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  1. SP - Battles & Sieges no castle in the background?

    Danustica actually appears in the horizon if you pick a fight near. But yes, there should have been a realistic siege interruption mechanic in the game rather than a generic field battle or teleporting your party into the settlement, though knowing how long it took them to make Npcs use ladders properly, I can imagine how awful AI would behave while being sandwiched between garrison and relieving army.
    I see, how long will this game still be i development? there maybe a chance for a lot more improvements to come...
  2. SP - Battles & Sieges no castle in the background?

    when I engage a party/army near a castle/town, for instance when coming to help a besieged town fight off enemy army (a battle that I suppose would be happening near enough if not in front of the castle/town) the game never includes all these nice fortifications in the background (I think even...
  3. SP - Scenes More extensive ways to improve Castle/Villages

    CASTLE SCENE IMMERSION

    Castles are smaller scenes with a more limited role than towns, because of this with a fair amount of work they can be more easily filled with interest and functionality. Much of this functionality could be applied to towns as well, but I'd like to keep this discussion specific to castles as possible. I hope people will chime in with their own ideas to promote this topic. I think there is a huge opportunity to improve castle scenes and make them worth visiting. I'd like to think of immersive things that would add interest, but also ideas that keep them unique from towns and worth checking into.

    Garrisoned Troops represented in scene:
    Troops you have garrisoned should show up in the scene in proportion to how many you have. So, as an example, 20 troops in scene.. 20 peasants, 10 crossbowman, 10 knights garrisoned = 5 crossbowmen on walls and towers, 5 knights posted guard at gates and barracks etc, 10 peasants milling around. Several militia as well.

    Select Upgrades represented in scene:
    Also, if i construct training grounds, there should be a trainer at my castle. If i visit, I can see them training troops and if I choose I can train here myself. If I make a garden, how bout a little garden patch. Little things like this give player a sense of ownership and connection that would be lacking otherwise. A trainer would give players a reason to visit the castle an appreciate ownership of it. Allowing players to fight with practice swords and really hone their skills would provide further incentive.

    General Dialogue & NPC Awareness:
    Little one liners of dialogue too. If loyalty is low, troops may complain, if it is maxed they may praise me. NPCs should also be aware what Nobels are visiting the castle and if who is in the dungeon. Gossip / rumors "I've heard sir whats his face is rotting in the dungeon, serves him right." How you doing? (low loyalty) "All I do is stand here all day, no better the food is rotten" etc. Talking to guards outside keep or inside hall, all they need to say is "Welcome home sire / mi lady." Latest news "We're working to complete the granary. We have plenty of food. Our garrison is strong and ready to withstand siege." I want NPCs to check the condition of the castle and tell me about it.

    General Dialogue Options:
    Tell me your feelings
    Gossip/ Rumors
    The castle - latest news

    NPCs with context and awareness:
    NPCs should have responses and awareness of information specific to their role. If I speak to the trainer at my castle, they should be able to tell me the status of my garrison. If the vast majority are recruits and they are few. The trainer might say, "I've got my work cut out for me. These are just boys but given time I'll train men!" A sizable garrison of trained troops should receive a a fitting response. "Our garrison is fit for battle," etc.

    Upgrade Jails:
    Prisoners escape very easily, this has been stated elsewhere. Prisoners escape very easily and without notification (see bounties for related ideas). Prisons should upgrade to a second and third tier, increasing security and capacity. Guards should be aware of the upgrade level of the jail and have dialogue to reflect that. Guards should also know what notable prisoners are in jail, who captured them and where and context (siege, while raiding, in the field), and have dialogue to reflect that also.

    Bounties:
    I'd also like to have a board or an NPC in front of jail with bounties or issues that need to be resolved. Doing so would raise relations with notables in corresponding fief. Accepting a bounty would give player a quest to track down a specific looter, raider or clear an active hideout. This could also be to track down a fugitive, recently escaped prisoners might be found hiding in nearby fiefs. Checking quest page would give last known location of bounty. Completing the quest would give gold, relation bonus with notables and scouting exp as player must use tracking. Quest variants could be to return villagers or militia captured by raiders to one of the attached fiefs.

    Local Patrols:
    Owners of castles should be able to hire patrols. The patrol would be recruited from the pool of militia at castle. Payment should be upfront to "outfit" them, daily wage to maintain and a bonus for every captured unit delivered to jail. Length of patrol would be no more than one season (ie. from 17th - 17th of following season). Surviving patrols at the end of their deployment would return to garrison as veteran militia, upgraded from original militia troop.

    This is the start. Please add your own ideas to promote this topic!
    all fine suggestions to me, I also felt the lack of content around castle life and management, definitely the "take a walk around" roleplaying side of thing could benefit from a little more love... how cool would be a party with minstrels and fire blowers at the castle, banquets with other nobles, a hunting party taking on stags in the woods...

    thanks for raising up the topic, it has my full support
  4. What does starting the game in safe mode do?

    I think ... It removes all mods and defaults all the setting .. I think ..

    .
    i see... thanks for your input mate
  5. What does starting the game in safe mode do?

    Hi all, my game has been crashing a lot more recently (client 1.7.0) ...and before each new launching I am asked if I want to enable safe mode. What does happen if I enable it/or not? thanks, Adi
  6. I don't understand what I should do to make sure my saved file migrate from 1.7.0 to 1.7.1

    This is in case you have a save file from a version prior to 1.7.0. You can't load them in 1.7.1 if you don't load and save in 1.7.0 first.
    thank you, have a great day/life/game
  7. I don't understand what I should do to make sure my saved file migrate from 1.7.0 to 1.7.1

    I don't understand what I should do to make sure my saved file migrate from 1.7.0 to 1.7.1 I have red the devs post about the "update your saved files". But i do not understand what it actually means? : "you should first load your save file in the e1.7.0 version of the game and save it before...
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