gsanders said:At the moment if you lose a battle and your wife is captured there is no way to recover her. She isn't treated as a normal companion nor can she be ransomed.
When she is freed she doesn't return to your court but to a random city and wont recognize you. She inherits the dialog that only offers you to fight or surrender. Much as I enjoy the notion of my wife possibly able to make a man surrender, it does look bleak at the moment this glitch.
I proposed a scheme for how to fix this and posted it on Rigale board perhaps 2 months ago but haven't gotten around to doing it yet, as at the time someone was writing me offering to write it and add it to the OSP. But they never wrote back...
There SHOULD be some expansion to the wife as a companion to at least handle her capture, ransom, release, and return to court, or her father/brothers place, or failing those then the court of your liege, and if none of the above then float like a pretender.
There are a number of places that need a trap. When war is ended and all prisoners are released, for example, needs special handling. And on a slow timer if she is not at court, not in your party, and not out buying bread she should be teleported back to home... just to hotpatch any issue. Or perhaps as a cheat menu command, to make her an un-prisoner and then implement the "It's too dangerous for you, get thee back to court" script.
- GS
Ghini said:After almost 100 hours on this mod I'd like to suggest a couple things. One I'd like to see Slave Trading less rewarding. I'd lower the price offered by bartenders and such to 30-40%. It should be much less rewarding to sell slaves to a bartender. Perhaps you could just limit his purchasing to once every couple weeks or months. I'd like to see an increase in quests rewards. It would be nice to be able to make a bit more on questing and maybe bounty hunting. I'd also love to see trading/merchant get some incentives. I'd also make fixing the duplicating armor a priority, as it ruins the hunt for gear for both the pc and companions. I'm forcing myself to avoid grabbing their gear but it's very hard knowing it's a click away.
Love the mod, can't wait to put in 100 more hours. Thanks for listening.
Ghini said:After almost 100 hours on this mod I'd like to suggest a couple things. One I'd like to see Slave Trading less rewarding. I'd lower the price offered by bartenders and such to 30-40%. It should be much less rewarding to sell slaves to a bartender. Perhaps you could just limit his purchasing to once every couple weeks or months. I'd like to see an increase in quests rewards. It would be nice to be able to make a bit more on questing and maybe bounty hunting. I'd also love to see trading/merchant get some incentives. I'd also make fixing the duplicating armor a priority, as it ruins the hunt for gear for both the pc and companions. I'm forcing myself to avoid grabbing their gear but it's very hard knowing it's a click away.
Love the mod, can't wait to put in 100 more hours. Thanks for listening.
Please don't! Once companions get sufficient skills/strength, I often give them specific equipment but it's tedious tending to upgrades for them before they get to that point.The armor duplication is from auto-loot, which could be removed entirely as the least effort fix.
A player with high trading skill can now do quite well financially without much prisoner skill. It's a nice change, and affects recruiting as well as timing of when (or perhaps if) to go into mercenary or vassal roles.In 0.75 you can sell prisoners once a week per tavern, and selling them results in 10% less than if you sold them to ransom brokers.
The buffs to rents, enterprises, and land acres makes non-slavery very viable as a form of income. You should no longer feel compelled to hire an army of blunt-wielding troops just to earn enough to pay them.
HandofBane said:After a bit more play, including several restarts, I wanted to pipe up and say the change to the Zann so each general has enough troops to take a town solo when they land may be overkill, but does resolve the issue with the invasion fizzling out within the first month in most cases. During one game, I signed up with them shortly after they landed and before their marshal started his first campaign, and saw firsthand what the issue was breaking them.
From the spawn point over near Lesbere, we made peace with everyone but the Hakkon, Kaikoth and Valahir, then marched all the way up to Grindr to lay siege to it. In response, the Valahir forces kept on trying to break the siege by running up, grabbing the attention of the *entire* Zann army, then fleeing when they saw how outnumbered they were. Unfortunately, due to the sheer size of the Zann armies, they could rarely catch anyone to kill, so they ended up getting pulled down almost to the village of Vole before beating up a single lord, wiping his army, then the marshal seeing he was too far from the target town and the Emperor had already run past and started a siege by himself. Because of this, the marshal called off the campaign, and everyone else stood around doing absolutely nothing for the next few days, unless a villager or scout/patrol caught their eye. If I had not parked my own army in such a position that no enemies could get close enough for the Emperor to see them, he would have done the same and the siege would have broken again, giving the lords time to start defecting because they had no lands. Once the siege completed and the assault began, it became far easier to keep everyone happy and busy, and the Valahir ended up wiped off the map within a couple weeks, with my personal intervention only being responsible for a single castle, while the marshal did all of the rest of the work taking everything else. Not sure if it was chance or intended, but all the Zann lords were Upstanding/Good Natured/Martial, so they all consistently cooperated and answered the marshal's summons, which may have had something to do with it.
TL;DR - Zann ADHD was what prevented them from succeeding at invading properly. Giving them enough men that the Emperor alone could take a town as long as he didn't get distracted appears to have helped fix it, mostly.
An alternative that might work to relieve that issue, if having that many men is still causing the problem for others, may be to give some of (or all?) the generals a few points of pathfinding instead of starting with 600 men each, so they can catch and kill lords rather than be kited off and forget what they are doing.
themendios said:Playing 0.75, Zann still peace out with everyone almost instantly but they aren't wiped off the map yet. They really need better troops too, they're just exp pinatas at the moment. Something above Mounted Berserkers and the foot guys that's comparable to the other factions.
Also I like more money from the landlords thing (which I do actually like because you have to go to that town to collect and you can move your money around as you change bases) but moving it to weekly and 3x money = 6x money. 50 acres in Forniron was giving me 6 digit payouts and I just reinvested them elsewhere and I have the most amount of money I've ever had.
Maybe just try weekly 1.5x - it was way too low and biweekly was dumb with everything else being weekly but this is too much. Don't remove it though!
Watersidebullet said:I think a pretty cool feature you should add to the mod is the ability to customize the gear of lord/lady vassals under your kingdom. It would be nice if you wnt your kingdom and their lords to have a specific set of armor/appearance. If this is possible, I would love it if this could be a thing!
Michadr said:I must ask, can someone explain. What is up with everyone wanting a Orc faction???