SP Native Avarice (Updated 22 May 2010) new OP, with feature list.

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Implented Form ranks (credits and many thanks to foxyman) and made it so that sergeant/flag bearer non-hero troops can make arrays too, to fit my mod. Also fixed that non-hero troops can't have multiple arrays. When I have my good PC tomorrow or the day after I'll make some flag/standards for the flag/standard bearers and take lot's of screenshots.
 
Arch3r 说:
a3848cd66590f60017441769f1d68e19f069397e.png

Implented Form ranks (credits and many thanks to foxyman) and made it so that sergeant/flag bearer non-hero troops can make arrays too, to fit my mod. Also fixed that non-hero troops can't have multiple arrays. When I have my good PC tomorrow or the day after I'll make some flag/standards for the flag/standard bearers and take lot's of screenshots.

Ok so the Hafnaman and the Merkismathr are the standard-bearers that separate the armies?
 
Yes, Merkismathr is swedish (if I remember it right) for standard bearer, I think I'll change it to the english name though. Each faction will have it's own sergeant style, some will carry a flag on their back, others will carry a standard in their left hand, while some lancer sergeants are more likely to have a lance with a flag attached to it. Recruiting will go per 20+1 sergeant. So your own army will have at max 8 (maximum number of arrays) times 20 men = 160 men (this excludes the 8 sergeants and you, so 169 with). To expanded your army size you can create detachments that you can order to accompany you (described on the previous page).
 
Ok so the maximum army size at any time is 169 for the player. When you send out detachments will they also be 168 in size? Or will they be done differently?
 
Redfyre 说:
Ok so the maximum army size at any time is 169 for the player. When you send out detachments will they also be 168 in size? Or will they be done differently?
They will be done the same, so yes, 168.
 
Archer. I posted this in the mod idea collection too but if you could somehow figure out how to include this in your mod. I think it would add a large amount of diversity between your mod and others, also it would add something else to do with that extra amount of denars you get from villages. :wink:

Redfyre 说:
I was just randomly replying to a thread and thought to myself.

What if the trade items actually had some use other than trading?
Sort of like the grain quests given by some Village elders.
What about a "tools quest" given by a village elder? This would only be an active quest if the village is currently being improved.
The elder would ask the player, "We could use some tools to help build these improvements. Could you fetch us 3 tools?"
If you respond positively and go get the tools than the amount of time it takes for the improvement is reduced by 1-2 days?

Or perhaps a different quest? Like a "linen quest"?
Where the elder would ask the player, "We are awfully cold here at night. We could use some linens to keep us warm, would you kindly go and find some?"
So the player goes and fetches some linens and this may raise relations and health within the village because they now have linens to keep them warm at night.

Just something to ponder about. Mainly to make the Goods more useful than for just simply trading, and it certainly seems reasonable seeing as there is already a "grain quest" included in some mods.
 
I will either leave trade items out, make them a lot more expensive or give them some other use (Like reducing siege tower build time for tools). But it won't really fit a lord to get 3 hammers or other tools for his village, if the elder even dares to ask. There won't be any servant quests for the player anymore, the quests will have to fit a lord. Such quests include hunts for powerful items.
 
Ooo... I want powerful items! haha

Tools contributing to siege building time is a interesting concept.

By powerful items do you mean like a "cool looking" one hand sword that looks good but sucks. Or actually powerful items that look awesome and are powerful at the same time? lol
 
Redfyre 说:
Ooo... I want powerful items! haha

Tools contributing to siege building time is a interesting concept.

By powerful items do you mean like a "cool looking" one hand sword that looks good but sucks. Or actually powerful items that look awesome and are powerful at the same time? lol
Obviously the last, a sword isn't called powerful when it just looks good.
 
I know I was joking. Chronicles of Talera had an "epic" weapon that looked amazing but it just did not seem very "epic". :razz:
 
regarding the "servant quests"...

...if there aren't any, how do you get to improve your relation with a village/town? the "village" quests could still be a part of that i think, will just need to be...transformed, so for example require less of you (wandering all over the map wise)..maybe just spending dennars or lingering around for a while...

...for example :

- the village elder is organising a fiest in your honor (could be a festival or tournament for towns), but he requres a "little" help with dennars so he asks you to...help with funding it - raises relations and prosperity if you provide him with the money, damages relations if you refuse

- i read something about disasters occurring, affecting population and prosperity around the thread, so why not being asked by the village elder for releif funding - to repair damage, help the victims, lowering the village losses and such (unless you see charity as serving lol) - raises relations and lowers population losses if you provide him with the money, lowers relations and prosperity if you refuse

- the village is being raided by a (big?) bandit party lately, so you're being asked for protection, like with the "throublesome bandits" quest for towns, only a blue-coloured bandit party comes to the village while you are resting in it (preparing an ambush?) - raises relations, lowers population losses and prosperity damage if you provide the village the protection it requires, if you refuse - lowers relatiions and prosperity is dramatically lowered (set to 0?)

...or perhaps, some politics could be involved too?

- the elder informs you that another lord is trying to increase his influence in the village so he could seize control over it and after he informs you which lord it is, you could challenge him to a duel (could work like the "ladies" quests in native)

- a lord rejects your village the right to trade with his town unless they pay taxes to him or they simply have to pay annual trade tax to the king (which conveniently the village cannot afford) so the elder asks you to speak to the lord/king, or provide them with the dennars required

EDIT :
Arch3r 说:
I will either leave trade items out, make them a lot more expensive or give them some other use (Like reducing siege tower build time for tools). But it won't really fit a lord to get 3 hammers or other tools for his village, if the elder even dares to ask. There won't be any servant quests for the player anymore, the quests will have to fit a lord. Such quests include hunts for powerful items.

...just so i don't double post...for items that could be carried in inventory and affect gameplay, it could be a bit too RPG style, but maybe you could carry only one item of a kind and that would bring you bonuses - like with tool(s), reducing siege equipment building time (maybe you could make iron have the same effect, with different value though)...and since recruiting and keeping a big army should be rather difficult (to a point of course)...

...i believe it's possible to make food give no morale boost to troops and simply be...food...just so items like furs, linen, ale, wine and such could become the main source of morale boosting (besides battle winning)...and maybe morale could only be risen while camping (or resting in a town)

so one of each could be kept in the inventory (as i said, maybe a bit too RPG style items use) and while in the inventory, they give you bonuses. that way you could still rise their price (a lot, like 5000 for furs and such). i think it would rise their value gameplaywise as well as keep them in the game for things other than trading...

EDIT 2 :

now that i read the items part, it does sound a bit stupid put that way...so excuse the post if it's not to your liking what's in it  :???:
 
Redfyre 说:
I know I was joking. Chronicles of Talera had an "epic" weapon that looked amazing but it just did not seem very "epic". :razz:
Oh ok, I never played CoT, but I did play EGII where all epic looks items had epic stats. EGII is one of the last mods I played, after that I just went modding.

Well, what is the use of relationships, there is none that I know now that the recruiting system changed. Instead of asking for money they could ask for lowering the tax too. Else you'll pay the village from it's own tax money.


the village is being raided by a (big?) bandit party lately, so you're being asked for protection, like with the "throublesome bandits" quest for towns, only a blue-coloured bandit party comes to the village while you are resting in it (preparing an ambush?) - raises relations, lowers population losses and prosperity damage if you provide the village the protection it requires, if you refuse - lowers relatiions and prosperity is dramatically lowered (set to 0?)
The bandit attacks aren't removed yet, but they will be. Instead visible bandit parties will raid the villages (like lords do in native, giving the village the 'Being raided' tag). This is already implented. So you can just defeat that party to save the economy, and if I will implent relation stuff than that will increase relations too.

About the seize control quest, that sounds a bit complicated, the king would never allow lords to take over eachothers fiefs.
- a lord rejects your village the right to trade with his town unless they pay taxes to him or they simply have to pay annual trade tax to the king (which conveniently the village cannot afford) so the elder asks you to speak to the lord/king, or provide them with the dennars required
This things would complicate the taxing and trading system too much, I try to keep it simple so it's easier for players to learn.

...just so i don't double post...for items that could be carried in inventory and affect gameplay, it could be a bit too RPG style, but maybe you could carry only one item of a kind and that would bring you bonuses - like with tool(s), reducing siege equipment building time (maybe you could make iron have the same effect, with different value though)...and since recruiting and keeping a big army should be rather difficult (to a point of course)...

...i believe it's possible to make food give no morale boost to troops and simply be...food...just so items like furs, linen, ale, wine and such could become the main source of morale boosting (besides battle winning)...and maybe morale could only be risen while camping (or resting in a town)

so one of each could be kept in the inventory (as i said, maybe a bit too RPG style items use) and while in the inventory, they give you bonuses. that way you could still rise their price (a lot, like 5000 for furs and such). i think it would rise their value gameplaywise as well as keep them in the game for things other than trading...
There are some good idea's here, but still high quality food should improve morale. I could however make other items improve morale too. Also since you can buy caravans that can go trading for you, you can give some of the captured trading items so they will make more profit (which returns to you in the end).
 
most of those suggestions, in fact, only requre dennars giving for fief realtion improvement...at least how i pictured them in my mind while thinking about it...

- the sizure of power over a fief, never actually happens, just lowers relation with the settlemet (haven't even thought of your fiefs actually going on someone elses greedy little gauntlets  :grin: )...i didn't mean it would actually mean that on quest failure your fief is gone and lost (so no change really, except text and relations wise)

- that bandit party, how i thought of it, could simply be too evasive for you or your detatchments (in theory)...like with the old "teach the peasants of X how to defend themselves"  Native quest, only without the 10 hours teaching

 
Still the question remains what relationship is used for if it isn't the number of recruits.

About the bandit quests, the only bandits that will raid villages will be bandits that are seen on the world map. I think it's better like that.
 
Arch3r 说:
Still the question remains what relationship is used for if it isn't the number of recruits.

well, that's not a little influence relations might have...after all, the army's what keeps the kindgom alive and kicking

tax amounts is the other thing that comes to mind straight away - the lower the relation with the fief, the less dennars you receive from it as taxes

it might also affect population productivity or something, since population numbers also helps reducing fief improvements building time

Edit:
...Or you want to try changing the whole concept of relations? If that's the case and you needed a suggestion, sorry for the spammish post

 
I know, sorry for that. I'm helping with ElvenPath now, doing some scripts and faction stuff for Ib. Also since Warband is coming quite soon which brings it's own formations and stuff I'll start with a clean module system than. At the moment hairfree is doing music and I will soon upload a list of those. I've marked all my changes in the modulesystem pretty carefully this time, so porting to Warband will probally be quite easy. I only have to change my custom armours so they fit with the new graphics warband brings. I will also try to make this mod very balanced for multiplayer so basicly I won't release this mod for 1.011 but for Warband instead. I will still make progress with new models and scripts so I won't start at 0% progress with Warband. Armagan said that he will try to make the modulesystem quite similar so it's easy to port. That means all the scripts I made can just me ctrl+c copied to Warband (hopefully).
 
well, spammish, but it's been a month of silence :roll: ...hey Arch3r, since you're still working on it, and my guessing is with moderate speed...could you, please, update the progress percentage on the first page? i know the mod won't be released till after Warband and all the eye candy it brings with itself, but it'd be good to know how this is comming together...at least in theory...or plot :roll:
 
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