BoBB
So final decision is not mine. I examined mod shared here also. Taking notes.
Yes please! Party AI Overhaul and Commands is an awesome mod that needs to be incorporated.
So final decision is not mine. I examined mod shared here also. Taking notes.
I agree that on/off toggle controls can give far greater control, but policies could add a lot of flavor and life, also some perks could unlock new policiesYes this solution suits better to game’s other elements. However then you will have only 3-5 different options. Otherwise enable/disable solution has 2^n different options. (n is number of checkboxes)
Probably we will do something similar to your suggestion because checkbox solution does not fit with game’s other elements. I personally prefer 2^n choices to control everything but to keep things simple your suggestion is better.
We can do this via clan menu or dialog. If we do via dialog you need to find your clan member and talk to change his/her behavior (negative) but we can add more adjustments via dialog (positive).
So final decision is not mine. I examined mod shared here also. Taking notes.
Is that new? I've noticed it as well, I get a big relation hit to enemy clans raiding my player kingdoms villagesHey, I'm just bumping this because it (relation hits that I can't control) has gotten worse with new changes that cause a relations hit with the raiding clan when you drive people off.
I believe it is. I never noticed it before playing the 1.5.x versions... It's not at all optimal.Is that new? I've noticed it as well, I get a big relation hit to enemy clans raiding my player kingdoms villages
This... This. Right. Here!Mexxxico,
What if these were implemented like Kingdom Policies, but for Clans, not that there would be a vote per se, but you choose from a list of Clan policies. EG:
Honor and Dignity: Clan parties do not raid Villages, do no quests for criminal notables, do not take lords captive
Practical: Clan parties can raid when they are low on food and far from friendly territory, will do all quests, will take army leaders/Sovereigns prisoner
Might Makes Right: Clan parties raid always, does Criminal notables quests, takes all prisoners
Mother Hen: Clan parties will only patrol Clan fiefs and do quests for Clan notables
This Land Is Our Land: Clan parties patrol Kingdom fiefs and do quests for Kingdom Clans
Knights Errant: Clan parties travel all over the map, joining armies and doing quests
and other such policies that allow for flexibility but fit in the current Clan tab much the way Kingdom policies do
Part of me was really hoping that this kind of stuff would be tied to traits. Like if I went out of my way to recruit honorable and kind followers when I let them loose they wouldn't raid, wouldn't exactly earn me money either but would take out bandits and such, helping my rep. But if I went for those high skill buggers with murderous and such they'd raid and pillage and I'd take a rep hit while losing rep but making some bucks.
Would add a whole lot to the whole immersion level. Choose what kind of leader you want to be so to speak, having conflicting personalities in your clan could even lead to conflict and conversations pop ups that add up to "me or them".
I dunno, just thought it would be cool...
When I read this thread I got really excited because I thought @mexxico was responding to these types of threads again. But then I saw it was an old post.
Back to the grind after your holiday.Sorry this feature need to be delayed a bit. However this problem will be solved. It's in queue. Currently I am working on weak factions to stay longer on map - and make more come backs - i will share information soon. Also another person in team is working on rebellions. I will work with him after he implements first parts of rebellions. After these things I will pass on this issue. Sorry for delay. Its obvious this is an important feature and need to be implemented.
Sorry this feature need to be delayed a bit. However this problem will be solved. It's in queue. Currently I am working on weak factions to stay longer on map - and make more come backs - i will share information soon. Also another person in team is working on rebellions. I will work with him after he implements first parts of rebellions. After these things I will pass on this issue. Sorry for delay. Its obvious this is an important feature and need to be implemented.
Sorry this feature need to be delayed a bit. However this problem will be solved. It's in queue. Currently I am working on weak factions to stay longer on map - and make more come backs - i will share information soon. Also another person in team is working on rebellions. I will work with him after he implements first parts of rebellions. After these things I will pass on this issue. Sorry for delay. Its obvious this is an important feature and need to be implemented.
You're communication with the community is great! Keep doing what you do! Thank you.Sorry this feature need to be delayed a bit. However this problem will be solved. It's in queue. Currently I am working on weak factions to stay longer on map - and make more come backs - i will share information soon. Also another person in team is working on rebellions. I will work with him after he implements first parts of rebellions. After these things I will pass on this issue. Sorry for delay. Its obvious this is an important feature and need to be implemented.
+1Thanks Mexxico, I think I speak for most of the players here when I say that we really like your update posts. It keeps us informed and involved. Thanks again!
+1I think villages could use bigger militias as well, village and castle militias are too easy to overcome. IMO raiding a village should be as difficult as sieging a castle currently is, raiding a castle should be as difficult as sieging a town currently is, and sieging a town should be extremely difficult.