Francisian said:Very good then but i have that haringoth error to report aswelll
I went to that casttle village and "bought" 3 peasnt groups, i got 3 red eroor messages, 2 grouos were going to custow but the other one satyed behind and i coudlnt talk them into coming(surrender or die or leave), the other 2 groups didnt came in because the third one was behind doing nothing
Ohwelll im going to try buiyng one at a time
Juts thought you should know
Corporal_Nim said:Francisian said:Very good then but i have that haringoth error to report aswelll
I went to that casttle village and "bought" 3 peasnt groups, i got 3 red eroor messages, 2 grouos were going to custow but the other one satyed behind and i coudlnt talk them into coming(surrender or die or leave), the other 2 groups didnt came in because the third one was behind doing nothing
Ohwelll im going to try buiyng one at a time
Juts thought you should know
SCRIPT ERROR ON OPCODE 22:
invalid script parameter
ID: 1; LINE NO; 1:
at script create_peasant_heard
Do not get me wrong, I can copy the error message but I'll be damned if I have any clue to as to what it means...
I'll see about a quick fix for that, but note that in my plan there won't be any non-settlements, so any time spent on such would only delay my eventual goal of an all settlement overland map heh, with no appreciable benefit from the fixing of that bug.Pali Gap said:I think the worst bug is that if you capture a town or castle, it starts you as a rebel faction, and doesn't add that town or castle to your current faction. Ah, it is a wonderful job, though. Guy must be Chinese. This brings back memories of the good old days of Dionisia...
Dalizon said:do the lords or ladies you make upgrade a settlement? or did i miss something and you give them a fully made settlement?
also i coudlent control the settlements in 0.3 which i got today
Lancien said:This mod is a truly heroic effort! You sound like you're having fun making it too, "a labour of love" if you will, and that's a great thing. It's certainly putting the "life" back into the medieval world of Calradia!
Here's some more ideas you might like, and please note I am trying to use terms from the mod to help with perspective, I'm not telling you what to do! Use your ideas for your mod however you like, man.
Village chapels and priest: This would be a buildable upgrade to an economy1 or 2 village, using church_a and church_tower meshes (CommonRes) from edit mode. You could even go so far as to have church_a in eco1 and the tower on eco2. The church's purpose would be to "hear confession" or "forgive your sins" or something, that would give you an honour point once per week. So for evil people it would 'redeem' you and for honourable types it would be further piety. Another idea (kind of stolen from Stronghold 2) would be that you could "hold a Mass" in which you would pay money to increase the village's prosperity. I think there are enough "rises over time" improvements, so I like the idea of one in which you can control, though at a cost (literally). Later on, the priest might have quests for you? I'll work on that if additional quests becomes a feature.
Ruined castles: This is an idea for a "military 0" building. I like the idea that there are a bunch of castles out in the wilderness and stuff that are all decrepit and run-down. Broken walls, burnt out keeps, that kind of thing. Lots of places to run around! Maybe it would be infested with bandits? In any case, you could capture these ruined castles and repair them - at great cost - into a functioning castle. It would have to be a tough battle to obtain and a hefty cost, for balance issues. I'd only recommend maybe 1-2 ruined castles in each factions' territory. This would probably involve making "ruined" wall meshes and stuff. I don't know how difficult that is, but I suppose you could start with the existing wall meshes, and that's a good thing, right?
Inhabited battle scenes: A lot of battles you have on the world map are in desolate areas. I'd like to see some battlefields, especially in "heartland" areas take place on farmland, orchards, maybe even have houses and huts in the background! Agincourt was fought in the fields between two villages. Fields with fences, small huts and things would make for great tactical advantage, and give you an idea on the carnage of war on ordinary life. Oh, even better - random npc townsfolk who fled either army! Having civillians in a combat scene would be awesome.
Bandit Camps: Those suckers can raid you, why not be able to raid them? These would exist as "neutral" bandit faction villages, and have bandits instead of townsfolk defending them, but would have prosperity just like other villages. Ideally you'd have the option to raid them for wealth, or subjugate the bandits, making them a neutral village from which you could recruit bandits or trade. And It would give honourable types something to raid and it would kind of help the world make sense with all the bandit types running around anyway. This would tie in nicely with the ruined castles idea. Those could be 'bandit strongholds'. Next, we'll have bandit lords!!! You know, that's not a bad idea...
Holding a Tournament at your Castle: I may have mentioned this before (so forgive me if I have), but it wouldn't be too hard to implement. You could have a "herald" who you could tell to announce the tournament, and it would only be doable once a month or something. Then it would just port you into an arena scene, though ideally it would be an open field with a list, with the knights' tents arrayed on a field, a village or castle (or both!) in the background. Maybe some wooden stands, like the early scene from A Knight's Tale (movie). On a personal note, I never really liked the city arena type tournaments. The early ones were held in a big open area anyway, and a battle scene would accomodate that more appropriately. Plus it would be cooler to fight in a bigger area in arena tournaments!!
Hmm, that might do for now. It's a lot of text to get through! Suffice to say that I have plenty of ideas. Also on a related note, if you're looking for some help (big or small) or anything like that, please PM me! I'll be more than willing to help out with writing quest dialogue, creating companions, making scenes, anything like that.
Thanks for reading through my ideas. Hope you find something you like!
-Lance
0.4
patrols
caravans
0.5
enemy settlements
0.6
raidable, conquerable, degradeable settlements
0.7
dynamic objects, doors, ladder, and more
0.8
upgradeable indoor areas and special areas
0.9
spouses, children? more interaction with heroes
1.0
overlandmap with only settlements
Hmm, I've got them set to pretty quick for prosperity and production gains, which I'll prolly lower later on. 2 months and theyd have enough of those to reach castle town.Dalizon said:so, how long in game days you think til the lords and ladies settlements show anything?
Dalizon said:I feel that as im so interested in this mod, and taking great interest in it, I would give out a few idea's
My first idea, sence I like brutality, would be the ability to force people into slavery.
For example, I go on a little stroll, walking in the glass that is green, then i walk upto a pretty village. I would think to myself, I killed off everyone in the last 4 villages, why dont i force these people to work or fight for me. Then go on in the village with my army and kill half the population, and the other half either fight me to the death or give in and be my slaves, from there you can have 3 options
- Join my army (a slave warrior would be weak and cheap and abundant)
- Go to my settlement (the slaves all go to your settlement as prisoners, and be like prisoners)
- Go to my #Lords/Ladies# Settlement #settlement name# (they go to your lords/ladies settlement as prisoners
My second idea is to help build up your lords or ladies settlements
When your in a village you can talk to the elder and instead of telling them to go to your settlement you tell them to go to a specific settlement that you or a lord/lady owns......only to the new upgradeable settlements though
Or maybe, what I belive would be pretty cool, is that you can move population from your settlement and send them to another one through the village elder...or stewart, whichever is there. Like "I want to send a group of peasents to #settlement name#", then they go to that settlement and add to the population there
My third idea would be to take away the group cap, or increase it
I was thinking that the battles would be much bigger, and possibly better when you posses an army of 300-400, instead of being stuck around 103, like I have been.
Thanks for your time to read these few ideas and hope to have more for grabs in the future, oh and Great Work on the mod, im enjoying it better than most
Lancien said:Holding a Tournament at your Castle: I may have mentioned this before (so forgive me if I have), but it wouldn't be too hard to implement. You could have a "herald" who you could tell to announce the tournament, and it would only be doable once a month or something. Then it would just port you into an arena scene, though ideally it would be an open field with a list, with the knights' tents arrayed on a field, a village or castle (or both!) in the background. Maybe some wooden stands, like the early scene from A Knight's Tale (movie). On a personal note, I never really liked the city arena type tournaments. The early ones were held in a big open area anyway, and a battle scene would accomodate that more appropriately. Plus it would be cooler to fight in a bigger area in arena tournaments!!
-Lance