How do you deal with the fact that virtually all the plate armors in this game are depicted (quite accurately) with mail and padding underneath?
The Southern Scale Armor in this picture is plate type according to spitems.xml. But there is quite clearly more mail than metal plates/lames, by a significant amount, even discounting the leg armor. The scales themselves are tied onto a thick backing material, which itself sits atop the mail. Then under hte mail, there is what looks to be another layer of padding, probably not as thick yet still going down to the wrists. And of course the legs have additional padding due to the fact it comes with pants.
One addition we should have is ability to tweak the design for each shield there is. For some shields i want insignia to be higher, for some it needs to be lower. For some it can be larger, for others it needs to be smaller. Etc.
Yeah, needing a mod to get the thing working is sad, and we are still getting updates so quick it's just not worth downloading it at the moment.
I definitely hope better banners make it into vanilla. At the LEAST more colors would be needed, I legit hate all our current default options.
There were more colours available to chose from and maybe some other detail I cannot remember right now. It wasn't much more advanced, but by the very definition, it was more advanced. Still quite simple, and everyone wanted it expanded, improved and built upon rather than keeping it as it were, or as it was to become as it is now.
Anyone can summon a lord into an army with enough influence. A tier 2 clan can summon a tier 5 clan dude with a meager 20-30i. Therefore, there isn't really a difference between T2 and T5 clans army-wise since everyone can summon anyone they want, given enough influence. That's point one...
+1. Hopefully all in due time. Can't be too hard to implement. They used to have a more "advanced" banner editor in the closed beta, which I took part of.
That's a fair assessment.
Still, my point is that a new clan isn't supposed to be "in charge". Earn your right to lead the realm, then lead the realm, not the other way around.
The player still has the ability to summon armies (with or without CoC nerf), so the question boils down to how often the player can do that. The player should have the ability to solve any problem, of course, but if it doesn't cost the player anything and he can spam it anytime they want, one has to wonder what a "problem" actually is. The necessity to spend 300i out of your 10k reserve to get a 3k dude steamroller that can take any fief? Would having a 5k influence reserve instead make it a problem?
The cut to CoC is massive, because CoC itself was much more powerful than any other policy in the game. It is now brought in line. You can still get mountains of influence to sit on, but that requires more time (not ten times more time, more in the range of 2-2.5 times because there are more ways to earn influence than CoC).
Adjusting required time with sliders sounds interesting, but it should affect all lords, not just the player. And so far having a ton of influence in the hands of AI lords allows realms to field 2-3 armies at any point in time, making them a common occurence. Not sure if that's the intention, but that's what we get.
Please don't picture me hating someone for not wasting as much time as I am, I'm not advocating time sinks as a concept xD. I just think there's a fine line between the player obeying the sandbox rules and the player being the sandbox god, and I'm not sure we want to see it crossed, generally speaking.
That is your opinion. How do you know if the Devs don't intend for the player to reach end game in 20 hrs? You don't, again this is just your opinion and many of us disagree with you.
Execution Consequences - need huge update with significant game changing effects.
Hideout Improvements - it needs more like a rework instead of improvements.
Any plans on expanding the in-game banner editor, and revamping the very simplistic AI clans' banners?
I've fallen from 38i to 20i daily. How that makes a tenth is anyone's guess.
There are more ways to earn influence other than CoC, or policies at all, for that matter - you have buildings for farming it passively or fights for earning it.
And if you're the newest neighbour on the block in a T2 clan, you probably shouldn't be able to amass the entire realm under your green banner. The player shouldn't be the ultimate solution to all problems in a game that is essentially a sandbox that can play itself. The realm you pledged allegiance to losing fiefs is part of the game.
When you grow into a significant power within the realm, you can still summon 3k dudes to do your bidding, it's not like this ability has gone anywhere with the CoC nerf.
EDIT: Making CoC give 0.1i per notable brings it close to Serfdom / Feudal Inheritance in terms of raw influence output and puts it in line with other policies. I don't think having an actual influence printer policy was ever their intention.
They could have tried cutting it by 25% or cutting it in half, but they cut earning from .40 to .04? It takes 50 prisoners to earn 4 influence? That doesn't even make sense from a story perspective, lol.
So if a nobody gets a free castle steamroller every week, do we really need that process to be even faster? How much power should the player be immediately granted upon joining a kingdom, then?