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othr

Master Knight
- market saturation penalties for multiple enterprises of the same kind
  1 enterprise - 0% penalty, 2 enterprises - 10%, 3 enterprises - 20% and so on
- if you serve a Catholic faction you have an option to go crusading
- bandit spawns spread around better, fixed a bug (oversight) where bandits would travel from wherever they were to their lairs, now only those within 200 units of the lair will go there
- map tweaks  - mountains added in the Balkans, some more river crossings
- additional textures added, some native textures removed
- added a spiked club weapon like the one seen in Maciejowski pictures
- more challenging AI (hopefully), removed formations
- swing speed on axes increased
- kettle hats come in two flavours now, with arming cap or with coif
- changed the recruitment of Templars/Hospitallers/Teutonic knights, now if you're a member of the Teutonic Order you can recruit TO troops from any HRE settlement, if you're a member of the 'Crusader Kingdoms' every Catholic settlement will offer Templar, Hospitaller or generic troops, the choice is randomly generated, so if the recruitment option gives you generic troops but you want Templars just click again and again until you get the type you want
- added Havoc's bow retextures
- fixed faction colour selection menus
- if the Roman Empire of Nicaea captures Constantinople the faction name then becomes "The Roman Empire"
- Kosovo renamed Priština
- Ascaton renamed Ascalon
- fixed misordered faction insignia images
- food stores for towns and castles reduced
- town/castle garrisons will take losses when out of food and under siege, if you keep this up and speak to the commander they will eventually surrender, one option is you let them go (no loot you get the settlement), the other option is they surrender and become prisoners (loot and you get the settlement) but you will have to starve them more.
- the recruiter will now have an option to hire troops from either villages, towns or castles
- armenian knight added
- seljuk horseman added
- new troop tree for Granada and Marinids


working on - recruiters to have the option to recruit from castles/towns, then music and I also would love to include CounterPoint's boots with spurs too, possibly the remade shields....

that's it for now, for some reason I locked this too, fat fingers.
 
I hope that severe handicapping in business enterprises is matched by having worthwhile businesses to invest in that is spread out.

It seems to me that except for a few areas where specialty markets do dominate (iron in Europe, oil in Khanate area) that usually the best paying is leatherwork or velvet.

Many towns did not seem to have anything worth investing in. Constantinople (I'd always read was a trading capitol due to position) had nothing but losing enterprises (except velvet).

Someone mentioned in another thread that the thing to do was to check out the adjacent villages, but truthfully they were misleading as to what is best to invest in and the Guildmasters guess was more telling by far. I can't even think of a town where investing in linen was worthwhile and only a few were worth investing in wool or ale.

So, my take, is that this handicapping without addressing a way to balance out what there is to invest in doesn't seem appropriate.
 
othr said:
- market saturation penalties for multiple enterprises of the same kind
  1 enterprise - 0% penalty, 2 enterprises - 10%, 3 enterprises - 20% and so on

That's an arbitrary system that doesn't make any sense. If you want to decrease the possible income the player can get from enterprises simply limit the number of enterprises a player can run, or even better: decrease the profit based on the distance between the players court and the enterprise.
 
Very nice progress, othr, perhaps it would be good to completely remove all Native textures whatsoever ?

Here is an ( incomplete ) list of Native items in pre10 that in my opinion would be nice to be without :

nordic leather helmet
leather warrior cap
skullcap
tabard
padded leather
studded leather coat
nomad studded leather coat
byrnie
mail shirt
mail hauberk
lamellar armor
padded cloth
ragged armor
leather armor
nomad armor
mongol armor

A few other proposed changes to the troops module :

- Remove the pretty ugly Talak crowns completely and replace them with kuauik's awesome crowns.

- Remove leather caps from European Castle Guards ( must have ended there by mistake ) and add some of the nice new kettle hats and nasal-guard helmets instead.

- Bring back the black kettle hats.

- Remove the modern numeration from lord's names, as discussed in the Continental Europe Factions Thread.

- Add some falcions to higher-tier troops too, this was not only a peasant weapon.

- Add a helmet to John of Ibelin who is still missing one ( I think ).

- Add knives to Baltic units, unless there was a problem with this ? Edit : I remember now DrTomas saying there wasn't as they could accurately be used as primary weapons.

- Non-forced crossbows for Nordic Skutilsveinn.

- You might very well just not have gotten around to this yet, but it would also be great to see all the new peasant stuff added to villagers and merchants and such, too.





Arys Dayne said:
othr said:
- market saturation penalties for multiple enterprises of the same kind
  1 enterprise - 0% penalty, 2 enterprises - 10%, 3 enterprises - 20% and so on

That's an arbitrary system that doesn't make any sense. If you want to decrease the possible income the player can get from enterprises simply limit the number of enterprises a player can run, or even better: decrease the profit based on the distance between the players court and the enterprise.
I must agree to some extent, I really like the fact that you can specialize in one type of products and I think the profit decrease over distance sounds like a good solution.
 
I think it is implied in the game as it is that each town already has enterprises and businesses and that your challenge as the player is to figure out what business has not yet been invested in or what product is needed. Which is why some towns even though they may have massive iron supply also has a lot of tool making so investing in it is not as profitable as say grapes which has only a moderate supply but a greater need.

this may be totally balanced out and easy to see in native and perhaps the increase in towns or other attempts at having raw supplied actually match history might unbalance that (if that is happening - it seems to be as certain areas actually have the same raw material each game). I'm pretty sure that history would bear out the fact that most entrepreneurs focused on one or two products not a different variety every other town. (ooh here comes the velvet king)

Having a saturation of products is already built in - if one were to open a tools shop in the above town for example then that would mean yet another business doing the same thing and would mean less profit.
 
Is there actually an issue with the music in 1257? I, and some other people, reported that either music was non existant in battles/tournaments or that the delay between tracks was VERY long. Is it something that changed between pre9 and pre10 in the music files to caused this and can be fixed for the next patch, or is it perhaps a bad install on our part? I really like this game thus far (and can't wait until the new companions are added) but, the lack of music in battles really ruins the experience for me.
 
othr said:
- changed the recruitment of Templars/Hospitallers/Teutonic knights, now if you're a member of the Teutonic Order you can recruit TO troops from any Catholic settlement, if you're a member of the 'Crusader Kingdoms' every Catholic settlement will offer Templar, Hospitaller or generic troops, the choice is randomly generated, so if the recruitment option gives you generic troops but you want Templars just click again and again until you get the type you want
Brilliant idea, othr, but did Teutonic knights ever come from non-German speaking lands ?

I guess it doesn't matter much though as they recruited their common soldiers from many different places.
 
Sometimes, rarely.  A few Poles have joined their ranks before the relations between the two deteriorated.  In 1410 there were two such knights fighting on the 'wrong' side.  I thought about it and maybe I should limit their recruitment to the HRE.

It's DrTomas' idea, it simplifies things a great deal, so thank you DrTomas :smile:
 
The brightly colored helms are an eyesore.  Keep up with matching the maille colors on the armor textures.  It's nice to not have to have all sorts of different colored maille on and the ability to match torso to helm/gloves/boots.  There's a few helms that don't sit right on the body, one of the newer great helms for sure that I can think of.  Get rid of, or find someone to tweak the sizes of the great helms that look 2x too large, makes people look like bobble head dolls.  Winged helm and all the great helm models derived from it...
 
The hospitaller/templar recruitment system seems nice, especially with the new crusading option. About the crusader states, i think you should reduce their strength somehow, or give Jerusalem to Mamluk, because crusader states are already very strong and they will definately capture jerusalem on their own.

othr said:
- if the Roman Empire of Nicaea captures Constantinople the faction name then becomes "The Roman Empire"

Nice feature, i did not think this would be possible, but change the name to simply "Roman Empire", omit the "the", the dialogues in the game already has "the" before faction names in some dialogues, so in those dialogues "the" would repeat twice.

And if there is time, could you assign correct fiefs to the respective vassals in crusader states, E.g give cyprus to king of cyprus etc.
 
Vae_Victus984 said:
The adriatic coast on the balkan side is a bit empty can you move nis to the coast and rename it dubrovnik or zeta :?:

No, dont even think about renaming Niš... I agree Dubrovnik should exist but not at the expence of losing Niš.

Kosovo is the biggest inaccuracy, rename it to Priština, since Kosovo and Metohija exists as a region, but not as a settlement. On the other hand, Priština did exist at the time, its in the center of Kosmet (Kosovo and Metohija).

Also, give the faction view flags a look, a lot of misplaced stuff in there
 
...removed formations...

Yes, admirable try, admitted. But since the AI became weird on logical use of them; too much incoherence for the AI,  it's far much better to leave them out until a workaround is made or a new code for the battle AI from the developers will be released some day.

Still, a long way to go :wink:
 
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