The battle for Calradia. Check forums.

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I think money -> AI bots, secure service of other mercs, used by individual mercs in game to buy equipment MAYBE(clan faction troop equipment should all be free! they are the kings soldiers after all), used to purchase extra equipment/skills over and above initial limit (extreme money), use to build a fort? Maybe the first step from merc -> true faction(mega extreme money). Without declaring war that is, attacking an existing faction on your own you would not need to buy a fort at all :grin:


There needs to be something more for mercenaries than just fighting, they fight for money they need to be able to do something with it. With factions (clans) it is much simpler they need to increase their power and take over calradia. Obvious objectives, for mercenearies this is less so.


Imagine a mercenary revolution...all the mercs united by one glorious leader rise up and rebel against a faction :grin:
They take over a clans territories forcing them out, homeless. Course they would then prob start squabbling and stuff but who knows. It could be the basis for a brand new clan.


Man if done right those ousted clan members may have to become a mercenary faction themselves if they want to survive, and the cycle of life is complete.
 
I think money would be earned by towns only, the money goes to the owner. The owners as usually clans, who can do:
-Hire mercenaries
-Hire AI soldiers (by giving it to clan captains that lead parties, they hire the soldiers)
-Buy equipment for soldiers (MAYBE, I guess it would be better to give equipment based on rank)

Also, Plazek is now an admin of tBoC, because he has offered his help, and pmed me many good ideas. Any other volunteers for admin, who can do something (like who know php, or other useful stuff, including hosting dedicated servers) please PM me.
 
but what's the incentive to be a mercenary?

Do you get to have your own specific equipment/skills (based on same restrictions as others)?
 
I like the point-buy system generation a lot. Customization is awesome, and it'll lead to characters that actually feel unique.
 
Great idea, glad to be a part of it especially if i am not doing any work  :razz: But if i can be of help i am sure Archer will ask.
We didnt talk about this but i would like CoR to claim Veluca and the surrounding area.
 
Well I have PM'd Arch3r some stuff about that but I will say some here saying as you just asked. He has not even read it all yet though and some of this is new.

-How mercenary bands work depends a lot on whether 4 way battles are implemented. If you could have 4 way battles, or have 6 troops on a troop tree then you could field your faction troops and also mercenary troops at the same time and easily. On the battlefield, if not they will have to take turns, if they are even at the same place that is. The mercs will prob get sent in first :grin:

-Anyway they would work similarly to regular factions having their own troops. However they cannot just pick stats and weapon out of nothing, otherwise what will they do with their hard earned money! They should IMO start with the same basic stat limits as faction troops but less equipment. They do not get outfitted with a uniform of similar equipment like faction troops. However using their money they should be able to purchase any equipment they want. Without limitations. Both armour, horses and weapons. The prices will be based on the amount of troops in the band, you are equipping the army not getting a permanent upgrade. If you lose a battle there may be consequences in lost equipment.

- If a mercenary band gets powerful enough. Maybe they will be rewarded for good service with territory? Or maybe they will have to take it... However doing so would make you a kingdom and so subject to regular kingdom troop rules. Thus you would lose all your previous individuality. One of the main perks of being a merc IMO.

-It would also be good if your clan wanted to play in the organised battles and to play a role in the game but did not have the time or want the responsibility of having to run a kingdom. After your contract with the faction has ended you can walk away.

Remember just my ideas not approved by archer yet :smile:

Oh and EXPERIENCE!

Like how new equipment can be bought experience can be earned. After a certain amount of victories armies should get experience and should be allowed to increase stats by a set amount. Of course if your army is wiped out then it would be back to square one. Or maybe a portion of experience would be lost based on a percentage of losses. 50% troops died? 50% bonus exp goes. I dunno which would be better.

Either way before any of this complex stuff is done I think the focus needs to be building a framwork. Like a simple prototype version.
 
I can do some texture work if necessary.

And I think my/our warband will be a mercenary one.
The Alliance of the Free Souls just sounds like independent mercenaries to me. 
 
We just need to get the basic stuff first, before the experience gain for stats and that complex stuff with large formulas.

But mercenaries should be able spend their money on: weapon types and levels. Which means that they need to spend money to get their one-handed axes to level 1, so they can choose cheap axes in the menu. Also they can upgrade all weapon types (see all weapon types in the OP) to level 3, where level 1 is poor quality, level 2 is mediocre and level 3 is knightly. Same goes for armour, they start with level 1: cloth/leather and can upgrade it till mail (level 3). And they can spend their money on AI soldiers.

A post about AI soldiers: Each faction has 3 classes, and you can choose those classes for the AI soldiers. They will have the same stats and start with cheap (level 1) weaponry. This can be upgraded, the same for their armour.
Armies can consist of for example: 30 spearmen (sp 2 sw 1 prot 2) which means spear level 2, sword level 1 and armour level 2. Since each class can have 3 (or 4 without shield) weapon types you can have things like:
20 footmen (sw 2 sp 2 ax 1 shld 2 prot 1) +10 bowmen (bow 2 ax 2 prot 2). A system like this wouldn't be too complex I hope, but I definitely think it shouldn't be made complexer for the first version.
 
Another note: Players from a defeated faction should automaticaly join the mercenary faction,  meaning they are still in the game, and there is a possibility that defeated faction leaders could gather together support from ex-members and mercs to rise up again at a later date.

100% individual mercs with custom stats will probably be very hard to do,  instead there could be a merc faction that just has a very very large choice of equipment on the buy screen,  the characters individual wealth could be represented by their starting cash for each match. (since most matches will be one-life gamemodes, mercs starting cash will likely by the only cash they get to spend, so it will restrict how good stuff they can buy)

as a side note for mercs- they could have a sort of leaderboard, basically how many kills/deaths they have, so that theres a bit of healthy competition (to replace the land ownership competition that clans have) as well as to allow employers to pick and choose from the best. plus the top guys will be able to demand high prices.

oh, other uses for cash apart from buying AI troops and mercs-  what about peacefully buying land from other factions and building castles? it would be cool if you could 'upgrade' your cities- making them have higher income, but also making them a better target for enemy raids/invasions.
more ideas:
about what gamemodes we have:  we allready have Battle mode for regular fights and Siege mode for town/castle fights-

how about, sieges require Siege equipment to assult, but the defenders can attempt to destroy that siege equipment-  this will start a Fight & Destroy gamemode.
I cant think of any situations where Conquest would be used,  but Deathmatch/Team deathmatch could be used as a sort of tournament.  every X turns a tournament could be held, anyone merc or clanmember can join- with high rewards for the winner. (clanmember winnings would go to the clans funds,  to avoid people letting their clanmembers kill them for points-  clan tourneys should probably just be TDM, but nothing stopping them joining DM as 'friendly' competetors)
 
All good idea's peasant, I can't help with agreeing with them all but building castles. Upgrading defenses: yes, but whole new castles takes years to build. I think we should keep it a bit realistic and should avoid having too many castles all of the sudden.
 
Well i dont think that the one battle one life idea fits the entire game idea. Lets say the surgery skill is revived and it gives you a chance to survive a death and keep your XP. A character that really dies has to "restart" as a lvl 1 soldier. I would find it a bit steep that if you die, your char is dead and has to restart. A survival chance like in Vanilla would be greatly appriciated =)

The warband leader's stats are the ones that give little boosts to their party. Like trade could give you cheaper equipment or bots? Surgery could give your troops a higher after battle survival chance (diceroll i gues)

Now for a prototype version i would keep it simple. 50% chance on death to be really dead. 50% Chance to survive. This could be important for a 3th party that might jump on a weakend winner after a battle. A war party should not be full strenght straight away after a great battle. (go back to town to get your dead troops back?) But it should also have a survival chance. (i dont know how to simulate "wounded" soldiers as such)

Ofcourse the problem with individual XP is, you need to keep track of it. So lets say for prototype only warband leader XP that determines the stats of its soldiers. (lvl 5 warband leader's troops get a little more equipment and stat points to spend?)

To organise it practicly i would do a turn based system. Every party on the map sends its orders to the admin before a certain time (momevent fase).
He then processes those orders. And arranges the battles. (dates and the bunch) After the combat fase the map then gets updated and parties can spend their gold in the towns. And then after that we start with the movement fase again.

I even have an idea for bandit and merc parties. A bandit party could choose to infest a region and get a certain amount of income from that region. (their standard action) The longer a bandit party stays in one region, the higher the percentage of income they get. And the more the owner of the region loses. If you leave a bandit party unattended for too long they can build their own stronghold (wooden castle?)in the region and from there on start raids on the surrounding regions stealing a base income from them. I gues you could also allow them to plunder towns for a sudden boost in income. This ofcourse would seriously affect the "owner" of the region. Since they loose income and maybe available AI soldiers from there. The Warband would then have to move a force to there to defeat the bandits. If the bandit party is defeated their "score" (cash, members and strongholds give points?) is noted. Giving bandit parties an scoreboard to see who was the most successfull bandit leader.

This is also where mercs could come into play. Instead of moving Warband troops to the region. (as in real players from a clan) What could leave you open for an attack. The Warbands could hire Mercs to take care of the bandits. The mercs would then take a big portion of the bandits loot as their own increasing their cash reserves and making them more efficient.

Well just some ideas =)

Let me know if you like them
 
Arch3r 说:
All good idea's peasant, I can't help with agreeing with them all but building castles. Upgrading defenses: yes, but whole new castles takes years to build. I think we should keep it a bit realistic and should avoid having too many castles all of the sudden.

ok fair enough.

A side note about regions-  we could give each region different income levels-  similarly to how Shogun Total War works (the only 'old style' total war Ive played)  where regions tend to be either  'income regions' or 'defence regions'.  depending on how large the map will be, and how many battlemaps the full release will have-  we may be able to give every region its own unique battlemap- meaning deciding how much income each map gives will be reasonably easy, as people will just have to vote on how easy/hard it is to defend.

I was thinking about mercs-  IMO they should be all listed under one 'faction' as just mercs for simplicities sake- any groups within that could be done in the forums and expressed through their actions and allegiances.  of course if a merc gets rich enough to buy land (other mercs may chip in) or powerful enough to invade land, he may then form a faction. allthough i dont think that should be forced, if the merc wants he could remain a sort of 'free lord', the upside will be retaining individuality, but the downside is that he will rely on other mercs as his troops, and since they are in it for the cash they will be unreliable (and i doubt major faction leaders will take kindly to a gathering of mercs, as they will likely be power hungry and strong)

EDIT AGAIN-  talking about merc minifactions, in game terms they will just simply not use custom troops, but instead just use the in-game merc troops.

god, just thinking about all the possibilities this game will bring up blows my mind :grin:

EDIT: Kaeli-  IMO individual XP will not work, and neither will perma-death.  we will just have to ignore the fact that players die numurous times, and just pretend they are diferent people each time XD
mercs could simply lose a portion of cash on their death (and if they have a leaderboard, they may drop a place or two)

a bandit system will be too hard as well imo, the same result could be acheaved if a merc group buy/invade some land then send out raids from there. (note that by 'merc' all i mean is a free player)

AI troops will have perma death, but they will mostly be arrow fodder for the main players to get into battle.

Armies will have their place on the world map, and faction players will be within those armies (either leading them or fighting in them, another note: to avoid factions with more players winning easily, there should be a limit to the number of lords- everyone past that limit should be 'heroes', fighting within but not leading an army).
 
This is a really neat idea and I think would work really well within the format of mount and blade. Just to help you out in terms of planning out the league, I'd point you to NetBattleTech.  And the rules more specifically.

This league has been around a loooooooong long time, running a very similar style format to what it sounds like you would want to do with m&b. I would think by now they have been through a huge range of situations by now such that the rules they have come up with would cover most everything.

I believe the gyst of the format is that you have set houses (m&b) factions that are taken up by players. When they start up people will bid for control of a house they want to play. From there the houses are sort of like 'official clans' in the league which are run in a manner fitting the role of the house they are playing. There is a whole system of resources and attacking and defending rules to control different parts of the starmap. When it comes time to fight, the matches are played out in a series of games using the mechwarrior 4 engine in which the game is set up according to the settings dictated by the overall game.

I think that it would give you a wealth of great ideas you could easily translate into a mount and blade theme, and I think it would be a great starting point to get a league like this off the ground.
 
Here is a couple ideas :wink:

If individual mercs are allowed(though some of this is possible anyway):and so far archer has said no:

So long as it is not hard coded that you can have only 3 types of soldiers in a faction there should be a 4th class, the mercenary. His skills would be average in every way but would be able to purchase a very wide variety of equipment from all classes ranged/melee/cavalry. So provided the mercenary had enough money he would be able, unlike a regular soldier to wear and use almost anything he wants. They would be the most individual soldiers on the field and able to fill whatever role they choose(I think quite a nice perk). This would mean you have to tie in the in game money to the mercenaries bank account,unless they buy the weapon out of game but this would be much harder to verify. If it is hard coded no more than 3 there would be ways to work around it.
***Specific equipment and skills by the same standards would be impossible. Each mercenary would have to have his own troop file. With a sizeable force of individual mercs I have no idea if that many different troop types could even be supported. Mercenary bands would have to work differently though having their own troops like a faction, if the 4th class is available though then they could use that as well in their armies.***

-Hire your own soldiers. Bored of going around on your own from battle to battle with no mates? Got a lot of money? Buy some friends and start your own mercenary band. Or maybe you have a couple mates and want to pool your money to buy some men, lead together. Well now you have just progessed from lone merc to mercenary band. You will work just like a clan in the game would but you will have no fiefs and so no steady income other than from battles. I wonder if you will ever do anything about that...

-Mercenaries are not just goin to fill common soldier roles though are they? If some ultimate badass commander comes along playing this game as a mercenary you think the clans are just gonna sit by while he is wasted in the field? Well if I was king I might consider giving someone like that a higher role than arrow fodder. Getting hired as a commander is something to work for.

-Maybe after a good fight the faction you fought with will want to take you into their clan whether only for the purposes of the game or officially who knows. Give up your status as a merc and become a normal soldier.



So you see every mercenary if he plays the game well enough has literally everything to play for.

Once the game has started and the territories have been doled out new clans probably wont be able to move straight in as kingdoms if they want to play. They will have to play the role of mercenary bands or vassals. Who knows how far they will climb.


However personally as I said I think we ought try a much simpler version first without mercenaries at all, clans only. Mercenaries add a lot to the game, maybe too much for a first try IMO.



-------------
-If new castles were introduced they should not be new plots of land simply upgrades of existing ones. Maybe your clan has a custom castle map they wanna use. The game admins can assess it and decide on a price. Your clan pays the gold, a week or two later your allowed to use that castle.

-Perma death should not happen. If you die you will appear a week later or something back at base and with equipment penalties though this is not the common soldiers concern only if your a merc will it matter and gold loss also if your a merc, lord level players however will be capturable, ransomable, tradeable, luckily for them also escapeable. I hope :smile:
They get whatever equipment they want though so it does not matter so much for them. Except of course limitations will have to be imposed on what they can do in the game and so restrict the clans progress.

-Personally to limit size of troops rather than limit the number of lords you should only allow a certain % of your army to be made up of AI soldiers. This % would have to be found out by playtesting(if there should be a limit at all, personally I think the best limit would be the price in gold they need for wages). You should be allowed as many lords as you want, though you may not have enough soldiers to spread them around. If clans want to stop the big factions winning then they need to work together and maybe hire some mercenaries.

-If experience was ever introduced it would apply to the army not the troops I think. Or maybe the commander, or maybe both. Either way as Archer has said experience is a thing to be added later. As are many suggestions. It is far more important to actually create a bare bones version than endlessly dream about all the possibilities, however fun :grin:
 
Kaeli 说:
Well i dont think that the one battle one life idea fits the entire game idea. Lets say the surgery skill is revived and it gives you a chance to survive a death and keep your XP. A character that really dies has to "restart" as a lvl 1 soldier. I would find it a bit steep that if you die, your char is dead and has to restart. A survival chance like in Vanilla would be greatly appriciated =)

The warband leader's stats are the ones that give little boosts to their party. Like trade could give you cheaper equipment or bots? Surgery could give your troops a higher after battle survival chance (diceroll i gues)

Now for a prototype version i would keep it simple. 50% chance on death to be really dead. 50% Chance to survive. This could be important for a 3th party that might jump on a weakend winner after a battle. A war party should not be full strenght straight away after a great battle. (go back to town to get your dead troops back?) But it should also have a survival chance. (i dont know how to simulate "wounded" soldiers as such)

Ofcourse the problem with individual XP is, you need to keep track of it. So lets say for prototype only warband leader XP that determines the stats of its soldiers. (lvl 5 warband leader's troops get a little more equipment and stat points to spend?)

To organise it practicly i would do a turn based system. Every party on the map sends its orders to the admin before a certain time (momevent fase).
He then processes those orders. And arranges the battles. (dates and the bunch) After the combat fase the map then gets updated and parties can spend their gold in the towns. And then after that we start with the movement fase again.

I even have an idea for bandit and merc parties. A bandit party could choose to infest a region and get a certain amount of income from that region. (their standard action) The longer a bandit party stays in one region, the higher the percentage of income they get. And the more the owner of the region loses. If you leave a bandit party unattended for too long they can build their own stronghold (wooden castle?)in the region and from there on start raids on the surrounding regions stealing a base income from them. I gues you could also allow them to plunder towns for a sudden boost in income. This ofcourse would seriously affect the "owner" of the region. Since they loose income and maybe available AI soldiers from there. The Warband would then have to move a force to there to defeat the bandits. If the bandit party is defeated their "score" (cash, members and strongholds give points?) is noted. Giving bandit parties an scoreboard to see who was the most successfull bandit leader.

This is also where mercs could come into play. Instead of moving Warband troops to the region. (as in real players from a clan) What could leave you open for an attack. The Warbands could hire Mercs to take care of the bandits. The mercs would then take a big portion of the bandits loot as their own increasing their cash reserves and making them more efficient.

Well just some ideas =)

Let me know if you like them
I don't think there will be such thing as XP, unless we get overly ambitious. At least for the first game I don't think we should do it, it will be a pain to keep track of it. Stats are just preset with the class in the battle and party stats would be all the same. A random chance of soldiers surviving should be there though, both for the loser and winner. The losers survivors could sneak off after the battle returning to town wounded and unable to fight for a day(or a turn) or so. About the turns, that was what I was planning, realtime is (unless a professional gamemakers says *pick me lemme build it*) impossible.

I do like your bandit idea very much, I totally forgot about them, but they should be there.

Qwertyman 说:
Arch3r 说:
All good idea's peasant, I can't help with agreeing with them all but building castles. Upgrading defenses: yes, but whole new castles takes years to build. I think we should keep it a bit realistic and should avoid having too many castles all of the sudden.

ok fair enough.

A side note about regions-  we could give each region different income levels-  similarly to how Shogun Total War works (the only 'old style' total war Ive played)  where regions tend to be either  'income regions' or 'defence regions'.  depending on how large the map will be, and how many battlemaps the full release will have-  we may be able to give every region its own unique battlemap- meaning deciding how much income each map gives will be reasonably easy, as people will just have to vote on how easy/hard it is to defend.

I was thinking about mercs-  IMO they should be all listed under one 'faction' as just mercs for simplicities sake- any groups within that could be done in the forums and expressed through their actions and allegiances.  of course if a merc gets rich enough to buy land (other mercs may chip in) or powerful enough to invade land, he may then form a faction. allthough i dont think that should be forced, if the merc wants he could remain a sort of 'free lord', the upside will be retaining individuality, but the downside is that he will rely on other mercs as his troops, and since they are in it for the cash they will be unreliable (and i doubt major faction leaders will take kindly to a gathering of mercs, as they will likely be power hungry and strong)

EDIT AGAIN-  talking about merc minifactions, in game terms they will just simply not use custom troops, but instead just use the in-game merc troops.

god, just thinking about all the possibilities this game will bring up blows my mind :grin:

EDIT: Kaeli-  IMO individual XP will not work, and neither will perma-death.  we will just have to ignore the fact that players die numurous times, and just pretend they are diferent people each time XD
mercs could simply lose a portion of cash on their death (and if they have a leaderboard, they may drop a place or two)

a bandit system will be too hard as well imo, the same result could be acheaved if a merc group buy/invade some land then send out raids from there. (note that by 'merc' all i mean is a free player)

AI troops will have perma death, but they will mostly be arrow fodder for the main players to get into battle.

Armies will have their place on the world map, and faction players will be within those armies (either leading them or fighting in them, another note: to avoid factions with more players winning easily, there should be a limit to the number of lords- everyone past that limit should be 'heroes', fighting within but not leading an army).
We could make several mercenary factions, like eastern styled mercenaries, european styled or viking styled. Otherwise all mercenaries will look the same, this way there is a bit more difference. But with them all united as mercenaries rather than smaller groups I agree.
"EDIT AGAIN-  talking about merc minifactions, in game terms they will just simply not use custom troops, but instead just use the in-game merc troops." Yes, but we could give them more possibilities with the styles I mentioned. Also the bandit system could be ok, but the XP really is too hard, I agree.

Plazek 说:
Here is a couple ideas :wink:

If individual mercs are allowed(though some of this is possible anyway):and so far archer has said no:
I said no, what you mean? I said yes to merc's..right?
So long as it is not hard coded that you can have only 3 types of soldiers in a faction there should be a 4th class, the mercenary. His skills would be average in every way but would be able to purchase a very wide variety of equipment from all classes ranged/melee/cavalry. So provided the mercenary had enough money he would be able, unlike a regular soldier to wear and use almost anything he wants. They would be the most individual soldiers on the field and able to fill whatever role they choose(I think quite a nice perk). This would mean you have to tie in the in game money to the mercenaries bank account,unless they buy the weapon out of game but this would be much harder to verify. If it is hard coded no more than 3 there would be ways to work around it.
***Specific equipment and skills by the same standards would be impossible. Each mercenary would have to have his own troop file. With a sizeable force of individual mercs I have no idea if that many different troop types could even be supported. Mercenary bands would have to work differently though having their own troops like a faction, if the 4th class is available though then they could use that as well in their armies.***
If 3 classes is hardcoded (which I doubt), it would be ****. Also I think there should be more merc classes than. I mean if we can have 18 classes, why not :grin:. Like the earlier style suggestion, we could implent these, so there would be eastern mercenary spearmen classes and that stuff.
-Hire your own soldiers. Bored of going around on your own from battle to battle with no mates? Got a lot of money? Buy some friends and start your own mercenary band. Or maybe you have a couple mates and want to pool your money to buy some men, lead together. Well now you have just progessed from lone merc to mercenary band. You will work just like a clan in the game would but you will have no fiefs and so no steady income other than from battles. I wonder if you will ever do anything about that...
Yay :smile:.
-Mercenaries are not just goin to fill common soldier roles though are they? If some ultimate badass commander comes along playing this game as a mercenary you think the clans are just gonna sit by while he is wasted in the field? Well if I was king I might consider giving someone like that a higher role than arrow fodder. Getting hired as a commander is something to work for.
That's an option, but we already kind off decided that mercenaries have their own parties, right.
-Maybe after a good fight the faction you fought with will want to take you into their clan whether only for the purposes of the game or officially who knows. Give up your status as a merc and become a normal soldier.
Yep.


So you see every mercenary if he plays the game well enough has literally everything to play for.

Once the game has started and the territories have been doled out new clans probably wont be able to move straight in as kingdoms if they want to play. They will have to play the role of mercenary bands or vassals. Who knows how far they will climb.


However personally as I said I think we ought try a much simpler version first without mercenaries at all, clans only. Mercenaries add a lot to the game, maybe too much for a first try IMO.
We're still a long time from the retail Warband, so time enough to organize :smile:.


-------------
-If new castles were introduced they should not be new plots of land simply upgrades of existing ones. Maybe your clan has a custom castle map they wanna use. The game admins can assess it and decide on a price. Your clan pays the gold, a week or two later your allowed to use that castle.
building new towns/castles could need lots of balancing and could be very complicated, we'd better wait with that one
-Perma death should not happen. If you die you will appear a week later or something back at base and with equipment penalties though this is not the common soldiers concern only if your a merc will it matter and gold loss also if your a merc, lord level players however will be capturable, ransomable, tradeable, luckily for them also escapeable. I hope :smile:
They get whatever equipment they want though so it does not matter so much for them. Except of course limitations will have to be imposed on what they can do in the game and so restrict the clans progress.
Ya, agreed. Only AI soldiers could perma-die. And ya players should be able to escape. So the enemy has a reason to let their enemy pay ransom, because if the prisoner escapes they have nothing.
-Personally to limit size of troops rather than limit the number of lords you should only allow a certain % of your army to be made up of AI soldiers. This % would have to be found out by playtesting(if there should be a limit at all, personally I think the best limit would be the price in gold they need for wages). You should be allowed as many lords as you want, though you may not have enough soldiers to spread them around. If clans want to stop the big factions winning then they need to work together and maybe hire some mercenaries.
If you have an unlimited number of lord parties it would mean a lot of battles every turn. We're gonna need dedicated servers for that.

-If experience was ever introduced it would apply to the army not the troops I think. Or maybe the commander, or maybe both. Either way as Archer has said experience is a thing to be added later. As are many suggestions. It is far more important to actually create a bare bones version than endlessly dream about all the possibilities, however fun :grin:
that's a possibility.
Comments inside the spoiler, in ur post :smile:
 
Decided to make a first poll: Fantasy elements, how much. Magic stuff is out of question, but how about weapons out of the time period or a bit fantasy, but entirely possible weapons such as the crossbow with bayonet.

Arch3r 说:
The crossbow texture is almost done now:

kruisboogklaar.jpg

I would like own inventions, to give clans as much freedom as possible. Everything historically accurate would get boring. Maybe new races such as elves would be ok, but I didn't vote for it. Magic is out of the question though.
 
I like the own inventions, but i would start with only the basic ingame stuff for the first test game. Just to keep it as light and simple as possible ^^
 
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