village improvements destroyed?

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sandoval

Regular
When I got my first village, it had a lot of improvements. 200 days later they were down to a few. I assume the missing improvements were destroyed when the village got raided. Is this correct?

And if so, is there any way I can avoid it, apart from defending the village (which is impossible most of the times)?


Because if every raid destroys village improvements, I don't see the point of ever investing into it, and the whole feature seems pointless.
 
Nope, you can't.

If you train the village elder, you'll see options for building more stuff - among them, there is one building called "skilled craftsmen". Those guys repair the other buildings automatically.

Also, use the quick questions topic.
 
It is sort of amusing to watch the craftsmen endlessly drain your cash repairing. And your village still not giving anything due to being raided.

The craftsmen repairs cost more than doing it yourself too, of course. And I don't know (haven't checked) if you also get any relationship bonuses associated with the buildings (at least in towns I own this is the case, though how often do things there get damaged..)
 
Does anyone know what determines whether a building gets destroyed or only damaged? I have a suspicion that if a raid happens when a building is already damaged, it gets destroyed. But I don't know for sure.


In my case it was strange to see how the village got nearly destroyed during my reign, while my relations went up to 50 because of some quests. At the end, they were happy stone-age dwelllers. Then I lost the village.
 
sandoval 说:
Does anyone know what determines whether a building gets destroyed or only damaged? I have a suspicion that if a raid happens when a building is already damaged, it gets destroyed. But I don't know for sure.
Buildings can get more and more damaged, as far as I've seen. So check your building list. If you don't see a bunch of "XXYY, (40% damaged)" or so on then perhaps. Not surprising if 100% damaged means... well~
 
Alavaria 说:
It is sort of amusing to watch the craftsmen endlessly drain your cash repairing. And your village still not giving anything due to being raided.

The craftsmen repairs cost more than doing it yourself too, of course. And I don't know (haven't checked) if you also get any relationship bonuses associated with the buildings (at least in towns I own this is the case, though how often do things there get damaged..)
Screw villages. Giv'em to lords, get y'self a castle. Don't be a bum :grin:

Whenever I get a village and we are at war, some Alexis, Bahman or another Livius comes across the entire realm, ignoring all other villages to raid the one I own. Sometimes they form a queue - you know, when a lord is raiding, and another one from a different faction is waiting nearby just in case. Perhaps they have some sort of raiding schedule - who will come the next week?
 
Madame de Pompadour 说:
Screw villages. Giv'em to lords, get y'self a castle. Don't be a bum :grin:

Whenever I get a village and we re at war, some Elexis, /Bahman or abother Livius always come across the entire realm, ignore all other villages to raid the one I own. Sometimes they form a queue - you know, when a lord is raiding, and another one from a different faction is waiting nearby just in case.
Well this is in the past, but even now I have the village I got starting as a vassal and I haven't done all my grinding.

Besides, I love holding all the villages once I get rolling. One or two towns and then all the villages....
 
Due to the annoying "tax inefficiency" loss, it's better to just keep towns and give castles and villages to lords. Otherwise they'll be just a drain.
 
MitchyMatt 说:
Please ask these in the Quick Question/Quick Answer thread above.

Thank you.

MitchyMatt--you guys need to take a hard look at the cost-benefit of village improvements for 3.8. This, UI enhancements, and some of the ease-of-life features added by other mods are the last three major flaws that PoP has.
 
thermocline 说:
MitchyMatt 说:
Please ask these in the Quick Question/Quick Answer thread above.

Thank you.

MitchyMatt--you guys need to take a hard look at the cost-benefit of village improvements for 3.8. This, UI enhancements, and some of the ease-of-life features added by other mods are the last three major flaws that PoP has.

We could, depends how extensive the code is and the amount of time/experience our coder has to adjust the village upgrades. Also what about UI enhancements and ease of life features? Which ones are you talking about specifically? I'm sure they've been specifically mentioned in other threads but I'll save myself sometime by just asking what you think collectively will be beneficial for PoP.
 
The amusing thing about upgrades is you so frequently take over fiefs where the AI have built them for you, which is nice.
 
MitchyMatt 说:
thermocline 说:
MitchyMatt 说:
Please ask these in the Quick Question/Quick Answer thread above.

Thank you.

MitchyMatt--you guys need to take a hard look at the cost-benefit of village improvements for 3.8. This, UI enhancements, and some of the ease-of-life features added by other mods are the last three major flaws that PoP has.

We could, depends how extensive the code is and the amount of time/experience our coder has to adjust the village upgrades. Also what about UI enhancements and ease of life features? Which ones are you talking about specifically? I'm sure they've been specifically mentioned in other threads but I'll save myself sometime by just asking what you think collectively will be beneficial for PoP.

I tell you what, I can put it all in a Word or Excel sheet and post it to a thread with my suggestions. I've been playing a lot of Floris lately and while the mod is really lacking overall, there are some UI aspects that are really nice. I don't know what's a limitation of the base engine and what isn't but I'll give you one example... if you want to change your companions to blunt weapons for some prisoner farming, it's extremely tedious to click through 15+ menus to do it. Yes, you can use the "make all party members upgrade this way" but there's no option to force them to equip a blunt weapon. Imagine if you could have a "companion menu" that was like a spreadsheet, and you could use drop-downs to choose their gear selection. Is that doable in the Warband engine? I have no idea. Another example is a spreadsheet listing all the lords by their relation to you, with their personality, and relation to their liege, plus listing their fiefs. You can sort by kingdom. It's a terrific feature and it's in Floris.

As for the village improvements, I would be happy to help with this from a game mechanics standpoint (the only work the coder would have to do is changing numbers) but I don't understand how the basic income system even works and there is nothing out there that explains it. Like, what is the actual code that the game uses to calculate income? Then we could model everything out and analyze the costs, payback period, and ROI, and come up with reasonable numbers based on what you (the devs) want the difficulty to be. As it is now, it's a wasted feature because your fiefs get raided so often, and builds take so much time, it's impossible to tell what the benefit of an improvement is. When veteran players are completely ignoring a feature there is probably something wrong with it.
 
thermocline 说:
Then we could model everything out and analyze the costs, payback period, and ROI


your fiefs get raided so often
I think your payback period is very high and ROI very low when you're being owned and not getting paid, yeah
 
MitchyMatt 说:
Please ask these in the Quick Question/Quick Answer thread above.

Thank you.

no I don't.
1. there is no thread about villages improvements way back, so I felt justified to start a new thread
2. it wasn't a quick question.
3. information is easier to find later in its own thread, while these huge quick question/quick answer threads are info-graveyards.
 
MitchyMatt 说:
thermocline 说:
MitchyMatt 说:
Please ask these in the Quick Question/Quick Answer thread above.

Thank you.

MitchyMatt--you guys need to take a hard look at the cost-benefit of village improvements for 3.8. This, UI enhancements, and some of the ease-of-life features added by other mods are the last three major flaws that PoP has.

We could, depends how extensive the code is and the amount of time/experience our coder has to adjust the village upgrades. Also what about UI enhancements and ease of life features? Which ones are you talking about specifically? I'm sure they've been specifically mentioned in other threads but I'll save myself sometime by just asking what you think collectively will be beneficial for PoP.

I'm a new player coming from Silverstag. While I'm loving the atmosphere and attention to detail of PoP, I painfully miss the quality of life features of Silverstag. One of the greatest conveniences was assigning three party roles: a Gaoler to auto sell/transfer prisoners upon entering town, with capacity based on the Gaoler's skill... a Quartermaster to auto loot and auto sell items (within threshold), with prices based on the QM's skills in persuasion/trade... and a storekeeper to autobuy food upon leaving town, sell rotten food, and maintain inventory with their own inventory space.

It wouldn't have to be as detailed as SS's work, but I really want to stop manually picking loot and buying food.

 
Please, don't get me wrong, I'm not asking for any features.  I'm not paying you guys, obviously, but since there is some interest in figuring out what possibly simple improvements could make the whole experience significantly better, let me write a few words.

Comparing to Autoloot in Diplomacy.

Autoloot is worse here, because it lacks the feature of being able to collect the remaining loot without clicking through it.  It should be trivial to implement, I believe.  One click instead of plenty, quite a difference. 

Apart from that, I would really like the ability to sort through the loot even when equipment list is "full".  I think it must be possible to do, since PoP already limits the amount of loot shown to the player.  Just limiting it a bit more, so there is always enough free spaces on the bottom to do the automagic would be absolutely great. 

When companions choose their equipment the loot gets sorted by descending price.  It's a big deal, really.  The single most hated thing when I did Pure Native game was manually picking through the junk after every battle.

Auto-equipping companions will always be hard to do right, but I don't know why they try to ride horses which they can't use?  Lightly armored fast horses just get them killed faster.  They also exchange Fine Siege Crossbow for a Cracked Hunting one, probably because they are mounted.  I guess crossbows should not be prioritized like that.  They are primarily useful on foot. 

Anyway, I'd like at least an option to ignore "cannot be used on horseback" tag.  Whenever I see a decent crossbow I keep on thinking if I should go through the list with lots of dialog clicks and try to figure out who could potentially use it, and I just give up.

Those things are actually quite important to players.  Much more than lots of lore we usually skip anyways, I'm afraid.
 
bakters 说:
Those things are actually quite important to players.  Much more than lots of lore we usually skip anyways, I'm afraid.
In a game where dialogs are poor and interaction with npcs are the same or less than the interaction you have with the atm when taking some cash.  A game where you talk to your wife only when you want to hold a feast, in wich you will salute your lords once one by one and then leave. This guys made a great job at boosting our imagination with the awesome lore they created, and gave a meaning to the game other than recluiting men and watch them mosh pit against everyone through all the game.

I played floris, silver stag, and both mods have better features in terms of gameplay, but pop will always be the best mod for me because of the lore (and KHOs and CKHO of course)

Edit: expecting bannerlord will have all the gamplay fails solved, if pop devs make a mod for bannerlord i foresee the mod of the year :cool:
 
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