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I entered a town at night and got attacked by bandits and got knocked out, but my companions killed the Bandits and I still got robbed of over 3,000 denars. 

Would it be possible to change it so that if you're bodyguard(s) succeed in killing the thieves that try to rob you, you don't lose any money?
 
what about to make it like in total war, lets say if player invated a castle or a city, so the population might revolt against him, so player will have  to satisfy their need, or religion conversion, and more key characters, like lords, or even some ppl with da funny stories. thnx :smile:
 
and also awasome to make clans, like a assanins clan, mersaneries clan, abbats, even might add some secret societies, like tampliers, add Priests or Imaams to keep the army spirit up. real vikings, savages
 
Comrad_b_fox said:
what about to make it like in total war, lets say if player invated a castle or a city, so the population might revolt against him, so player will have  to satisfy their need, or religion conversion
Diplomacy already adds a revolt possibility. If your relations are very low and/or the garrison is very small, there's a small chance of revolt.
 
Hi I'm really enjoying the mod it's actually got me back into Warband and boy has it got me hooked good  :lol:

I've had a look about but maybe not as-well as I should have so maybe some of these suggestions have been said before:

+ Toggle-able bandit leaders: maybe a tick box saying when you want them to spawn as a good few hundred bandits patrolling around a couple cities really kills the economy when you and everyone else in the kingdom can't match their forces.

+Weaker tier of bandits: In early game mountain/forest/etc. bandits absolutely mopped the floor with any force I had so I went to great lengths to avoid them maybe add a weakened tier who a player wouldn't have to be afraid of attacked, additionally maybe an even greater tier who you definitely have to avoid until late game .

+Cheaper books: Maybe it's just me but I think the books are incredibly over-priced.

+Skill based escape: I don't know whether this would be possible but I always end up being captured if I lose a battle, would if be possible to make it so if you were to say have a high agility or something you would have a higher chance of escaping.
    +Also on that note I read on the suggestion tracker an idea for a thief character to steal the prison key, maybe this could become dependant on agility instead since it would be nice for all lords to have a possibility to take the key.

+Fund-able Manhunters: My character usually becomes a friend of the Manhunters by constantly helping them defeat the never-ending onslaught of bandits that outnumber and outpower them most of the time if I don't intervene I was wondering if it would be possible to have an option when speaking to them to fund them, making more Manhunter parties spawn and possibly giving them more troops to carry to help balance out the bandit problem. Maybe a Manhunter leader character could spawn in the taverns who you could organize this with rather then doing it every party on the map.

+Automatic commands?: This ones a bit different but I'm very impressed by the tactics enemy lords or even ally lords apply to their troops in battle I lack the understanding of that system myself as its very complicated, would it be possible to have the troops put themselves in those formations and do the volley trick etc. automatically without trying to organize it myself or if I'm in battle and I have an ally would I be able to hand my men over to his command so they can commend his ranks and follow their lead.

+Relation-based marriage?: Also an odd one but I have a very high relationship with both the lady I'm courting and her father, I even have a few points with the mother but I'm refused to officially see her as I'm 'not a member of the sovereign's army entitled to hold land' blah blah blah screw you Klargus! I don't to elope and I don't want to become any sort of vassal I'm quite comfortable mercenary-ing and trading about but having such a high relationship surely should effect whether or not I'll be allowed to marry without being a vassal, anyway to add this?

That turned out longer than I was expecting, wow anyway thanks again guys for a great mod, please keep it up!
 
Jackalb said:
+Automatic commands?: This ones a bit different but I'm very impressed by the tactics enemy lords or even ally lords apply to their troops in battle I lack the understanding of that system myself as its very complicated, would it be possible to have the troops put themselves in those formations and do the volley trick etc. automatically without trying to organize it myself or if I'm in battle and I have an ally would I be able to hand my men over to his command so they can commend his ranks and follow their lead.

At the menu before a battle, you can select the option to plan your battle with the enemy, which allows you to do just that. It automatically makes your troops carry out the commands given to them in the menu. Good suggestions otherwise.
 
semipr0 said:
Player_Kingdom_Tree


This is a pretty big step but since Floris has a ton of python devs they might see this as a viability.

Effectively Floris is a great improvement to Native Warband but the one area it doesn't improve on is the development of player kingdom cultures.

You can select an existing culture or your player kingdom culture but selecting the player kingdom culture does absolutely nothing.(Which is a feature of the Diplomacy src from Waithi)

Floris already has the tools inherent to modify troop load outs and tiers, it just needs to take the extra step to allowing an in game interface that allows a few minor things.

[list type=decimal]
[*]Player Kingdom villages can be "converted" to player kingdom culture
[*]Player Kingdom troop trees are fully modifiable within the Warband client
[*]Player Kingdom troops are fully modifiable with all stats/equipment inherent within the mod[/list]

As a game developer myself I'm sure that this presents a level of balance concern but its easy enough to create a python script which manages troop tier to skill tier/equipment tier and disallows the creation of overpowered I1 tier troops from player_kingdom villages.

So anyways, you do this, you've essentially put the player kingdom fully in the players hands, more fully than Native ever did, and more fully than any mod I'm personally aware of has.

(Oh and I'm sure Waihti won't mind if you fix/improve on the Diplomacy source you're using)

BTW I'm not bashing anyone, I've worked in py, lua, js, lsl and a bunch of scripting languages, I'm not acting like this is simple I'm simply saying its the next level.

Warband doesn't need higher end graphics than it has (well til Taleworlds makes a Warband 2 with a new engine that is), what Warband needs is the extra-developmental features that Taleworlds never bothered with.

Far as I can tell, Floris has the scripters to bridge that gap.

And please don't ask me to help, I have a dropbox full of backlogged projects as it is. I mean I'd like to help, don't think I'm parsimonious or anything, its just I've already got a huge stack of projects I'm dealing with. I play Warband, with Floris lately, for those times where I decide that I want to have fun that isn't demanding that I fix anything/make anything.(well other than my own custom banner which is hardly more than ten or twenty minutes worth of work.)

So, just a suggestion. Make of it what you will.

Bismarcks mod compliation does that already, it cant be that hard to implement actually.

http://forums.taleworlds.com/index.php/topic,126993.0.html

When you choose player culture as kindgom culture, you get the custom troop tree as recruitable troops whether from villages or from the recruitment option in towns or as patrols, also your vassals recruit those troops and not their native troop types. So in short it is a true 7th faction troop tree for you that you can mold to your liking.

I used to play that mod compilation before discovering the awesomeness of floris, but I kinda miss the customizable kingdom troops which would be extra nice with the different tiers of heraldic armor floris brings.

So suggestion seconded I guess :wink:
 
Kara42 said:
semipr0 said:
Player_Kingdom_Tree


This is a pretty big step but since Floris has a ton of python devs they might see this as a viability.

Effectively Floris is a great improvement to Native Warband but the one area it doesn't improve on is the development of player kingdom cultures.

You can select an existing culture or your player kingdom culture but selecting the player kingdom culture does absolutely nothing.(Which is a feature of the Diplomacy src from Waithi)

Floris already has the tools inherent to modify troop load outs and tiers, it just needs to take the extra step to allowing an in game interface that allows a few minor things.

[list type=decimal]
[*]Player Kingdom villages can be "converted" to player kingdom culture
[*]Player Kingdom troop trees are fully modifiable within the Warband client
[*]Player Kingdom troops are fully modifiable with all stats/equipment inherent within the mod[/list]

As a game developer myself I'm sure that this presents a level of balance concern but its easy enough to create a python script which manages troop tier to skill tier/equipment tier and disallows the creation of overpowered I1 tier troops from player_kingdom villages.

So anyways, you do this, you've essentially put the player kingdom fully in the players hands, more fully than Native ever did, and more fully than any mod I'm personally aware of has.

(Oh and I'm sure Waihti won't mind if you fix/improve on the Diplomacy source you're using)

BTW I'm not bashing anyone, I've worked in py, lua, js, lsl and a bunch of scripting languages, I'm not acting like this is simple I'm simply saying its the next level.

Warband doesn't need higher end graphics than it has (well til Taleworlds makes a Warband 2 with a new engine that is), what Warband needs is the extra-developmental features that Taleworlds never bothered with.

Far as I can tell, Floris has the scripters to bridge that gap.

And please don't ask me to help, I have a dropbox full of backlogged projects as it is. I mean I'd like to help, don't think I'm parsimonious or anything, its just I've already got a huge stack of projects I'm dealing with. I play Warband, with Floris lately, for those times where I decide that I want to have fun that isn't demanding that I fix anything/make anything.(well other than my own custom banner which is hardly more than ten or twenty minutes worth of work.)

So, just a suggestion. Make of it what you will.

Bismarcks mod compliation does that already, it cant be that hard to implement actually.

http://forums.taleworlds.com/index.php/topic,126993.0.html

When you choose player culture as kindgom culture, you get the custom troop tree as recruitable troops whether from villages or from the recruitment option in towns or as patrols, also your vassals recruit those troops and not their native troop types. So in short it is a true 7th faction troop tree for you that you can mold to your liking.

I used to play that mod compilation before discovering the awesomeness of floris, but I kinda miss the customizable kingdom troops which would be extra nice with the different tiers of heraldic armor floris brings.

So suggestion seconded I guess :wink:
Bismark's compilation (the old basis of Floris) has the equivalent of our 'Freelancer' mercenary customizable tree.
Hire Sigmund and have at...though you'll need to do a .txt edit to get him to spawn in 2.53, unfortunately (see Known Issues).

The primary/only difference is that we've chosen the route where village cultures don't change on a whim and start producing different types of units. You still recruit faction troops based on the original village culture (conquest doesn't change culture overnight), but are free to hire Sigmund (or just visit him where-ever he is) and hire customizable mercenaries.
 
Gebunator said:
Oh hi, first post and stuff. Loving what you guys and gals have done with this mod.

Some fancy suggestions

Standards, standardbearing and carrieable banners. Basically a 2 handed polearm having your banner on it. It could even employ the pavise code for proper planting on the ground!

Now, please put this idea in "To-do in 2020" list, kthanks xD
This should be possible. There are mods that already have heraldic flags on spears and lances. I think it's also possible to add benefits to it, like a morale boost as long as the banner is up or being carried by somebody. Should help to prevent your troops from scattering or getting routed.
[/quote]

Oh nifty, morale bonus possible too? I just perceived from aesthetic PoV, but seeing your guy in the game is a morale generator it shouldn't be farfetched to have items possess such thing too.

Well, back to my struggling kingdom and eagerly waiting for the next version of Floris!
 
Yeah it's possible. I don't know what the script command is yet but it should be easy to figure out. There are script commands that allow you to check the distance and of course the existence of something. So if a troop is close to the erected banner, it can improve their morale. Meanwhile distant troops might not benefit from it. I'm sure it's not that hard to implement.
 
Would the standard bearer be an item you could equip or would it be its own troop choice? I.E.  "I6 Swadian Standard Bearer"or something like that.

It would be fun to be a standard bearer as an enlisted man through Freelancer.
 
MightyRavenDark said:
I want magic and monsters. Calradia isn't on earth anyway.

There are literally hundreds of games with magic and monsters. Mount and Blade unique in this regard since its just humans slaughtering humans. I think it should remain this way.
 
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