[DISCUSSION] Fan Suggestion Thread

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MitchyMatt said:
Barclay has no reason to create or utilize that type of clothing.

Remember, just because it happened one way in our history does not mean Barclay has to go through the same process.
I see.

On that same note, you should then remove all Ravenstern articles, as they're inspired from the Scots. All Empire articles, as they're inspired from Greece/Rome. All Fierdsvain articles, as they're derivative of the Vikings.

Also, I didn't know CKO = Barclay. Forgive me for my less than perfect review stupid suggestions.
 
No one said they aren't influenced by certain things that have existed.

Barclay isn't influenced by any kind of Renaissance clothing.

You're making a completely separate argument for no reason.

Also last I checked vikings never really wore horns, but ya know.  :lol:
 
MitchyMatt said:
No one said they aren't influenced by certain things that have existed.

Barclay isn't influenced by any kind of Renaissance clothing.

You're making a completely separate argument for no reason.

Also last I checked vikings never really wore horns, but ya know.  :lol:
MitchyMatt is at it again adding to his already illustrious reputation with the community.
 
MitchyMatt said:
No one said they aren't influenced by certain things that have existed.

Barclay isn't influenced by any kind of Renaissance clothing.

You're making a completely separate argument for no reason.

Also last I checked vikings never really wore horns, but ya know.  :lol:

well those clothes are nice, and he really didn't said Barclay so what your saying is a completely separate argument for a different conversation or no reason if you prefer.

actually mitchy got quite soft, when I first joined the community he was  locking every single thread he felt is unnecessary, this days barely any thread get locked unless there is a pointless discussion. I was careful before making any thread before he locked my thread now I actually fear doing that. it's a good thing though. I as one appreciate his contribution so thank you mitchy

now back to the subject of suggesting.
first I really like to suggest the quality of life for the hideout quest. you need to walk there so many times for no reason I understand you need to do it the first time but afterward it's kinda not cool. also why every single npc (except arena) is available all night but not my craftsman? even though I really love that hideout sometimes I just say I don't like to ride there again and those chores. the quest itself is kinda boring for me. I mean who would go around collecting one of the hardest recruits to find. what's the difference of some refugee or farmers or some noldor noble for the sake of moving stone blocks. and man do I always forget one thing or other in that quest forcing me to look around to find an ale or 5 meat and why they need exactly 5 meat, can't they work with cabage or wheat? if they want quality food I would be happy to give them date fruit or olive atleast I can buy it in one place. and I can only give them 3 of very specific horse, well that is manageable since in my start I get 2 of them :smile:.
sorry it turned out to be more of a complain, probably I just don't understand why this was implemented. thank you very much for adding this hideout quest it's pretty nice addition.

another suggestion is for prisoners limit: currently people (not everyone ofcourse) are kinda cheesing the prisoners limit. basically they ask someone to follow them or start a campaign then let one of the lord get attacked then join the fight and let the other lord keep all the prisoners now that he is slow other spawns can catch him, suddenly that lord would get 1k or something prisoners ask him to go to that city and bam your rich by 1 million.
I suggest that either increase the prisoner limit or make it depends on the number of your sodiers. first is easily done with tweaks not sure if the second one is possible.
thank you for your awesome work. this page is actually look at and peoples though is important.
 
Player needs to go into initial ruined scene only 3 times so she/he can contemplate Devs work. After rebuild old scene is inaccessible and opportunity is lost.

If that is too much to handle then there is option in the cheats to rebuild hideout instatly.

It is RPG game: Refugees looking for new home, have nowhere to go - there is lower probability that one of them escapes (it is new home for them, for Noldors or Farmers it is more like prison) and starts talking about hidden camp.

This is not a castle or army camp - master-servant or military rules are not that strict and important NPCs can sleep from midnight till 6am.

Workers need strength to work fast. Meat and bit of ale provides necessary calories. Eat olives or cabbage and try to move stones all day long. Good luck.

Cheapest farm horses again for their strength. It would look improperly if player could assign e.g. Noldor horses to do dirty job.

Prisoner limit: first player need to have that friendly lord nearby. And a lot of can happen to the fully prisoner loaded slow moving party during travel to its destination. More unpredictable game.
 
IconracI said:
Player needs to go into initial ruined scene only 3 times so she/he can contemplate Devs work. After rebuild old scene is inaccessible and opportunity is lost.

If that is too much to handle then there is option in the cheats to rebuild hideout instatly.

It is RPG game: Refugees looking for new home, have nowhere to go - there is lower probability that one of them escapes (it is new home for them, for Noldors or Farmers it is more like prison) and starts talking about hidden camp.

This is not a castle or army camp - master-servant or military rules are not that strict and important NPCs can sleep from midnight till 6am.

Workers need strength to work fast. Meat and bit of ale provides necessary calories. Eat olives or cabbage and try to move stones all day long. Good luck.

Cheapest farm horses again for their strength. It would look improperly if player could assign e.g. Noldor horses to do dirty job.

Prisoner limit: first player need to have that friendly lord nearby. And a lot of can happen to the fully prisoner loaded slow moving party during travel to its destination. More unpredictable game.

I can't even imagine how many times devs tested those let alone how much work it was done to make it work, it's the same for any game really let's say games like witcher 3. but it doesn't mean that player should feel the pain of devs too. I know it's a free game I am just saying the reasoning isn't very hmm let's say popular.

hideout isn't really the new refugee's home I would understand if I couldn't get those refugees back (and disband them instantly, my preference but well others may just put them in line to get killed so their other soldiers remains alive).

there are rpg games in the old times that forced player to do chores and tbh I did enjoy a lot of them, but this days even I don't enjoy doing them. maybe because quality of life exist in other games and I know the possibilities, I am not sure if the reasoning is really related to what I am saying (meaning how old school rpgs was designed) but let's say if we enjoyed using old tools, now we don't we actually enjoy using less complicated less chores. and people 10 years later wouldn't touch our tools they rather use their modern tools.

I am rich I like to give them whatever horse I like. it's a choice that player must make (how rpg's work really) if they want to use cheap horse they can look around if they don't well they can give 3 spirit noldor horse. I guess it maybe difficult to assign every horse to the code to be acceptable, but please if it's possible

I am not sure about cabbage and olive isn't good for working tbh, my supper soldiers CKO eat those and fight like gods with no problem. it's not consistent with the rest of the theme of the game where the only difference of foods is how much morale they provide.

as for prisoners it's not really conditional you just need to keep that lord soldier alive and his soldiers healthy (no problem since those armies usually have a big stack of prisoners that I won't accept). plus it doesn't make any sense (since we are talking about reality sometimes and sometimes we don't) that 1 man can hold 100 prisoners just because he have skills but the rest of the army have absolutely no  skill in keeping prisoners. right now it does not make any difference if only player is in the party or 800 man you can keep 100 max.

thank you for your attention btw and continues work on the mod :smile:
 
We've extensively tested the hideout and found it to be the perfect amount of work for the payoff it gives.

It requires finding specific things so it is not instantaneously done and over with for the rewards it bequeaths the player.

Suggestions for it are allowed but we aren't going to really be changing anything on that matter.
 
As hideout quest has no restrictions when it could be started and provides great benefits, specific conditions were implemented (like Refugees) to include luck component to the quest progress. In one game necessary resources could be gathered more easily, in the other it would take more time, introducing more variability to the each playthrough.
After few games quest may become boring and that is why it can be completed instantly via cheat (for fair 30k denars).

Prisoners are a good source of money in POP, so limits are in place. If player wants to have more then must do some preparation (own city, organise fest; has friendly army near by, escort it if necessary), bit more than one "Take" click.

Prisoner limit connected to party size: e.g. 1 soldiers = 2 prisoners; party 100 with 200 prisoners -> bloody battle -> party reduced to 50 and 100 prisoners need to be scrapped automatically (not everyone like it) or manually (review, sometimes long, prisoners list - again not everyone cup of tea). It is a lose lose situation, more complicated then current point based approach.
 
@ irconracI
well with what MitchyMatt said, I am not stupid enough to discuss something that have no effect on anything so even though I am thankful for the effort of explaining it to me. if something is hard in stone I won't waste my energy on it. well I say one thing though. what I understand is that right now devs want the player to interact with their hard work. however I don't see chores as the right way of doing it.
let me tell you this I enjoy and know two city layout. valonbray and rane, I don't know any other city as I never go there. I am sure you catch what I mean. I actually really like valonbray scenery. and always admire it. since I am there I ask shopkeepers about the rumors and when I get past that lute I think man wish I could steal it all of this while watching the ships floating on a blue thingy that suppose to be sea but I find that beautiful too.

edit: it seems I am actually stupid. okay the reason I go to those city is obvious I payed 200 to get a lot more. sometimes a really amazing piece of equipment. why I do that chore happily even though I have a million in my bank? because people are gamblers, they enjoy uncertainty specially when they are always winner.
one possible way for hideout that I just thought about, is treasure hunt. like you hire some people who would do a 2 week or whatever search and get some loot for you. I bet I would go there every time and while I am riding in the scene I notice stuff and hard works done by the devs. because I go there to find uncertainty and to be a winner. I am happy when I do this riding since the reward is just a few second away and since I am happy I see beautiful things.

but it seems I can tell my view on prisoner management:
your probably right. that would actually make the game harder specially the beginning :smile:). it's a nice challenge imagine when you start you can not get any prisoners. you actually need to raise the number of man you have to make money. instead of just clicking a + icon beside PM to get 10 extra prisoners.

Undeadduke made that tweak and my 100 prisoner space reduced to just 19 (current party size).
however it also means that I can get lots of prisoners in the end game. it's harder in the beginning easier in latter part of game. no more cheesing with just a few companion make 100 prisoner then sell them for huge money without paying much.

of course one easy way is to recruit some farmer to increase your party size to watch your prisoners when in every battle you ask them to retreat. still with low pm you can't have that many like with 60 farmer and pm 4 you can have only 10 prisoners. when normally you can be all alone and manage 40 prisoners.
all in all I believe it added much needed complexity in that skill, considering that the most efficient way to make money is slavery PM is too powerful normally in the beginning and kinda weak and troublesome in late game. I think it's quite balanced in my game now. in the beginning there are very few things you need to manage. when in end game you need to consider lots of things, now if you want to make any money you need lots of prisoners, atleast it would reduce the amount of micro management needed in the end game.

personally I am happy with the result. you may try it and see for yourself. doubt many of changes in pop compared to native is everyone cup of tea. pop designed to be complex, huge reward for people who think and plan ahead.

oh btw I changed PM to intelligence. it doesn't make sense for that skill to be in charisma stat anyway. when leadership trade and persuasion make perfect sense. you don't really persuade prisoners to remain in prison you use tricks and good thinking to let them stay in your cages :smile:). 
 
Yes we understand you don't like certain aspects of the current game design and are tweaking your game however you need.

Let's get the thread on track back for suggestions.
 
This thread is not a democracy. You have no inherent rights to it one way or another. If you won't respect the team's wishes regarding it or adhere to proper conduct, you have nobody to blame but yourself.
 
https://www.reddit.com/r/mountandblade/comments/d5gnlb/but_i_didnt_anyone_care_to_explain/

apparently sometimes players misclick CTRL+H instead of CTRL+J  (makes the horse stop instantly, good for a right to left swing facing towards left and getting an insane speed bonus on a rider behind you -> as he rushes forward but you stop and your sword "rushes" towards him)

Suggestion: Change Cheat Detection System/ Make it able to detect if Cheats are enabled or not (This works with Steam Achievements so it should be possible to do - no idea how)
 
It only affects in-game achievements and if players want to avoid doing it, then they should try to stray away from using the combos. I have maybe once, in all my hours of playing PoP, got 1 or 2 warnings. It's an easily avoidable thing.
 
Hello everyone,

I haven't used any kind of forum since 2010 so if I do something wrong please let me know. And English isn't my native language, please don't mind grammatical error.

I think all mods including PoP could use battle mini map. Mini map can on/off via mod options menu for choice. I would like to share some codes below for developers attention. Pop is already using rubik's troop ratio bar, and Windyplains make additions to it for his Silverstag mod. Also, I did very small changes. (I am 99,9% noob when it comes to coding btw.)

module_mission_templates.py said:
Code:
		  ## Start - Troop Ratio Bar & Battle Mini Map
		  (try_begin),
			  (this_or_next|eq, "$enable_troop_ratio_bar"),
			  (eq, "$enable_battle_minimap"),			  
		      (start_presentation, "prsnt_troop_ratio_bar"),
		  (try_end),
		  ## End - Troop Ratio Bar & Battle Mini Map
module_mission_templates.py said:
Code:
## Start - Troop Ratio Bar & Battle Mini Map
  ("troop_ratio_bar",prsntf_read_only,0,[
      (ti_on_presentation_load,
       [
        (assign, "$presentation_troop_ratio_bar_active", 1),
        (set_fixed_point_multiplier, 1000),
       
        (create_mesh_overlay, "$g_presentation_obj_1", "mesh_status_troop_ratio_bar"),
	(position_set_x, pos1, -30), # Original value is 30
        (position_set_y, pos1, -700),# Original value is 700
        (overlay_set_position, "$g_presentation_obj_1", pos1),
       
        (position_set_x, pos1, 393), # Original value is 35
        (position_set_y, pos1, 737),# Original value is 713
       
        (create_mesh_overlay, "$g_presentation_obj_2", "mesh_white_plane"),
        (overlay_set_color, "$g_presentation_obj_2", 0xAA1F1F),
        (overlay_set_position, "$g_presentation_obj_2", pos1),
       
        (create_mesh_overlay, "$g_presentation_obj_3", "mesh_white_plane"),
        (overlay_set_color, "$g_presentation_obj_3", 0x1F1FAA),
        (overlay_set_position, "$g_presentation_obj_3", pos1),
     
        (create_mesh_overlay, "$g_presentation_obj_4", "mesh_white_plane"),
        (overlay_set_color, "$g_presentation_obj_4", 0x1FAA1F),
        (overlay_set_position, "$g_presentation_obj_4", pos1),

		## WINDYPLAINS+ ## - Add battle map to the troop ratio bar presentation.
		(try_begin),
			(eq, "$enable_battle_minimap"),
			
			## Clean out battle mini-map overlay ID's.
			(try_for_agents, ":agent_no"),
				(agent_set_slot, ":agent_no", slot_agent_map_overlay_id, 0),
			(try_end),
			
			(get_scene_boundaries, pos2, pos3),
			(position_transform_position_to_local, pos4, pos2, pos3),
			(set_fixed_point_multiplier, 1000),
			(position_get_x, ":map_width", pos4),
			(position_get_y, ":map_height", pos4),
			(set_fixed_point_multiplier, 1000),
			(store_div, ":map_ratio", ":map_height", 100),
			(store_div, ":map_ratio", ":map_width", ":map_ratio"),
			(try_begin),
			  (gt, ":map_ratio", 100),
			  (assign, "$g_battle_map_width", 150),
			  (store_div, "$g_battle_map_scale", ":map_width", "$g_battle_map_width"),
			  (store_div, "$g_battle_map_height", ":map_height", "$g_battle_map_scale"),
			(else_try),
			  (assign, "$g_battle_map_height", 150),
			  (store_div, "$g_battle_map_scale", ":map_height", "$g_battle_map_height"),
			  (store_div, "$g_battle_map_width", ":map_width", "$g_battle_map_scale"),
			(try_end),
			
			(create_image_button_overlay, "$g_battle_map_plane", "mesh_white_plane", "mesh_white_plane"),
			(overlay_set_color, "$g_battle_map_plane", 0),
			(store_add, ":map_bordered_width", "$g_battle_map_width", 20),
			(store_add, ":map_bordered_height", "$g_battle_map_height", 20),
			(store_mul, ":map_scale_x", ":map_bordered_width", 50),
			(store_mul, ":map_scale_y", ":map_bordered_height", 50),
			(position_set_x, pos1, ":map_scale_x"),
			(position_set_y, pos1, ":map_scale_y"),
			(overlay_set_size, "$g_battle_map_plane", pos1),
			(store_sub, ":map_pos_x", 990, ":map_bordered_width"),
			(store_sub, ":map_pos_y", 740, ":map_bordered_height"),
			(position_set_x, pos1, ":map_pos_x"),
			(position_set_y, pos1, ":map_pos_y"),
			(overlay_set_position, "$g_battle_map_plane", pos1),
			(overlay_set_alpha, "$g_battle_map_plane", 0x44),
		(try_end),
		## WINDYPLAINS- ##
       
        (presentation_set_duration, 999999),
       ]),
      (ti_on_presentation_run,
       [
        (store_trigger_param_1, ":cur_time"),
       
        (set_fixed_point_multiplier, 1000),
        (assign, ":player_count", 0),
        (assign, ":ally_count", 0),
        (assign, ":enemy_count", 0),
        (assign, ":total_count", 0),
       
        (try_for_agents, ":cur_agent"),
          (agent_is_human, ":cur_agent"),
          (agent_is_alive, ":cur_agent"),
          (agent_get_party_id, ":agent_party", ":cur_agent"),
          (try_begin),
            (eq, ":agent_party", "p_main_party"),
            (val_add, ":player_count", 1),
          (else_try),
            (agent_is_ally, ":cur_agent"),
            (val_add, ":ally_count", 1),
          (else_try),
            (val_add, ":enemy_count", 1),
          (try_end),
        (try_end),
        (val_add, ":total_count", ":player_count"),
        (val_add, ":total_count", ":ally_count"),
        (val_add, ":total_count", ":enemy_count"),

        (position_set_x, pos1, 12000),
        (position_set_y, pos1, 300),
        (overlay_set_size, "$g_presentation_obj_2", pos1),
     
        (store_add, ":ally_percent", ":player_count", ":ally_count"),
        (val_mul, ":ally_percent", 12000),
        (val_div, ":ally_percent", ":total_count"),
        (position_set_x, pos1, ":ally_percent"),
        (position_set_y, pos1, 300),
        (overlay_set_size, "$g_presentation_obj_3", pos1),
     
        (store_mul, ":player_percent", ":player_count", 12000),
        (val_div, ":player_percent", ":total_count"),
        (position_set_x, pos1, ":player_percent"),
        (position_set_y, pos1, 300),
        (overlay_set_size, "$g_presentation_obj_4", pos1),
       
        (store_add, ":ally_percent_2", ":player_count", ":ally_count"),
        (val_mul, ":ally_percent_2", 240),
        (val_div, ":ally_percent_2", ":total_count"),
        (val_add, ":ally_percent_2", 35),
        (position_set_x, pos1, ":ally_percent_2"),
        (position_set_y, pos1, 700),
       
        (store_mul, ":player_percent_2", ":player_count", 240),
        (val_div, ":player_percent_2", ":total_count"),
        (val_add, ":player_percent_2", 35),
        (position_set_x, pos1, ":player_percent_2"),
        (position_set_y, pos1, 700),

		## BATTLE MAP
		(try_begin),
			(eq, "$enable_battle_minimap"),
			
			(get_scene_boundaries, pos2, pos3),

			(try_for_agents,":cur_agent"),
				(agent_is_human, ":cur_agent"),
				(agent_get_party_id, ":agent_party", ":cur_agent"),
				(agent_get_slot, ":agent_overlay", ":cur_agent", slot_agent_map_overlay_id),
				(try_begin),
					(eq, ":agent_party", "p_main_party"),
					(try_begin),
						(agent_is_alive, ":cur_agent"),
						(call_script, "script_update_agent_position_on_map", ":cur_agent"),          
					(else_try),
						### WINDYPLAINS+ ### - Done to prevent object #0 agents erasing object #0 (troop ratio bar background)
						(neq, ":agent_overlay", 0),
						### WINDYPLAINS- ###
						(overlay_set_alpha, ":agent_overlay", 0),
					(try_end),
				(else_try),
					(agent_is_ally, ":cur_agent"),
					(try_begin),
						(agent_is_alive, ":cur_agent"),
						(call_script, "script_update_agent_position_on_map", ":cur_agent"),
					(else_try),
						### WINDYPLAINS+ ### - Done to prevent object #0 agents erasing object #0 (troop ratio bar background)
						(neq, ":agent_overlay", 0),
						### WINDYPLAINS- ###
						(overlay_set_alpha, ":agent_overlay", 0),
					(try_end),
				(else_try),
					(try_begin),
						(agent_is_alive, ":cur_agent"),
						(call_script, "script_update_agent_position_on_map", ":cur_agent"),
					(else_try),
						### WINDYPLAINS+ ### - Done to prevent object #0 agents erasing object #0 (troop ratio bar background)
						(neq, ":agent_overlay", 0),
						### WINDYPLAINS- ###
						(overlay_set_alpha, ":agent_overlay", 0),
					(try_end),
				(try_end),
			(try_end),
		(try_end),
       
        (try_begin),
          (eq, "$presentation_troop_ratio_bar_active", 1),
          (gt, ":cur_time", 200),
          (game_key_clicked, gk_view_orders),
          (assign, "$presentation_troop_ratio_bar_active", 0),
          (presentation_set_duration, 0),
          (start_presentation, "prsnt_battle"),
        (try_end),
       ]),
       
     ]),

## End - Troop Ratio Bar & Battle Mini Map
module_meshes.py said:
Code:
  ("status_troop_ratio_bar", 0, "slider_hor", 0, 0, 0, 0, 0, 0, 1, 1, 1),        # Troop Ratio Bar

Best Regards,
 
This should have been in Suggestions, not Quick Questions :

Is there still ( ie 3.9.4 ) an issue re outfitting your wife, that if she comes with an unfortunate hat, you cannot redress her ( some NPC in a tavern, I forget her name, has a menu ) with " no hat ", but are obliged to refill her emptied headgear slot ( in contrast to the wives who start without hats ) ?
 
In some mods I have seen headgear slot earrings that both allow the desired au naturel hair look and in fact are of themselves quite fetching ( also earrings with a useful armour value - magic ? - would be great for especially Sara's and Alyssa's, even the PC's, looks - no helmets ! ) - could assorted elegant earrings be the simple ( even a little hot fix ? ) solution to this niggling aesthetic problem ( along with adding some new, nicer - racier - frocks, please ............. last time I looked the " Royal Collection " was awfully staid, and this is meant to be my Fantasy, after all .........  ) ?


So, ( useful ) earrings, and racier frocks, anyone ?
 
I'm wondering if/when the next update arrives (never presume kids) will there be companion specific weapons and armour that only they can wear? As in the sword of damocles mod there was this excellnt looking light mail and plate with a full cloak and when I was grinding against sea raiders etc charging across the field with my companions all in light mail and plate, full gauntlets, helms and iron greaves we looked pretty bad ass, and could we earn them in quests were stabbing a dude is not the only option? A full suit of armour and shield hand weapon and a mount for them?
 
and matching special Companion earrings .......... cool


PS    I just married in 3.9.2 and discovered that the wife's hat thing had indeed been " fixed " - thanks ( someone could have said..... ). Earrings would still be a fun addition ......
 
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