Discussion + Suggestions

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Dago Wolfrider 说:
Dantelh 说:
I've done it, I've recruited the Caped Crusader himself. I have entered the best timeline.

Siegfried? Well,...(*Four letter word*)
*done*


I mean Batman.
 
Dago Wolfrider 说:
You are lying, because...
No. it's you who is lying, because
Here is real Batman
sknYeXR.jpg
 
T.L.S. 说:
Dago Wolfrider 说:
You are lying, because...
No. it's you who is lying, because
Here is real Batman
sknYeXR.jpg

He can not be Batman, since the real one has no beard. Why Batman would need 8 looting? And he is known to be a genius ( only 12 intelligence ) and he should be an "engineer" since he creates its own gadgets ( 0 Engineer ). Therefore you are lying too.
 
I’m sure these are in here somewhere, but I don’t want to read 201 pages of suggestions to find them so I’ll just pretend these are new and original ideas.

1. Allow for giant/giant females for hired/household troops. Mostly an aesthetic thing, might be a nuisance since a new tab would need to be added for the hired troops customization but there shouldn’t be anything preventing massive murder women from being household guards.

2. As a difficult suggestion, reorganizing the map some so there’s less empty space in the center of the map would be nice. Basically the void area around the lake near the merc guild moderately annoys me since it’s nice fertile green land with a water source and the horse dudes avoid it to live in a desert. Why horse dudes? What did the water do to you?

3. Another impractical suggestion, diversifying factions more would be nice. Three factions are “heavy infantry with weak archers,” three are “crossbows with limited Calvary,” three are “generalist” and I honestly don’t know the difference between kuu and drahara (besides kuu dying quickly most games). Obviously there are limitations on the variety you can have with 4 basic unit types and I was exaggerating some, but there is a lot of overlap in the factions.

The suggestion which always gets shot down (it’s a pun) omitted, pruning trees may help. Remove sut archers in favor of the above posted crushing/stone throwers, knock off 1 of the dwarves infantry lines and their somewhat oddly placed horse archers, and I don’t know what to do about zann/tolrania/cretas all having 2handed inf, bows, and non-noble cav. In previous versions, I modified cretas and the dwarves to be gunpowder factions for my games but I know that such things provoke unspeakable rage when seriously suggested so I’ll keep that under personal adjustments.

Honestly the problem isn’t that bad since aesthetically the factions are quite different (except the two desert horse dudes) but it’s something that could be improved.

4. I don’t know how difficult it is to implement, but having mixed gender troops for some factions would be a nice option. I know the feirdsvan in the most recent pendor patch have it and it seems fitting for elintor, bakhal arrow fodder, etc. Honestly I have no good argument for it other than it’d be neat and it might not be terribly difficult to implement.

That’s about it. Love the mod and these things aren’t exactly “do this or else you mod is terrible,” but I figure suggesting things shouldn’t hurt.
 
My 2 cents for the day. Sorry if already suggested.

It could be neat to have some sort of way to unlock access to certain household troops.
For my own play if I decide I want to use a unique household troop then I work to get my relation with the lord in question up to 90 and then try find a suitable unit to upgrade to it using Morghs.

In my case I really wanted to use Draharan Shadow Assassins without making the game too easy, so I did everything I could to grind Emir Grasullah up to 90 relation and then edited Draharan Desert Assassins to be able to upgrade to them once I'd "unlocked" them.

Above works great for personal use, just thought I'd suggest it as I'd be curious how developers would approach this if at all.
 
So the whole idea started off with my most recent campaign start, stomping around Sandwalker territories I noticed they always had refugees from wherever. I was curious as to why, but I thought it would be really neat if they tagged off every once in a while with Desouk slavers to sell them to, assuming they wouldn't be able to reach/sell to the ransom brokers in the city.

Since the Desouk are also not so friendly with towns, why are they getting slaves? Who for? I ultimately decided that demon worshippers would be the ideal market, I recall something along the lines of being threatened to be sacrificed for the dreaded one. I've been bouncing around a few ideas for quests but I don't code, at all, so I don't know what is plausible!

Anyone else is free to spitball ideas at this, I would love to see more tie-ins for just how or why the dreaded one just... pops in!
 
King Edric 说:
After 400 days I still haven't seen one of these bad boys
hehe, I belive it is ester egg...
when you take Venetor, go to weaponsmith and you see more miraculous things, like bigger pan acting like shield (good one)
 
If the right-click menu option for faction relations will remain the main way of checking those, would it be possible to make it print every faction in a new line instead of it all being one big clump? Sure, it'd take up a huge space in the log, but it can be painful to find what you're looking for in that message at the moment.
 
Gonna leave this suggestion here, it doesn't need to be implemented if not wanted but putting these here as ideas:

Venetor City needs a village(s) and can we have the Third Legion Outpost act like the Zann Outpost where it becomes a Castle when the TTL/VE Quest is finished? Oh and another village for the TL Outpost.

More faction-specific Companions? Like one for TTL/VE, Hakkon, RotF, Cretas, Aurolo?  :fruity:

Oh and can we get another invasion? Like from the East of the map since Drahara becomes too good late game(they took 3/4th of Hakkon, half of the Reich, all of Kaikoth, Cretas, Kuu-lan and the two Giant factions). Maybe a surprise of the Klyrintin Empire of sorts (settable like the Zann, so that one can set them to invade at the same time and watch all of Perisno burn to the ground by two powerful empires  :twisted: ).
 
I agree that the Venetor empire should indeed have a village or a few attached to it, and those could be given to vassals so that they would not be as eager to desert from the faction as they seem to do often. Also, the making the Third Legion Outpost a castle is also a good idea in my opinion.
 
Tiger of the East 说:
Gonna leave this suggestion here, it doesn't need to be implemented if not wanted but putting these here as ideas:

Venetor City needs a village(s) and can we have the Third Legion Outpost act like the Zann Outpost where it becomes a Castle when the TTL/VE Quest is finished? Oh and another village for the TL Outpost.

More faction-specific Companions? Like one for TTL/VE, Hakkon, RotF, Cretas, Aurolo?  :fruity:

Oh and can we get another invasion? Like from the East of the map since Drahara becomes too good late game(they took 3/4th of Hakkon, half of the Reich, all of Kaikoth, Cretas, Kuu-lan and the two Giant factions). Maybe a surprise of the Klyrintin Empire of sorts (settable like the Zann, so that one can set them to invade at the same time and watch all of Perisno burn to the ground by two powerful empires  :twisted: ).



I assume for new villages, it would require another restoration quest or two. The good thing there is that less quests and NPC's will get stuck compared to Venetor.



Also, I think the Klyrintin Empire is going to be the big feature for 1.0. All I have is the three or four references, and that one loading screen picture of horned cavalry marching in the desert. The Perisno development team is also looking for modelers and the like.


I would also recommend to the Perisno development team to look for people on the Warband Reddit, since they may get new recruits who don't know about this relatively small forum.
 
Dantelh 说:
Also, I think the Klyrintin Empire is going to be the big feature for 1.0.
Sorry to disappoint (better sooner than later), but we never talked about that in the dev chat.

Modellers (just like lore/dialogue writers etc.) are needed to polish and replace some of the remaining bad assets (and other things in general), not to add more stuff.
 
Leonion 说:
Dantelh 说:
Also, I think the Klyrintin Empire is going to be the big feature for 1.0.
Sorry to disappoint (better sooner than later), but we never talked about that in the dev chat.

Modellers (just like lore/dialogue writers etc.) are needed to polish and replace some of the remaining bad assets (and other things in general), not to add more stuff.


That's sad to hear, though it's nice to know what already exists will be improved upon.
 
What about this old list? How many of them are still under consideration for next version? (assuming the mod isn't at the limit already.)
- [0%] Adding Different Game Start
- [5%] New Galwe Features
- [0%] Add more kingdom management options
- [0%] Prisoner trains
- [0%] Raider parties
- [0%] War parties
- [0%] More mercenary companies to hire
- [0%] Faction outposts/forts that can be attacked for unique loot
- [35%] Add 3 houses factions 
- [20%] Add rumor system
- [0%] More, larger food items (military rations, supply wagon)
- [85%] Bandits taking castles 
- [0%] Scripted Events for 0.7
    - [0%] Maccavian civil war
    - [0%] The Valahir invasion of mainland (into Reich and Maccavia)
    - [10%] Jin Invasion
    - [0%] Tolrania-Redwood war 
- [0%] Random Events
- [0%] 0.7 Quests
    - [0%] Hakkon Inquisition
    - [0%] New/Old Gods quests
    - [0%] A lot of Adventurer's Guild quests
    - [0%] Demon Worshipper Quests
    - [0%] Companion quests
- [40%] Jin Troops
- [10%] Perisnoan Ruins
    - [0%] Quest NPC, merchant NPC, troop NPC
    - [0%] Roman equipment is Third Legion merchant specific
- [30%] More unique spawns and better unique spawning system 
- [0%] Riderless mounts/spawns that spawn in parties around Perisno
- [0%] Blood HUD
- [0%] Religion

Bugs/smaller features:
- [0%] Make the liquer have moral value
- [5%] More, larger food items (military rations, supply wagon)
 
willyflare 说:
What about this old list? How many of them are still under consideration for next version? (assuming the mod isn't at the limit already.)
- [0%] Adding Different Game Start
- [5%] New Galwe Features
- [0%] Add more kingdom management options
- [0%] Prisoner trains
- [0%] Raider parties
- [0%] War parties
- [0%] More mercenary companies to hire
- [0%] Faction outposts/forts that can be attacked for unique loot
- [35%] Add 3 houses factions 
- [20%] Add rumor system
- [0%] More, larger food items (military rations, supply wagon)
- [85%] Bandits taking castles 
- [0%] Scripted Events for 0.7
    - [0%] Maccavian civil war
    - [0%] The Valahir invasion of mainland (into Reich and Maccavia)
    - [10%] Jin Invasion
    - [0%] Tolrania-Redwood war 
- [0%] Random Events
- [0%] 0.7 Quests
    - [0%] Hakkon Inquisition
    - [0%] New/Old Gods quests
    - [0%] A lot of Adventurer's Guild quests
    - [0%] Demon Worshipper Quests
    - [0%] Companion quests
- [40%] Jin Troops
- [10%] Perisnoan Ruins
    - [0%] Quest NPC, merchant NPC, troop NPC
    - [0%] Roman equipment is Third Legion merchant specific
- [30%] More unique spawns and better unique spawning system 
- [0%] Riderless mounts/spawns that spawn in parties around Perisno
- [0%] Blood HUD
- [0%] Religion

Bugs/smaller features:
- [0%] Make the liquer have moral value
- [5%] More, larger food items (military rations, supply wagon)





I think quite a few of them have advanced since then, being 4-5 versions later. I know a few are being actively worked on, and I can assume the Jin invasion may have at least one or two quests with all the work put into the Jin. If not an invasion, I assume there will at least be improved Jin content next update.
 
willyflare 说:
What about this old list? How many of them are still under consideration for next version? (assuming the mod isn't at the limit already.)
- [0%] Adding Different Game Start
- [5%] New Galwe Features
- [0%] Add more kingdom management options
- [0%] Prisoner trains
- [0%] Raider parties
- [0%] War parties
- [0%] More mercenary companies to hire
- [0%] Faction outposts/forts that can be attacked for unique loot
- [35%] Add 3 houses factions 
- [20%] Add rumor system
- [0%] More, larger food items (military rations, supply wagon)
- [85%] Bandits taking castles 
- [0%] Scripted Events for 0.7
    - [0%] Maccavian civil war
    - [0%] The Valahir invasion of mainland (into Reich and Maccavia)
    - [10%] Jin Invasion
    - [0%] Tolrania-Redwood war 
- [0%] Random Events
- [0%] 0.7 Quests
    - [0%] Hakkon Inquisition
    - [0%] New/Old Gods quests
    - [0%] A lot of Adventurer's Guild quests
    - [0%] Demon Worshipper Quests
    - [0%] Companion quests
- [40%] Jin Troops
- [10%] Perisnoan Ruins
    - [0%] Quest NPC, merchant NPC, troop NPC
    - [0%] Roman equipment is Third Legion merchant specific
- [30%] More unique spawns and better unique spawning system 
- [0%] Riderless mounts/spawns that spawn in parties around Perisno
- [0%] Blood HUD
- [0%] Religion

Bugs/smaller features:
- [0%] Make the liquer have moral value
- [5%] More, larger food items (military rations, supply wagon)

[35%] Add 3 houses factions ~ What are these 3 houses faction?
 
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