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Some idea for the creativity skill -
1. Golems. Bringing some specific items (eg tools, iron and gems) will allow Berembert to build one for you.
2. I think weapons like the Vorpal sword and the Sun blade should be made creatable by Berembert (Requires objects like gems and hard to get items), but should not be sold in shops.
3. Berembert can improve your armor and weapons, but will cost materials and time.

With the creativity skill, I feel like enchanting could also be integrated. A mage that enchants equipment for you. Current gems in game could be converted to energy by him to use to add special powers and passive effects onto the equipment.
 
Another idea I had: the adding of "special modes" which can be chosen at player character's creation (only one at the same time). They could be:

Classical
The default M&B wide-open gameplay.

Classical turbo
  • The player character begins with a higher level, more gold, more food, and medium quality equipment (same kind of weapons that what is received after the starting quizz, but better).
  • The factions begin with more troops.
  • All the factions begin at war with another.

The Empire of Man
  • The player character must be Human.
  • There is a new faction named "Empire of Man", starting with only a town and no other settlements. The player character begins the game as an Empire of Man vassal and can't leave the faction. The other lord is the faction leader, who stays in the faction capitale city with a garrison (or the player could begin as the faction leader himself).
  • Helping or doing quests for the native factions allow to eventually assimilate them in the Empire of Man. It won't always work and military conquest could also be the solution. Full assimilation would have the same result that default conquest ("X faction has been defeated"), but the assimilated lords would already be there instead of disappearing then spawning in a random faction after a random time.
  • Dwarves, Elves, Mages, and Paladins are specific factions which don't have to be destroyed. Doing specific quests for one eventually leads it to form a permanent alliance with the Empire of Man. Each of the permanent allies of Empire of Man automatically conclude such an alliance between themselves.
  • Orcs, Drows, Undeads, and the planned Demons can't be assimilated or permanently allied with and must be destroyed.
  • The game ends when: the native factions are destroyed, the evil new factions are destroyed, and the Empire of Man made an alliance with the good new factions.
  • Destruction of the Empire of Man is a game over.

The Rise of Darkness
  • The player character must be Human, Drow, Orc, or Demon.
  • At the beginning, the player character has to choose if he's a vassale of the Orcs, the Undeads, the Drows, or the Demons. It is impossible to change faction or leave yours.
  • Orcs, Undeads, Drows, and Demons start with a permanent alliance between each others and a permanent war state against all the other factions. The other factions don't have permanent alliance between them.
  • When the native and the good new factions are defeated, the permanent alliance is removed and the remaining factions can start to make war to each others. The only one left wins the campaign.

The Chosen One
  • The player character must not be Drow, Orc, or Demon.
  • The player begins as permanent marshall for the Paladins and can't change faction.
  • The player character begins with unusually high charisma, leadership, and renown. He also has the anti-undead sword (I forget its name) in his starting stash.
  • No diplomatic restrictions, but doing quests for evil factions decreases the relation between the player character and his faction.
  • The campaign is won when the Paladins control the whole map. It is lost when the Paladins are destroyed.
 
A quick question/quick answer thread, so questions that haven't been covered in the tutorial won't clutter.

Town and villages conquered by the new factions spawning troops from the new faction, instead of the old faction or the general "Calaridians"
 
Psychopompos 说:
Another idea I had: the adding of "special modes" which can be chosen at player character's creation (only one at the same time). They could be:

Classical
The default M&B wide-open gameplay.

Classical turbo
  • The player character begins with a higher level, more gold, more food, and medium quality equipment (same kind of weapons that what is received after the starting quizz, but better).
  • The factions begin with more troops.
  • All the factions begin at war with another.

The Empire of Man
  • The player character must be Human.
  • There is a new faction named "Empire of Man", starting with only a town and no other settlements. The player character begins the game as an Empire of Man vassal and can't leave the faction. The other lord is the faction leader, who stays in the faction capitale city with a garrison (or the player could begin as the faction leader himself).
  • Helping or doing quests for the native factions allow to eventually assimilate them in the Empire of Man. It won't always work and military conquest could also be the solution. Full assimilation would have the same result that default conquest ("X faction has been defeated"), but the assimilated lords would already be there instead of disappearing then spawning in a random faction after a random time.
  • Dwarves, Elves, Mages, and Paladins are specific factions which don't have to be destroyed. Doing specific quests for one eventually leads it to form a permanent alliance with the Empire of Man. Each of the permanent allies of Empire of Man automatically conclude such an alliance between themselves.
  • Orcs, Drows, Undeads, and the planned Demons can't be assimilated or permanently allied with and must be destroyed.
  • The game ends when: the native factions are destroyed, the evil new factions are destroyed, and the Empire of Man made an alliance with the good new factions.
  • Destruction of the Empire of Man is a game over.

The Rise of Darkness
  • The player character must be Human, Drow, Orc, or Demon.
  • At the beginning, the player character has to choose if he's a vassale of the Orcs, the Undeads, the Drows, or the Demons. It is impossible to change faction or leave yours.
  • Orcs, Undeads, Drows, and Demons start with a permanent alliance between each others and a permanent war state against all the other factions. The other factions don't have permanent alliance between them.
  • When the native and the good new factions are defeated, the permanent alliance is removed and the remaining factions can start to make war to each others. The only one left wins the campaign.

The Chosen One
  • The player character must not be Drow, Orc, or Demon.
  • The player begins as permanent marshall for the Paladins and can't change faction.
  • The player character begins with unusually high charisma, leadership, and renown. He also has the anti-undead sword (I forget its name) in his starting stash.
  • No diplomatic restrictions, but doing quests for evil factions decreases the relation between the player character and his faction.
  • The campaign is won when the Paladins control the whole map. It is lost when the Paladins are destroyed.

Very interesting modes however I feel that they would be too much work to add in for the few people who would truly make use of and enjoy.
 
I myself feel that in Warband the classical wide-open gameplay usually becomes boring when two or three factions have been defeated. I thought that adding some special modes with specific features, bonus, and limitations would bring a bit more interest, but if features like those are added, it would be in a more advanced version which would have left the open beta state since a long time.
 
Kudos for the Mod so far!
I really love the fantasy flavor and the magic seems quite nice at the moment. Even though it's a bit unfortunate that currently strength is also playing a role in the damage formulas as far as i read. So the mod is allready fun but still i'll offer some suggestions or better said things i'd like to see.

What i'd liked:
- Giving the Starting Options more 'more feeling'. E.G. Drow start with a Drow Variation of the starting equipment and are on bad terms with elves, while Orcs would start with some orcish variation and in good standing with orcs and maybe bad with someone else.
- If possible adding more buildings that open up new troops (faction enclaves for faction troops in non faction cities or special buildings for some more elite units) or special vendors ( e.g. spell merchants or special smiths or something like that) or such things. I felt that the knigthood orders and the additional buildings always added quite a bit to PoP in terms of mid to endgame playability.
- If possible I'd really liked an increase on overall activity (banditry, maybe torunaments, or some better paid missions) when a lot of factions are in peace. Now and then the vanilla world felt a tad too actionless for me. So a somewhat more dynamic spawning system for bandits/quests/tournaments might help out somewhat. I must confess i didn't play the mod along though to judge if this is also the case in the mod.
- Regarding the clerics and faith, i'd really like them not being 'Faction'-Clerics but more clerics of certain gods, so having certain 'faith blocks' which 2-3 cultures (or in the cases of the races 1 faction) belives in might be interesting. Especially becaue one could expand upon this by having positive/negative mechanics in place for temples or such. E.g. there can only be one main temple for a certain faith in every city, having more temples for a faith will strengthen the clerics of this faith. But when one wants to change the temple in a city the old one will have been to be raised which would lower the reputation with the factions mainly beliving in this faith and the city itself.
- Highly doubt it might be (reasonable) possible, but having some 'dodge' skill to improve more assassin-like troops might be interesting. So instead of having to wear armor that reduces incoming damage there might be some skillcheck determing if the damage is fully applied or reduced by something like 'dodging'skill * 3 (so maximal the equivalent of a 30 armorpoints).
- As someone wished before, i'd really liked a integration of Freelancers. It's really nice to work ones way through the normal ranks of foot soldiers.
- Some help with travelling speed as magical item might be really neat. As it would somewhat offset the slower travelling speed one gets with carrying along mages und such.

But one of my main suggestions would be to add some 'planned features' site, as it might clarify what is allready plannend and how the mod is supposed to look later on. And therefore maybe not suggesting things that don't match whats planned so far.
 
Negative 说:
Kudos for the Mod so far!
I really love the fantasy flavor and the magic seems quite nice at the moment. Even though it's a bit unfortunate that currently strength is also playing a role in the damage formulas as far as i read. So the mod is allready fun but still i'll offer some suggestions or better said things i'd like to see.

What i'd liked:
- Giving the Starting Options more 'more feeling'. E.G. Drow start with a Drow Variation of the starting equipment and are on bad terms with elves, while Orcs would start with some orcish variation and in good standing with orcs and maybe bad with someone else.
- If possible adding more buildings that open up new troops (faction enclaves for faction troops in non faction cities or special buildings for some more elite units) or special vendors ( e.g. spell merchants or special smiths or something like that) or such things. I felt that the knigthood orders and the additional buildings always added quite a bit to PoP in terms of mid to endgame playability.
- If possible I'd really liked an increase on overall activity (banditry, maybe torunaments, or some better paid missions) when a lot of factions are in peace. Now and then the vanilla world felt a tad too actionless for me. So a somewhat more dynamic spawning system for bandits/quests/tournaments might help out somewhat. I must confess i didn't play the mod along though to judge if this is also the case in the mod.
- Regarding the clerics and faith, i'd really like them not being 'Faction'-Clerics but more clerics of certain gods, so having certain 'faith blocks' which 2-3 cultures (or in the cases of the races 1 faction) belives in might be interesting. Especially becaue one could expand upon this by having positive/negative mechanics in place for temples or such. E.g. there can only be one main temple for a certain faith in every city, having more temples for a faith will strengthen the clerics of this faith. But when one wants to change the temple in a city the old one will have been to be raised which would lower the reputation with the factions mainly beliving in this faith and the city itself.
- Highly doubt it might be (reasonable) possible, but having some 'dodge' skill to improve more assassin-like troops might be interesting. So instead of having to wear armor that reduces incoming damage there might be some skillcheck determing if the damage is fully applied or reduced by something like 'dodging'skill * 3 (so maximal the equivalent of a 30 armorpoints).
- As someone wished before, i'd really liked a integration of Freelancers. It's really nice to work ones way through the normal ranks of foot soldiers.
- Some help with travelling speed as magical item might be really neat. As it would somewhat offset the slower travelling speed one gets with carrying along mages und such.

But one of my main suggestions would be to add some 'planned features' site, as it might clarify what is allready plannend and how the mod is supposed to look later on. And therefore maybe not suggesting things that don't match whats planned so far.

I am going to refer to 2 of the things you wrote.
1. Strength does NOT take any part in the magic damage formulas, power throw only increases by a tiny amount the damage of the weakest spells (Magic missle, maybe another) which is also small enough to be able to be dismissed in the building of your character
2. There are lots of unique spawns constantly spawning around the map to spice things up, you should check some of them out :wink:
 
LazySteve 说:
I am going to refer to 2 of the things you wrote.
1. Strength does NOT take any part in the magic damage formulas, power throw only increases by a tiny amount the damage of the weakest spells (Magic missle, maybe another) which is also small enough to be able to be dismissed in the building of your character
2. There are lots of unique spawns constantly spawning around the map to spice things up, you should check some of them out :wink:

Oh well... really forgot about the constantly spawning small warbands, now i feel stupid.
Okay i ment power throw when i talked about strength but you're right. Even though i thought it added to more than just the magic missiles and might play a somewhat larger role.
Thanks for reminding me of the spawns and correcting me with the Strength :smile:
 
A suggestion: make undead, bandits, and minor red army spawns be able to band together to unite under a named AI leader, like in the Floris mod. Then let those armies be able to take settlements that are weak enough and outlaws can start outlaw faction, undead will give the settlement to the ne romances, etc (last bit is probably too much but I think the first part is good)
 
How about the Demons and Angels (ya can't have one without the other) are gotten by sacrificing units. The better units will get us better Demons/Angels. The top tier ones will be from sacrificing captured enemy lords and the type received will depend on the lords disposition. I don't know about you guys but, I really hate those full map traveling, peasant killing, village burning, trader murdering Lord-holes.
 
King Jerry 说:
How about the Demons and Angels (ya can't have one without the other) are gotten by sacrificing units. The better units will get us better Demons/Angels. The top tier ones will be from sacrificing captured enemy lords and the type received will depend on the lords disposition. I don't know about you guys but, I really hate those full map traveling, peasant killing, village burning, trader murdering Lord-holes.

There will probably be no angels as there are no more empty race slots to fill...
 
I have some sugestions about neutral places at map:
1.Mercenaries Camp - colorful, dotted with tents location, where, as the name suggests, you can hire some units, and maybe do some quests, play blackjack and toss. NPCs :
- some not recruitable walking around mercenaries of all races (excluding  undeads and demons of course)
-Mercenaries Commanders - named NPCs, you can hire from him/her small company of his/her faction units (excluding  undeads and demons), in mercenaries camp can be only one of Commanders at same time, when you hire company, the Commander will not sell you more troops in this week, also no matter whether we hire his/her units or not,  after week new randomly selected Commander will arrive and replace the earlier one.
-Mercanaries Ataman - named NPC, who can sell normal mercenaries, maybe will have some quests for player that will increase relation with mercenaries mini-faction, and provides some bonuses with hiring them, after reaching certain relation also unlock some repetitive quests.
-quartermaster,  who is always willing to buy some equipment
+also some small recruitable groups of mercenaries traveling on the map

2.Altar of Darkness - place where you can sacrifice your units and prisoners, and get some undead troops appropriate to level of sacrificed units. You can't sacrifice undeads and demons. Allows dark lords to get rid of living units, and is good alternative for not so clever dark lords who do not know much about necromancy, because they play pure warrior class  :wink:

3.Hermit-mage Tower - place where you can buy some spells (before the book of spells will be made) and also some every week randomly drawn special ingredients, hermit-mage can also give some unique and repetitive quests. As a reward player get some unique books and magic items.

4.Neutral city, like Zelmor in native with some quests and unique options.

5.Manhunters Stronghold - sends patrols, you can sell there prisoners and hire some manhunters.

6. Of course, like other says, some lairs which provides some reward when cleaned from evil, can be visited from time to time like: catacombs, ruins, haunted mine, cursed castle, caves, dark forest and other.
 
About hirable groups travelling on map, I once played a mod (don't remember which one) which allowed to hire deserters.

I absolutely don't know if it is possible, but I thought about changing the bandits in several minifactions. Each one has a castle hidden somewhere on the minimap (on a random place), which also serves as a kind of center like the regular hideouts. Inside is a garrison and a bandit lord, who usually doesn't move from the castle but fight to defend it. When this castle is besieged and successfully conquested, the player receives great bounty and renown, then the castle disappears from the worldmap. It reappears in another place a few weeks later, with a full garrison and its lord. Between the destruction of a bandit castle and its reapperance, this bandit faction doesn't create other hideouts.
For example, the rogue crusaders (I don't remember the actual name, I am talking about the bandit parties made of clerics from several factions) could have a ruined remote church or temple as castle, the orc horde could have a huge campsite, the rogue dwarves could have a quarry or a mine, etc. The native bandit castles could just be an extended and larger (and somewhat fortified) version of their native hideouts.
I also imagined to give diplomatic features to those castles. When approaching one, along the "besiege castle" option, "requesting peaceful entrance" allows the player character to pay a tribute and then enter the place without fighting. When inside, the player character can go and speak with the bandit lord and then pay a tribute to gain a one-month truce with the bandit faction. When the truce runs out, the bandit faction immediatly becomes hostile again.
Of course, this diplomatic option should be unavailable for the wandering undead bandit faction, which castle could only be besieged.

Totally unrelated question: is it planned to add claimants for the new factions?

Hydralisp 说:
Some idea for the creativity skill -
1. Golems. Bringing some specific items (eg tools, iron and gems) will allow Berembert to build one for you.

Good idea. Maybe something to improve it a bit: to be able to build golems, Berembert should at first learn it. If Berembert is in the party, the option to make him learn golem building would appear in the Mage Tower Guildmaster dialog. If chosen, Berembert leaves the party and stays in the Mage Tower castle. The player will be able to recall him anytime by aking him to go back, but if it happens before a specific amount of time, Berembert won't be able to build golems and the whole operation would have to be done again.
 
guspav 说:
usnavy30 说:
My one suggestion that has been bugging me is if you could add the Elven Assassin armor and the red  and gold helmets to a elite troop or so..it seems odd a elven warrior is not wearing that awesome gear anywhere.
While those armor in that file are quite cool, they aren't game optimized. Their poly counts is insanely high and they won't work well with openbrfs auto LOD feature. So maybe one or two instances of the armor wouldn't do much harm to performance, but imagine 50 elves wearing that... it would make almost any decent computer go to a crawl.
In numbers, the helmet alone is 2027 ploys, that is more than double of a normal helmet and the armor is 9023 ploys, that is about 8-9 times higher than normal armor.
I just found that out, that is true perhaps only the player can acquire the armor then? The set is really nice but as you've said I discovered the poly count and faces are too damn high for many characters to wear it.
 
usnavy30 说:
guspav 说:
usnavy30 说:
My one suggestion that has been bugging me is if you could add the Elven Assassin armor and the red  and gold helmets to a elite troop or so..it seems odd a elven warrior is not wearing that awesome gear anywhere.
While those armor in that file are quite cool, they aren't game optimized. Their poly counts is insanely high and they won't work well with openbrfs auto LOD feature. So maybe one or two instances of the armor wouldn't do much harm to performance, but imagine 50 elves wearing that... it would make almost any decent computer go to a crawl.
In numbers, the helmet alone is 2027 ploys, that is more than double of a normal helmet and the armor is 9023 ploys, that is about 8-9 times higher than normal armor.
I just found that out, that is true perhaps only the player can acquire the armor then? The set is really nice but as you've said I discovered the poly count and faces are too damn high for many characters to wear it.

On the note of all this when I run my 1000 people I can normally handle it pretty well. That is until Elves come into play. Even just 250 of their troops will make my computer cringe. I do my best to avoid using more than a few of the Elves and try not to attack them. Eventually my dwarves w/ my enslaved & conquered orcs will take them down, but I feel right now my computer would rather wait.
 
I am enjoying this mod a lot! Have you considered adding things such as Freelancer and Diplomacy into the mod?
(sorry if this has been addressed before)
 
scrotes96 说:
I am enjoying this mod a lot! Have you considered adding things such as Freelancer and Diplomacy into the mod?
(sorry if this has been addressed before)

I just came here to suggest this is as well, really, there's absolutely no reason not to include freelancer, diplomacy, and PBOD.
 
Can you make undead knights all mounted or a troop tree separating them from mounted and foot knights? Quite annoying to use undead cavalry :S Thanks.
 
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