OSP Kit SP [M&B] Lyx's Kingdom Management Kit

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Lyx

Sergeant
This "kit" is meant for modders who want to integrate basic support for letting a player run an own kingdom. It intentionally is not full of features in that regard but provides just a minimal but robust base for you to add more features to.

QUICK SUMMARY:

The approach to letting a player manage an own kingdom which this kit uses, is to let companion-heros form own parties under the players command. This is meant as a "stepping stone" when the player has just started going indie. The upside for the player is that he doesn't need to have lords or vassals, the downside is that its expensive and you still pay for the troops in companion parties. To aid in this, companion clashes were disabled and their wage increase, so that the limit to how many companions one can hire is a matter of cash, not a matter of companion-personality.

If the player's kingdom begins to grow, companion-parties cannot fulfill that role anymore (costs). At that point, the player can try to recruit lords from other kingdoms into his own and make them vassals. And thats it basically. So, your companions stay under your command - you cannot make them vassals - but you can use them to fulfill an intermediate role (if you want companions as vassals, then use berserkers kit instead).

CODE STYLE:
- All features are implemented autonomously. There are no dependencies to other mods.
- ONLY the changes listed below are implemented. The source is clean from other tweaks.
- All changes are annotated and their beginning and end is clearly marked.
- The features listed below were tried to be implemented with as little code and complexity as possible.
- You can easily diff and merge from the source
- minimal python compiler and libs included (no installation of python and configuring of path settings necessary). The compiler's settings assume a directory structure like MnB\Modules\LyxKingdomManagement\Source - so, it expects the module files to be outputted to the parent dir of the source dir.

DETAILED LIST OF CHANGES:

- Companion personality clashes and dislikes disabled - to counterweight this, their wage is now much higher.

- Companions can form own warparties if they have at least leadership +3 (automatically gained via charisma). The max amount of companion parties which you can command is half your leadership skill. You can give orders to them and they join you in battle if nearby. Every companion warband requires 400 denars upkeep costs per week. If a companion's party is defeated, he/she can be rehired in towns. (base by NNY-mod but VERY different implementation)

- You can run your own kingdom without being displayed as a rebel, and you are recognized as faction leader and marshall.

- You can make peace with other kingdoms for a price, when running an own kingdom. (magelord)

- You can recruit other kingdom lords to your own kingdom if your reputation and relation with the lord is high enough and you have a fief to give to him. If a lord of your kingdom has no fief anymore, he leaves to another faction. That other faction currently simply is the enemy. (some hints how to do it by berserker, but entirely different system)

- As faction leader (own kingdom), you can grant your fiefs to lords of your own kingdom.

- You can attack/siege parties/centers of other factions, even if you have friendly relations with them (magelord & raowyn - plus fix by lyx to disallow attacking own faction)

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Download:
 
由板主最后编辑:
You're welcome to use it in any mod you like and change the code however you like. All i ask for is that i'm mentioned in the credits :smile:
 
Sounds great, would it be too much if I ask you to post which exact files needs to be changed?
 
Sorry for the late response - pretty much all the heavily used files are affected - header_parties, module_dialogs, module_game_menus, module_party_templates, module_scripts, module_simple_triggers. So, even though there arent THAT many changes, they are spread across all the module system.

The easiest way to integrate the changes is to simple diff/merge from them. The second-easiest way is to search all files for "LYX".... i have set clear markers around the changed/new codeblocks.
 
Great stuff, but where and how I can recruit lords for my kingdom?

EDIT:got it sorry, but it means no additional lords like in Highlanders km?, because I was trying to improve my km and had some kind of sod and my combination, which allows you to recruit that additonal lords.
 
Correct, no additional content. The kit only modifies the gamelogics and dialogue options, nothing else. So, its not a "mod" but just a "patch" to get the basics regarding playerkingdoms working, and then building a mod on that.

I did that intentionally, because most other options out there added stuff which i didn't want. I was looking something which just does the neccessary adjustments to the gamemechanics and nothing else, so that it doesn't interfere with my own plans and ideas. Such a "barebone kit" didn't exist, so i made it and posted it here for people who need something like it.
 
I dont want to be boring but I got rubiks restauration kit and I had some problems with beserker pride km kit, you see when I give fief to companion he declares commoners faction and I lose that fief, and in your km, if I take other faction lord, he could do the same, declare his faction, so that is why I ask.
 
Err, could you explain this in a bit more detail? I'm not sure if perhaps i here overlooked something.

What i know so far is: When in my kit you recruit a lord from another faction, he becomes part of player-supporters-faction and becomes the lord of the fief which you give to him. If the lord loses all his fiefs, he switches to another faction (which in the current implementation simply is the enemy - will probably change that at a later time). Are there any other situations where a lord may leave the players faction?
 
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