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kenjutsuka said:
@GS will becoming lumberjack or miner help to gain STR or AGI?

  you mean at character creation?  I'm not sure those were options.  If they were certainly you'd get a str bonus.
  Looking at the code I see a forester background, which really needs  lumberjacking skills added, maybe some cooking, camping, and simple woodworking.
I'll need to update that when I get back.

  Mining and lumberjack during the game don't change your strength; they are monthly events (per site you find, so keep exploring to find more sites).  Each site has perhaps 1000 gold or so worth of materials, maybe more if you have some specialist companions lumberjacks or miners for lumberjack and mining spots.  You could pull 10-15 items from a good trip so make sure you have space to get full benefit.  Ores should then be smelted at a smithing crafting station, to become iron and lose weight and take less space in inventory.  Wood is useful not just for woodworking (bows, mace, arrows, shield), but as fuel for some smithing combines (sheet metal, ore into iron, chain links needed for armor).  You'll end up needing plenty of irons and wood if you plan to make your own gear.
Leatherworking is somewhat easier; hunting gives hides and the leather is cheap enough.

  - GS
 
DeathByRabbit said:
Hm. Interesting.

I'll have to give it some thought if I'm to say much more than what I've already posted. At the very least, now that I have MelsPerisno installed, I'll start a new game (for the last time possibly) and see how crossbowmen compare to archers.

  My last attempt at rebalancing gave many crossbows the ability to penetrate shields, lacking from bows.  That may have been nerfed I need to check

ahh      "normal crossbow" that bit is removed.  Light, hunting crossbows, and Perisno hunting crossbows I had it removed and they still are removed.

            Heavy, Siege, "Improved Crossbow", Axe Bow, Bladed Crossbow, and "Perisno Crossbow" (not hunting) all have can penetrate shield.
    There isn't a mechanic to boost crossbow damage yet as it might inadvertently boost bows as well, which are already strong enough.  I wanted crossbows to be useful at sieges thus the added flag for penetrate shield.  Also Steel Bolt has the penetrate shield flag.  Note if you have high skill woodworking and make your own crossbows and steel bolts you can end up with some very high stat crossbows now, as your skill in woodworking, your intelligence, and your guild rank all factor into the final dice roll for the bell curve of what item modifiers are put on whatever you were making.

  - GS
 
I'll now be maintaining the first post on this thread again, with lists and links to suggestions as well as suggestions we decided to implement.

I don't want to go through the last 100 pages, so if you want one of your suggestions on that list either send me a PM with a link to where you mentioned it, or post it here again.
 
i was a vassal in redwoods and i married with queen's daughter, cant i simply take the crown from queen? it would be easier :iamamoron:
 
Pitch Black said:
1)powedraw does not help crossbows. The reason for the low damage is because the projectile speed of the bolt is decreases with range. The damage the c4ossbow shows if it is from very close range.

2)Why would troops be happy that you are attacking their homeland? If that annoys you, hire Perisno troops, minor faction and/ or mercenary troops, they are as powerful as normal troop trees.

4) you can go to the tavern and pay 1000 to increase relations at a town.for villages, go walk around and find a jobless peasant ands give them 300 to increase relations.

6) Pretty sure that the person who gives the quest says where he is. And besides, it's supposed to be somewhat of a puzzle.

7) Magic stuff are already ready for the next update, works differently from Phantasy though. Gs mentioned it somewhere.

:cool: Spears are always useless, little can be done about that.

9) again, crafting is already being tested on.

10) don't think the devs want any more factions.

1)  That is ridiculous.  There is no point in human history where the crossbow had a lower arrow velocity or more drag than a bow, unless you're talking about one of those weird hand crossbows-usually, crossbows were substantially more powerful with a longer range.  Only English longbows outdid crossbows on a regular basis, and that was due more to the training of the soldier than the weapon itself. 

To have them become trivial annoyances at ranges where bows can one-shot mid-tier troops is foolish-it literally makes crossbows useless except as a 1-shot-toss weapon, especially since bow-armed troops will annihilate them due to faster firing speed and better long-range damage. 

You've already given them bad reload speed compared to bows-don't cripple them further with bad ranging mechanics.

2)  I don't know what the hell is the problem here, but it is much more difficult for me to run around hiring minor-faction mercenaries than it is to run around hiring from villages-I can usually get 2-4 times as many elvarie scouts (or any other village unit) in the same time it takes me to get 15 mercenaries or so.  If it was the dev's intention to make hiring "neutrals" more difficult than hiring "aligned" troops, they succeeded.  If not, then i must be missing something.

3)  You can only do the barrel-buying thing once per couple days (I think).  Unless you want to camp on a town doing mostly nothing for a few days, you have no real option for consistently improving your relationship.  There is a similar but less potent problem with villages.

4)  That **** who starts the quest says, and I paraphrase, "a town in tolrania called the center of learning."  There is no other information to point you in the right direction.

This might be a more personal thing than anything else, but I don't like in game puzzles.  It infuriates me to use someone else's solution to a problem, especially when the information given to you is vague and pretty much trivial.  I'm not a mind reader and I don't like being lead by the nose because you feel like being coy.

5)  Excellent.  As long as something is planned, I'm happy.

6)  Except they shouldn't be.  Spears are just as effective a weapon as anything else, historically speaking, and they shouldn't be relegated to **** status simply out of laziness.  Laziness is too strong a word, but I can't think of a synonym for it.

7)  Excellent.

:cool:  That's fine-it was just an idle idea.
 
ninjadork said:
5)  Excellent.  As long as something is planned, I'm happy.

Magic will not and will never be in Perisno, along with guns. That's what michadr has said, anyway.

GS was talking about his submod of perisno and rigale, and not the official version of perisno itself.
 
Zephilinox said:
ninjadork said:
5)  Excellent.  As long as something is planned, I'm happy.

Magic will not and will never be in Perisno, along with guns. That's what michadr has said, anyway.

GS was talking about his submod of perisno and rigale, and not the official version of perisno itself.

I'm not really concerned with whether its an official thing or a submod.  As long as there is an option that is Perisno-compatible, I am content.
 
Zephilinox said:
I'll now be maintaining the first post on this thread again, with lists and links to suggestions as well as suggestions we decided to implement.

  I wanted to thank you personally for coming back and helping us, even if I don't know you except for traces in the source code.  What is clearly marked as yours is nice clear code and useful changes, which  is a good thing for  Perisno.  I'm trying to write this from a tablet-phone and without glasses, across hotel internet, which is generally a recipe for triple fail, so although theres ice and fire forum for greeting I need to use this.  Anyway, its nice to see you active again, hopefully for a while.  There's always some bugs that need fixing and some new feature begging to get written :wink:

  Hopefully my changes will be easy enough to find and make some sense.  There's plenty of merging to do and its a good time for players as more options come available.  My submod is really just getting started; but tried and true Perisno can still use someone familiar with the code and especially where to find different problems.  That took me the longest time, of the 5 months I've seen/touched Perisno.

  - GS
 
gsanders said:
Zephilinox said:
I'll now be maintaining the first post on this thread again, with lists and links to suggestions as well as suggestions we decided to implement.

  I wanted to thank you personally for coming back and helping us, even if I don't know you except for traces in the source code.  What is clearly marked as yours is nice clear code and useful changes, which  is a good thing for  Perisno.  I'm trying to write this from a tablet-phone and without glasses, across hotel internet, which is generally a recipe for triple fail, so although theres ice and fire forum for greeting I need to use this.  Anyway, its nice to see you active again, hopefully for a while.  There's always some bugs that need fixing and some new feature begging to get written :wink:

  Hopefully my changes will be easy enough to find and make some sense.  There's plenty of merging to do and its a good time for players as more options come available.  My submod is really just getting started; but tried and true Perisno can still use someone familiar with the code and especially where to find different problems.  That took me the longest time, of the 5 months I've seen/touched Perisno.

  - GS

:oops:

I'm still getting used to the source (although the latest version I can find seems to be slightly outdated), but I have to say it's really nice to see code I wrote so long ago still being in use.
The reception from everyone on the dev team has been really nice.

You live in Sofia? that's so cool, I didn't get a chance to see the city but last month I went on a ski trip to borovets and went through Sofia airport ^^
I should also check the external perisno forum, I haven't really looked through it properly.
 
That's funny, as I'm just outside Borovets now.  I dont ski but like to watch my daughter sled.  We'll be here another 3 days and then I can use a real PC again. I can't type on a phone so I brought a keyboard with me but the screen is small.  I should have brought glasses  :smile:    Next time maybe.

    So you're BEAN?  I keep finding your tracks in the code, its like archeology.  Glad to meet you  :smile:

  - GS
 
gsanders said:
That's funny, as I'm just outside Borovets now.  I dont ski but like to watch my daughter sled.  We'll be here another 3 days and then I can use a real PC again. I can't type on a phone so I brought a keyboard with me but the screen is small.  I should have brought glasses  :smile:    Next time maybe.

    So you're BEAN?  I keep finding your tracks in the code, its like archeology.  Glad to meet you  :smile:

  - GS
Sometimes I feel like I'm the only one here not from Europe/ NA.
 
Pitch Black said:
gsanders said:
That's funny, as I'm just outside Borovets now.  I dont ski but like to watch my daughter sled.  We'll be here another 3 days and then I can use a real PC again. I can't type on a phone so I brought a keyboard with me but the screen is small.  I should have brought glasses  :smile:    Next time maybe.

    So you're BEAN?  I keep finding your tracks in the code, its like archeology.  Glad to meet you  :smile:

  - GS
Sometimes I feel like I'm the only one here not from Europe/ NA.

That's probably to be expected, considering there are russian and chinese language boards, two regions which aside from NA and Europe encompass the majority of the worlds population.

And yeah, I'm BEAN ^^
 
crossbows were substantially more powerful with a longer range
Not at all, xbows (heavy type) have higher initial projectile whirling speed, it gives them higher penetration in short-medium distances, but near the same in long range with longbows. But its much harder to shoot in long distance with xbow, because of specific ballistic trajectory of bolts.
So what is wrong now - strong damage loss with distance, while it must be accuracy loss.
2)  I don't know what the hell is the problem here, but it is much more difficult for me to run around hiring minor-faction mercenaries than it is to run around hiring from villages-I can usually get 2-4 times as many elvarie scouts (or any other village unit) in the same time it takes me to get 15 mercenaries or so.  If it was the dev's intention to make hiring "neutrals" more difficult than hiring "aligned" troops, they succeeded.  If not, then i must be missing something.
Hire some freelancers... cheap and can be recruited in any amounts in few minutes...
 
Sorry if this has been asked before (and recently), but are formations going to be reimplemented at any point in the future? The AI's current tactic of "charging always and forever" is rather un-enjoyable.
 
Zango said:
Sorry if this has been asked before (and recently), but are formations going to be reimplemented at any point in the future? The AI's current tactic of "charging always and forever" is rather un-enjoyable.

I'm not quite sure what's going on with formations, but isn't it still working? There's an option to disable it in Camp->Game Settings. Perhaps it did get disabled though. As far as I know there were a lot of issues with formations not working properly because the F1 key was causing units to hold position at where you were aiming or something. Last I heard gsanders was doing something with it, but I don't know more than that.
 
GS disabled formations a while back because it was giving everyone so many issues. The options are in the camp menu for it but they don't do anything currently. Currently the AI combat is set to native, if I recall from what he said all those months ago.

To my knowledge, after disabling it, they were debating on either trying to bring it back in at a later point or replacing it; though it has been months since then. Trust me when I say that the "charge always and forever" is much more enjoyable than what formations did to combat.
 
Yeah those still work. Pretty handy if you don't want to keep pressing the stand closer order; a habit I've yet to break unfortunately.
 
Zephilinox said:
Zango said:
Sorry if this has been asked before (and recently), but are formations going to be reimplemented at any point in the future? The AI's current tactic of "charging always and forever" is rather un-enjoyable.

I'm not quite sure what's going on with formations, but isn't it still working? There's an option to disable it in Camp->Game Settings. Perhaps it did get disabled though. As far as I know there were a lot of issues with formations not working properly because the F1 key was causing units to hold position at where you were aiming or something. Last I heard gsanders was doing something with it, but I don't know more than that.
Zeph summed it up well.
I pulled it around December 14th  and put it back in my test on Easter.  Its in the TEST version, which as Michadr says "bugs arent Easter Eggs".  The test version has bugs; but not ALL of it is buggy.  I was hoping SOMEONE would try it out, even for a few hours, burt probably I have to do that myself.  It's like Lor Dric with his Empires III - hundreds of new features, 5-10 players.  While less adventurous mods get thousands of downloads (but since my test has bugs I dont put it on moddb).  I have formations enabled EXCEPT for the hold F1 "feature", which |I decided was probably what was really broken.  Thats part of the "test".  I didnt really understand where to fix it until studying Rigale, so Rigale got done sooner.  I need to remove some of Rigale next (Shaman, neandertals,  a few quests, evaluate settlements or fix them up a bit) but those are small issues.  Of whats broken, its gone fro serious breaks to smaller annoyances, and I think that improves safe play for patch 5.  So formations coming back depends entirely on the results of testing. If noone with passion tests then the choice gets made by me or some other dev.  I should mention I dont use formations much so a test by me isnt the same as testing by someone  with an opinion.  Pity.  I barely play Perisno once I started fixing it.  No time....
- GS
 
Please add a two-handed sword back to the heritage.  Probably a less powerful one.

From a two-handed swords fan
 
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