Discussions and Suggestions

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Something I would like to see, if possible, is an in-game current list of faction relationship standing for all known factions.

I think it would also help new player characters if they could start with neutral faction relationships for all minor factions, and then let their in-game behavior alter those relationships just as they do for the major factions.

Just my 2c
 
Ditchinit said:
Something I would like to see, if possible, is an in-game current list of faction relationship standing for all known factions.

I think it would also help new player characters if they could start with neutral faction relationships for all minor factions, and then let their in-game behavior alter those relationships just as they do for the major factions.

Just my 2c

I'll have to find a way to redo the faction relations report, since it's not well adapted to having more than 6 factions.

I'd rather keep minor factions hostile. They provide a challenge in the early game and there wouldn't be that many hostile parties without them.
 
Deathwhisper said:
I'll have to find a way to redo the faction relations report, since it's not well adapted to having more than 6 factions.
I'd rather keep minor factions hostile. They provide a challenge in the early game and there wouldn't be that many hostile parties without them.

you could list the factions top to bottom and the status on the top.
for example :

Faction            War            trade          alliance
Vaegir            sarranid      khergit        barbarians
                                          nords
 
Livermore said:
I have suggestions for you that i think would not be too hard: special locations
1- Mills in the map, like 2 or 3 for every faction you can Loot, Enter, and buy the mill that will give you money every week, when you enter you can speak with the mill master and you can buy bread for low price.
2- Salt mine i don't know if there is already one but you can sell prisonners and buy salt and enter to talk with barezan.
3- Gold mines you can enter, try to attack and buy a gold mine, it will give you money every week but attacking the mine is very deffended.
4-Temples you can visit, talk with the master and try to loot it.
5-  Iron mine, like salt mine but selling iron and other master
6- inns in the map like taverns but with different npc's like npc that gives you new quests and merchants, every inn would have their name like the king inn or sword inn.
7- Warrior's forest, here you can fight with the bests gladiators of calradia, every gladiator you defeat will give you his things, money and renown.
8- [insert bandit group name here] Fort/outpost, here you can fight with a bandits fortification, they would create some other in the future. Destroy this to prevent them to steal merchants of your kingdom.

And another things i want to suggest it's the addition to visit town's special buildings like praven would have the best armory of calradia and tulga the best horse stables, you can enter them but first you must add a new option in the towns: Streets of the town, in the streets of the town tab you can buy houses, visit moneylender and land master and enter the special buildings of a town.
And the ability to build your outlaw camp.

EDIT: another great thing that add inmersion would be that 1 of 10 or just 1 of 5 soldiers of your and the lord's army have a flag of your banner, they will carry the banner and give morale to your troops.

I got new suggestions:
Rebellion of kingdoms:
Randoumly when the taxes are too much or other things,a "Peasant Revolt"Army would appear in the map and loot villages, they can siege. They should have like 200-600 peasants.
Recruitable Bandits
When you enter in a village, you can persuade someones to join banditry in your party but you must have low honor.
You can be able to recruit bandits in world map too.
Natural Disasters
Natural disasters like blizzards, desert storms, flood, earthquake, volanic eruption. They would lower prosperity on towns and villages and kill some garrison, this could have impact on your party too.
Travellers
Travellers on the world map, visiting towns, recruiting, buying. They would act like the player, later they can join a faction or create one, they an be bandits too.
Types of travellers: Merchant, Mercenary, Warrior, Brigand, Nomad, etc.
This i like a lot: Unique NPCs
More npc's in villages, towns or castles ej's: A veteran blacksmith in serindiar village called Belethor, he sells good armors and weapons, other example: A experienced soldier called Borik that can teach you and your soldiers in Dhirim. You can create another npc's, the npc's that are in the example are just my suggestions, and there are more:
Experienced monk in Halmar called Fraile that can increase your charisma or leadership.
A woman in ushkuru village called ludea, she sells the best horses in calradia.
A farmer called Olaf in jelbegi village, he sells all type of food.
A bard, called Sven, he can teach you the art of the persuassion.
Someone called Gengis, you can find him in random taverns from khergits, he can teach you: Riding and Horse archery.
An assasin called, Hassan, you can find him in random taverns from Sarranid, he can teach you Atlethics.
Sometimes when you enter a random tavern you can find a Beggar obiusly named "Poor Beggar" you can give him 1 denar, 10 denars, and you gain little renown and 100 denars that would increase your reputation in the town and your honor, and you can choose too to dont give him nothing.
Boris, the most impressive bard in calradia, he can teach you some SPECIAL poems.
An old guy called Esbern, He will tell you where are all the unique npc's.
New parties
New parties to ehance the game Examples:
Parties: Animals: you can hunt them down for food.
New setlements: Monasteries, Taverns (in map), Zendar (recreated), Khergit Camp (like mongol camps in medieval europe), Graveyard, Mines, Mercenary campament, Bandit campament.
New Quests
village :
escort village elders daughter to her betrothed, who is the son of another elder not far away.

escort villagers to or from nearby town.

deliver supplies to help with repairs / construction.

deliver message to locations lord.

castle:
bring # number of soldiers to reinforce garrison.

lend companion to deal with a poisoned well.

deliver supplies to help with repairs / construction.

deliver message to locations lord.

town :
deliver supplies to help with repairs / construction.

lend companion to train garrison soldiers.

deliver message to locations lord.
Little but inmersive suggestion
Sometimes guild masters can visit the taverns to add realism.
Torture prisonners would make your party morale increasy but your honor would decrease (-1) .
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The most important:Social classes, jobs and trade goods
Add titles to civillian and houses that you and some npc will have them.
YOU CAN BUILD THESE TITLES TO KING OR GUILD MASTER
Slave: slaves
Serf: some npc have them when they work for someone. I think that you could have them when you want to work for someone.
Commoner: The title that you start with and the most common, unless you choose and impovrished noble. You can have a hut and 1 enterprise, you can build a farm.
Yeoman: you can have 2 enterprises.
Citizen: you can have a house, you are more knowed in your city, you can have 3 enterprises
Patrician: you can have a gabled house, you are more knowed in your city and you can acces to the castle in your city, 4 enterprises
Noble: you can live in a patrician house, you are more knowed in your city, 7 enterprises
Special title:
Soldier/freelance: You have this title when you freelance in a army of a lord.

Add new goods to this game Examples:
Timber (wood) : These would be the most normally traded good because its easy to exploit, you can use these to build new buildings in your villages/castles/town.
Stone : Some villages can produce this too, you can use these to build some buildings.
Iron: some villages can produce this too but not all.
Some other resources
Jobs: you can get a job to produce some resources, like wood, stone, iron, etc.
And option to have a work like normal people, you can be a blacksmith, farmer, brewer, storekeeper, etc for some denar gain and roleplay
Diseases
Add diseases:
Influenze, Fever, Gonorrhea, Leprosy, Malaria and great diseases like
Bubonic plague and the black plague
Add new items like Potions that cure diseases
RANDOM QUESTS:

Quest name: Finding a spy
Assigned from: Guild Master/Lord owning that town/castle/village
Objectives**: Find and kill/arrest the spy
Description: Guild master/Lord tells you that a spy has infiltrated the XXXX Town/Village/Castle, you can speak to all civilians that are in the town/village/castle and if someone acts suspicious he is the spy, you can arrest him if you got good persuasion if not you would kill him, if he's not wandering the streets he is officialy in the tavern, you must talk to each citien in the tavern if someone acts sospicious blah blah....
Reward: If you arrest him: Honor, money and reputation, very little renown.... If you kill him: Money, reputation and little renown

Quest name: Defend the store
Assigned from: Random
Objectives: kill the bandits
Description: When you click visit the marketplace, there is a chance that some bandits are robbing the store, you must kill them.
Reward: Money and reputation

Quest name: Get the money
Assigned from: Guild master/Money lender (?)
Objectives: Find the money of the guild master money lender (?)
Description: The guild master/Money lender says you that he do a loan with a guy, that guy is in random village/castle/town and you must find and fight him with fists then get the money nd deliver to guild master/money lender.
Reward: Money and reputation

Quest name: Passenger
Assigned from: Tavernkeeper/random guy on tavern
Objectives: Bring the guy to a random town/village/castle
Description: the tavernkeeper/random guy on tavern tells you that someone/he wants to travel safely on a xxx castle/village/town, he joins your party and you must bring in that place safely.
Reward: Money

Quest name: Escort
Assigned from: Tavernkeeper/random guy on tavern
Objectives: Escort a Caravan/Merchant/Mercenaries/Army to reach to xxxx town/village/castle
Description: the Tavernkeeper/random guy on tavern tells you that someone/he wants a escort to reach safely to xxxx town/village/castle, when you get out of the town a party called Caravan/merchant/Mercenaries/army appears and you must escort him to reach that xxxx place
Reward: Money and renown

Quest name: Captive Groom / Bride
Assigned from: Random citizen in the streets
Objectives: Find the captured groom / Bride
Description: when you are walking on the streets a random citizen aproach(or you can ask too) and says you that a bandit has captured his groom/bride and want you to find them, you can find them just searching the world map for a blue bandit party and if you defeat this they will say where the captued xxxx is located or just visit closests villages from the town or village, and in a xxxx village you visit theres a chance that the captors are there and want ransom, or you can capture them and they will tell you where the groom/bride is captive.
Reward: Honor, reputation, money

Quest name: Gifts
Assigned from: Random citizen in the streets
Objectives: Find the locastion of some gifts
Description: when you are walking on the streets a random citizen aproach(or you can talk to him too) he ask you for a random calradia thing like "Who was the pretendant of the sarranids?" and random answers you can choose, if you choose the wrong you will lose the quest, but if you choose the correct he will say you the location of a legendary armor/sword or another thing, and if you go to that location you must find a chest containing that thing, it can be in a forst, cave, etc.
Reward: obviously that legendary armor/sword/etc

Quest name: Prison profits
Assigned from: A prisonner
Objectives: save the prisonner from the prison and find the treasure
Description: When you visit prison, a random prisonner can says to you "psst hey you!... yes you, if you free me i will tell you the location of a good treasure! yes a good treasure! you will be rich!" you can choose to rescue him or not, if you rescue him he joins your party and gives you the location of the treasure and he tells you to distribute the treasure, when you find the treasure you can choose to betray him and get the money all for you (honor penalty) or repart it (gain honor)
Reward: Money and honor depending what you do




 
Joelnh said:
Deathwhisper said:
I'll have to find a way to redo the faction relations report, since it's not well adapted to having more than 6 factions.
I'd rather keep minor factions hostile. They provide a challenge in the early game and there wouldn't be that many hostile parties without them.

you could list the factions top to bottom and the status on the top.
for example :

Faction            War            trade          alliance
Vaegir            sarranid      khergit        barbarians
                                        nords

I like this idea augmented in the following way:

Faction                  War              Trade            Alliance              Peace                Truce              Non-Aggression            Defense
Vaegir (*)              Sarranid        Khergit          Barbarians          Swadians          Rhodoks
Centers #(#U)                            Nords
Lords #(#P)

* = player faction relationship, faction row ranks from highest to lowest

Note, the columns should be rearranged to show the escalating scale between War and Alliance (was just thinking aloud). :smile:
 
when you have a Chamberlain, I noticed that he takes all my income.
forcing me to go to him and withdraw funds.... can this be changed to where I can select how much to deposit each week?

also, since there are alot of diplomatic type messages being shown can there be an option to only show ones affecting my faction or faction i am a member of but also include the arrival of special parties.
 
Adding on to that, is there any way we could get an interface, or at least a tutorial on how to edit, the messages that pause the game?

It always pauses on "x faction declared war/peace/agreement with y nation".

I'd be a lot more interested in being forced to click through "dude your favorite strategic stronghold on the  other side of the map is being sieged by an insurmountable number of troops."

Instead, I usually lose this message in the mass feed that comes from playing longer than one hundred days.
 
Huge fan - this is probably my favourite mod ever! Thank you so much for making it!

I just had a quick query on the subject of mercenaries. Having racked up enough cash as a mercenary myself, I've started hiring warbands and managed to bring one up to 400+ troops. After retreating from a rather poorly-planned siege and preparing for another assault, I suddenly found myself laid upon by them: they'd just been bought by an enemy faction. On the one hand, I love the unpredictability of it all: as it was, I managed to fight them, retreat, then rehire them. On the other, I was curious if there was a way we could keep tabs on how long before their contracts expired, and more generally, more options in chatting to them? Say, you could extend contracts mid-service, give them troops/buy troops off them. Perhaps even if you became ruler of a kingdom take them on as some kind of permanent retinue?
 
One very nice feature introduced in this mod is that the special NPC merchants (for lack of a better word) all have unique names: brokers, elders, guild masters, etc.  This feature makes the virtual world less impersonal and easier in which to immerse oneself.  However, keeping track of which NPC does what as they bounce around the various towns and taverns can be challenging (especially if you're like me and have very poor memory retention for name association).

To make things easier for myself, I edited my troops.txt file and modified the NPC names to include [name]_(function) ... for example, the ransom broker named "Aristos_da_Vinci" was renamed to "Aristos_da_Vinci_(Broker)", and the mystic merchant "Shaheed_Sani" was renamed "Shaheed_Sani_(Gambler)".  I did the same for all of the Elders and Mayors (i.e., guild masters), Weapons and Armor merchants, Horse merchants, Travelers, Booksellers, and for other NPCs that the player may want to specifically seek out but may not necessarily recall or know the name.  Appending the name with the parenthetical (function) helps a great deal and doesn't detract much from immersion introduced by naming the NPCs.

Anyway, this is a great mod, and I just wanted to throw my two cents in on how I made it (incrementally) better for myself hoping that this idea might help others as well.



 
Been playing for a few weeks now and loving it.

I cant think of any real cool suggestions but I've noticed troops like  Veagir Linebreaker running around with two 2h instead of a xbow and 2h
Also one of the freelance troops has a lvl 5 shield but he only has lvl 4 proficancy  :grin:

So I took a quick look through some other troops gear and many have either a few of the identical weapon, or weapons with very similar stats.

I like the different armours but was thinking these duplicate weapons could probably be removed for a more polished game and to help the troop to perform as intended.

If you would like I will make a list of troops with duplicate gear shouldn't take long.  :shock:
 
    I have a suggestion. One problem I have always had in the game is that selling high value loot is not worthwhile. If you have lordly loot, you will have to sell it at a dramatically reduced price to a common merchant.

    I propose some system of black market/exotic goods merchants that will buy your high end loot from you at their full value. They could also have a decent collection of high end items of their own. The balancing comes from their nature as black market merchants. Although they will buy your goods at regular merchant value, all gear sold by them has a 2x or 3x price modifier. Weapons and chest pieces of armor could be 3x with the rest being 2x normal price. You could make them hard to find to further balance them, but I think this would be a good addition to the game. I get so frustrated when all my companions have excellent gear because I hate selling everything else at a fraction of its value.

    This idea provides an incentive to players to take the risk of fighting tougher battles for the chance of a higher reward. I also have some lore reasons for this to be in place.

    Each king of the factions charters all of his blacksmiths. That means that each suit of armor made is for an actual soldier that needs it or is about to need it. Along the lines of Freelancer, each suit of armor belongs to a certain type of soldier. While a low tier "plate armor" can be made by any smith, the "lordly plate armor" will have come from a chartered blacksmith because the King employs all of the best smiths in his realm. Each piece of armor or weapon would have a maker's mark to clearly indicate the smith that made it.

    So, the high end items are black market items because no one outside of the king's realm can legally have them. If you are found with a weapon made by a blacksmith with a Royal charter, the punishment is death. That explains the exorbitant price, and it generally makes sense. Things like these were fairly common practice in medieval times in various parts of the world. I hope you all like the idea. At this point, I may have to teach myself scripting to make it if someone else doesn't, lol.

Thanks for reading,

Draconis
 
Imperator Draconis said:
    I have a suggestion. One problem I have always had in the game is that selling high value loot is not worthwhile. If you have lordly loot, you will have to sell it at a dramatically reduced price to a common merchant.

    I propose some system of black market/exotic goods merchants that will buy your high end loot from you at their full value. They could also have a decent collection of high end items of their own. The balancing comes from their nature as black market merchants. Although they will buy your goods at regular merchant value, all gear sold by them has a 2x or 3x price modifier. Weapons and chest pieces of armor could be 3x with the rest being 2x normal price. You could make them hard to find to further balance them, but I think this would be a good addition to the game. I get so frustrated when all my companions have excellent gear because I hate selling everything else at a fraction of its value.

    This idea provides an incentive to players to take the risk of fighting tougher battles for the chance of a higher reward. I also have some lore reasons for this to be in place.

    Each king of the factions charters all of his blacksmiths. That means that each suit of armor made is for an actual soldier that needs it or is about to need it. Along the lines of Freelancer, each suit of armor belongs to a certain type of soldier. While a low tier "plate armor" can be made by any smith, the "lordly plate armor" will have come from a chartered blacksmith because the King employs all of the best smiths in his realm. Each piece of armor or weapon would have a maker's mark to clearly indicate the smith that made it.

    So, the high end items are black market items because no one outside of the king's realm can legally have them. If you are found with a weapon made by a blacksmith with a Royal charter, the punishment is death. That explains the exorbitant price, and it generally makes sense. Things like these were fairly common practice in medieval times in various parts of the world. I hope you all like the idea. At this point, I may have to teach myself scripting to make it if someone else doesn't, lol.

Thanks for reading,

Draconis

I was thinking of adding the ability to upgrade / repair weapons and armors in future versions (not 0.7). Lords who own a castle would be able to have their equipment upgraded up to +2 (i.e reinforced for armors) and +3 (lordly) for town lords. This would come with a risk during a battle to have your weapons / armor be broken and either lose a level or become unusable (for weapons). They would then have to be repaired (any town blacksmith could get the item back up to +0 i.e neutral).

I'm not convinced by the black market idea though, mainly for balance reasons. Lordly items still sell for quite a lot of money and have less value for the player than in native (the bonus is still +6, but armor values in general are higher, so it matters less. Unfortunately item modifiers are hardcoded, so I can't change them). Unless the item is very good (like full plate), you'll often find a better armor with no modifier and use it instead. Increasing their value (even if it's harder to find a black market merchant) might make battles too profitable compared to other sources of income (they're already very good imo), unless there's some specific sort of drawback to using the black market (maybe a honor penalty).

 
Deathwhisper said:
Imperator Draconis said:
    I have a suggestion. One problem I have always had in the game is that selling high value loot is not worthwhile. If you have lordly loot, you will have to sell it at a dramatically reduced price to a common merchant.

    I propose some system of black market/exotic goods merchants that will buy your high end loot from you at their full value. They could also have a decent collection of high end items of their own. The balancing comes from their nature as black market merchants. Although they will buy your goods at regular merchant value, all gear sold by them has a 2x or 3x price modifier. Weapons and chest pieces of armor could be 3x with the rest being 2x normal price. You could make them hard to find to further balance them, but I think this would be a good addition to the game. I get so frustrated when all my companions have excellent gear because I hate selling everything else at a fraction of its value.

    This idea provides an incentive to players to take the risk of fighting tougher battles for the chance of a higher reward. I also have some lore reasons for this to be in place.

    Each king of the factions charters all of his blacksmiths. That means that each suit of armor made is for an actual soldier that needs it or is about to need it. Along the lines of Freelancer, each suit of armor belongs to a certain type of soldier. While a low tier "plate armor" can be made by any smith, the "lordly plate armor" will have come from a chartered blacksmith because the King employs all of the best smiths in his realm. Each piece of armor or weapon would have a maker's mark to clearly indicate the smith that made it.

    So, the high end items are black market items because no one outside of the king's realm can legally have them. If you are found with a weapon made by a blacksmith with a Royal charter, the punishment is death. That explains the exorbitant price, and it generally makes sense. Things like these were fairly common practice in medieval times in various parts of the world. I hope you all like the idea. At this point, I may have to teach myself scripting to make it if someone else doesn't, lol.

Thanks for reading,

Draconis

I was thinking of adding the ability to upgrade / repair weapons and armors in future versions (not 0.7). Lords who own a castle would be able to have their equipment upgraded up to +2 (i.e reinforced for armors) and +3 (lordly) for town lords. This would come with a risk during a battle to have your weapons / armor be broken and either lose a level or become unusable (for weapons). They would then have to be repaired (any town blacksmith could get the item back up to +0 i.e neutral).

I'm not convinced by the black market idea though, mainly for balance reasons. Lordly items still sell for quite a lot of money and have less value for the player than in native (the bonus is still +6, but armor values in general are higher, so it matters less. Unfortunately item modifiers are hardcoded, so I can't change them). Unless the item is very good (like full plate), you'll often find a better armor with no modifier and use it instead. Increasing their value (even if it's harder to find a black market merchant) might make battles too profitable compared to other sources of income (they're already very good imo), unless there's some specific sort of drawback to using the black market (maybe a honor penalty).

I'm not sure you follow me. I am not asking for item values to be increased. I am asking for merchants that have a lot more gold so you can sell items for their actual value. In the mod's current state, Some masterwork swords sell for 100,000 denars, but you'll only ever get 5,000 max if you sell them. It just doesn't make sense to me.
 
On a separate note, I do not understand the economy balancing. I understand that you want to create a challenging environment, but it is actually impossible to create a high quality small army. The exponential jump in price between tiers makes it unfeasible. It really is not so bad when you are just a lord of a castle or a single town, but maintaining a large realm in this mod is basically impossible. Even with land in every city and dyeworks everywhere, you'll still be running a deficit trying to defend your territory once you expand beyond a few towns. Am I missing something? Please do not think I am attacking you. I love the mod, and I will continue to play it regardless, but I do not think it is possible to be a sovereign ruler on par with the others in the current state.

Respectfully,

Draconis
 
I disagree completely. With land and enterprises in every city i had no problems regarding money whilst ruling half of Calradia. I think i saved up something like 5 mio.
 
harlehus said:
I disagree completely. With land and enterprises in every city i had no problems regarding money whilst ruling half of Calradia. I think i saved up something like 5 mio.

I would really like to see a screenshot of your weekly budget.
 
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