Discussion + Suggestions

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Zephilinox

Knight
    • Got a suggestion, idea or improvement for the mod? post here and let us know.

      Note: Possible spoilers exist throughout the thread, proceed with caution.


      Sky Warden said:
      Just a little suggestion, but can you set the merchandise flag on for noble clothes or dresses like the ones the lords and ladies wear in their castles? Sometimes I feel like playing the merchant, or just want to be fancy during feasts, and I can't buy normal clothes anywhere. Just for role playing purpose. I already set them on in my copy using Morgh, but perhaps you might want to do this for the official release.

      Elf said:
      Please add a two-handed sword back to the heritage. Probably a less powerful one.

      From a two-handed swords fan

      Sky Warden said:
      Please make the player's choice or dialogue in general more... generic because people role play differently. It's not fun to see my cold silent character making jokes when recruiting companions. It would also make the menu shorter.

      wolonggong said:
      I guess the only real addition I would really love to see is the ability to built a fort with improvements ala what they are doing in the Empire III mod.

      Sky Warden said:
      I have a small suggestion about the starting gift. I've only picked this option with a female character, so I don't know about the male one, but I think it would make more sense and interesting if the, "Heavy armor and a mount I can ride," option gives you a Female Perisno Armor and the horse used by those Perisnoan knight (forgot the name) instead of the Ankar armor and the wolfie. It would make it like your family had something to do with founding the Perisno kingdom.


      Suggestions:

      • masterborn12 said:
        one question can u do so the elephants never get lame

        because if u find one ur lucky and they are 50k


      • masterborn12 said:
        i know this might be hard but why not make a Special Quest where you pretty much rebel against a kingdom and then become its king
        similar to WFAS False dimitry or the deluge but ur dont get killed by an assasin at the end pretty much you get an ending ur player unified perisno under one banner and he lived happy all his days after


      • Tipsu94 said:
        Michadr said:
        Btw. To not go too much out of topic , i suggest you to add combat animations enchantments...
        Any that you had in mind?

        Yeap , all of these looks nice in my opinion. http://forums.taleworlds.com/index.php/topic,134185.0.html Not an ops (?) but you can always ask permission to add those in your mod if you like those..

        (For now i think i add them for my personal use as i like those more than native animations)



      • makmix said:
        Yknow... if you guys have the time, you could put in a constant mercenary outpost where players can hire different merc's and recruit like an awesome companion and such.... I would come up with a name for the place, but I'll let you guys work on that. Also it is a little idea that I wanna put out there from playing sword of damocles so I'm not taking any credit of the idea.

        I mean, is it fine that I pitch the idea here cause I don't wanna look like I'm plagiarizing a brilliant idea here.


      • habeo123 said:
        I saw a great bunch of Persino troop that get blunt weapon, I was thinking about changing it so it's more lethal. I mean right now, the number of prisoner after battle is too high. Blunt weapon also mean most troops will just neglect armor, render heavy armor bearer in a disadvantage.


      • habeo123 said:
        Legendary weapons. These weapons are either possessed by a Monarch, a powerful existence or in a hidden location. You can only attain 1 of each.


      • Tipsu94 said:
        I think more buildings for fiefs (town , castle , village) would be cool.

        For Example:

        Training ground - Used to train faction unique troops (Troops that you can't get by just training them by yourself)
        Armoury - Gives siege defender unlimited arrows (Expensive ofcourse as it brings big advantage to defenders)

        Not my idea , i know there is lot of buildings in other mods so just pointing out that there would be good to be more buildings...


      • Tipsu94 said:
        If you have really bad relations with someone , your enemy tries to ''kill'' you. Sending much difficult ambushes and mercenary parties after you... Why ? I feel like 4 man ambush is boring as hell so it would bring some challenges and well some point to not have much enemy lords (Relations like 60 negative or something like that)


      • MAN~O~WAR said:
        I play a trader in my games a lot and it seems I am limited in what I can do with my profits. So far I have been recruiting mercenaries to protect me, buying more goods to sell and starting productive enterprises. I try to not to take sides or get involved in wars too frequently. It would be cool to see more options available such as lending lords money and later paying you back plus whatever interest you apply. Or hire multiple caravans to carry out trade missions for you.


      • Asura said:
        When you have managed to carve out your own Kingdom, the possibility to enlist captured enemy lords as vassals, depending on your relation with said lord, honor and renown. Someone you are on friendly terms with, ending up as an enemy lord later in the game, would prefer you as King rather than his current one, perhaps, considering the alternative, if nothing else. :cool:

      • Ingame books readable.
      • Religion and race suggestion > http://forums.taleworlds.com/index.php/topic,284940.msg7291490.html#msg7291490
      • king/queen would have 2 or more bodyguards always around them.
      • A new 'hero' unit that can be recruited in a tavern: The Bodyguards
        There are two of them that can be hired (both are separate heroes). They combine traits of both mercenaries and heroes in that they are unkillable and their equipment can be customized, but do not have names, stories, or complaints about other companions.
        I'm not sure if this part is feasible, but: each one has a pre-defined unit group (like infantry, cavalry, Unnamed 1, etc.) that is either Bodyguard L or Bodyguard R (left/right). Like the main three groups, they have set formations, which in this case would be close to your left or right side.
        To avoid giving them commands to leave your sides accidentally, they are excluded from the default 'Everybody' commands and instead have to be directly referenced to give orders to (maybe by a combined 'Bodyguard' command.)
        If it's not too hard can one of these be left-handed? Just reverse the animations if it can be done. I would love to pretend to be an Ottoman Sultan.
      • When you meet a big party's leader of a minor faction he ask you to help him to refound his ancient faction (ex. The third legion).
      • Self combination of horse and armor
      • Introduce new, larger kinds of food (military rations, whole animals, etc.)
      • Get more useful weapons at sneak-ins
      • Help looted villages:
      [*]http://forums.taleworlds.com/index.php/topic,284940.msg7333041.html#msg7333041
      • In parties menu, when in a castle or town, make it so that you can move the troops up and down too.
        Activate Up an Down button for garrisoned troops
      • Not only give but take troops from your lords, making them angry or even defect if you take too many
      • Increase the possibility of gaining rtr without having joined a faction already
      • Improve the possibility of making peace agreements, depending on your faction strength.
      • Repair feature (bringing damaged stuff to a merchant, pay, get better stuff back
      • Chest for the attacker at a siege (controversial, I know)
      • Lowering companion levels to improve player's identification with them, nerfing their stuff.
      • Decrease morale loss after battle...generally and particularly when you decide to challenge them alone...
      • Legendary horses 500000+ denars
      • Limit tax inefficiency or give the player a possibility to do so...30% max would be cool.
      • Include "Sell all prisoners"-option into the Tavernkeeper dialogue
      • Taking a look at the loot after battle, making sure the higher tier troops drop sth. It's not really fun slaughtering about 50 high-tier troops and finding nothing
      • A new companion, a wolf, that would be cool, and make another companion as a hawk.
      • Make an assassins creed style outfit, like similar to ure desert assassin. but more like assassins creed (white and ****)
      • More minor factions/Minor factions That you can join, and that they can siege castle/towns and attack the player and all the other lords of all factions.
      • Peasont Revolt
      • A different way of recruiting
      • Allowing to recruit imprisoned lords.
      • Since Maccavia is a Republic, it would be nice if the faction leader changed every now and then through elections, which would be based on the lords relation to all the cities, villages, castles and renown
      • Chance to escape from battle after losing like NPC lords
      • Make banners on villages (like in PoP) for 0.7?
      [*]Faction specific music
      [*] When kings and queens are defeated options
  • When the last city is conquered on their faction, I want to be able to recruit the kings/queens later. (There is no going back anyways :smile:.) Maybe you meet them at a tavern where they're drinking forever. Maybe you run into them hiding and wandering the world with a gigantic army. Maybe they can be apart of a quest, saying that someone noticed them at the edge of the sea about to jump in. I just feel like they could be helpful tools to recruit when you eliminate their faction.

    Baraka said:
    First of all, thanks a lot to the developers of Persino. Warband is the only game that I have bought during the last five years. You have made an outstanding game even better (for those who know the old game Die By The Sword, this is the kind of game I have been waiting for).

    There are some suggestions that I would like to make to this excellent mod:

    Man vs. Man instead of Army vs. Army: One can propose or be proposed to fight against the enemy army's leader in a man vs. man fight. If the attacker wins, the defender gets enslaved (as usual). However, if the defender wins, the defender is allowed to leave with his army. This would only apply to characters with high honor and only makes sense for the player if he is attacked by a superior force. Adds honor if the enemy's proposal is accepted, requires high honor to propose. Only applies to open field battles.

    Mercy: If the enemy is beaten, the remaining forces can be allowed to leave, including lords. Adds honor. Same applies if beaten by an enemy army. Honorable enemies can spare the defeated player, if he has high honor.

    Free merchants: Carvans that travel from town to town that do not belong to any faction. Can be raided. If attacked, free merchants will turn against the player. If superior, they will hunt the player down (due to a merchant codex). If inferior, they will flee from the player. They are usually better protected (by mercenaries) than faction caravans, since they have no faction protection. They can be escorted like regular carvans or can be traded with on the route.

    Reduced visibility in forests: As name mentions, no other travelling parties can be percieved on the map if one is in the forest, unless very close in the forest (increases dependency on tracking skill).

    Black markets: Settlements in the forest run by bandits. The map of the bandit camp could be used. One could trade there or hire bandit mercenaries or sell prisoners.

    Outpost mod: I remember having played a mod once which allowed to build a temporary settlement on the map (a fort). Maybe this mod or the idea could be implemented.

    Logistics: Based on the outpost idea. Minor factions have unique forts, which they spawn from. Free traders travel to those forts. They can be attacked and eradicated, however they can spawn at a different point. (i.e. landing points for invaders or temples for order of demons or eagle knights, or just small camps in the forest, already exist for bandits).

    More logistics
    : Minor factions also carry out transports like caravans which can be raided, e.g. the transports of relics or books of the demon or eagle knights, which can be sold for a high price on the black market. The point is to give players another option than just raiding the major faction's caravans.
    Baraka said:
    Caravan in trouble: Mini event. A fix point on the map that spawns from time to time. A caravan that is surrounded by bandits and that requires help. The players can either attack the bandits and then help the caravan or attack the bandits and loot the caravan or leave the caravan be.

    Random attacks in forests Travelling through forests can be dangerous! This event triggers randomly when travelling through a forest. The players and some of his companions are attacked by bandits and were knocked down from their horses. They have to defend themselves.

    Fight club Could be triggered at the black market. It's like the arena in the cities, but the player spawns with no armor and the weapons are placed randomly on the ground. He and his enemies have to pick a weapon as soon as possible. The weapons are not practice weapons. Losing in the fight club equals death, however the bets that can be placed can be a lot higher.

    Slaves, slaves, slaves Slave transports carried out by factions, which consist of cavalry and a bunch of prisoners. Carried out from town to town. Some factions have a higher affinity for slavers, whereas others have less. Maybe there could be a minor faction that either hunts slave transports and sets them free or the opposite: They hunt parties and enslave them or simply transport them between black markets. Player could attack those parties, free the slaves, kill them or take them prisoners by himself.

    Prison pit Addon to player's own prison. Would require a new map. Player can organise fights between prisoners including captured lords (to the death). Winners can be freed by the player or kept in the prisons, losers die (disappear from the prisoners list). Lords cannot die. Player can place bets on the fights. Pit would be watched by other npcs (similar to arena, people would also bet on fights). Maintaining such a pit or carrying out fights could have effect on player. Player cannot engage in pit himself.


    Well, hello there.. When an unmarried player (vasall) enters a castle in which an unmarried lady is located, there is a chance that she might have noticed him entering the castle and sends out a servant with a secret intivation (much like the usual invitations) to meet her. Might depend on renown and/or charisma. Player can accept or deny invitation. Option: Lady is already courted by someone else and player is asked to duel him.

    Messengers Messengers are implented like companions, but they cannot level or gain experience.
    They can be used in combat, but have average stats. Messengers can be sent to cities to obtain information e.g. which troops and lords are located or to find out the location of someone. Or they can be sent to a specific lord with the demand to join the player if the relation is high enough. Messengers are expensive to hire and the player may only have one or two.

    Religious followers May apply to Demon Worshippers or New/Old God followers. Small bands of religious followers roam between cities and villages. They are unarmed and do not engage player even if hostile. They travel to convert people to their belief. However, they can be attacked. But if the relationship to the faction reaches a certain (negative) level, the religious faction will actively hunt the player down with armies and plunder his villages.

    Hot potato Addition to more logistics. Religions factions have unique artifacts which can be taken from the transports. Those can be either powerful books, equipment or valuable items. As long as the player carries the item, the factions actively hunt him down until the artifact is retrieved from him.

    indulgence In addition to following the New or Old God, player can donate gold to improve his relation (also if relation is already negative). If player has chosen no side, he can donate money to one side to be at peace with those followers, even without belonging ot them.





    Suggestions That Are Done:

    • Disable companions leaving
    • Change Faction Colours
    • Hair styles, Beards, more faces.
    • Make that armor from the loading screen.
    • More Improvements
    • More food/food variety at the merchant's
      • Hunting mod
    [*]
 
Last edited by a moderator:
zoo889 said:
I really think you shouldn't put all the faces in HDR, it looks far too unrealistic and pretty creepy.

In the mean time, delete all manface's and womanface's in "Perisno/Textures"
 
Edit... Oh wrong topic , should have been on bug topic... Anyways lets say this is my suggestion: FIX THIS <3  :grin:

Collect money for debtor in Suno (or something like that) is bugged. I go talk that guy who owes money and he told me to fight with him. Thats fine , i do it and nothing. I go tavern and see that guy again and i talk him and he just keep saying about fighting outside. Guest giver is in same tavern and says he need his money :/

Also in same quest it would be nice to be briefing in Note section like other quests haves...

(Sorry for bad english)

Anyways , even if this mod is pretty much under work , i have to say that i am impressed , nice mod guys ! :razz:
 
Tipsu94 said:
Edit... Oh wrong topic , should have been on bug topic... Anyways lets say this is my suggestion: FIX THIS <3  :grin:

Collect money for debtor in Suno (or something like that) is bugged. I go talk that guy who owes money and he told me to fight with him. Thats fine , i do it and nothing. I go tavern and see that guy again and i talk him and he just keep saying about fighting outside. Guest giver is in same tavern and says he need his money :/

Also in same quest it would be nice to be briefing in Note section like other quests haves...

(Sorry for bad english)

Anyways , even if this mod is pretty much under work , i have to say that i am impressed , nice mod guys ! :razz:

Thanks :wink:
The quest won't be in 0.5 (we're planning better quests) so I don't know if there is need to fix it, 0.5 is almost out. For now, just ignore them.
 
Something unusual said:
Tipsu94 said:
Edit... Oh wrong topic , should have been on bug topic... Anyways lets say this is my suggestion: FIX THIS <3  :grin:

Collect money for debtor in Suno (or something like that) is bugged. I go talk that guy who owes money and he told me to fight with him. Thats fine , i do it and nothing. I go tavern and see that guy again and i talk him and he just keep saying about fighting outside. Guest giver is in same tavern and says he need his money :/

Also in same quest it would be nice to be briefing in Note section like other quests haves...

(Sorry for bad english)

Anyways , even if this mod is pretty much under work , i have to say that i am impressed , nice mod guys ! :razz:

Thanks :wink:
The quest won't be in 0.5 (we're planning better quests) so I don't know if there is need to fix it, 0.5 is almost out. For now, just ignore them.

Can you say when its out ? In days or weeks ? (Just asking as i don't want to start playing yet as 0.5 breaks save comp...)


Btw. To not go too much out of topic , i suggest you to add combat animations enchantments...
 
Its planned release is sometime in september.

Warning - while you were typing a new reply has been posted. You may wish to review your post.
What he said.
 
Thanks for information. I think i keep playing this save for next release as this mod seems so good. And well i read it later , now i am too busy as i have to give this mod more test playing hours :razz:
(And its 2.30am)
 
Michadr said:
Btw. To not go too much out of topic , i suggest you to add combat animations enchantments...
Any that you had in mind?

Yeap , all of these looks nice in my opinion. http://forums.taleworlds.com/index.php/topic,134185.0.html Not an ops (?) but you can always ask permission to add those in your mod if you like those.. 

(For now i think i add them for my personal use as i like those more than native animations)
 
Don't promise they'll be in version 0.5. Ugh... the pressure...the pressure.....hulk ANGRY :smile:
But on a more serious note, a lot goes into weather or not athe invasion makes it into 0.5
 
Thane Delphi said:
Don't promise they'll be in version 0.5. Ugh... the pressure...the pressure.....hulk ANGRY :smile:
But on a more serious note, a lot goes into weather or not athe invasion makes it into 0.5

I sent you a private message :smile: Hopefully that will "relieve" your pressure a bit
 
Yknow...  if you guys have the time, you could put in a constant mercenary outpost where players can hire different merc's and recruit like an awesome companion and such....  I would come up with a name for the place, but I'll let you guys work on that.  Also it is a little idea that I wanna put out there from playing sword of damocles so I'm not taking any credit of the idea. 

I mean, is it fine that I pitch the idea here cause I don't wanna look like I'm plagiarizing a brilliant idea here.
 
makmix said:
Yknow...  if you guys have the time, you could put in a constant mercenary outpost where players can hire different merc's and recruit like an awesome companion and such....  I would come up with a name for the place, but I'll let you guys work on that.  Also it is a little idea that I wanna put out there from playing sword of damocles so I'm not taking any credit of the idea. 

I mean, is it fine that I pitch the idea here cause I don't wanna look like I'm plagiarizing a brilliant idea here.

Generally ideas don't mean much, if someone recreates a feature of another mod (I've not heard of this happening though I don't play many mods) without looking at their source code (generally it would be closed anyway) then it should be fine.

Added to the list, we were talking about removing the current outposts (way too messy) and thinking of having a way to garrison your troops somewhere, this could also be the answer.
 
Added to the list, we were talking about removing the current outposts (way too messy) and thinking of having a way to garrison your troops somewhere, this could also be the answer.

Good point. When i first put it in i took it out twice and put it back in again. Should have just left it out :razz:
 
Yeah it is buggy, whenever a patrol dies I get invalid OP code errors. We should replace outposts with minor faction outposts controlled by AI so they're like mini-castles that spawn minor faction parties.
 
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