Windyplains said:
- The quartermaster never sold anything. He (Marnid) was very happy to take the loot, but never to sell it.
Did you have this turned on in the mod options? Enable quartermaster auto-sell? I am guessing not as this functionality exists if it is enabled.
That was it. For some reason I didn't spot that option (and I went to that menu 2 or 3 times)...
- I only have seen the pre-deployment screen once, and only for 1 second or so.
I'm not sure I understand. Do you have a tactics skill of 2+? That is one prerequisite to accessing pre-deployment via menu. If you mean the "deployment phase" in combat then you need to "take the field" as your entry option into battle. The other options bypass this phase.
My main character doesn't have tactics, but a companion does (at level 4). But from what I understand from another thread, the actual character you control in the battle is the only who matters here.
- I have seen unarmed lords (no weapon, no horse, no improved armor) in a tournament twice.
That's indication of a minor save-game break. Version 0.05 should come with an automatic fix for this. TPE will reset the weapon profiles now if they haven't already been initialized or if improper weapons are found.
Good that it is fixed, but that wasn't the cause, as I started my game in version 0.04.
Small suggestions:
- There was a discussion (I think it was in the thread) about the renown cost of hiring deserters versus replacing it by a honor cost. Why not making recruiting deserters reduce your relation with all lords of the deserters original faction? (Or only those with the right traits.)
Please elaborate on which traits you had in mind and I will consider it.
I meant the traits you see in the "Known Lords" menu. They are marked as "He is reputed to be X."
Traits that could make lords from your faction dislike you from recruiting deserters: martial, upstanding ("Our army doesn't employ traitors.")
Traits that could make lords from the deserters faction dislike you from recruiting them: bad-tempered, sadistic ("Hey, those are my whipping boys you just hired!")
Traits of those lords that couldn't care less: good-natured ("They were deserters? They deserve a second chance."), cunning ("I was going to recruit them myself.")
- Companions take forever to level up (although the one in charge of the food kept levelling in my game). I remember seeing a setting in one file that allowed increased companion EXP. But wouldn't it fit reasonably well as an in-game option?
As Caba suggested this can be improved in the module.ini file as well. The storekeeper is gaining extra experience whenever food is consumed which is a constant process.
This is what I plan on doing on my next non-testing game.
Caravanserai (Cities)
Price: 8000 denars
Upkeep: 200 denars / week
Effect: Every caravan visiting this cities get 20 extra troops, up to a maximum of 80.
Needs refinement. The upkeep on that is staggering, though it may make sense. The upper cap of 80 seems a bit high though and would make caravans nearly invulnerable to bandits. I doubt many caravans could afford such great protection.
200 denars/week doesn't seem to high considering the amount of money tariffs bring. As making the caravans invulnerable to bandits, that would more or less be the point of such a building. But you are right in that 80 troops is likely overkill and should probably be set to (# of troops in a standard caravan) + 20.
Mandatory Militia Training (Cities)
Price: 8000 denars
Requirement: <30 honor
Effect: -5 relation with the city when built. Spawn a large but unskilled (~100 tier 1 to 3 mercenary troops) stack in the city that will never move from it. If it gets annihilated, you get -5 relation and it respawned. Losses are replaced over time, at a cost of -1 relation with the city for every 20 soldiers.
Shelved. It isn't that I am against it, but I have a different line of thought on how to handle recruitment via improvements. It is very similar in design to what you have described though.
Well, the point of such an improvement wouldn't be to allow recruitment for the player, but instead to increase the defence of the city in a way that works both in auto-calc and normal battles. And for the flavor of forcing burgers to fight for their city too. The militia party would be like the patrol parties, except they would permanently stay in their city.
Gladiator Arena (Cities)
Price: 12000 denars
Upkeep: 300 denars/week
Requirement: <-30 honor
Effect: The arena master now buy prisoners for 100 denars each (twice as much as the slaver). The arena master now offer gladiator matches, which are similar to the melee fights, but with much higher rewards, but use lethal weapons (you keep your wounds after the matches).
Accepted, but shelved. This would require considerable groundwork to create the "gladiator arena" which I have already said I am amiable towards building, but it isn't high enough on the project list yet.
We must be interpreting the idea slightly differently, as I don't see what would be necessary groundwork. I was envisaging the gladiator matches to take place in the current arena, just with slightly different rules than the melee fight.
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Windyplains said:
12oz Jesus said:
Sorry to quote my own post, but just curious if y'all determined if these were possible and/or desireable. Would love to see some or all of these to spice up the progression of the game.
I haven't responded to these as I am not yet sure how I want to go about this aspect of improvements. Your suggestions have a bit more "far reaching impact" to game balance than many of the rest. I definitely want to introduce recruitment in towns, which isn't difficulty to do, but with a strong improvement flavor to it. I would like it to be done such that different types of recruits could be requested based upon which improvements have been constructed. So my answer is...I'm still thinking on it.
I setup a form of your patrols with a twist that appears very effective, but could have some strong game altering consequences. Namely whenever a hostile party travels too close to a castle (or town) a large percentage of the garrison is turned into a patrol party that will attempt to engage them. If the hostile party moves too far way the patrol will return to its keep and return to the garrison. This was amazingly effective in breaking a siege in Sargoth when 700+ garrison troops stormed the campaign lines, scattered the Vaegirs and then joined in when a few stragglers were engaged by Nord parties. After destroying that group it returned back to Sargoth (which was being sieged again) and proceeded to destroy the invading army. This also worked well to turn castles into actual choke-points in the mountains. So what's the downside? Imagine if that Sargoth garrison didn't return to defend Sargoth in time. Instead of 1000 defenders holding the city against an invading army it would have only had 250 or so. A city that should be quite well defended could fall accidentally even though the patrols don't move very far away at all, but they could get engaged in a fight that keeps them busy.
That sounds like a great idea. I'm not too concerned about the downside, as firstly testing interesting idea is what a Workshop mod is for, and secondly it would only happens if the auto-calc battle lasted more time than it takes to build ladders.
And on a final note for those who've made it this far in the post, thanks for such a long, detailed and thought out post. I value the bug reports, suggestions or refinements folks think would be beneficial. The feedback I get is often what motivates me to keep tinkering away.
I understand the feeling. I worked for a while on a mod, and I must say that the lack of feedback is probably the most demotivating thing that can happen.