers maybe, or weird things like historic "glue" for crafting a new weapon or what have you).

    Another small thing to chew on, how about buckets that can actually do something besides being eye candy (having wells that actually work for water, possibly? which then could be used for something like, spawning a tree faster? or something of that nature).

    Having the ability to sell arrows, instead of having to drop them when selling back a bow. (Same with Crossbow bolts).

    More Realistic falls, I find it hard to believe that when i jump from a roof in, lets say, scene 3 and land on a piece of wood before i hit the ground that i take no damage what-so-ever, or when I hit a step slightly higher than the one below it and have drastic damage differences.

    More simple weapons, for example rocks maybe? since sticks already exist, and so on. But something that an everyday peasant would have access to, like a pitchfork or a wheat scythe.

    I'm sure that the "weird" weapons were gotten rid of for a reason (as in throwable fish, or cups, etc.) but personally i thought that added a bit more realism to the game itself, what better way than to celebrate with your faction then go to a pub and but a "cup of grog."

    Something about the horses, as i'm sure its atleast happened to someone at some time or another where you tap F and you by like two horses instead of one. Something that could possibly sell horses would be nice, even if its half the price you bought it for.

    Faction color text based on the banner seems somewhat annoying at times, especially some banners in particular which are too dark and can become hard to read, when you type in faction chat. However i know that would take a bit more tweaking than most, but have an option to choose between like six colors? Red, Green, White, Black, Blue, Purple, Orange/Yellow/Tan?

    Having a solution for carts being in the middle of the high seas would be nice as well, since some can actually stop a boat. I know one in the current map which you have to steer around it so your boat doesn't get caught by a  little wheelbarrow, (Not sure if you can truley do that much about it though).

    This one I have second thoughts about, since engineers usually don't keep up with mass resources serfs produce, but No merchant in their right mind would by 2k+ Iron ore for the same price contually, unless he had the best deal on the planet to sell them. (I'm talking about the stock piles of wood, iron, etc. which are usually either really high or non-existent in certain castles/cities) What i'm trying to say is that supply and demand, you grind and mine 200 iron ore, but you sell them for all the same rpice, which i find hard to believe, then again they are "stock piles".

    Major Thoughts

    Having armories moved inside a faction's base, so that "common folk" don't have direct access to them, since normally a mercenary will not have as good arnments than a already set military soldier. So instead of having every weapon spread across the street, having them in the walls of a faction's castle as their own private arsenal, and you could make it an openable door, so non-faction members can still get the best weapons, but would have to RP their way into the armory.

    Bandits/Outlaws having better spawn points on some maps, since the maps I've played all seem to have the Outlaw's spawn all the way in the middle of no-man's land where there are no horses to buy, without walking for an extra five minutes until you reach a deserted village. I like how that bandits have worse weapons than real soldiers and mercenaries, but i sometimes find their stats lacking, when all they have to choose from is huntsman or brigand, neither of them able to wield powerful weapons they could scavenge from a well placed ambush. Though I like the fact that their skills vary slightly, more roundness than a specialist.

    Some type of area where people can go vent off steam would be nice, so that randomers, or future randomer's could go do their mass killings of people in the appropiate envirernment, such as an arena, where you could spawn in possibly. Making it a spawn point to choose from the beginning.
  15. Kronsire

    White Lions: New Thread [We Return, Serf-Robbers Beware!]

    'Ello, 'ello, 'ello ! Long time no see White Lions.

    Just Kronsire reporting in, due to technical difficulties, I am back online and ready to swing my repair hammer.

    :shock:
Back
Top Bottom