Alex_NG
Regular
This implements a similar idea to outposts, but at a more low-tier level. Specifically, instead of semi-permanent outposts that cost a lot to build, you just leave a companion with some troops in a field. This is balanced by a limit on the number of troops you can store, and by the fact that any hostile parties absolutely will attack and destroy the camp if they have enough strength.
Source on GitHub
The interface is just menus and dialogs without any scenes.
Features:
[list type=decimal]
[*]Leave a companion to command a permanent camp near a center for a small sum.
[*]Camps can and will be attacked by hostile parties.
[/list]
Bugs:
Changes:
Source on GitHub
The interface is just menus and dialogs without any scenes.
Features:
[list type=decimal]
[*]Leave a companion to command a permanent camp near a center for a small sum.
- Garrison size is limited to player party size + commander skill bonus.
- Prisoner count is limited based on commander skill + garrison troop count.
- Troops draw full wage, but are assumed to buy their own food from locals.
- If unpaid, troops desert; this can't be countered by any morale boosts.
- Can store items, which increases bandit attraction.
[*]Camps can and will be attacked by hostile parties.
- All stored items are lost if camp is destroyed.
- If defeated, companion will return to party unless imprisoned by a lord.
- Camp will join in the battle if player is attacked right on top of it.
- Player will stop resting and join battle if current camp is attacked.
[/list]
Bugs:
- Camp interactions leave spurious battle marks that can be seen with tracking skill after disbanding the camp.
- AI seems unaware that camps will always join in on the battle and can be easily tricked into attacking against the odds.
Camp troops in battle have no banner (but still obey player commands).
- Technically the camps can move, if AI decides to do so for some reason. This is because parties with pf_is_static won't be automatically attacked by AI. After more initialization of AI parameters this doesn't seem to happen anymore, but can't guarantee 100%.
Changes:
- 0.2:
- Can now create up to 3 camps, depending on leadership skill.
- Fixed camp troops not being accounted for in mercenary payments.