Sweet! *nods* Yes, many people underestimate their ability to read a wall of text... I blame television and video games. Wait...RalliX said::O
It looked longer than it was, surprisingly.
I would love every single portion of this.
Sweet! *nods* Yes, many people underestimate their ability to read a wall of text... I blame television and video games. Wait...RalliX said::O
It looked longer than it was, surprisingly.
I would love every single portion of this.
Oh how I wish that I had the full game. I would use all your ideas.Ogrecorps said:Sweet! *nods* Yes, many people underestimate their ability to read a wall of text... I blame television and video games. Wait...RalliX said::O
It looked longer than it was, surprisingly.
I would love every single portion of this.
Oh how I wish I knew how to mod and/or had the time to. I would use all of my ideas too!Winterwolf00 said:Oh how I wish that I had the full game. I would use all your ideas.
lulzOgrecorps said:Oh how I wish I knew how to mod and/or had the time to. I would use all of my ideas too!Winterwolf00 said:Oh how I wish that I had the full game. I would use all your ideas.
A number of the "merchants of war" and "companion caravans" features were already on our features-to-code list for future versions of Floris (hopefully 2.5). I've got a chunk of code improving the immersion of dealing with normal caravan parties done already (you can trade with them and they have persistent inventories based on the trade route they are currently running, and those inventories become the loot you'd get if you were to rob them) and am getting to the hire-your-own caravan part soon.Stildawn said:Have you had any luck suggesting the merchants of war and companion caravans bits to the guys at Floris mod? I dont think that would be too hard at all... It would almost be the same as the patrol codes but perhaps easier...
Agreed. *am excited!*Stildawn said:Ah very nice... Your guys in the Floris mod team are awesome
Cant wait...
Under the merchants of war bit, bodyguards are already a part of the Floris compilation and another of the major feature systems I am working on is wandering merchant bands/parties. The basics of that are done (the parties spawn, wander around, have minimal dialogs and interactions) but more complex decision making still needs to be coded (essentially they need to be given their own AI and Lords' AIs need to be adjusted so they can be hired by factions, etc).
I agree completely and then some. A direct quote from Merchant of War:Stildawn said:In regards to this part... I dont know what your thinking... But in regards to hireable mercs... I would be most happy if their default AI was to just simply follow your party... And that you could give them specific orders (like you can to your vassels if you own a kingdom) that they would always obey and once completed would just return to default of following you...
I dont think mercs should be limited to Kings/Lords... I reckon if you have the coin anyone should be able to hire them at any point in the game...
Another key thing (I dont know how hard it would be code this stuff) but the mercs should "Always" follow you and join you in battle... No matter how large the enemy force is... What annoys me most about vassels as a King is that half the time they wont join you in battle since they look solely at the numbers where as I know that my elite force combined with them would easily overpower the enemy if/when I chose to engage them, but half the time my lords abandom me when i get too close to the enemy...
This of course can be amended to include mercenary parties wandering the map.Ogrecorps said:Mercenary Armies - Buy (or be helpful as per normal) your way into the very good graces of a village (through some means that will be mentioned later), leave a companion with great leadership abilities there then go to all of your loyal tavern keepers and present them with a sack of coins: a whole bunch for themselves and the rest to pay every mercenary that comes through to head to that village. When that companion is full up they will now obey commands like a vassal plus a few more such as attack caravans, villages, and villagers of this faction, accompany Lord Xyz, find and attack Lord Abc, besiege location Qrs, etc. Additional commands to have them store or sell their loot and deposit money somewhere would be employed as well.
Thank you! Caba'drin is already working on a few of them, some from before I ever thought them up 'cause he and the team thought it up first, and some that I'm helping conceptualize. Check out the Ledger thread.2s1ckk said:Hey, I love your ideas. Please, Caba, implement these for all that is good and holy! (and floris mod) *cue arms raised towards the heavens*
Your contribution has been added:Stildawn said:I think I like the roaming groups better... That dont replenish troops but the game randomly spawns new groups...
It would be cool if before battle or something you could bribe the enemy mercs to join you instead, and the computer could do likewise... They live for the coin after all...
I like that contract ending idea, as long as their price reflects the excess supply in the market lol.
Ogrecorps said:Inspired by a contribution by Stildawn: At any time a player my send a stealthy messenger (a specialist that would have to be hired or a companion; the first risks death, the second capture) to a lord's army to try to bribe away his mercenary forces. Alternatively, this messenger could be safe from all risk, be nobody in particular, and be launched from the pre-battle screen with a bid for the enemy's mercenaries. When the battle starts the player finds out if he won the bid.
Sure. Link it anywhere you want.DustyCharacter said:i would like to link this post in my dramatic improvements for the game is that ok?