[Suggestions] for Viking Conquest.

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I recommend making companion NPCs garrisonable.  I always make this change to my game and it's so much nicer than dragging around these people everywhere you go.  I suggest implementing DLC-wide because too many people won't know how to do it using Morghs Tools.  There are just times when I want to go out and take on some Viking bandits solo and being able to dump my NPCs in a castle or refuge is great.  The main benefit is that the quality of the loot is so much better when fighting alone ad you can level up much faster.  I know that garrisoning NPCs can be construed as cheating but it's also really unrealistic to be inseparable from other people.  There is also a handicap here too: anytime your NPCs spend time in a garrison, they can't level up through training or experience.  So in my world it evens out  :lol:
 
1. The ability of cities and towns evolve and recede as prosperity increases or decreases, and towns and cities transformarence in cidedes be abandoned and become infested with bandits ... or get destroyed if they are targets of an aggressive invasion ...

2. the possibility of new born ciadedes and towns on the map if a lord / Jarl owns the land or else if born from war refugees

3. give more life to the npc's jarl / lords when they are in town or in their castles instead of being always stopped ... can walk and interact with objects ... such as walk through the city escorted ...

4. women of npc's deviriam be more important in the game, with the ability to come out on missions at the behest of her husband, to visitirem villages to increase prosperity or stop a riot because the village is very poor

5. Women should also tour the map through a royal escort ... thus giving the possibility of their being killed or kidnapped or else create loving relationships with other npc's creating a disputes and grundge between npc's and even us.

6. kings should also have children ... podemdo thus be created a possibility of becoming real blood and heir to the throne through weddings

7. the possibility of the lords / jarls be killed ... thereby making their children are important to take their place ... thus giving the creation of heirs and the possibiliade to have children.

8. the creation of royal courts and positions to occupy them ...

9. the ability to compare a house in one of the towns or ciades order to get married ... without necessarily being with someone of status ...

10. creation of a second profession as a baker, fisherman, craftsman, blacksmith, thus giving the possibility of creating an empire not only through the war

11. The emergence of new NPC's with the same objective to become someone in this world thus giving interactivity and competicaçao by mercenaries places and even in the we hire and start creating our little army

thanks for the time that you guys expend to read the advice and ideas of your players and if they are good implement =)
 
Hey I would really like to see one edged swords. I know you have long Saxes but that’s not the same. one edged sword was very common in the early Viking age special in vest Norway. And if you aim to make a realistic early Viking age game. Is should be there.

The Albion berserker is a good example.

 
I'd like to see more decent companions.  Most of what I'm running into are pagan or implied pagan by place of origin.  Or they have other faults in their story that make them objectionable.

Maybe it's my play style or role playing but it seems a bit tilted.  More variety would be appreciated.  I can usually get about 5 in vanilla whose story/personality work. . .but then religion isn't really factored in the base game.

Which brings up another point, I'd like an easy way to tell a companion/troop/lords religion.  I know you can tell when you get a morale penalty on the party screen but I have to go back and forth sometimes.  I don't know any way to tell a noble's religion.

Finally, more variety in the women.  Also, make sure they don't look old and wrinkly if their suppose to be 18 years old. :razz:



 
Please make the rivers navigable.  In Brytenwalda, I could sail my ship into the mouth of a river and click on the end of the river and the boat would navigate there without problems.  However, in VC (I am using 1.0 with 1.162) there are more rivers and they are even larger than Brytenwalda but my boat can't seem to figure out how to traverse them without constantly getting stuck etc.  The system worked perfectly in Brytenwalda so I suppose you could transfer the coding to VC?
 
- Twohanded axes in multiplayer!!!!
- More Siege Options !!!
- Vikingr mod Examples
- BRing back Multiplayer to live I beg you !!!
 
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I wonder what that guy in the middle is holding...
 
mike56 said:
Jesgard Gysson said:
...since vikings also threw spears and axes and swords.

Yeah, for sure a viking would throw a fine weapon that costs as much as two good horses  :roll:

Spears and axes where cheap weapons, specialy the spears was the cheapest weapon a viking used, and yes they did used throwing weapons like spears and axes...
if you think a little realistic on it.. you can throw any weapon.. so why not throw weapons that a made for it :smile:

Dennis
 
Dennis The Great said:
mike56 said:
Jesgard Gysson said:
...since vikings also threw spears and axes and swords.

Yeah, for sure a viking would throw a fine weapon that costs as much as two good horses  :roll:

Spears and axes where cheap weapons, specialy the spears was the cheapest weapon a viking used, and yes they did used throwing weapons like spears and axes...
if you think a little realistic on it.. you can throw any weapon.. so why not throw weapons that a made for it :smile:

Dennis

he obviously meant a sword
 
This game could use some fancy shields fit for a King of the period. Even if it is a relic, it would be nice to have a decorative shield available late game for a player. This could be the real shield of Elf's.  :razz:

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imo The Frisian troop tree needs to be enlarged.

1 Cav
4 tiers of infantry (including peasant)

A frisian army will have no bowmen at all and lack of something that feels like true unit progression. Though Frese is a small faction, it is the starting location in the storyline mode and most players do find themselves with Frisians in their armies at one point or another. It's always been slightly sad to me as I do wish to have a complete roleplay as a Frisian Christian lord without having to use nearby Norse soldiers to complete my army
 
Honest question is there any chance our suggestions will even be implemented? Because I am seeing lots of good stuff suggested and I have a hunch at least 80% of the stuff suggested won't be put in.
 
Goliath118 said:
Honest question is there any chance our suggestions will even be implemented? Because I am seeing lots of good stuff suggested and I have a hunch at least 80% of the stuff suggested won't be put in.

Nicely said!
 
Goliath118 said:
Honest question is there any chance our suggestions will even be implemented? Because I am seeing lots of good stuff suggested and I have a hunch at least 80% of the stuff suggested won't be put in.
I hear they aren't even going to start content updates till the game is mostly patched/balanced
 
Goliath118 said:
Honest question is there any chance our suggestions will even be implemented? Because I am seeing lots of good stuff suggested and I have a hunch at least 80% of the stuff suggested won't be put in.

First of. Implementing certain stuff can be a long and diffcult procces and you gotta consider the limits of the Warband engine. 80% of listed suggestions is way to much to ask for and roughly 30% of the suggestions are good ones.
Second. They are most likely using most of their time to fix issues and squash bugs atm. No point in having a ****ton of features that are all bugged.

I think they have done a great job listening to our suggestions and implementing them. As for items armours and weapons varieties and such will be added in the future. One of the devs even said they added some form of  two handed axe, no Dane axe though! If I'm not mistaken they haven't implemented new items yet because it would make save games incompatible.
 
I for one would really love to see the Refuge idea enlarged beyond what it is...so much can be done with this.

How about a refuge being able to eventually become a full fledged Fort?

This can be done by vastly expanding the upgrades beyond what they are. have several tiers of upgrades that eventually leads to being able to build a keep, then walls (both using a ton of stone and money), a mote, bridge and then all the upgrades a fort normally gets like Prison towers.

In fact, how about the ability to found a town which can then eventually be upgraded into a city. This is something that of course should take YEARS in game as well as a ton of money. most of the upgrades would consist of building houses and buildings that would be (jobs) for the people to get more to locate to the town as well as all the things a city would normally have like markets, ports (if near water), mead halls, Keep, inner and outer walls. Not sure if a script can be created to show a change in a world map icon (to change from a small town to a large town) or not, but if so...oh the possibilities!

Doing this allows for a player to literally build the start of his own kingdom and not have to take the route of having to join another kingdom and leave after having enough money, or rebelling.
 
wolonggong said:
I for one would really love to see the Refuge idea enlarged beyond what it is...so much can be done with this.

How about a refuge being able to eventually become a full fledged Fort?

This can be done by vastly expanding the upgrades beyond what they are. have several tiers of upgrades that eventually leads to being able to build a keep, then walls (both using a ton of stone and money), a mote, bridge and then all the upgrades a fort normally gets like Prison towers.

In fact, how about the ability to found a town which can then eventually be upgraded into a city. This is something that of course should take YEARS in game as well as a ton of money. most of the upgrades would consist of building houses and buildings that would be (jobs) for the people to get more to locate to the town as well as all the things a city would normally have like markets, ports (if near water), mead halls, Keep, inner and outer walls. Not sure if a script can be created to show a change in a world map icon (to change from a small town to a large town) or not, but if so...oh the possibilities!

Doing this allows for a player to literally build the start of his own kingdom and not have to take the route of having to join another kingdom and leave after having enough money, or rebelling.
Agreed, though I believe to balance this with taking a town yourself to make your own kingdom, it would have to be in the extreme limit of expensiveness and material requirement, so like it would be how you would do it if you were a great merchant and bought your power through making your own castle and land.
 
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