Suggestions thread (please don't ask questions here!)

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A few thoughts:

1.) Bodyguards. For example when talking to your men you have the dialogue option "I want you to be my bodyguard" or something like that. Your bodyguard will follow you around when you are walking around, which would come in handy if

a) attacked by assassins
b) manhunting in villages

I always found the idea that a lord is running around ALONE weird and it would be better for the feeling to have your personal guards.

2.) Delivering messages. Lords are no errands. Again my suggestion: Tell on your men to deliver that message.

3.) Realistic hostilies at the beginning. I found the idea of Crusaders conquering Horde-Camps strange. My suggestions: No randomizer, but this diplomacy at least at the very beginning:
- Horde vs Rus
- Poland vs Crusader

4.) Realistic escape rates of lords. Something I always found rather annoying in the native, mostly I edited it my own to prevent such occasions. I can not imagine how they could possibly escape. Well, its not that your men are completely unaware of an enemy lord. ("Whoops, sorry Sir, our most important enemy who can be clearly distinguished by his unique armour could slip away unnoticed after we beat him unconscious, that's totally my fault LOL")

5.) Arrest that man!!! Probably all of you know that you can tell your door guards to "arrest someone". However, it is not working, because it is an unfinished feature. That is really a pity! It would be really fun to arrest SOMEONE in your castle. Just for the sake of the possibility of it, as you are the Lord, not so much for the gameplay (I can not imagine under what circumstances that might come in handy without implementing further quests. But it would be awesome nevertheless!).
 
Ergiwer said:
3.) Realistic hostilies at the beginning. I found the idea of Crusaders conquering Horde-Camps strange. My suggestions: No randomizer, but this diplomacy at least at the very beginning:
- Horde vs Rus
- Poland vs Crusader
The problem is that there were no hostilities between Poland and Northern Crusaders at this time, as well as during the whole 13th century. That's why we rely on randomizer here.
 
JoG said:
Ergiwer said:
3.) Realistic hostilies at the beginning. I found the idea of Crusaders conquering Horde-Camps strange. My suggestions: No randomizer, but this diplomacy at least at the very beginning:
- Horde vs Rus
- Poland vs Crusader
The problem is that there were no hostilities between Poland and Northern Crusaders at this time, as well as during the whole 13th century. That's why we rely on randomizer here.

Plus with the same hostilities set up in every game, every game is going to turn out the same way. I kind of like how each game plays out differently this way.

Thank you very much for the unit upgrade charts JoG. I had no idea that you can get different troops with Rus
from northern and southern towns! But I have only just managed to get my relationship with Novgorod up high enough to recruit from them :smile:
 
JoG said:
Captain frakas
Actually the rules of the mid-XIII century tournaments were not so clear and straightforward. Basically they resembled small-scale battles (i.e. horsemen could engage footmen, several warriors could attack one guy, etc.) Real combat weapons (i.e. not blunt ones) were often used. No 1 vs 1 jousts.
And... I'm not sure about the tournaments in the Crusader towns... At least I'm not sure about the participation of the Order brothers in such events.

Hi,

What I described was how mid-XIII century tournament seemed to be organised in mid-XIIIth century France. There, tournament started with 1vs1 joust (since the XIIth century). But the main spectacle stayed the various mêlée (mounted and demounted).
I don't know how it worked in Poland or in the estates under the rule of the Teutonic Order, so I trust you that it may have be different in Poland and totally forbidden in the lands ruled by the Order.
 
Calamir said:
JoG said:
Ergiwer said:
3.) Realistic hostilies at the beginning. I found the idea of Crusaders conquering Horde-Camps strange. My suggestions: No randomizer, but this diplomacy at least at the very beginning:
- Horde vs Rus
- Poland vs Crusader
The problem is that there were no hostilities between Poland and Northern Crusaders at this time, as well as during the whole 13th century. That's why we rely on randomizer here.

Plus with the same hostilities set up in every game, every game is going to turn out the same way. I kind of like how each game plays out differently this way.

The first battle is for instance Rus VS Mongols. So it would be a question of consistency for them to be hostile at the beginning. What happens afterwards is another question.
 
There should be a sword fighting animations and other available.
Also kingdom management as well as in SOD.
Otherwise everything else is perfect.
 
Gniezo defenders seem very scattered. I like how all the castles have very ornate firing arcs, but it seems that the archers in Gniezo are way too scattered. I would limit them to three towers, they just don't put enough fire on the main force. When I was defending I had to pull all my units back to near the spawn point and put the archers up on a wall.
 
A Move up and Move down button for garrison troops. So you don't have to pull them out to reorganize them.

If you REALLY wanna be awesome. You can allow for the building of an armory in towns and castles that allow you to pick which of the random armors your troops spawn in. Basically make it so you can make all gastritters wear X armor of the 4 options and X helmet, and ride X horse. Just like you did with shield art :grin:
 
aggietex84 said:
A Move up and Move down button for garrison troops. So you don't have to pull them out to reorganize them.

If you REALLY wanna be awesome. You can allow for the building of an armory in towns and castles that allow you to pick which of the random armors your troops spawn in. Basically make it so you can make all gastritters wear X armor of the 4 options and X helmet, and ride X horse. Just like you did with shield art :grin:
When you change equipment for one troop, it changes for all troops of this type. So, all gastritters in the game would wear this one particular armour.
 
Hey just playing your mod, looks awesome. Currently i am in Kulm, is this churchbell ringing all day?
Maybe you should implement this horse whistling thing aswell, really liked it, i think it was in the eagle and the radiant cross. I also heard they implemented the feature that you can tell ur man where to go by holding down the e key (some grafik pops up where normally ur crosshair is) and releasing it where u want ur soldiers to go(where the grafik-object is layed upon). Simply somehow as they have it now in Warband by holding down the F1 key.
 
Wow i can shoot people in towns...never had that before...would it be possible to enable friendly fire for melee damage and horse damage aswell? Would be to cool, i have to admit :razz:
 
A few quick suggestions:

- the new sounds you have added are great. I just wish they were a bit louder. Smashing sounds while fighting are always louder than anything else, so I have to lower the sound in beginning of battle.

- Archery is a pain in the ***. Very ineffective from the player point of view (slow, short range). Any thoughts in improving this? Also the cursor is quite ugly :smile:

- Training scene should be the actual castle scene! I hope this is planned, it would be great.

- About the slave system. Could be nice to have different kind of slaves for different kind of buyers. We could imagine raiding villages to get some farmer slaves if there was ie slaver farms.

- Could be good to have morale status in the info window of the player character on the world map, as morale is more important here than in the original game.

That's all for now. Really enjoying the mod. Keep up the good work
 
Congratulations for this wonderfull mod. It has achieved so much, and still, i do not believe that had reached its full potential. The first thing that attracted me to it was the idea of having a solid historical research and getting it accurate. The game oozes history and  all the little tricks and details that u put in it , make for a really addictive atmosphere.
The second thing that made me hunt it down was the world region side type of factions. Easten Europe  as we all know, is under represented by gaming industry in general - and jewels like this can only be made by dedicated-enthusiastic-great artistic-minds as You have done, better that many others. I already consider this mod  as the foundation of the ultimate-mod for mount and blade. It just "feels" right ! and probably has to do with the fact that u are "Russians"  :grin: .

Playing as the Horde i found myself  getting in to the mounted archery type game. Shotting , running, turning , outrunning , and outshooting. Now the outrunning thing is a bit tricky

1. What if there was a way to implement the encumbrance system from your character when mounted. A heavy european full armoured knight with high encumbrance could have a -2 or -1 speed penalty on his horse. (the mongols were able to outrun the european knight in spite of the mongolian small horses by having lighter gear ) . The penalty could be minimal , horses responding different as a human to heavy weight. The elite mounted heavy units in the game would suffer weight-speed penalty , warhorses could be "spared" cos' they wore breed for that this type of battle field conditions as they are already slow. More  incentive to play  as light-cavalary.

2. More realistic  distance for arrows , and ballistics. A  common problem in mount and blade is that the arrow just drops. Outshooting is not a viable strategy nowadays. Mongol bows shoot  arrows at maybe 400-500 m / depending on the bow and type of arrows there are different ballistics. The arrows behave probably as the wore shot from short bows , the weakest of all in the game. Make the arrows travel a bit faster ...but more that that make them have more range, less of an dropping arc. The decrease in speed of an arrow has a certain mathematical function , here something happens and just drops out of the blue.  "  i like the reticule , and less of the trembling hand effect in drawing a bow. more realistic    :wink:. "


3. It would be nice in the current world map conditions  - to have the Carpathians and the Moldavian area  , south of Halych usable for gameplay functions. I would dream of a day of having an emergent Moldavia and a bit of Hungary in that area.  Maybe the place for independent towns , neutral, but still  usefull for game purposes.  2- 3 towns there could really spice up the game. Maybe  Turkic and byzantine type weapon' s  could find there way there as trade imports and be like the building bloc for more mercenaries for improved /  expanded directions. ( zone of expansions  -indicating that there is more out-there. _ )

4. Music  and voices, one of the best features, lack's quality in the recording and the encoding - clean it up a bit and it would be just perfect ! 

The work u have done is the most professional up to now i have ever seen. This is a truly fantastic mod.
 
You should implement the feature like they have in 1866 where you have the option to join a faction as a soldier. Basically like the mercenary quest but without having to wait for it to come up.
 
Leaf said:
What if there was a way to implement the encumbrance system from your character when mounted. A heavy european full armoured knight with high encumbrance could have a -2 or -1 speed penalty on his horse. (the mongols were able to outrun the european knight in spite of the mongolian small horses by having lighter gear ) . The penalty could be minimal , horses responding different as a human to heavy weight. The elite mounted heavy units in the game would suffer weight-speed penalty , warhorses could be "spared" cos' they wore breed for that this type of battle field conditions as they are already slow. More  incentive to play  as light-cavalary.
It seems to me that it'll be easier to set lesser speed to heavy armored knight horses and lesser health to other ones (as it's done in .622) than to play with scripts for such small effect.

And what is bad with music?
 
5. By having such a well put foundation the mod could  explore the story side of the game. Meaning more NPC , more companions , and more ideas for " special locations " on the map ( great feature ) . I wish there wore more dialogs for the townspeople , that could say faction  (culture ) related information. When walking around in Kiev ( if i don't get vertex crash ) i was thinking what a great culture the slavs had at that time, what cultural effervescence's , and what historical information could be fed to the player in small amount as rumors or advices . They could even tell u information about the units in the game , for those that are unfamiliar with the german , russian etc language's , generic but usefull battlefield advices " Viteay mighty noble / or pride and joy / there swords are deadly / there price is high " in sentences that would make the player navigate mentally in the stuffy troop tree and know what to aspect on the battlefield. Also they could talk about bandit party's respawning areas .  " there are many bandit (*) around the Volga. / do not venture in  the steppes ". The long dialog's , as i am seeing this as an extensive undertaking  would make the game have more impact on the starting player and educate in historical matters, also looping information for game related purposes the players that could draw  on it , for better survival. I am proposing even cut-and paste information's with the generic " Did u know ---- " for historical information's .

Tavern recrut able companions are few and from the vanilla , rename them , ( historical not fantasy invented names )  , make  more of them so that u can get a decent , faction related  folowing ,( 5-7 germans, 5 poles , 5 nomads etc ). With appropriate looks and dropping the females companions as i belive they now outnumber the men ( strange to be surrounded-by by so many females in my warrior party ). Make them have odd and across the field skill combination . Because of the brutal environment in which i find my self, trying to stay alive , i have invested heavy in fighting realed attributes and skills . I wish that there wore more companions that i could pick and supplement my skills deficiency's and help me in some aspects of the game , but also to have a bit o a challenge in choosing them  ( different things to the skill table ).  ( i could even get an few npc up with u guys as regarding look , skill tree , and maybe a story . something to help ) .

Special locations are great, i could see the world populated with all kind of good stuff. More for the modelers and more for the roleplaying guys.


P.S : not being a sound engineer i know that a audio-track could be worked on to be more clear , remastering could make it appear to have more quality that it has . The mongol tracks are i believe have the biggest discrepancy with the other factions. They appear as i'm listening to a recording from a old tape-cassete that to having a traditional band around me. If i get my hand's on a sound software demo i'll try for my own purpose to enhance the tracks. If i get anyware i'll let u know guys. ( but the lose in quality come from the source recording , and probably what i'll be trying is a doomed undertaking, u really can't make someting better out of a broken-track. )



P.S 2 : Crusaders have a eastern like dried-earth town ( 1 ) , and mongol are all stone-towns . maybe in the future u will look in to it
.
 
Hey, I just started playing this mod, and I really like it.  My only suggestion has to do with weapons.  I think there should be some kind of 2 handed sword for the Crusaders.  (Maybe there is; I just haven't found one yet).  I know that Longswords and Bastard Swords were popular much later than the XIII Century, but Greatswords/Warswords did exist.  Also, why would there be a 2 handed wooden sword for practice if there is not a real one?
Also, I think that the Crusaders should have a Langes Messer or a Grosse Messer (maybe instead of a falchion, if not in addition to it.  This version is more Germanic).  They should only be one-handers at this point, but since there is such detail in Chinese and Rus saber-like weapons, I thought it would fit nicely.  For that matter, you could add in a Long Sax, since they were likely still being used.  (It's a Norse weapon, so either the Crusaders or the Rus could have it).
Still, this is one of my favorite mods.  Keep it up!
 
Okay, so I have found that one of the falchion models is similar to a Messer.  Close enough, I guess.  But 2 handed swords would still be nice.
 
Leaf said:
The mongol tracks are i believe have the biggest discrepancy with the other factions. They appear as i'm listening to a recording from a old tape-cassete that to having a traditional band around me.
All music (not only Mongolian) was edited and specially made muffled and quiet to sound well with new ambient sounds and to serve as a background for gaming. Loud and clear music'll annoy gamer and will drown ambient sounds.
 
Nho said:
- Archery is a pain in the ***. Very ineffective from the player point of view (slow, short range). Any thoughts in improving this? Also the cursor is quite ugly
  Are you kidding, Ineffective. I almost exclusively use Bow & Arrow, and do quite well.  Skill is involved, but what fun is a test w/o difficulty. The only minor complaint is range, but even then If I were to be able to sit at 75yards and plink...well that would be kinda boring. Kiting 20+ horses into a maelstrom of death is fun.  Maybe implementing a positive/ negative effect to bows..at longer range much less damage. don't know about that though, can be more a problem creator than worth.

concerning a suggestion: A way to switch between companions whilst in their inventory, or skills page. A left or right tab on either side of their name would be awsome. When looking at my companions, its rather tedious to back out and out to compare and contrast. Being it that I'm not a coder/modder, I'm not sure if that is at all possible with this game.  :sad:
 
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