Pinetor 说:
More grats --- this is an exceedingly evil mod that is sucking me in until all else goes undone... shower anyone?
You look like a poster after my own heart. Thanks.
Now for my whining:
I need my chest back.. not the one on the wife.. My Zendar chest for storing food and other lovlies!
Quite true. I'm trying to figure out how to get the chest running -- it's proving a large bit of a problem here...
( but now that I think about it, that dancing dress is too victorian.. how about some veils.. and little else? ( jk)
Heartily, heartily agreed -- and you can leave out the just-kidding.

My concept for a dancer's outfit is primarily a leotard, albiet with medievalish technology -- the placeholders there are *hideously* bad.
(Chalin's placeholder face is also not where it should be... Nor much of anything else about her.)
Why cant I choose another city to have my town atack.. its always Tolvolo.
As of the current implementation -- which is the largest weakness in my current codebase -- a city has a list of only up to eight other cities that it can target. These other cities can only be targetted as hostile if they're currently enemies of the city in question; declare war on Lun or even Ajaria and you should see a few more options. (This also means that a city can potentially end up rear of the battle lines altogether, in which case it's basically a cash-generator.)
Could we have sliders for how agreesive, it would reduce the scrolling the screen for the list.( sliders for who to help also)
I'm not sure that's possible with the current form of the Official Module System, but it would be a better way to do it if it could be done.
Ack you took out the fourways Inn? But I use it as map refernce!
Sorry about that.

I intend to have a full-fledged map of the interior of Baheisir castle, and for that to be your Four Ways counterpart for where to send unneeded allies -- a sort of high-medieval Ebon Hawk.
Putting the Four Ways Inn back in might not be a completely bad idea, though...
Earlier you mentioned attacking tax collectors as easy prey. Will that deprive a town of money?
Eventually. Towns start with a substantial reserve of cash (in fact, an entirely-too-large one -- income generation is still in need of major tweaking); a tax collector produces new revenue, but only if he survives his deployment and returns to the city. Wiping out tax collectors will thus, eventually, strangle the city in question, weakening at least its military abilities and its rate of party deployment.
If I hire youth and then garrison them will they continue gain exp and level up?
Unfortunately, no. That would be a nice feature to add -- and I believe it's been suggested for the main game -- but it's not in as yet...
Would they ever be used by the town (sent out)?
Does it matter if I take from the garrison? Does that reduce the towns attack/defend abilty?
The answer to both of these is, unfortunately, no. Garrison troops aren't deployed by the town -- instead, whole army parties are purchased at once. (I'm not completely happy about this, either.) The only benefit of garrison troops is greater strength in repulsing invasion forces -- but at present, only the player can attack towns, so friendly garrisions are mostly decoration...
Up until yesterday, I had assumed that attacking towns was outright impossible in the current version of M&B. However, Colt revealed that 1066 has managed to do it -- though not saying more than that, for obvious reasons

-- and it would be interesting to try to figure out how he did. That said, though, I'm currently trying to make it possible for the PC to be ambushed in taverns by hostile factions, and that's proving *more* than enough work itself...
If I go to a freindly town, hire an army, and then garrison at my town or another town, would that town benefit?
No, at least not yet.
Does hiring a solider reduce the towns abilty to have them? Does it draw them from the garrison? Can you ever hire them all?
No; you can hire an unlimited number of troops from a given town, and the money involved disappears into a black hole. This is a misfeature if not a bug, though -- it would certainly be better if the player hiring thirty paladins reduced the subsequent fighting ability of the city, and I think I know how I might do this...
Can we starve a town? It might have been nice to keep caravans but now they are used as input for food to merchants.
No. Raiding caravans would actually fit the current version of the game decently well; I removed them back when this was meant to be based on one of the Fire Emblem games, where I felt that attacking merchants would be an activity unworthy of that setting's noblemen. Here, it would be much more possible; I may want to put them back in.
However, that said, remember that my grand objective is a CRPG of sorts. The current engine is a preview, as it were -- think of a Final Fantasy minus the storyline -- and my main efforts will be going in that direction...
It would be nice if I could just ride about and join any friendly army then lead them to battle then hop out, to help the next.
how come we start as enemies to some many and so many aliies have only a few or none? Must be that secret thing.
As to generalling armies, I'm planning on doing something like that in the story -- there will be a few times where the PC borrows an army from somebody.
I'm not entirely sure what you mean with the second question here, though; the current conflict system is placeholder-ish, though, if that's any reassurance. Now that I'm thinking more about the story, the PC -- and Ajaria -- will probably start out hostile to Lun rather than Sivas...
next day
Up till nearly 2 again last night...
Yikes! You're keeping my sort of hours -- I sincerely apologize!
I took Tolvolo....
The city I dont think, is ready for prime time NPC use. There is a bad clipping area that NCPs get stuck in just as you enter the gate one building over on the right. Other NPC's got stuck in other areas, but I could not get to them.
This is heartily agreed. The "attack town" functionality was a mistake -- a matter of "because I can and 1066 already did"; it's certainly not ready for prime-time, and I think I'll dummy it back out next version...
While I am enjoying the mod, I think the game play needs more tweaking. Basically you cant really play the game without cheating ( IMHO). I think that NPC partyies need to be nerfed yet again. To me, a town should only be able to generate just a few Knights or higher level parites. ( idea: require that for every knight that there be 3 squires)Every party I saw had knights, Paladin, Generals or other high dollar/ hurtful toons. I could only approach Tolvolv by turning on True Vision and using Teleport. Then I had to give my self extra money to buy effective troops. I would also add something function to allow the player to get money without takig it from the town till ( if there is any to take). how about ole dad doling out an allowance? Maybe Tax collectors give up thier collections? Or friendly towns make "donations to the cause" when you attack or kill an enemy of thiers. I also think the towns could use more player input so they dont keep spending all thier money. Maybe an option to not attack nor defend anyone ( other than your self).
This is a *very* good set of suggestions -- I've been hoping for this sort of gameplay advice for a while. I had intended to try to avoid
Last Days-style 'over-levelled stack' problems, but I think you're right in saying that I've done an extremely bad job of it. Remember that there are "knights" who are level 10-15 -- the counterparts to Vanilla's Vaegir and Swadian Knights tend to be "paladins" in this mod -- but even so, there are indeed some seriously overpowered stacks here. I had chosen to do a constant number of troops in each stack rather than the 'auto-dynamic' levels of Vanilla, to allow for more consistency regarding town attacks, but now that I think about it, that was a pretty terrible decision (and, among other things, town invasions should indeed be more common in the late game, when the player's better equipped to deal with them), and I'll revert from it next release...
Thanks a lot for your suggestions. Keep them coming, and may fewer be needed next version...
