The companions I'm making

Do you like the idea of the new companions?

  • Yes

    Votes: 192 85.7%
  • No

    Votes: 4 1.8%
  • You lazy ass making us do the work! :p

    Votes: 24 10.7%
  • Try... read my post

    Votes: 4 1.8%

  • Total voters
    224

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Marian/Rhodok Sharpshooter with tunnel vision and/or longsightedness.

"I can too bolt you point-blank!"
 
well, im probably too late in finding this topic to have much of an impact, at least im hopping that your really far along in the process already as it will mean a new release of the mod, but i'll give my thoughts anyway.

someone said something about coding being an issue to the idea of more than 16 companions. i dont know if this its just that its a pain to make more, or if it requires major coding, but if its just a matter of making the companion itself i personally would like to see many more, even if their scripts are as simple as, "you look like your hiring swords," "i disapprove of your current action," etc. if you can make many companions then i would say make a few with complicated background and scripting who interact with each other like the native ones, but also have many customizable ones that pretty much are just a name and a face that the player can customize themselves via training or cheats.

if 16 is the limit though, then i would say try to avoid option number 3 about faction related companions too much. i like to personally play something close to the stories of king arthur, basically french heavy cavalry, giving my companions various colored  surcoats and lances, but its kinda hard making a character like nizar into a red knight or green knight. then again, if i wanted to make a tribe of mongolian based horse archerers feritis would seem a bit out of place.

going back to adding more then 16, if possible, then i wouldn't mind faction based companions, the could intact help to immerse the player into the unique history of a mod, but i would only suggest it if there were other extremely simple companions that as well to customize how i want. they could even all use the exact same scripts really. make like 10 for each of your factions in the game then people could sorta customize them just minus the backstory. i personal would seek out any that look british or french with like names, maybe even with a "sir" title in them, and give them various mail surcoats,  as well as matching horses and shields. as far as backstory and stats i wouldnt really care that much, if they started with maybe 100 or so of all weapon skills, or more depending on other troops abilities, that would be nice, then i personal would just cheat to give them slightly above what an elite troop has stat wise.
 
you know, instead of writing a really long post about essentially nothing, i should have just asked a few simple questions, then given my opinion, lol.

firstly, is some form or customization possible without doing a major overhaul?

secondly, is it possible to add more then 16 companions?
 
Ohh, a Marianan Mercenary, fighting against the Marianans. "What, I am a mercenary, after all. It comes with the job"
 
cro, its quite easy to add more companions. Actually i have 16 companions done already. What is the problem is their dialogues. I value these companions to much, i write a dialogue, find it not good enough and delete it again. Thats when I started this poll. When i'm done with my exams I will make 16 not so deep companions, just so that there are more companions you can find. When i'm done with those, not on vacations etc i'l work on my perfect companions :grin:


whats going to be happening with my perfect companions,
they will have very unique personalities, which you get to know through their dialogues.
They will have good reasons for liking, disliking peoples (they knew eachother before you met them)
There will be some kind of "leader" figure among them, who dislikes no one, but will leave your party as soon as you commit something against his/her principles
etc etc etc

One of them I like the most is called Meru,
She is a jolly little silver haired girl.
Ow and the first time you see her, She will be standing in a wedding dress, with a big hammer :grin:
 
manekemaan said:
cro, its quite easy to add more companions. Actually i have 16 companions done already. What is the problem is their dialogues. I value these companions to much, i write a dialogue, find it not good enough and delete it again. Thats when I started this poll. When i'm done with my exams I will make 16 not so deep companions, just so that there are more companions you can find. When i'm done with those, not on vacations etc i'l work on my perfect companions :grin:


whats going to be happening with my perfect companions,
they will have very unique personalities, which you get to know through their dialogues.
They will have good reasons for liking, disliking peoples (they knew eachother before you met them)
There will be some kind of "leader" figure among them, who dislikes no one, but will leave your party as soon as you commit something against his/her principles
etc etc etc

One of them I like the most is called Meru,
She is a jolly little silver haired girl.
Ow and the first time you see her, She will be standing in a wedding dress, with a big hammer :grin:
At the risk of sounding insensitive, I think a lot of folks would be quite happy if they got 48 companions and the dialogue was:
"Hot Chick3 complaining about actions"
"Vicious looking thug4 describing the countryside"
"Goofy looking jerk complaining about companions"

OK, if manekemaan ever runs out of names we'll know the end times are coming, so we won't actually see placeholder names.  But quantity means never having to say "I'm out of diplomats".  I want to keep 32 companions on full time duty sitting in other nation's courts.  The more companions we have, the more missions we can create for them.  The more companions we have, the more cool this mod is.

Does this mean Uncle Daedelus has some more wicked ideas for features for the mod? 
Does rosemary go with fritte?
 
je i know daedelus, but thats the difference between a lot of people and me. I set goals for myself

but to please the lesser among people :p

i will make some shallow companions first, but as i said, after my exams.

blegh my next exam is spannish... I speak dutch, french and english god why did i chose a fourth language...

the only sentence i'm good at saying is
Tengo una zanahoria in mi culo.

Meaning: there is a carrot in my ass.
 
manekemaan said:
je i know daedelus, but thats the difference between a lot of people and me. I set goals for myself

but to please the lesser among people :p

i will make some shallow companions first, but as i said, after my exams.

blegh my next exam is spannish... I speak dutch, french and english god why did i chose a fourth language...

the only sentence i'm good at saying is
Tengo una zanahoria in mi culo.

Meaning: there is a carrot in my ass.
Three key phrases in Spanish:
Donde es los banos sanitario?
Una cerveza pro favor?
Tu eres muy bonita.  (or) La quenta, por favor. (Depending on your date.)
 
Daedelus_McGee said:
manekemaan said:
je i know daedelus, but thats the difference between a lot of people and me. I set goals for myself

but to please the lesser among people :p

i will make some shallow companions first, but as i said, after my exams.

blegh my next exam is spannish... I speak dutch, french and english god why did i chose a fourth language...

the only sentence i'm good at saying is
Tengo una zanahoria in mi culo.

Meaning: there is a carrot in my ass.
Three key phrases in Spanish:
Donde es los banos sanitario?
Una cerveza pro favor?
Tu eres muy bonita.  (or) La quenta, por favor. (Depending on your date.)
I got slapped the last time I said Tu eres muy bonita.
Then again the guy that taught me that phrase said it meant to a lovely and added the culo to the end.
 
I say, don't restrict yourselves with only one method :evil:!!!

A bad mindset to get into, if you only go with one of these. If you see a character in some other story that you think would be awesome in SoD, go ahead and use them. If people make suggestions for companion characters, pick out the best ones. Have fascinating characters based off the factions and story, when you are inspired with a particular design (maybe someone from the evil faction who is an entirely different direction of evil, and thinks his people should change to this new way of life). And etc..

One thing I also would like: Please, if oyu have more than 16 good companion ideas, have more than 16 companions! Would be interesting to have to choose which companions (or you can edit the .ini so you can have 20/whatever).
 
Conners said:
I say, don't restrict yourselves with only one method :evil:!!!

A bad mindset to get into, if you only go with one of these. If you see a character in some other story that you think would be awesome in SoD, go ahead and use them. If people make suggestions for companion characters, pick out the best ones. Have fascinating characters based off the factions and story, when you are inspired with a particular design (maybe someone from the evil faction who is an entirely different direction of evil, and thinks his people should change to this new way of life). And etc..

One thing I also would like: Please, if oyu have more than 16 good companion ideas, have more than 16 companions! Would be interesting to have to choose which companions (or you can edit the .ini so you can have 20/whatever).
He's not "having" 16 companions, he is adding 16 more.
 
Oopsydaisy :oops:. Wasn't serious with the angry face, BTW--just wanted my reaction to be exaggerated :razz:.

Glad to hear there's going to be a lot of companion :grin:. I'll probably edit the TXT and recruit all of them, anyway.
 
Conners said:
I'll probably edit the TXT and recruit all of them, anyway.
In 4.0 you'll have the option to turn off companion bickering but you lose some of the extra benefits you have with it on. Plus if left on you get leadership bonuses and other collective bonuses like a joint tactic skill if left on.
 
Computica said:
Conners said:
I'll probably edit the TXT and recruit all of them, anyway.
In 4.0 you'll have the option to turn off companion bickering but you lose some of the extra benefits you have with it on. Plus if left on you get leadership bonuses and other collective bonuses like a joint tactic skill if left on.
 
I'm not sure this is a strong draw to the mod. Partly it's the repetition, I've run through the sequences so many times that I'm not getting a lot of joy from them, but I'll admit that there might be some more logic puzzles to play out with new companions.  After a couple of years playing M&B, Warband, SoD, SoD:Warband and other mods the bickering / companion text isn't what brings me back. 

This might be a bigger conversation about mod goals that I missed or hasn't happened yet.  What part of building this mod brings you joy, and what kind of recognition are you seeking? 
 
Well, I don't mind companions bickering... what I do mind, is that often I had hundreds of thousands of gold, we were eating feasts every day (lots of food and lots of variety) I was going to be the all powerful king soon, and we were winning epic battles--yet still they would say, "I'm leaving you, and taking the kids!". It's one thing to leave a party that is doing badly, with a leader you dislike--but it's another to leave your position as second-in-command of the world-conquering army, just because someone stole your pot.

Now, that's how Native handles things. You no doubt have realized these problems from a ways back--just wondering what is in the mod to fix this unbalancedness?

How you might handle this, if you haven't already or haven't sufficiently:
If you had rich dialogue trees where saying the right thing - and having a high Persuasion skill - would make your companions put up with things, that'd be good.


Or you could have other mechanics that make your companions happy, like Marnid gets a big happiness boost when you save a Caravan.


You could also give them gifts, perhaps? Certain gifts would be more effective than others, and some would offend certain companions.


Having it that you can raise or lower their wages, or share would be interesting. In the case of wages, they get a boost every week. Whereas in the case of raising their share, you could actually decide how much of the gold and loot obtained from a battle you get (the rest goes to the companions, who could equip or sell the items). Some companions might appreciate the added gold more than others.


One of the most interesting ways to do this, however, might be to have a command structure. In order of importance, you might have a Second in Command, Lieutenants, Sergeants, Non-Combatants, and maybe some special ranks like "Head Surgeon" and "Head Engineer". Notably, you can only have one Second in Command, and can probably have only one Lieutenant for every two Sergeants. You can probably have any number of Sergeants and Non-Combatants you want (as many as you have companions). For special ranks, you could only have one of each (only one Head Surgeon, for example).

For mechanics of how this'd effect things, first off, your companions will be happier or angrier depending on how you rank them. Some might object if they're only a Sergeant, and complain outright if they're classed as Non-Combatant. Others don't mind being Non-Combatant or Sergeant, but may still be happier as a Second in Command or Lieutenant. Of course, your companions would also react to how you rank characters they like/dislike--doesn't do them good to see someone they hate with a higher rank, and being bossed around by them.
Some characters in particular would have affinities for Special Ranks, like Head Surgeon. Jeremeus might be annoyed if he's anything but the Head Surgeon.

There could be other advantages/effects from a rank system. Your Second in Command might get bonuses to all their non-combat skills, like Tactics, Path-Finding, etc. (because they have more say in your decisions). Alternatively to the idea earlier, a character's rank might decide their wages, and/or their cut of the spoils after a battle. If you wanted to be particularly fancy, you could give a special ability to Second in Commands, unique to each companion. SiCs (Second in Commands) would generally get the largest happiness boost.

Lieutenants would be the same as a Second in Command, except smaller pay, Skill Bonuses, and happiness boost.

Sergeants would be the Default, I suspect. No bonus to skills, pay, or happiness (at least, normally).

Non-Combatants is much the same as Sergeants, maybe with a lower pay (which means a smaller happiness boost when pay is found--not a penalty, just a smaller boost). Notably, certain characters would take happiness penalties for this rank.

Special Ranks would have special effects. Head Surgeon would get a large boost (larger than SiCs get) to Surgery, First Aid, and Wound Treatment--just as a Head Engineer would get a bonus to Engineering, and etc.. Pay would probably be below SiC but above Lieutenant. The Happiness boost would depend on how much the character wants to be this special rank.
That's the idea, anyways. Not sure how much mileage can be gotten out of these, so take parts you can and leave parts you can't use.

I don't mind companions complaining about each other, it can be neat--but it is COMPLETELY shallow in Native. This feature needs depth, desperately.
 
Really like that last part about conners. I love companions and would like to have a lot but at the same time I would rather 4 deep companions then 16 shallow disposable companions. I love Warblade and SOD even more but the game doesn't have the most "color." Lots to do in the world not much reason to do it besides to chop people up and take their lands (obviously its enough of a reason.)

I still don't know enough about the story world been to busy doing the chopping up to help you write out full details or to post in depth ones anyways that you could decide to use  once I get more aquainted with the game world though will defnitley shoot you more detailed ideas for now though I just want to say some general archetypes that if cleverly written would be well recieved by probaly just about everyone. And before people say they are stereotypes well every character has been concieved ins tory telling anyways its the story themself that makes them unique.

1. The Native Scout, was the first mentioned in this thread and with the game setting really think its a no brainer. Due to worlds like this always having that character though is probaly the hardest companion to due right so that it will feel unique.

2. The disgraced fortune seeker. Another one that was suggested in the thread whether it be a merchant who imbezzled his company into the ground and is seeking saftey in the new lands away from the assasination attempts of the people he sank with him or the disgrace Count who was caught sleeping with the King's wife and managed to get away before losing his head and is now trying to rebuild his status in the new land. Lots of different ways a fortune seeker can be done in fact several can be done without people even realizing they are all the same archetype.

3. The peacemaker. This one I think would work best with a Vilaneese person who is against think it's natural philosophy(the tech religion). That way he is not a full fledge tree hugger just hates what firearms are doing to the world and go against the old gods honorable combat and all that. Things like having pistolers in your army will slowly drag down his morale, same with you using one. Also wouldn't join you if you worshipped natural philosophy (not sure if that can be coded unless he started off with -max relation with that religion not sure how this game is coded or what has been coded or how easy or hard that would be to code)

4. Again as mentioned some quirky specialists. A master surgeon for example who actually prefers the bloody massacres instead of you wiping the floor with the enemy as it gives them more oppurtunity to practice their trade. A gourmet chef that maybe has lower one or two lower stat points but wants to travel with the army to practice cooking and gives a passive buff that is on a small multiple to your food morale (the multiple would be the more variety) i.e. 2 types of food morale is 1x  4 types of food morale gained is 1.5x 8 types of food morale is 2x. Not sure where the balance level would be for it or if it is even possible to code that either.

5. And finaly one truley evil companion. Who is always pushing you to rape, kill, and plunder and gets quite upset at you being an honorable person. Like number one a very hard one to do right. Everyone talks about how awesome Sephiroth is, but really he was such a shallow villian. You have to give them some humor, or quirks make them truley likeable as a villian instead of some emo kid. Examples being Magneto, Triple H, Grendel (from the book of the same name telling the story of Beowulf from Grendel's point of view), the assasian robot from KotoR. (and yes I know Triple H is a profesion wrestler, but he has become one of the biggest names in that buisness and has done it playing almost soley a heel.) I think the roman looking faction would work well for the base model of the companion because well their armor just looks "villian."

6. One or two companions that don't appear until after the invasion and have recruitment requirements would be nice as well. You know lets say a master musketman who only shows up after invasion day (I bring up invasion day because Comp has talked about in a future release adding it) who will only appear if you have either not yet recruited the peacemaker or have recruited him and he left you. Said companion will join up with you but loses rep with you every week till you hunt down the peacemaker and kill him. I know that one would probaly be a pain in the ass to code. I guess you would have to enable a "Duel to the death option" with the peacemaker that is only available if the gunman was in your current army.

Again just some thoughts. I know nothing about coding and none of it is fleshed out but there it all is.
 
How about a couple of companions who know each other before they joined your party?

I always found it a bit odd that all the companions have likes or dislikes of other companions but they all seem as though they meet for the first time when they are brought into your party. Just thought it would give a little more life to the world if the random stories they tell actually had to do with when they met each other outside of your party.

You could also have companions who wouldn't join your party if certain companions were already in it.
 
I think a mix of all the options would be great. That way people could hunt down the different companions and have nice big basket of fruit. I love variety, because it lets me play the game differently each game with different companions with different backgrounds.
 
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