well i submitted my mod, still pretty new, but figured i should make a place for discussion on it.
currently on the immediate to do list:
put in a population system (affected by how quickly you draft soilders)
tax system for your taxing your people
*dialog (basically just on here so that when i don't feel like working on the other stuff, i will do minor dialog changes)
long term to do list:
citizen mood system (such as creating more brigands and stuff when you piss them off)
seige system (for starving out a walled town, instead of just assualting it)
revamp quests
war triggers (such as putting together a special army to kill a party that gets too big, or retaking cities, etc.)
revamping the quick and dirty map i've done with Thorgrim's map editor (there we go the correct name to give credit where credit is due)
graphics (scenes especially, but also armors and horses, i will probably mostly beg, barrow and steal these, ex. the "your tribe" uses woodsman village from the last days [not permanently though])
things i've done:
0.1
prisoner management for npc parties (now they trade them and recuit more troops based on level)
tribes (tribesmen towns) move during the day, then stop during the night
the smithies in the tribes are private smiths (not for you to buy from/sell to)
horses are not sold by the hill people's merchants (will probably change it so that they get the generic horses)
0.2
npcs - the main npcs that will eventually be used for other features (trainers, smiths, etc.)
locked the taverns during the day for the plainsmen
created a faction morale system (like The Last Days mod)
0.3
2 new npcs
4 new troop trees
35 new troops
new items themed for the new troops/npcs
a few modifications to existing hill weapons
smithing npcs + new npcs create items via dialog menu
captain of the gaurd and plains cheiftan create automaticly spawning parties via dialog menu
smiths + new npcs enable more troops to be spawned either by their presence or via dialog
hill smiths may contract out forges and stable for money
bugs 0.1:
forgot to have the hill people trade their prisoners out; fixed for version 0.2
ai helms and footwear available through the smiths (sopposed to be available only through personal smiths and loot); fixed for version 0.2
a few prisoner trading scripts shouldn't have worked (noticed some improper coding left over from an earlier attempt); fixed for version 0.2
merchant in salt mine has no gold; haven't tested on this one yet, i thnk i fixed this one, along with possibly all non tribal merchants not reclaiming their money;maybe fixed for version 0.2
didn't fix 6th tier troops having practise horses;pretty sure i fixed this one now, i tried giving npcs item modifiers, pretty sure the modifiers got translated into items instead of modifiers.; fixed for version 0.2
bugs 0.2:
spelling(might not fix for a while)
troops killing horses for fun (and not in native, altough i don't think this is the case currently)
no dialog explaining battles against peasants of the countryside(might not fix for a while)
bugs 0.3:
player npc parties are hostile when talked to
new troops not integrated into the npc prisoner management system; fixed for 0.4
any way be sure to check out the faster elite plains horses, they can couch while in a river, when i get the smithies up and going it won't too unbalanced though (try hurting a knight or noble!). and i think i fixed the problem of the 6th tier troops sometimes riding in on horses (practise horses).;(fixed 0.2) i'll try to check this every day for stuff.
edit:
well i wasn't checking on that little yellow box to see if there was any problems with the upload before, and well found the problems so here you go:https://www.mbrepository.com/file.php?cid=1&id=270
0.3 is current version
currently on the immediate to do list:
put in a population system (affected by how quickly you draft soilders)
tax system for your taxing your people
*dialog (basically just on here so that when i don't feel like working on the other stuff, i will do minor dialog changes)
long term to do list:
citizen mood system (such as creating more brigands and stuff when you piss them off)
seige system (for starving out a walled town, instead of just assualting it)
revamp quests
war triggers (such as putting together a special army to kill a party that gets too big, or retaking cities, etc.)
revamping the quick and dirty map i've done with Thorgrim's map editor (there we go the correct name to give credit where credit is due)
graphics (scenes especially, but also armors and horses, i will probably mostly beg, barrow and steal these, ex. the "your tribe" uses woodsman village from the last days [not permanently though])
things i've done:
0.1
prisoner management for npc parties (now they trade them and recuit more troops based on level)
tribes (tribesmen towns) move during the day, then stop during the night
the smithies in the tribes are private smiths (not for you to buy from/sell to)
horses are not sold by the hill people's merchants (will probably change it so that they get the generic horses)
0.2
npcs - the main npcs that will eventually be used for other features (trainers, smiths, etc.)
locked the taverns during the day for the plainsmen
created a faction morale system (like The Last Days mod)
0.3
2 new npcs
4 new troop trees
35 new troops
new items themed for the new troops/npcs
a few modifications to existing hill weapons
smithing npcs + new npcs create items via dialog menu
captain of the gaurd and plains cheiftan create automaticly spawning parties via dialog menu
smiths + new npcs enable more troops to be spawned either by their presence or via dialog
hill smiths may contract out forges and stable for money
bugs 0.1:
forgot to have the hill people trade their prisoners out; fixed for version 0.2
ai helms and footwear available through the smiths (sopposed to be available only through personal smiths and loot); fixed for version 0.2
a few prisoner trading scripts shouldn't have worked (noticed some improper coding left over from an earlier attempt); fixed for version 0.2
merchant in salt mine has no gold; haven't tested on this one yet, i thnk i fixed this one, along with possibly all non tribal merchants not reclaiming their money;maybe fixed for version 0.2
didn't fix 6th tier troops having practise horses;pretty sure i fixed this one now, i tried giving npcs item modifiers, pretty sure the modifiers got translated into items instead of modifiers.; fixed for version 0.2
bugs 0.2:
spelling(might not fix for a while)
troops killing horses for fun (and not in native, altough i don't think this is the case currently)
no dialog explaining battles against peasants of the countryside(might not fix for a while)
bugs 0.3:
player npc parties are hostile when talked to
new troops not integrated into the npc prisoner management system; fixed for 0.4
any way be sure to check out the faster elite plains horses, they can couch while in a river, when i get the smithies up and going it won't too unbalanced though (try hurting a knight or noble!).
edit:
well i wasn't checking on that little yellow box to see if there was any problems with the upload before, and well found the problems so here you go:https://www.mbrepository.com/file.php?cid=1&id=270
0.3 is current version