Suggestions

正在查看此主题的用户

状态
不接受进一步回复。
Some more suggestions by me, the pest! Mostly based on my Lord finally giving me some friggen land!


1.) Reduce the "Refresh" timer on lots of quests (Most village quests are 20 days!)

2.) Add more ways to gain Faction Relation. (I'm finding this very difficult, the best way I've found is to just roam around freeing prisoners  :???: )

3.) Adjust Village wealth and buildings.

4.) More ways to make a passive income? (Some mods have investments in land. Not sure if this is Open Source.)


As always, thanks for your work.
 
Zxypher 说:
4.) More ways to make a passive income? (Some mods have investments in land. Not sure if this is Open Source.)


As always, thanks for your work.

You can invest in town buildings  :wink:
 
If you could combine this mob with all the functionality of The Silver Stag mod it would be GREAT! im loving the factions and really like the over the top fantasy :smile: but native is so clunky now compared to many mods.

The Horde lands and a previous mount and blade mod has player activated speacil powers, like faster bow speed for elfs a berserk mode for orcs, and it worked really well in that mod. They even had it set up for the computer to use those skills as well.

I would also really like to see a disable companion complaints, I know it makes the player extra powerful, but I hate grooming my comapions only to have them leave because one doesn't like that I sent another on a right to rule quest.

 
The thing I most dislike about Native compared to mods is that the settlements customization features are too limited. So I imagined the following new buildings:
  • Statue (town, castle, village): a monument with a very fast building time, which (when finished) provides a small raise in player character renown and in his party morale (just a one time bonus earned at completion of the monument).
  • Hospital (town, castle): healing rate increased when resting in this settlement.
  • Brothel (town): party morale decreases slower when resting in this town, passive rents from this town are increased.
  • Casino (town): decreases wages of the town garrison.
  • Conscription center (town, village): slighlty increases the number of troops (except golems) hired in this settlement.
  • Calradian Trader Guild center (town): concerns caravans spawned in the town, which have more units, carries more goods, and grants more benefits when reaching a town. Also, the workshop owned by the player grants more benefits.
  • Graveyard extension: necromancy grants more Undeads when used in this town.

Also, with settlements, I imagined an alternative recruitment feature allowing to force hiring of more units in the same time in exchange of a big drop in the player's popularity with this village / town. Only available in settlements directly owned by the player.

An interesting feature I noticed in some other mods (I can't remember which, maybe Diplomacy?) is that castles and towns spawn parties (without lord) of a few dozen of units, which patrols around the area.

It could be relevant to alter a bit the troops recruitment system in town. What the player could be able to hire is:
  • Calradian troops.
  • Troops of the faction which initially controlled the town at the beginning of the campaign.
  • If the town have been conquered by another faction, you could also have troops of the faction controlling the town (which would represent professionnal troops of the new lord).

Another thing I imagined: there should be a point in the campaign (at character creation? when the player character conquers his first settlement and starts his own faction?) during which the player chooses a culture (corresponding to one of the existing factions), corresponding to which troops would make his main army, including the guards in towns and castles
 
First, I want to say that I love this mod. Among many other things it has magic done right, and there's nothing quite like flinging artillery from your fingertips and watching all the weak enemy units crumple. Honestly I joined just to talk about it, because it's wonderful fun as is, way more fun than vanilla, but it seems like with just a few changes it could be even better.

Because there are a few things that bug me a bit.

Firstly, the Vorpal Sword seems a bit...weak. It's nice that it has a chance to instant-kill enemies, but the chance doesn't seem that high, and its damage output is laughable. I switched out for a two handed sword and tend to kill in a single hit. With the Vorpal Sword it tends to take three or four. I may have just been using it wrong, but it really seems like it could use a pretty hefty damage increase across the board.

Secondly, but most importantly, the new factions have stupid large armies. I don't think it's possible for them to actually lose against native units, which is unfortunate because rescuing lords is really the best way to gain faction relation, and thus the better faction units. And mod lords never seem to need rescuing. This was finally being ameliorated somewhat, through simple attrition, when an event triggered and all their armies suddenly gained another four hundred men, leaving them with individual larger armies than tend to be garrisoned in most towns. I think it'd be a lot better if their armies started off perhaps only a little larger than normal, like, say two hundred men, and only gained reinforcements if they fell below, say, a hundred. And even then, the reinforcements I don't think should be too large. Perhaps a hundred men.

Finally necromancy, while fantastic, seems like it could use a little work. With high necromancy, a siege tends to give me about two hundred units, which sends me sailing over the unit cap. And then I'm marching around with 300 men, despite only being technically able to sustain one hundred. Also the fact that the undead seem to require food and wages is an endless source of puzzlement. What on Earth are they spending their money on? Are there like, secret undead brothels? And are there sandwiches floating around in my living shadows? I understand the need to nerf necromancy a bit, but...it seems silly to me. Maybe instead of needing food and high wages they simply have low morale, naturally, or decrease the morale of the entire army, up to a certain cap. (Like -50.)
 
Corrupted12 说:
First, I want to say that I love this mod. Among many other things it has magic done right, and there's nothing quite like flinging artillery from your fingertips and watching all the weak enemy units crumple. Honestly I joined just to talk about it, because it's wonderful fun as is, way more fun than vanilla, but it seems like with just a few changes it could be even better.

Because there are a few things that bug me a bit.

Firstly, the Vorpal Sword seems a bit...weak. It's nice that it has a chance to instant-kill enemies, but the chance doesn't seem that high, and its damage output is laughable. I switched out for a two handed sword and tend to kill in a single hit. With the Vorpal Sword it tends to take three or four. I may have just been using it wrong, but it really seems like it could use a pretty hefty damage increase across the board.

Secondly, but most importantly, the new factions have stupid large armies. I don't think it's possible for them to actually lose against native units, which is unfortunate because rescuing lords is really the best way to gain faction relation, and thus the better faction units. And mod lords never seem to need rescuing. This was finally being ameliorated somewhat, through simple attrition, when an event triggered and all their armies suddenly gained another four hundred men, leaving them with individual larger armies than tend to be garrisoned in most towns. I think it'd be a lot better if their armies started off perhaps only a little larger than normal, like, say two hundred men, and only gained reinforcements if they fell below, say, a hundred. And even then, the reinforcements I don't think should be too large. Perhaps a hundred men.

Finally necromancy, while fantastic, seems like it could use a little work. With high necromancy, a siege tends to give me about two hundred units, which sends me sailing over the unit cap. And then I'm marching around with 300 men, despite only being technically able to sustain one hundred. Also the fact that the undead seem to require food and wages is an endless source of puzzlement. What on Earth are they spending their money on? Are there like, secret undead brothels? And are there sandwiches floating around in my living shadows? I understand the need to nerf necromancy a bit, but...it seems silly to me. Maybe instead of needing food and high wages they simply have low morale, naturally, or decrease the morale of the entire army, up to a certain cap. (Like -50.)
Something I like about the magic weapons is they tend not to be the end-all of gameplay.  Sure in certain scenarios they are better, but they are not always better.

As I recall, quite frequently a fantasy faction will war with a Native faction, but there seems to be a bit of balance in the wars because of the relative swarm of units in the fantasy armies.  On the other hand, because they have so little territory, the wars either stalemate with few changes of ownership, or the fantasy faction gets wiped out.  The reason for the additional periodic troops is because the fantasy factions would almost always get destroyed in a war with a Native faction.

While having a 300+ undead army gathered from necromancy can be useful, I personally would rather my army of 100 elven archers without 200 summoned undead (who don't really level up and can turn on you) to clutter up my ranks.  You could look at the upkeep cost due to undead as having to pay your regular soldiers more to maintain morale (some people might be okay fighting with a rotting corpse, but come dinner, it ruins your appetite).  Similarly, food loss from undead could be attributed to additional decomposition from the undead/necromantic energy.
 
I just discovered those two mini-mods while randomly browsing through the OSP Resources section, I though it could be useful:
  • [Item] LOTR Weapons: could add more variety if more unique items are planned
  • Combat Abilities [KIT]: several actions that can be used during a battle (with a cooldown), like whistling to call a horse, taunting enemy units, quick autoheal of a few hitpoints, sprinting, etc
 
Hi, uhm, i don't know if anybody talked about this but, i think would be great to put REALISM on this mod, Realism i mean: Logic,Mental,Intelligence of the Races, but how? i think you need to put Prejudice on the GuildMasters,Vassals, Town Elders, COMPANIONS and Kings/Queens.

But what i mean about prejudice? Well, if you played skyrim you may notice Nords Dislike Everyother race right? so, i don't know about Everything about the Races, but you may try make more real, dialogs, with the atmosphere like realist you know?
 
Psychopompos 说:
I just discovered those two mini-mods while randomly browsing through the OSP Resources section, I though it could be useful:
  • [Item] LOTR Weapons: could add more variety if more unique items are planned
  • Combat Abilities [KIT]: several actions that can be used during a battle (with a cooldown), like whistling to call a horse, taunting enemy units, quick autoheal of a few hitpoints, sprinting, etc
+1 for the combat abilities

Gaicoz 说:
Hi, uhm, i don't know if anybody talked about this but, i think would be great to put REALISM on this mod, Realism i mean: Logic,Mental,Intelligence of the Races, but how? i think you need to put Prejudice on the GuildMasters,Vassals, Town Elders, COMPANIONS and Kings/Queens.

But what i mean about prejudice? Well, if you played skyrim you may notice Nords Dislike Everyother race right? so, i don't know about Everything about the Races, but you may try make more real, dialogs, with the atmosphere like realist you know?
One of the complains I have about Skyrim was how much people (factions) are fighting old wars and ignoring that dragons are about to destroy the world.  How many faction quests are there that are one faction trying to defeat another? 
Half of M&B is about people who are hostile to each other making alliances to defeat more powerful enemies.  Please correct me if I am wrong, but in M&B the three main reasons for wars to start are:
1) both sides claim the same location
2) border incident
3) powerful faction (controls lots of territory)
I could be mistaken, but outside of bugs most of why the fantasy factions go to war is because of #3.
I think if any more prejudice is added, it should be done by changing relations based on starting race, but this runs into the issue of it disappearing as soon as you join a faction or become a mercenary.
 
I've been using mage heavy drow groups.  Is there a way to make the higher level magic users go to the magic missile spell which they should know rather than meleeing?
 
Sir William the Brave 说:
Remove Swadia,Rhodok,Vaegir and Nord and form it into a Human Empire.

I support this, maybe making 2 or 3 human factions, thus allowing for the current Phantasy factions having more land.

The best thing IMO to do with combinations of Human factions would be to have some bad humans and some good Humans. For example Rhun, and Harad were men but still fought alongside Mordor. While Eriador, Rohan, and Gondor fought for the "Men of the West".

Maybe having the Sarranids be similar to Harad and having the Khergits similar to Rhun.

Having those factions be "bad" though would introduce another problem, factions like the Dwarves would be getting gangbanged by the evil factions. Possibly moving them to the mountains would be more appropriate to Dwarves.

Move the Dwarves to where the Wizards are, have the Wizards be where the Dwarves are(since the current placement of the Dwarves seems really excluded and in every fantasy story the Wizards like their personal space)

Increase the Size of all the non-native factions and have the "Good" Human faction based around Praven, while the "Bad" Human faction be based around the Sarranid capital. The good would be Half of Rhodoks, All of Swadia and All of Nordic lands and half of Vaegir, while the bad would have all of Sarranid, all of Khergits and half of Vaegir.

Breaking up the native factions should allow for the current Phantasy factions to have 1-2 more castles allowing for more presence.

Having a "bad" side v. "good" side and locking their alliances with some factions would allow for a more desperate feeling. Currently when war is on, I feel as if nothing is happening. In LOTR the struggle to survive and destroy evil is what really made Tolkien's stories intense but also interesting.

New armor and weapons and more mechanics would be needed. Better but also more fragile economy, the equalization of armies as of now the Phantasy v. Native armies are silly, but yes, needed to stay balanced, just need to be tinkered. Having armors that signify good, and/or bad would be very nice, having evil humans wearing the dark red, black or gray clothing while the good would wear white, bright, natural colors.

Essentially with the "good" v. "bad" scheme would allow for a more prevalent power struggle. You'd feel like you need to join in if you want your realm to live.

EDIT: Also, lesser orcs or Goblins I think are a must.
 
Freighttrain4 说:
EDIT: Also, lesser orcs or Goblins I think are a must.

It is not possible. The game has a limit of sixteen customized genders (which serve to simulate male humans, female humans, male orcs, shadows, etc), this number is now reached because of the demon faction (coming in a future version), which itself use customized genders. It would be impossible to add more races, unless deleting some of the already existing ones.
 
Freighttrain4 说:
Sir William the Brave 说:
Remove Swadia,Rhodok,Vaegir and Nord and form it into a Human Empire.

I support this, maybe making 2 or 3 human factions, thus allowing for the current Phantasy factions having more land.

The best thing IMO to do with combinations of Human factions would be to have some bad humans and some good Humans. For example Rhun, and Harad were men but still fought alongside Mordor. While Eriador, Rohan, and Gondor fought for the "Men of the West".

Maybe having the Sarranids be similar to Harad and having the Khergits similar to Rhun.

Having those factions be "bad" though would introduce another problem, factions like the Dwarves would be getting gangbanged by the evil factions. Possibly moving them to the mountains would be more appropriate to Dwarves.

Move the Dwarves to where the Wizards are, have the Wizards be where the Dwarves are(since the current placement of the Dwarves seems really excluded and in every fantasy story the Wizards like their personal space)

Increase the Size of all the non-native factions and have the "Good" Human faction based around Praven, while the "Bad" Human faction be based around the Sarranid capital. The good would be Half of Rhodoks, All of Swadia and All of Nordic lands and half of Vaegir, while the bad would have all of Sarranid, all of Khergits and half of Vaegir.

Breaking up the native factions should allow for the current Phantasy factions to have 1-2 more castles allowing for more presence.

Having a "bad" side v. "good" side and locking their alliances with some factions would allow for a more desperate feeling. Currently when war is on, I feel as if nothing is happening. In LOTR the struggle to survive and destroy evil is what really made Tolkien's stories intense but also interesting.

New armor and weapons and more mechanics would be needed. Better but also more fragile economy, the equalization of armies as of now the Phantasy v. Native armies are silly, but yes, needed to stay balanced, just need to be tinkered. Having armors that signify good, and/or bad would be very nice, having evil humans wearing the dark red, black or gray clothing while the good would wear white, bright, natural colors.

Essentially with the "good" v. "bad" scheme would allow for a more prevalent power struggle. You'd feel like you need to join in if you want your realm to live.

EDIT: Also, lesser orcs or Goblins I think are a must.
This reminds me of a book I read called "Tough Guide to Fantasyland" by Diana Wynne Jones.  I think the question is if we want this to be a Good v. Evil mod, or more in line with standard M&B.  I'm for the standard M&B because it is a break from the LoTR style Good v. Evil dynamic and because it is more realistic.  Another reason I hate the Good v. Evil mechanic is the trouble defining good and evil in fantasy settings.  Usually antagonists are defined as evil by default, partially to make the discrepancy greater, but many good antagonists are relatively 'good' people, like the Operative in the film Serenity.
 
it´s based on Dungeons and dragons, rather then Tolkien or some other writer, and the plan to use norse mythology has been shot down before.
 
ThaneWulfgharn 说:
Honestly, instead of basing in Tolkien or Salvatore, you should actually try to base yourself in Norse Mythology, where, there are many races but each one has its good and evil characters. I.E. Hrimthurses are frost giants that inhabit the realm of the dead, Nifelheim, and they are generally evil, but Skadi a Hrimthurs and a Goddess of the Aesir pantheon. The Ljosalfar(Light Elves), seem to be opposed to the Svartalfar(Black Elves) and Dokkalfar(Dark Elves), but we never had descriptions of these beings as "Good" or "Bad", nor in being in some sort of war, like in most fantasy writings. They're simply creatures that inhabit worlds just like humans, with only their Homeworlds being in contrast, Alfheim is bright and sunny, Svartalfheim is dark and cavernous. However in Svartalfheim there seems to be a conflict between the Svartalfar and Dokkalfar, and the Dvergr(Dwarves).

Even Tolkien and Salvatore are based on Norse Mythology, the only difference is that they removed the religious/realistic/mythical elements and turned it into a fairy-tale. Tolkien a little less, Salvatore a little more, it's basically the same.

EDIT: There is also something else. Goblins, Orcs and Trolls are considered as Landvaettir, "Land Wights", and you can integrate these OFB(Overused Fantasy Beings) as Bandit parties. Orc Hordes in the Fields(Grass, Steppe and Snow), Trolls in the mountains(Grass,Steppe,Snow), Goblin Raiders in the forests(Grass, Snow), Deep Ones(Lovecraft) near the coast and some kind of Djinn in the desert. Maybe also giants, Jotuns(mountain giants in grasslands), Hrimthurs(frost giants in snow), Sons of Muspell(Fire giants in the desert).

And you can reduce the kingdoms into:
3 Human factions(1 Knightly, 1 Viking/Barbaric and 1 Desert/Arabic combined with Mongol/oriental)
1 Elf Faction
1 Dwarf Faction
1 Mage Faction
1 Dark Elf Faction
1 Undead Faction

There you go again trying to shove your norse mythology into the mod, you were already told it's not going to happen so why do you keep insisting? If you want a norse mythology mod so bad then go make one yourself, From what Iv'e seen in this forum guspav doesn't want to base this mod on any particular thing, it's a general, open fantasy mod that he can add different elements to according to his own liking, and instead of trying to shove a rejected idea upon it you should be thanking him for making this great mod and for being so open to suggestions.
You can always suggest other things but just remember than a No is a No.
 
状态
不接受进一步回复。
后退
顶部 底部