Ideas & Suggestions

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- About religions I thought of something, they say they really work in the game, but I did not notice much, I know about the price increase and I have not had contact with any other lord of a different religion, I do not know if it is much more But I thought, and if some monks / priests add to the map, going to villages / castles / cities to increase the relegation of the place or to try to convert them?
- And what about some requirement to participate in the tournaments? As being of the nobility, to have a certain reputation or prestige.
 
Hi

I have a remark to make; In all of the modules I played (including Nova Aetas) I noticed that pork, chicken and beef are quickly lost!  :fruity:
I do not understand why it is like that!

Why not reduce the number of amount of each item?
For example, from 50 to 10.

And the item is eaten in two or three days!
So they are not rotten !!

Bye

 
In tournaments, if your companions win items, it should appear in your inventory if they can't use it.  For example, if your companion won 2nd place in a tournament and got a Great Bascinet that was better than their current helmet.  They should switch helmets and give the old one back to you.
 
HaseoXTHForm said:
And a look at it: http://www.moddb.com/mods/custom-troop-trees

I like that thing, Would be nice to rework Custom Troops since i did had problems with them in 4.1, like units were supose to have spear, sword and a shield, but instead some had shields, some not, some didnt have spears etc. Plus helmets would often disappear on custom units that were named as "x". (again, it was in 4.1)
 
LordGameboy said:
HaseoXTHForm said:
And a look at it: http://www.moddb.com/mods/custom-troop-trees

I like that thing, Would be nice to rework Custom Troops since i did had problems with them in 4.1, like units were supose to have spear, sword and a shield, but instead some had shields, some not, some didnt have spears etc. Plus helmets would often disappear on custom units that were named as "x". (again, it was in 4.1)

That and our kingdom troops actually being able to be promoted like everyone else.
 
POP style troop stat training for better weapon mastery and abilities/skill points. Increased base stats
for factional troops, i.e. levels for most troops caps around 24-26, and most have low weapon mastery
or low strength/agility.

Edit: Would probably mean a lot of balancing issues.
 
I have a few ideas:

1. After a certain tech level (or date), replace the guild system in towns with a manufactory type system, so you could as a wealthy nobleman possess a smithy and a tailor in one town, without having to do an apprenticeship. I have absolutely no idea if this can be done, having no coding experience and all that.

2. The abandoned mine renovation weekly profit seems a bit low to me. After spending 15k florins to renovate it, getting only 1% of that cost back over a week seems shady. Do the workers you pay take a half the minerals from the mine or what? 5% or maybe 10% would be fairer IMO.

 
With the abandoned mines; you could add the ability to expand them (make different mine maps or expand the current one).  This will lead to more areas in your mine to gain materials from.  You would have the option to pay a large sum and/or materials to expand the mine. 

Furthermore, some of the expanded areas could be made to have a higher chance of certain ore nodes to appear.  For instance, the first two upgrades yield 2 new areas with a 1 particular "room" in each area that would have a decent chance for iron nodes to appear in. 

The next couple of upgrades will be the same but with a slightly better chance of seeing silver nodes in 1-2 particular "rooms" in the new areas. 

The final (maybe 5-6th upgrade?) Will yield a room with a decent change of at least 1 gold node to appear.

Thinking more on it, the first 2 upgrades will be 10K each.  The next 2 would be 15K and the last would be 25K.  You could also invest into the mine for better profit gains like your businesses.  Furthermore, you could purchase upgrades like better supports for less collapses, a better smelter for better smelting chances (wider "smelt area" with slower moving bar).  You could also say not to sell the profit ingots and store them just like businesses. 

Without upgrades or investments; let's say you will get 4-6 iron ingots, 1-2 steel ingots and 0-1 silver/golds as the base weekly stockpile gains.  You are 100% guaranteed to receive 4 iron and 1 steel at the very least each week (again, this would be the base stats without upgrades/investments).  The base chances for silver and gold ingots being acquired/made would be 15% for silver and 5% chance of gold.  These chances and range of ingots will increase with the upgrades you purchase.
 
Hello, I just started playing this mod and figured I'd be a dedicated Christian in the playthrough no matter what. Iwent on a crusade that bankrupted me and I wouldn't have an issue with it if the crusade didn't acknowledge my help. I went in and killed almost 20 guys during the siege but got wounded and had to sit back on the campaign map while they finished the siege. We succeded but I got literally nothing. At the very least I would appreciate getting a 1+ relation bonus with the Pope or something. I feel like if I wanted to reap any rewards I would have to stay alive till the end of the battle similar to how loot works. But staying behind while all the soldiers do the work is boring as hell. Any way to make the sieges continue going after I fall?
 
A dueling side sword would be an awesome addition.

Small knife with wide guards, but as a shield item type rather than a sword. Very small size, so it doesn't really stop arrows of any kind, but extra fast and with super high durability to let it stop melee blows of any kind. Would add a little bit of variety to the shield-items in the mod.

Edit: I added one in, just to test it out. It needs fine tuning, but it works. I can't quite get it small enough, but the model is the only real problem.
 
Being able to swap gear with your lords if you are the leader of a faction.  Some of the lord's are literally wearing their noble clothes into battle  :facepalm: so I would like to outfit them properly so they don't die in 1-3 hits.

Going further, maybe implement some Prophesy of Pendor functionality with lords and villages.  In PoP; you could tell lords to raise troops of your own faction at the cost of relations.  Village recruits changed to the owning faction's recruits.  You could implement something with the new Constable were you could have an option where you send out trainers to a selected town for 1 week at a cost of 10,000 florins.  After 1 week, any further recruitments from the village would be of your own factions.

Also, giving troops to lords should improve relations with them, why wouldn't they like getting free troops?  The better the tier, the better relation gains per troop given.
 
The White Falcon said:
Being able to swap gear with your lords if you are the leader of a faction.  Some of the lord's are literally wearing their noble clothes into battle  :facepalm: so I would like to outfit them properly so they don't die in 1-3 hits.

Going further, maybe implement some Prophesy of Pendor functionality with lords and villages.  In PoP; you could tell lords to raise troops of your own faction at the cost of relations.  Village recruits changed to the owning faction's recruits.  You could implement something with the new Constable were you could have an option where you send out trainers to a selected town for 1 week at a cost of 10,000 florins.  After 1 week, any further recruitments from the village would be of your own factions.
You know, i had this idea for several days, but i kept forgeting it. To be honest that is the feature i think MUST be in the game. If a player keeps being a lord and keeps expanding, for example, Swandian kingdom, he can only recruit swandian units from original swandian kingdom, which as the game follows is really hard.
Anyway, recruitment has to be changed to be more great empire friendly :smile:.
 
I think it would be a nice addition when you upgrade the Guild Hall, the Inventory of the 'Trade with the Guild' option expands to have more items.
When you start off in the guild the quantity would be a little bit less than now and you can mostly find low tier things like Flax strings, Iron etc.
But the bigger the guild hall gets, the higher the quantity and quality of Items becomes.
 
I got a faithless trait despite being a knight of the agonic order, opening churches all over, and carrying holy items with me despite my low inventory space. I got a unbelievably fat trait despite being a tournament master and having 28 strength while fighting in the front lines.  Of all the things that could've made me quit playing this mod it had to be a feature. I can't RP like this.
 
I have a suggestion regarding forrestry/mining rights:

At present, you have to find the Lord of the relevent nearby settlement to acquire mining/felling rights to mines and forests, I had a bit of trouble getting rights to the Forest near Tevarin Castle recently as Lord Cristopel was taken captive by the Merchant Republic of Zendar and kept in the dungeon of Zendar, after trying to bribe the prison guard to let me in (he took my money but I was unable to access the cell!) I eventually gave up.

Would it be possible to have a separate option on visiting the Lord's Castle e.g. "Speak to Castle Steward" who will be able to grant a licence in his lords name to players under a certain rank (Surely a Lord can find better use for his time than speaking to Peasants).

The Castle Steward could also offer a few minor quests for low-level players, varients on kill bandits, escort peasants, or even Gather weapons for the Armoury etc.
 
KidKoala said:
I have a suggestion regarding forrestry/mining rights:

At present, you have to find the Lord of the relevent nearby settlement to acquire mining/felling rights to mines and forests, I had a bit of trouble getting rights to the Forest near Tevarin Castle recently as Lord Cristopel was taken captive by the Merchant Republic of Zendar and kept in the dungeon of Zendar, after trying to bribe the prison guard to let me in (he took my money but I was unable to access the cell!) I eventually gave up.

Would it be possible to have a separate option on visiting the Lord's Castle e.g. "Speak to Castle Steward" who will be able to grant a licence in his lords name to players under a certain rank (Surely a Lord can find better use for his time than speaking to Peasants).

The Castle Steward could also offer a few minor quests for low-level players, varients on kill bandits, escort peasants, or even Gather weapons for the Armoury etc.

This would be interesting and make castles have more of a role in the game other than (more or less) just capture point.
 
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