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  1. dumblor

    It was not the Polish Republic

    SunofVich 说:
    Polish-Lithuanian Commonwealth seems a bit ambiguous.

    As does Kingdom of Poland and Grand Duchy of Lithuania.

    It has been dubbed as the first Polish Republic by historians so even though it was never called the Polish Republic at this time I see nothing wrong with calling it that now.

    However if anyone is really irked by this they can always change name in the file mention above.

    The first Polish republic might've been the part of commonwealth, since again, it was made of two states.

    This is confusing part for a whole, there are two parts: Poland and Lithuania, they form the Commonwealth, which is the whole.
  2. dumblor

    It was not the Polish Republic

    The Commonwealth would ring much more truth. Polish Republic is way too misleading. You see, it wasn't exactly one state, Lithuanian Grand Duchy had it's own Sejm and Army and Treasury... And all it gets is one units. That's misrepresenting.
  3. dumblor

    Nation Characteristics

    No problem, too bad i'm not going to test it because of lack of time. I'm writing the dialogues when I can though :smile:. It's very nice to see it implemented and i hope i'll find time for it soon.

    PS, it's bloody killing me  :evil:
  4. dumblor

    Suggestions

    Danwood 说:
    I dont know if it's possible, if it's a realistic suggestion, but i'll do it anyway:

    Would be great if other lords can become king of their faction as well, like in a mmorpg, all lord can play his own game and reach his aims.

    and

    new factions can arise, for example, if an insurgency takes place in a town for too long time, that town becomes indipendent and starts his own faction (with the town name as faction name, and a lord as king, who joined the rebellion because he doesn't like his previous king).


    too much maybe  :mrgreen:

    the first part is quite possible, SoD did something similiar. The kings in SoD could die.
  5. dumblor

    Nation Characteristics

    LtpLegend 说:
    good ideas but be very careful with morale and relation hits especially every month its hard enough keeping lords relation above 0 when assigning alot of new castles and land to ppl

    I have removed the relation hits in the latest revision (found in a letter post).
  6. dumblor

    Political Dialogs

    Waihti 说:
    dumblor 说:
    The political talk would be limited to feasts, that would do it :smile:. So, waihti , could you please tell what variables should we put instead of nations and lords names (for the dialogues), or will you put them yourself?

    Since dialogs are only possible with one lord at a time just use 'lord' as variable. you can enhance this if you put the type of lord before that e.g. 'martial lord'. Regarding nations you can use: 'player nation', 'lord nation', 'any nation', 'nation(s) with a certain unique attribute' e.g. 'last nation which concluded a truce with player's nation'

    par exemple:
    Lets discuss the recent declaration of war between 'last nation to declare war' and 'last nation that was attacked'. Would that work ?
  7. dumblor

    Political Dialogs

    Maybe 3 per feast, 'cause than people would begin grind relations and miss the whole point of this: adding some depth to the atmosphere.
  8. dumblor

    Political Dialogs

    The political talk would be limited to feasts, that would do it :smile:. So, waihti , could you please tell what variables should we put instead of nations and lords names (for the dialogues), or will you put them yourself?
  9. dumblor

    Political Dialogs

    The underlined sentences are presumably the choices i have 'taken' :smile:.

    So if you would say I agree with you or something similiar to what he said, then the relations would go up:smile:.
  10. dumblor

    Political Dialogs

    Ok. You are a Swadian lord and Khergit Khanate just ended the war with Vaegirs. So during a feast you come up with Count Meltor.

    Let's say he's:
    lrep_quarrelsome    = 2 #spiteful, cynical, a bit paranoid, possibly hotheaded - eg Robert Graves' Tiberius, some of Charles VI's uncles

    You: [I would like to talk with you about politics]

    Meltor:[And about what excactly?]

    You:
        a) [About Khergit Khanate making peace with Kingdom of Vaegirs]
        b) [Nevermind.]

    Meltor:[I think that those halfwit idiots should fight on, but if they're not anymore, King Harlaus should declare war on one of those pig filth. They should be weak enough, besides being treated like women every night by their own wives.]

    You:
        a)[I agree with you.]
        b)[In my opinion it's good that these people stopped this unecessary blodshed.]
        c)[Actually since they're not fighting anymore, one of them might turn on us.]
        d)[etc...]

    Meltor: [Hah! Your opinion is as dull as your wits! What a stupid whelp you are! You and your opinion can have dogs ass in your face!]
    (Relations with Count Melotr go down by 10)

    You:
        a)[You speak worse than a peasant! I'm done with this (ends dialogue)]
        c)[You dog filth! You're lucky I'm tired, otherwise you would have to learn to bite without your front teeth!(ends dialogue)]
        b)[Bah, you Buffoon, I gonna smash your teeth and put them up your ass! (the dialogue ends with a duel)]
        c)[I take that as an insult and I offer you a duel!(the dialogue ends with a duel)]
         

    This is what i'm talking about :smile:.
  11. dumblor

    Political Dialogs

    manekemaan 说:
    this is gone be one hell of a asignement :p But i'l help ^^

    On the question what is your opinion about faction 1 declaring war on faction 2
    Possible answers positive answers:
    This may just help us turn the tide in the war against faction 2 or 1 (when faction whoes feast you are attending is at war with faction 1 or 2)
    It was about time that they helped us (when faction 1 are allies and faction 2 enemies of the faction whoes feast you are attending)
    Now this gives us the chance to complete overpower faction 1 or 2 ( when at peace this may be a trigger to go to war with one of the 2 factions since then they would be outnumbered.)



    Little note dumblor, could you maybe make a main post with the dialogue in it and update it everytime we write something new and make blank spaces for when the dialogue isn't writen yet. so that i know what to write?

    And are we going to the personalities that whaitii wrote or the normal native characters or new ones? could we make a list?

    I will make that, but the writing shouldn't begin right now.

    Manekemaan, i think you misunderstood the idea. The idea was to make you interact with lords about politics to raise their disposition towards you, but this has no real weight in politics, it's just an exchange of opinions. Like in real life when people talk about politics, though they're powerless to do something, they argue about it.

    It shouldn't have any other weight to the game besides changing relations, and is bassically and exchange of opinions based on the personality of a lord :smile:.

    Hope you understand this now :smile:.

    And are we going to the personalities that whaitii wrote or the normal native characters or new ones? could we make a list?
    Aren't those native personalities ?
  12. dumblor

    Political Dialogs

    ...or equal to 0), he will ask [What would you like to talk about?] So you could say: [Whats your opinion about!Faction1 declaring war on !Faction2]* [Nothing] *I don't know in what format does variables in python come  :oops: So once you say that he would start talking depending on his...
  13. dumblor

    Nation Characteristics

    It only looks complicated. It's actually pretty Simple, and it will make realms more different.


    Starting characteristics which are assigned to certain factions are not possible because Diplomacy is used as base for other mods. It is possible to assign starting characteristics randomly though.

    No reason to really bound it to a faction. Maybe this could make every game different.

    Goverment Types is a very tough undertaking and I won't tackle it in near future.

    I figured that when I got the idea, so it was expected.

    How will you handle your own kingdoms troop when kingdoms culture is none?


    Maybe it's possible to increase morale for all parties of the kingdom via script?

    Would be great if you like to write some dialogs.


    Sure I could write 'em, just say the word :smile:.
  14. dumblor

    Nation Characteristics

    I agree about the ruler of Noble Republic :smile:.


    Despotic Monarchy shouldn't have peasant's rebellion, because under feudal monarchy there's full of lords that have nothing better to do than to repress peasants, unlike in Despotic, where vassals own only a minority of land. Ofcourse, when the game starts the lands would be like in native, just when the realm is becoming bigger, the king gives himself more lands than to his vassals.

    The political talk is just small talk with your friends, not political decision taken by a council. You just exchange your opinion with another lord on a matter of things, but that's it, the only way it affects the gameplay is that it shifts your relations with other lords.
    It's to make a feast something more interesting and add more depth to the game.

    about the feudal monarchy: There should be no loss of relation with the kingdoms leader when a noble loses his land but with the kingdoms marshall, since the king is not the miltary leader in this case.

    There is a loss ? Well, in that case I agree with you :smile:.

    Anyway, before pressing this matter, we should see if waihti likes this tottaly crazy idea :smile:.
  15. dumblor

    Importing save from native

    Personally I made a copy of native and then installed diplomacy over native. It did work for me :smile:.
  16. dumblor

    Other Mods?

    http://forums.taleworlds.com/index.php/topic,116434.0.html#post_othermods


    :wink:
  17. dumblor

    Favourite Authors!

    Mark Twain
    Tolstoy
    Hemingway
    Remarque
  18. dumblor

    Nation Characteristics

    So the full list of suggestions :smile:.

    Nation Characteristics

    Each characteristic would have seven options, the middle one bearing no bonus and no penalty.

    Centralization/Decentralization:

    3 - very centralized. Tax Inefficiency for the ruler is reduced by 15%, and increased by 15% to his vassals. Kings armies get 30% percent increase, lords armies get 9% decrease.
    2 - quite centralized. Tax Inefficiency for the ruler is reduced by 10%,and increased by 10% to his vassals. Kings armies get 20% percent increase, lords armies get 6% decrease.
    1 - little centralized. Tax inefficiency for the ruler is reduced by 5%, and increased by 5% to his vassals. Kings armies get 10% percent increase, lords armies get 3% decrease.
    0 - neither too centralized, nor decentrilized.
    -1 - little decentralized. Tax Inefficiency for the ruler is increased by 5%. King's armies get 10% percent decrease, lord's armies get 3% increase.
    -2 - quite decentralized. Tax Inefficiency for the ruler is increased by 10%. King's armies get 20% percent decrease, lord's armies get 6% increase.
    -3 - very decentralized. Tax Inefficiency for the ruler is increased by 15%. King's armies get 30% percent decrease, lord's armies get 9% increase.

    Aristocracy/Plutocracy:

    3 - very aristocratic.  Trade decrased by 15%. Vassals armies increased by 18%.
    2 - quite aristocratic. Trade decrased by 10%. Vassals armies increased by 12%.
    1 - little aristocratic. Trade decrased by 5%. Vassals armies increased by 6%.
    0 - a mixture of arisctocracy and plutocracy.
    -1 - little plutocratic. Trade increased by 10%. Vassals armies decreased by 6%.
    -2 - quite plutocratic. Trade increased by 15%. Vassals armies decreased by 12%.
    -3 - very plutocratic. Trade increased by 20%. Vassals armies decreased by 18%.

    Serfdom/Free subjects:

    3 - almost all serfs.  Tax inneficiency decrased by 9% for both king and his vassals. Troops of the faction suffer a 9 morale hit, kings and lords armies increased by 3%.
    2 - mostly serfs.  Tax inneficiency decrased by 6% for both king and his vassals. Troops of the faction suffer a 6 morale hit, kings and lords armies increased by 2%.
    1 - ussually serfs.  Tax innefiency decrased by 3% for both king and his vassals. Troops of the faction suffer a 3 morale hit, kings and lords armies increased by 1%.
    0 - a mixture of serfs and free subjects.
    -1 - ussually free subjects. Tax inneficiency incrased by 3% for both king and his vassals. Troops of the faction get a 5 morale bonus, kings and lords armies decreased by 1%.
    -2 - mostly free subjects. Tax inneficiency incrased by 6% for both king and his vassals. Troops of the faction get a 10 morale bonus, kings and lords armies decreased by 2%.
    -3 - all free subjects. Tax inneficiency incrased by 9% for both king and his vassals. Troops of the faction get a 15 morale bonus, kings and lords armies decreased by 3%.

    Quality/Quantity:

    3 - of legendary bravery. Morale of troops inceased by 18, lords armies decreased by 12%.
    2 - of great bravery. Morale of troops inceased by 12, lords armies decreased by 8%.
    1 - of good bravery. Morale of troops inceased by 6, lords armies decreased by 4%.
    0 - of mediocre bravery and quantity.
    -1 - of good quanity. Morale of troops decreased by 6, lords armies increased by 4%.
    -2 - of great quantity. Morale of troops decreased by 12, lords armies increased by 8%.
    -3 - of legendary quantity. Morale of troops decreased by 18, lords armies increased by 12%.

    Ofcourse, this could use some balancing, but the overall idea is clear. I hope this isn't impossible to accomplish :smile:.
    You can get information on nation's charateristics from your Chancelor. The rough text could be
    The [name of nation] is [Centralization/Decentralization]. Their upper class society is [Aristocracy/plutocracy], and the lower class is made of [Serfdom/Free subjects]. Their warriors are [Quality/Quantity].

    So, in example, rhodoks would have these stats
    C/D - 0
    A/P - -3
    S/F - -2
    Q/Q - 1

    Than the chancelor would say:

    The Kingdoms of Rhodoks is neither too centralized, nor decentralized. Their upper class society is very plutocratic, and the lower class is made of mostly free subjects. Their warriors are of good bravery.
    Starting Characteristics (if you have any ideas, please point 'em out :smile:)
    Centralization <--o----> Decentralization
    插入代码块:
    Aristocracy	<--o----> Plutocracy	
    Serfs		<---o---> Free subjects
    Quality		<-o-----> Quantity
                    3      -3
    插入代码块:
    Centralization	<----o--> Decentralization
    Aristocracy	<---o---> Plutocracy	
    Serfs		<--o----> Free subjects
    Quality		<----o--> Quantity
                    3      -3
    插入代码块:
    Centralization	<----o--> Decentralization
    Aristocracy	<--o----> Plutocracy	
    Serfs		<---o---> Free subjects
    Quality		<----o--> Quantity
                    3      -3
    插入代码块:
    Centralization	<---o---> Decentralization
    Aristocracy	<---o---> Plutocracy	
    Serfs		<----o--> Free subjects
    Quality		<--o----> Quantity
                    3      -3
    插入代码块:
    Centralization	<----o--> Decentralization
    Aristocracy	<--o----> Plutocracy	
    Serfs		<---o---> Free subjects
    Quality		<-----o-> Quantity
                    3      -3
    插入代码块:
    Centralization	<--o----> Decentralization
    Aristocracy	<--o----> Plutocracy	
    Serfs		<--o----> Free subjects
    Quality		<-o-----> Quantity
                    3      -3

    Goverment Types:
    This is where it would get real seriuos.

    The Three starting forms of Government:

    Feudal Monarchy:
    -The default government in Native.
    -The kingdom is ruled by king who divides his land to his vassals.
    -Since it's feudal, it favours Serfdom and Aristocracy.
    -The king owns little land, so this is a state of high decentralization.

    Characteristics:
    -The vassals have quite big armies (Vassal's armies +10%)
    -The king has a lesser army than normal (King's armies -30%)
    -Serfs provide gread production (Tax Income +10%)
    -The king prefers to give lands to other lords than himself.
    -Nation's characteristics can be moved every 3 months.
    -A peasant rebellion is very likely (because they are reppressed)
    -The politics is up to the king, the marshall is elected by vassals.

    A realm is considered Feudal Monarchy when:
    插入代码块:
    Centralization	<---oo--> Decentralization
    Aristocracy	<ooo----> Plutocracy	
    Serfs		<ooo----> Free subjects
                    3      -3

    (Notice: The slider shows which values are correct to become this type of government, starting from 3 to -3)

    Despotic Monarchy:
    -A centralized version of Feudal Monarchy.
    -The kingdom is ruled by the king, who owns lot's of the lands, yet gives some to his vassals.
    -Since it's despotic, it favours Centralisation.
    -The king own's much of the land, so this is a state of high centralization.

    Characteristics:
    -Vassals have lesser armies than normal (Vassal's armies -10%)
    -The king has bigger army than normal (King's army +30%)
    -Serfs provide great production (Tax income +10%)
    -The King prefers to give lands to himself than to other lords.
    -Nation's characteristics can be moved every 3 months.
    -If there are many lords, it's likely for them to defect.
    -The king is allways the marshal.

    A realm is considered Despotic Monarchy when:

    插入代码块:
    Centralization	<-oo----> Decentralization
    Aristocracy	<ooo----> Plutocracy	
    Serfs		<ooo----> Free subjects
                    3      -3

    Noble republic
    -An Oligarchic type of republic,
    -The ruler is elected by the nobles of the country (if that's possible?)
    -Trade is increased by the guilds (Trade +10%)
    -Because of conscription, leader's army is increased a little (King's army +5%)
    -The Leader prefers to give lands to anyone equally.
    -Nation's characteristics are moved every 2 months.
    -Elections happen every two months (if that's possible)
    -The marshall is elected by Lord's.

    A realm is considered Noble republic when:

    插入代码块:
    Centralization	<-ooooo-> Decentralization
    Aristocracy	<-ooo---> Plutocracy	
    Serfs		<--ooo--> Free subjects
                    3      -3

    Starting governments:
    Nords Despotic Monarchy
    Vaegirs Feudal Monarchy
    Swadians Feudal Monarchy
    Rhodoks Noble's Republic
    Khergits Noble's Republic
    Saranids Despotic Monarchy

    Advanced types of government:

    Absolute Monarchy/Administrative Republic.
    Ain't writing about it, because I don't know if the starting ones will get approved.
    C'ya l8er, alig8er,

    Anyway, this might be hard to implement, but would really be awesome.
    The government type could change automaticly, according to the characteristics,
    or they could change when the player would talk to chancellor.
    If the characteristics fit a new type of Governemnt, kings would have a chance of 75% or so to change it.
    Anyway, hope this has a chance of getting accomplished :smile:.
    Political Talk
    While reading War and Peace i've got an idea:
    During feasts, the player character could speak with lords about politics.
    If possible, three or four could participate in conversation.
    Depending on their characters, they could declare they're opinions on:

    -War's
    -Other Lord's actions:
    -Defection
    -Joining the realm
    -Getting a fief
    -Wining a tournament
    -Wining a battle
    -Taking a city/castle
    -and so on...
    -Your actions
    -Joining the realm
    -Getting a fief
    -Wining a tournament
    -Marrying someone
    -Wining a battle
    -Taking a city/castle
    -Claimnants
    -Other realms
    -Characteristics change (if it get's implemented)
    -Government types change (if it get's implemented)
    Some lords might like your opinion, and some won't, that depends on lord's character.
    If a lord likes your opinion, your relations with him increase, and vice versa.
    If a lord is your friend (+30) he won't be bothered by the fact that he disagrees with you.
    This might require lot's of work, but i could help in that I could write the dialogues if you want.

    Peace and happiness
  19. dumblor

    Thank you

    I'd like to thank you for making the greatest mod for warband. This is the only reason I play Warband actually, since i'm not a Multiplayer person. Thank you, thank you, thank you! If you keep up with the tempo you are, this is going to be the best thing Warband will ever have.
  20. dumblor

    Nation Characteristics

    manekemaan 说:
    also little side note, your suggestion dumblor also reminded me of the kings edicts used in mount and blades module Sword of damocles, i'l try to find a summary of them all and copy them here.

    Note: I'l try and leave of the effects on the clergy from the sword of damocles editcs.


    since i couldn't find a good list il just post this:



    [/URL]

    these are a few links to pics of
    -the first 4 are about fief management (construction and garrison and assigning trainers)
    - the second 4 are the 4 kinds of king edicts in that mod

    Yes, eddicts would be a nice addition, but it's something other than the slider's from EU. Eddicts are direct laws, while characteristics are just the way the people are. Yes, like i said already, it would require some balancing :smile:.

    EDIT: And by the way the characteristics of kingdoms was just a rough idea, I am going to post the full idea pretty soon.

    Cheers!
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