When enlisted in a lords army who is defeated (you alongside with it) you end up paused on the world map, only to go to the follow commander into battle screen when trying to move somewhere, and then be cut down like a dog with 1 hp alone against the entire remaining enemy army before being taken prisoner (at least i do).
Dunno if this really is a bug but I think that days in service should be remembered aswell as rank if you get seperated from your commander (defeated)
Also, should your lord be the spearhead campaign and charge into a 200 man army with a 100 man army, he will find himself vastly outnumbered, even though his allies is right beside him, since they do not seem to join the battle as they usually would
You have to have relations with that kingdom under 0 to besiege a town or castle. Try to raid a caravan or kill some weak peasants, that should make it possible to besiege that factions town/castle
Recently used a txt. editor to create some new troops, wanted to have unit type that used a bow until the enemy got close/ran out of arrows, and then charged the enemy, being capable of both (Slightly nerfed both melee and ranged attributes compared to other troops at that level so they wouldn't...
I'm nerfing the mercenary payment a bit ... the base pay was: 100% of troop wages + different bonus payments from renown, honor, relation and persuasion.
Now it is (tentatively) 70% of weekly troop wages (with the other bonuses intact) and the total payment is capped at 15k ...
So if you had wages of 10k you get a base of 7k plus other bonuses (they can theoretically max out at an additional ~10k), but then you are capped at 15k (because the Faction Lords aren't prepared to pay more than that). On average you'd lose a bit or possibly break even here (depends on persuasion and relation and renown and honor)..
Having an army that costs 20k would get you an income of 14k as base and probably be capped at 15k. So in that case you are not gaining money.
Great Now you actually have to raid villages/fight enemies to make money, not just sit in Ravenstern and watch the money trickle in... (Yes that's what I did...)
Liking NicotiN's idea aswell, getting money while doing tasks as a mercenary would make sense, you could even enable that "bodyguard" function currently limited to some npcs by making a "mini-campaign" where only you follow a Lord or King around in enemy terretory or something.
what i would like is an option to take a fief away, i don't care about relation hit, but a guy that i convice to join that has 500 renown or less, comes with a castle, its just plain wrong, i have 1.6k renown lords who barely hold 2 villages...
Right to rule is the only real benefit I believe, Role-Playing if not "Honey, I'm home, and I brought smoked fish with me...." But I think she is able to replace your companion as minister too.
Names and relatives.... I don't know, never did much of it either, just found some guy who had a lot of towns/castles and married his daugther if he had one
Not really an issue since the player can't fielf such a big army, for a 25k a month you have like 200 men? This option is meant for begining and mid game, to me sometimes that 30 days contract is a waste of oportunities:d +you need a lot of time to build your buildings in fiefs, the longer you wait...the worse things get. Having a war nerfs my trade route.
And belive me, almost everyone will want to declare themselves kings after the next patch.
With a good trainer skill and leveled up character, you can run around recruiting and creating your (almost)unstoppable army without having to worry much about anything other than you. Being a merc you're free to do as you please whenever the realm is not on campaign (haven't checked wether or not you'll get fired from not reporting for the campaigns). Admittedly, things do get worse while you wait though, as this mod has a real, set goal as opposed to sandbox native. But does that justify the tax-toll on the poor citizens of Ravenstern for my petty village raiding, Noldor/lords releation building with 150 top-tier guys?
Anyways my point is (wether or not it is a viable option mid- or late-game) that mercenary payments should maybe have a roof as too how much you could earn, so that you can't spend so much time preparing for endgame with the maximum amount of high-quality troops without any other means of income
Edit: Scrap all this, when is the new patch coming? Like hungry dogs we bark for more, can't help feeling like a little child at times...
noticed that too, and i think they pay you the full amount your troops take+extra
meaning a guy with 10 leadership (50% less wages) gets a whooping 50% extra from the wages, so ye, its a nice way to get your coffers up while you trade around
its nice i can renew contract when they are at peace too
Yeah, you can make TONS of money of it, the larger the party, the more money. And as you say, you can renew the contract indefinitely, even at peace time. Don't know how much time and resources it would take to edit the mercenary wages or put a roof on how much they pay, but seems like an issue to me. (albeit small)
Anyways to all modders out there, especially those of PoP, thanks for all the great content you give us, this is just a little feedback on it
The improvements to mercenary payments in PoP is a very welcomed addition from native, where you wouldn't even get enough money to pay your troops. Now you can actually make money as a mercenary and it really enhances the beginning of mid-game and the start of the game.
However, when you reach...
Have been searching around but haven't found a post regardig this, atleast with my search parametres.
When you either rebel or join a faction and start gaining lordship over villages and towns, you are given a number of options on how to develop it. My problem is that a lot of these options...
Here's the problem - it rests on the bones of M&B which had serious early game issues.
Warband really resolved most of those problems, but this game is based on M&B code and they did not bother to merge warband base code. THAT is the major problem, in that now years later it's rereleased old code in the US.
We're comparing it to, and have expectations of a game that came out AFTER it with numerous fixes and improvements and of course it falls short, as it should.
While it may have been a worthwhile commercial effort when it was originally released, there needed to be more effort made on merging the warband base code. To charge money for it, that I think should have been seen as a business obligation.
The lack of doing so, I think is the basis for the poor initial impression.
I agree, first thing I thought when I played WFAS was that this is like M&B vanilla with a couple of added features (though a LOT more features are available endgame) and I just thought, screw this, I want my own kingdoms back
I think that in the next patch it would be nice if the profit message from a caravan be changed. The message is pretty deceiving, it says "....after expenses you count a profit of $$$...". After testing to be sure I found that is just the raw money you made. It isn't what you made on top of paying for the goods and guards. I would personally like to see it say what you made after paying for goods and guards.
I know that it's been suggested before, but I couldn't find any suggestions that went this much in detail, and that pointed at progression other than advancing to leading your own party. With this in the game it would be possible to play endgame-ish without being a king and conquering the whole of Calradia.
But if you don't see the appeal in that I guess it's a matter of personal taste
Agreeing that the cities could be fleshed out with more functions. Approaching at night though should present you with a third choice though I think, approaching the gate guard and asking for entrance/shelter or something, and then you would be able to enter based on several factors (Relation to faction, town, town owner and persuasion) Going out at night should be completely up to you IMHO. But during sieges however, currently you are allowed to come and go as you please to a twon under siege (even if you're part of the faction opposing the siege force). I think that the siege commander should determine who passes or not, this would even up for a new quest "Smuggle supplies to town under siege"
Having time pass while you're in the city and doing stuff is also a great idea. Universities could also add some depth to the game, as long as it isn't overpowered.
A previous post has already discussed something like what I am about to suggest in this post, http://forums.taleworlds.com/index.php/topic,112597.msg2720104.html#msg2720104 . Without garning much attention though, so i thought to bring it up again...