Exilian

Exilian Projects => M&B Mods - The Explorer's Society => Mods, Maps & Game Add-Ons - The Bazaar => Southern Realm => Topic started by: Jubal on December 15, 2008, 10:00:34 PM

Title: Feature ideas/plans/suggestnions
Post by: Jubal on December 15, 2008, 10:00:34 PM
I want to pack as much damn cool stuff into this mod as possible. This is how I'll do it... Suggest more ideas here, more the merrier.

Plans
General
- Get more scenes. Currently delegated to Pants, who will be able to delegate it to someone else when I find a scene edit minion.

Religion
- Allow player to become a templar commander (links to jobs)
- Clergical quests
- Give player religion options
- Crusades?

Player Jobs
- Add assassin quests, proper training instead of the streetfight, assassin gear.
- Work on improving Town Watch Commander, add to all cities.
- Spy, possibly a one-faction thing
- Merchant, allowing you to create your own caravans and send them across the map.

Strategic
- Better diplomacy. Add alliance, ceasfire, at war, and peace options.
- Factions to onl be at war with neighbours. Voroks taking castles from the Nords looks silly.

Player Kingdoms/High King
5 ranks of player power;
- Warband leader
- Job; Assassin, Merchant, Mercenary for a faction
- Lord, you own some land. Free lords maynot get sub-lords or bribe sub-lords to their side.
- King. Requires quest for you to obtain legal writs (there will be several disappeared historical Kingdoms you can fins the stuff to 'prove' you are the heir of) or getting several other kings to recognise you (persuasion/payoff/treaties and so on). You will be able to get up to 10 lords and command them, and govern your kingdom with lots of options.
- High King. BIG quest line, lots of practically impossible quests, requires being a king to start with, lots and lots to do, ends up with you unlocking a new troop tree, unlimited lords available to bribe and so on. You'll be on par with the other 'superpowers' - The Khanate and Goriniae who will be beefed up more.

Sea Battles
- Different ship types
- Destroyable ships
- Catapults

Other
- More people in taverns
- More life in cities
- More travelling people on the map, I want visible and constant streams of travellers moving between cities.

Thoughts and ideas
This is your section, you ideas go here.
General

Religion

Strategic

Player Kingdoms/High King

Sea Battles

Other
Title: Feature ideas/plans/suggestnions
Post by: vadermath on December 15, 2008, 10:19:03 PM
Just a question: Are catapults and destructible ships actually possible? Cause that will rock!
Title: Feature ideas/plans/suggestnions
Post by: Jubal on December 16, 2008, 01:50:06 PM
If I didn't think  could do it I wouldn't plan to do it.
Title: Feature ideas/plans/suggestnions
Post by: vadermath on December 16, 2008, 02:56:29 PM
Hooray for the holy pope of all that is awesome :D                                                      
Can't wait to :)                                                       up a few ships with a catapult!
Title: Feature ideas/plans/suggestnions
Post by: Ischenous on December 18, 2008, 06:31:11 PM
This looks very cool indeed.
Title: Feature ideas/plans/suggestnions
Post by: Terrabyte on December 20, 2008, 04:41:43 AM
Full agreement with all the above posters.

As for my thoughts on this matter:

Kingdoms: I would suggest implementing the Age Of Machinery kingdom management mod as a stopgap measure, until one can be made specifically for the challenge of this mod.  Considering kingdom items, maybe have them in small chests in various villages, the location and contents thereof always changing.  Then, perhaps once you have the x number of items for a specific city, you give it to the local guildmaster, who orchestrates a rebellion, or something like that.

Sea Battles: Again, AOM would provide a good platform - maybe make smaller ballistae as the launching objects - either that, or have one or two guys on every ship with super powerful, super heavy seige crossbows, so heavy as to be effectively immobile.

As for the the destruction of ships - I remember some old mod for .808 - Might have been "Swadian Civil War" - where there were giant, wooden walls that fell down once sufficient damage had been achieved.  This effect was later integrated into the practice dummies in the tutorial, but you could take it, and use it to capsize a ship and kill the crew, in theory.

That's my two cents.

Thanks for your time,
Terrabyte
Title: Feature ideas/plans/suggestnions
Post by: Jubal on December 20, 2008, 06:14:24 PM
Great idea, thanks for sharing them. I do really appreciate people commenting and giving ideas, just a shame that out of the (literally) hunderds who hae this mod so few come online to sharetheir thoughts and help improve it.
Title: Feature ideas/plans/suggestnions
Post by: Warhammer on December 21, 2008, 01:02:00 AM
Hi all sorry for my broken English ;)                                                         

First it ist one of the greatest mods i played with mount and Blade ;)                                                         

MY thoughts ;)                                                         

Kingdom
- I would aply to Terrabyte you can use the age of machenery managment its relativ good for the game till you get your own system
- Some Kingdoms need a little balance becouse the had no chance too survive
- I think that some kingdoms can had more officers becouse they had a better chance to survive some could use lower officers with 60 or 50 troops
( When there are more officers it would be better for greater battles )

- IT would be great if there are free officers that cross the land and would make trobel ore try too build up there own new kingdoms

- An invasion Forece in these world would be great too like in the swort of Damocles - Invasion mod

that were my ideas so far ;)
Title: Feature ideas/plans/suggestnions
Post by: Jubal on December 21, 2008, 10:06:20 AM
Freelancing lords... interesting idea.

Which kingdoms did worst/got killed earliest? Harlaushia is meant to be a 'dying' faction really, Zendar is definitely staying small. The Nords will get 1-2 more cities and more land up in the top left map corner with the snow. Conversely, the Khergit and Gorin Empire are emant to be 'superfactions' with a lot more power than a normal faction. Advnced inter-faction diplomacy wil also balance this out better, as faction gang up on common threats or ride to the aid of thier allies.

THanks for your ideas, and welcome to Exilian.  :D
Title: Feature ideas/plans/suggestnions
Post by: Warhammer on December 21, 2008, 08:44:14 PM
Thanks for the warm welcome ;)                                                         

I will try too go in a detailt manner of discribe what i mean its not so easy in englisch ;)                                                         

- you could addet Autoloot it is a nice feature for people that like too play with manny champions like myself ;)                                                         

- [Patrols, Bandits, Taverns] from NNY by Geoffrey Ashe
# You may tell any soldier from your army to form Patrol. The soldier creates new party. You may give troops and issue orders to this party. You may dissolve a Patrol and take back troops but be warned, you may only take all troops or none, so try to keep patrol capacity at least 1 pint below your main party maximum capacity.
# Upkeep for troops in patrol is 50% higher (also your party screen now shows correct wages you will pay for all your troops in party, patrols and garrisons, so you won't be supprosed)
# You can bribe bandits to join your party. You must have enough capacity to take them.
# You may hire refugees, manhunters and townsmans in taverns.
# You can buy ale in taverns to increase your party's morale.

This is a nice feature too i think becouse everybody can make there own forces an thats a higher recognition factor ;)                                                         

- You can talk to Village Elder/Guild Master from village/town menu ( this is a nice feature becouse you dont need to go into every town ore village )


I test today the fighting against the other fraktions an i think that some off them need a litte balance ;)                                                         

Lacontia : Really nice fraction but the higher level fighters are a bit weak i think it depends on there sile off armors

Red Khanate .: Nice faction but with the three Officers they had no chance too expand they are defeated in 2 of my games realy fast . Think they had use off some more officers .

Zendar .: a little but realy nice faction think they had use off 2 ore 3 small constabel officers

Vorok .: They are a littlebit too weak i think some off the higher troops are a easy food for every other fraction

thats my impression so fare ;)                                                         

PS.: I love this mod an the realy great and big map ;)                                                         

Title: Feature ideas/plans/suggestnions
Post by: Jubal on December 21, 2008, 10:03:47 PM
I hadn't noticed Lacontia as underpowered...

I'm going to add more faction switching for lords, so factions that start small but take more land will get lords defecting to them.

I've got bandit bribes nearly working, I'm still looking into the Patrols script (as in that it may overpower the player, allowing them to command far more forces than they would otherwise be able to). It'll definitely be added when i get the rest of the Kingdom stuff working.
Title: Feature ideas/plans/suggestnions
Post by: Warhammer on December 22, 2008, 04:44:09 PM
at lacontia the Heros are a bit weak the other troops are ok but the heros as enemys die relativ quikly
Title: Feature ideas/plans/suggestnions
Post by: Andalus on December 23, 2008, 01:43:12 AM
On the freelance lords, I had a similar idea myself. There should be other gentlemen adventurers like yourself in the game.

One idea I had was to turn Kradus, Xerina and Dranton into fully-fledged characters with parties and so on. Just don't let them take tasks from lords, as that would leave none for the player.
Title: Feature ideas/plans/suggestnions
Post by: High Empty on December 23, 2008, 04:17:42 AM
Please look into adding the following mabye...

Advance formations... " going to look like an idoit if i can't find them"

A simple Read_me file with command if such formations existances.

Increase the overall bonus of pathfinding/ increase the overall speed at which armys can move?   Or something when it takes 15 Mins to get to the othersides of the map, it's a wee bit painfull, the ship idea works great.  Mabye being able to hire wagons in citys that boost speeds another +5 or something?

... therea are other things but i think i'm brain dead at the moment, meh i'll got fool around with it and mabye they will come..  " wishs i could go take over a town or 2, and start changing the productions or something...

PS anyone figujre out why getting a Town is good at all, it's not like you can recuit troops there, or train them there, or hire generals there?

Title: Feature ideas/plans/suggestnions
Post by: Jubal on December 23, 2008, 11:21:07 AM
Towns get you a lot of money basically, also they spawn you militia forces over time as you kill off the militias loyal to the old regime.

I do need a read-me, but I'm waiting for a more advanced version where ti will be fully worth it.

In terms of map speed, it is slow I know, but I don't want to make it much faster. I might add something for low-level characters to hitch rides with Caravans I guess.

Thanks - and welcome to Exilian!
Title: Feature ideas/plans/suggestnions
Post by: stormcloud on December 29, 2008, 04:12:30 AM
just a quick suggestion, improve archery, I just had a looter take 4 arrows to a bare chest before he died
Title: Feature ideas/plans/suggestnions
Post by: falCo on January 05, 2009, 12:11:52 AM
hello people this is my first post here,
first off all Great job jubal you made a hell of a job here
I really liked this one,
i got a few suggestion ><:P
firstly more bandits;i went all the way to laconia terretory and i couldnt find a single of a bandit party,
secondly,what about making it a bit more rollplay;i mean some good quests
not more go bring some cows and etc :D                                                      
also great job  on the ships :S its hell of cool :S
but basicly, give more strg in the inland battles
i also wanna ask
lacondia is a greek type;
regards
jim
Title: Feature ideas/plans/suggestnions
Post by: falCo on January 05, 2009, 07:25:05 AM
Quote from: "Jubal"
Great idea, thanks for sharing them. I do really appreciate people commenting and giving ideas, just a shame that out of the (literally) hunderds who hae this mod so few come online to sharetheir thoughts and help improve it.
there is a suggestion about that,
you can start a thread into taleworld,but dont post many thing..
only link to here
pic and feauteres
so they MUst come here to see the whole off this and dl it and
many people will see this site i gurentie you.. i didnt know the existance of this site until i missclicked something
and found this wonderfull site ^^
sorry for my awfull english its very early for me now ;D so i dont know what im typing ;)                                                         


EDIT:just found the thread at the forum XD
Title: Feature ideas/plans/suggestnions
Post by: Jubal on January 05, 2009, 09:36:53 PM
Lacontia is basically what Sparta might have been like in the middle ages.

Welcome to Exilian! Thanks for your support, it helps motivate me and the team to work hard on this mod.  :D
Title: Feature ideas/plans/suggestnions
Post by: Terrabyte on January 24, 2009, 07:39:36 PM
Hello again.

I was thinking about the use of ships in this game, and it dawned on me that we need a scene for boarding our ship from land.  Have a beached ship near a lake, an inventory chest within the ship, and a "helmsman" character who you order to "take sail", and also have the ability to transfer party between the ship and your party.  This would turn the ship from a simple prop into something more of a mobile castle that needs to be defended when you are away from it, instead of the following being heard throughout the coastal regions of Caladria:

Sea Raider: "Hey, there's a perfectly good, yet totally abandoned ship several feet away!  Let's not take it!" (Or equivalent grunting in Sea Raiderese.)

As for Sea Battles - I know that applying my suggested capsize effect would be extremely difficult, so for something (slightly) simpler, yet accomplishing the desired effect, put "figureheads" (aka target dummies) on the ships.  When destroyed, the figurehead "drops" 5-10 barrels of Swadian Fire (AOM seige projectile) behind it, wiping out any remaining life on the ship, and leaving that odour of burning pine that any pirate loves to start the day by smelling.

Ultimately, this trigger can be applied to the ship itself, once we've figured out how to capsize it.

As for City, Castle, and Village Functionality- Sword of Damocles Version IV.  Sheer awesomeness for what we are trying to do.  Implementation of a faith system, which can be turned to the Orinite/Corinele/Various others system.  Public Health.  Barracks training.  Trading systems.  We could possibly add shipyards for training crews and building ships, and the eventual "items" that would be needed for a legitimate claim to a city's throne.

Final idea - I've been screwing around with the map and scene editors, just trying them out.  Maybe we want to go for an even bigger map - Caladria the Continent, with clearly defined ocean borders, maybe some more spread between the factions with larger areas of uncontrolled bandits between them, a larger system of rivers for sea trading.

That's my two and a half cents, anyways.

Thanks for hearing me out,
Terrabyte
Title: Feature ideas/plans/suggestnions
Post by: Jubal on January 24, 2009, 08:22:04 PM
Mapwise I have a drawn plan for the rest of Gorinia, and a mental plan for the Khergit capital and the eastern White Khanate (making four; black, khergit, red and white).

I do have capsizing, sinking ships. They just sink very fast so you can solo them with a bow. Funny, but not exactly good gameplay.

Interesting idea on ship defence, but I'm not sure how to get people to 'steal' the ship; perhaps just make it disappear after a while I guess. Battle-wise, the difficulty with getting people to attack a beached fleet is that said fleet is on a water tile...

Anyway, thanks as ever for your ideas; I'll definitely look into the better management systems. Please keep giving feedback and thoughts, it's great to have input on the mod.

As you may have guessed, I'm not doing much atm, but I should pick up soon (been working on my Rome TW mod recently).
Title: Feature ideas/plans/suggestnions
Post by: Jubal on January 30, 2009, 07:47:13 PM
I'm starting work on an unusual new feature....  :D
Title: Feature ideas/plans/suggestnions
Post by: vadermath on January 30, 2009, 10:26:06 PM
Which would be...
Title: Feature ideas/plans/suggestnions
Post by: Jubal on January 30, 2009, 10:58:46 PM
You'll see if I ever get round to finishing it.  :P                                                      

(I'll post screenies soon)

I'm also working on an extension of Sea Battles, which is proving vairy tricky indeed...
Title: Feature ideas/plans/suggestnions
Post by: vadermath on January 30, 2009, 11:08:33 PM
I knew you'd say something like that :P
Title: Feature ideas/plans/suggestnions
Post by: xGhost4000x on February 10, 2009, 08:35:32 PM
Ideas:

1. The Mod, Chronicles of Zendar has a really cool arena with Jousting Etc, if you could implement that arena it would be awesome.
2. Manhunters, where do they all come from? Perhaps a map location called Manhunters Guild or Coalition of Manhunters, where you could purchase some really good blunt weapons and recruit large numbers of Manhunters for your slave catching purposes.
3. Special Tournament featuring every lord from the game, I personally would love to be able to test my skill against them in One on One Combat or Team Combat.
4. Duels, when an army attacks you I want to be able to challenge the leader to a Duel, and then the game could do calculations like when deciding if a lord will rebel, ie How much he likes you, you could also offer terms, if he wins your army disbands and you pay X amount of gold but you are not captured, if you win he must disband his army and pay you X amount of gold, or if you win he must release all prisoners of your faction he currently holds, and vice versa.


That's all I got for now. :)
Title: Feature ideas/plans/suggestnions
Post by: Jubal on February 10, 2009, 10:22:00 PM
Everything is on hold; stop the press.





I'm about to double the size of the map.
Title: Feature ideas/plans/suggestnions
Post by: xGhost4000x on February 10, 2009, 10:29:57 PM
Again!!!!

The map is already huge!! lol what more could you possibly have, does your creativity know no limit!
Title: Feature ideas/plans/suggestnions
Post by: Jubal on February 10, 2009, 10:32:51 PM
You'll see...  ;)
Title: Feature ideas/plans/suggestnions
Post by: Jubal on February 11, 2009, 09:51:52 PM
The game doesn't like my big new map...  :'(
Title: Feature ideas/plans/suggestnions
Post by: Deleted User on April 04, 2009, 11:13:35 PM
Some ideas for you Jubal

#1 - Replace Jarren's Rock with a Mercenary Guild that is joinable (i.e. become a professional mercenary and rise throught the ranks). Have more people on the island and a tavern, castle etc.
#2 - add more adventurers like was suggested before, but have them leading small companies. Dranton's Destroyers, 30 strong. that sort of thing. Have them be able to be merced by kingdom's for campaigns like player can be.
#3 - Kingdom's actively recruit lords and promote lords from kingdom nobility. M&B never has the proper King-Noble power balance that appears throughout history.
#4 - elite Palace Guard/Household Guard units that are the sole purvue of the King/Emperor/Councilor, etc... Only king can have and command them, small in number, 10-20 at most. guard only Capitals (i.e. Praven, Narra, Maris, Sargoth, etc...) after walls and streets are taken.
#5 - Have campaign seasons for most kingdoms. Historically the spring and fall were warless due to the need to harvest and plant. Khergits, Empire, Nords, wouldn't have this restriction for obvious reasons.
#6 - Have area specific bandits and rougues. Praven Forest bandits, etc...
#7 - vastly diversify player quests. Messenger missions, diplomatic missions (once player gainst he trust of the king), that sort of thing.
#8 - Have warlords who only control one castle, maybe.
#9 - Have rebellions start on their own rather than player triggered. This would add a certain randomness to the political scene of the game.
#10 - don't have any more but wanted to end on a multiple of five

Thanks for reading
Title: Feature ideas/plans/suggestnions
Post by: Jubal on April 10, 2009, 01:27:34 PM
#1 - Replace Jarren's Rock with a Mercenary Guild that is joinable (i.e. become a professional mercenary and rise throught the ranks). Have more people on the island and a tavern, castle etc.
There will be hireable mercs on the rock, and mebbe a quest or two. A Merc guild would be most likely in/near Zendar I think though.

#2 - add more adventurers like was suggested before, but have them leading small companies. Dranton's Destroyers, 30 strong. that sort of thing. Have them be able to be merced by kingdom's for campaigns like player can be.
I've been trying to add this for ages, but never a) had time or B) managed. Somedaay this will definitely be added though.

#3 - Kingdom's actively recruit lords and promote lords from kingdom nobility. M&B never has the proper King-Noble power balance that appears throughout history.
Promoting lords would be practically impossible to implement. Lords switching factions, on the other hand, is a definite plan - faction with less land lose lords, factions with more land gain lords.

#4 - elite Palace Guard/Household Guard units that are the sole purvue of the King/Emperor/Councilor, etc... Only king can have and command them, small in number, 10-20 at most. guard only Capitals (i.e. Praven, Narra, Maris, Sargoth, etc...) after walls and streets are taken.
That'd be pretty cool, I might well look into that.

#5 - Have campaign seasons for most kingdoms. Historically the spring and fall were warless due to the need to harvest and plant. Khergits, Empire, Nords, wouldn't have this restriction for obvious reasons.
Hm, this would be hard considering the long timespans that would need counting. It's a possibility, but not many people play games stretching more than a few years making this not terribly useful. A likely idea I had would be to have lords camp at night, which would be much more relevant to timescale.

#6 - Have area specific bandits and rougues. Praven Forest bandits, etc...
Yea, might well look inot that.

#7 - vastly diversify player quests. Messenger missions, diplomatic missions (once player gainst he trust of the king), that sort of thing.
Quests do take time to code. I'd be more keen on this if I had another person to code them...

#8 - Have warlords who only control one castle, maybe.
There'll be one town warlords - one castle is hard because of the way villages/cities work, villagers end up spawning going to wierd destinations.

#9 - Have rebellions start on their own rather than player triggered. This would add a certain randomness to the political scene of the game.
Yep, totally in agreement here. I'm going to have ctiy rebellions, peasants revolts, probably even player quests to incite revolt in a city.

#10 - don't have any more but wanted to end on a multiple of five
Fairy snuff.
Title: Feature ideas/plans/suggestnions
Post by: Guest on April 10, 2009, 08:39:10 PM
Jubal you are a demi-god man.

I have one more suggestion so as to not be a fairy snuff

Roads. Actual roads. Paved in the more advanced civilization domains, but still discernable roads.  Bandits will crowd around them. Also ambushes would be nice. In forest have spotting go to zero and have bandits jump parties as in real life. Can that be done?
Title: Feature ideas/plans/suggestnions
Post by: Jubal on April 18, 2009, 11:34:59 AM
Ambushes would be cool but difficult might try it, roads... I could I can get working. My map squares are twice that of native, so I can't do it that way, and using map models would be frankly hellish. Sorry, but I don't think that one's likely.
Title: Feature ideas/plans/suggestnions
Post by: Guest on April 20, 2009, 04:08:57 AM
Yeah i thought it might be. I don't know how to mod so i have no idea how hard some things are to do.  How's it comin anyway? I wish i could help in any other way but that of nag :$
Title: Feature ideas/plans/suggestnions
Post by: Jubal on April 20, 2009, 07:33:13 AM
I'm v. busy at the moment, in a couple of weeks I'll be freer and I can try and get a rough kinda release out hopefully.
Title: Feature ideas/plans/suggestnions
Post by: Guest on April 22, 2009, 05:38:00 AM
take your time man and make it awesome.
Title: Feature ideas/plans/suggestnions
Post by: Alexc26 on May 09, 2009, 03:30:26 PM
I just tried out this mod >>> MOD (http://forums.taleworlds.net/index.php/topic,55450.0.html) And i was thinking maybe you could do some things like that, i mean like the map, the map on there looks really good, but its annoying cause it doesnt show the colours of the factions etc, so maybe you can do a map like that with the factions colours still the same :)
Title: Feature ideas/plans/suggestnions
Post by: Jubal on May 10, 2009, 07:54:12 AM
I'll take a look soon, snowed under with work atm.
Title: Feature ideas/plans/suggestnions
Post by: McHydesinyourpants on August 11, 2009, 07:03:45 PM
A second continent only accessible by boat would be very cool or even if you cut the land bridges leading up to the Nord Homeland.

Piracy; attacking trade ships and causing general terror on the high seas.

A Pirates Guild with pirate quests.

Recruitable pirates.

(I like pirates :) )

Consumable ale, wine and rum  :D  with major morale bonuses.

Allow players to choose which race they want to be. Each race could have racial advantages and disadvantages eg. Nords get bonuses in athletics and combat on foot but would receive a penalty to horse riding. Khergits would get bonuses horse riding and archery but penalties in trade and combat on foot.

Its really looking great so far.
Title: Feature ideas/plans/suggestnions
Post by: Jubal on August 11, 2009, 08:59:47 PM
Re your pirate suggestions, I have two small islands marked out for being future pirate ports, plus Jarren's rock, and while they won't go in tis time eventually you'll be seeing a lot more asskicking oon the high seas I hope.
Title: Feature ideas/plans/suggestnions
Post by: Silver Wolf on October 17, 2009, 07:36:57 PM
Hey Jubal do you need new ship models ? If you do please check my Cog model in the Forge
Title: Feature ideas/plans/suggestnions
Post by: Kyria on November 03, 2009, 07:53:06 AM
Hi,

I'm new to this site so please pardon me for any suggestions I make that already have been mentioned.

I have been playing this mod for awhile now (great work, you all should be proud of yourselves - despite the bugs).

Now my suggestions are;

1)
You have two complete obsolete 'wastelands' that could be taken full advantage of, for instance the huge desert next to the Commagne Empire.. maybe you could have a black race faction (a tribal confederation maybe) who reside past the map available who are 'primitive' in their use of armours and gunpowder but are great traders of exotic goods and powerful footsoldiers. Could base them off the old Songhaian and Malian Kingdoms

Songhai Empire (http://en.wikipedia.org/wiki/Songhai_Empire)
Mali Empire (http://en.wikipedia.org/wiki/Mali_Empire)

The other 'wasteland' I mentioned about was the desert landmass next door to Narra and north of the Khergit castle (can't remember the name, I'm sorry). Now I don't know why the modders created the Altayan Nomads and Steppe Nomads, I love the idea of these peoples and have even tried to replicate my own Altayan Khanate through RPing by taking the castle owned by the City of Harluashia BTW the castle is floating in the air and it's hard to siege it when the enemy is really high up in the sky

I thought of this decent idea, spoke to my missus who is actually studying about these people right now, and thought up a quest related idea that, while going through several resource gathering and hunting quests, you eventually unite the Altayan Nomad peoples under one banner in the vain of becoming your own Khan of the Altayan Nomads, the Altayan Khanate maybe?? Here's who I thought you base them off

Tuareg (http://en.wikipedia.org/wiki/Tuareg)

When you eventually become the Khanate you could also recruit Altayans by several small outposts (Sort of like villages, but with only an oasis and a permanent tents with a wise woman as a village elder).

2) Why can't we name our own kingdoms?? I don't get it. We train up several numbers of troops for a long period of time, only to have it called "Kingdom of Harlushian Rebels".. I'm no rebel leader!

That's really it. If you need any help with research or even modding (I'm eager to learn more about it) then just ask.

Cheers for your time,
Chris.
Title: Feature ideas/plans/suggestnions
Post by: Jubal on November 03, 2009, 11:00:21 PM
Hi, many thanks for your well-thought ideas and suggestions.

The Commagene desert I haven't thought much about, thanks for the suggestion - I'll think on it. There will be more factions though, hence some gaps on the map. The eastern areas will include an enlarged Khergit Khanate (they will be the main power to balance the huge Goriniae), and possibly a couple minor factions.

The Altayans will get get an increase in interest over time; they're going to become one of the "tribal factions", which I started testing not that long ago. Essentially these are mini-factions that periodically change their allegiance depending on who controls power centres near their tribal areas. They will spawn (not insignificant) forces, will have a single base that may well have certain unique things in, and hopefully will even go and raid enemy villages and stuff. As for the player joining a tribal faction, that might be a possibility as well.

As for player faction stuff, it's on my list but my list is sadly a very, very long one. Eventually you'll have a whole host of new options for naming and managing your kingdom, but that's a long way off. Incidentally, getting to that stage will be more difficult; going from commoner to lord to king is a huge social jump, and in the beginning you're much less likely to even get to be able to do things at the level of the nobles.

Thanks,

Jubal
Title: Feature ideas/plans/suggestnions
Post by: blackfang on November 07, 2009, 11:39:28 AM
i dont really know if this is suggested before or already implented but i am tired of making my own kingdoms around because always i am declared war by every other race almost instantly :'( , so diplomatic options? :huh:
Title: Feature ideas/plans/suggestnions
Post by: Jubal on November 07, 2009, 08:28:49 PM
Again, something I've thought of but could take quite a while to implement.
Title: Feature ideas/plans/suggestnions
Post by: blackfang on November 07, 2009, 09:48:59 PM
well then i just have to offer my vassalage to everyone else in the meentime:)
Title: Feature ideas/plans/suggestnions
Post by: SouthernWarrior on March 08, 2010, 02:42:09 AM
I've got several ideas if you don't mind.

1. I've noticed that every time I start a new playthrough within 5 days the entire map is at war. And while this is a game about fighting, if the fighting goes on nonstop then it takes away the fun because there are fewer targets.

So to fix this I would like to suggest a massive world tournament, funded and endorsed by every king.  The location of this world tournament changes every time it occurs, but it gets massive attraction, Lords from every kingdom and adventurers from across Calradia come to test their skill and show off their nations skill.  The tournament lasts 21 days due to the massive number of competitors, with one tournament every 7 days.  That gives time for all the lords to heal their wounded armies, the looted villages to reform and all that.

It's also a place for your character to be recognized.  Every king in Calradia will be watching, and one who does well in the tournament will obviously attract interest.  Also maybe a sufficient prize for the winner, like a set of equipment (armor, weapons etc).

2. Active recruiting for the factions.

Have town criers in towns advertising service for the various factions, and kings sending messages to you asking for you to join them.  

3. Jobs.

Now I know you've already got stuff like that planned but imagine this, lets say you choose to be an assassin, well you get employed by a certain Lord to be his personal assassin, getting paid to take out enemy spies/Lords/merchants/Knights.  

Also potentially adding Knight as a job.

4. Titles

It would be nice if people referred to you as Knight/Lord/Commander/ (insert name)

5. Political marriages.  

You've got those court ladies sitting around doing nothing but offering insignificant quests and patching up relations with Lords.  Why not use them to tempt certain Lords over to your side or you to their side as the case may be.

6.  More diversity.

For Example, more female Lords/units.  Black characters, just different things than the norm.

7.  Increased party size.

Large armies equals larger battles equals more fun.

That's all I have for now.
Title: Feature ideas/plans/suggestnions
Post by: Snoopy on March 08, 2010, 02:17:37 PM
Faster auto resolve (like the Bloodbath in SoD) to make the world map evolve a little faster (though it should be optional)

AI that focuses on neighbors rather then distant countries (It is odd to see the leader of Zendar besieging a Khergit castle in the middle of no where)

Invader Faction?

Crusaders for the various religions
Title: Feature ideas/plans/suggestnions
Post by: Jubal on March 08, 2010, 07:52:26 PM
Thanks for your ideas guys, I'll do my best with them.  :)

1.
I was htinking of a world tournament anyhow, but as wars will decrrease when I limit them to near neighbours I doubt i'll put a ceasefire in place for it.

2. Active recruiting for the factions.
I'll add this when I've fixed mroe low-level service options (a non-lord vassal, say).

3. Jobs.
I'm working on it. Trust me. :P

4. Titles
Could be hard, but I may give ti a go.

5. Political marriages.
I'd love to do it if I get time, we'll see.

6. More diversity.
I can do my best on this one, good call.

7. Increased party size.
We'll see. I'd like to make it so armies are normally small, but enlarge when on campaign with lots of peasants being dragged along.

Faster auto resolve (like the Bloodbath in SoD) to make the world map evolve a little faster (though it should be optional)
Not sure aobut this, we'll see.

AI that focuses on neighbors rather then distant countries (It is odd to see the leader of Zendar besieging a Khergit castle in the middle of no where)
This is a definite plan, in future I hope to make it so factions only war with their 5 or 6 nearest neighbours.

Invader Faction?
Not sure, might make one in the East or Southwest if I don't hit the faction limit first.

Crusaders for the various religions
You'll ahve to wait a while (release after next) but all hell will break loose in that rather empty bit SE of the Red Khergit. :P
Title: Feature ideas/plans/suggestnions
Post by: Cuddly Khan on March 10, 2010, 06:10:53 AM
Before i saw this i was thinking TWD was the best mod. i remember downloading the older version of this but the map was rough and a few glitches. I got a few suggestions.  :knight:  :DarkstarOnly:  :knight:


1. Its strange that i can bye armor of a faction on one side of the map that is located on the other side.

2. Instead of Quests have it say Task List.

3. Maybe some quests/queast locations like "Hidden Caves", "Mount Olympus" or "Rebel Fishing Village".

4. A Larger map would be great but as i read i little way back you ran into a few problems.

5. Camp actions can be enhanced by adding "Build Small Fort" like in TWM2 when it is possible to click on Build whilst an army is selected and build watch tower or fort.

6. More Battle Options like Wedge, Box, Square, Circle, Semicircle and flanking maneuver.

7. Pirate faction inhabiting islands around the sea.

8. Different factions making alliances/friends (opposite to hostile) to help them to go to war with enemy factions.

9. Marrying (could be the cause to start an alliance) faction heir‘s sister/brother/son/daughter.

That’s my 4 cents.
Title: Feature ideas/plans/suggestnions
Post by: SouthernWarrior on March 10, 2010, 03:22:10 PM
How about when/if you implement the building of your own kingdom thing, why not make it so that your Lords actually work on upgrading their fiefs and actively patrol their areas instead of just staying holed up in a castle/town

To add to this post.

During sieges, maybe you could put more than one ladder?  It's pretty ridiculous when all of your troops are trying to charge up a minuscule ladder.

Also when given quests by Lords, maybe make the quests have consequences if you fail them.
Title: Feature ideas/plans/suggestnions
Post by: Cuddly Khan on March 10, 2010, 09:45:40 PM
How about you can choose how many you want to build like click on build ladder and when thats done click on it again but the amount you can build varys on how big the castle/town is for towns 4 ladders and 2 towers.

and i got corupt files (Helm and sorcoat and some other things to) so i havent even played this mod yet.
Title: Feature ideas/plans/suggestnions
Post by: Jubal on March 16, 2010, 05:47:05 PM
I'll reply to all the suggestions sometime soon... thanks for them all, though unless you guys want to get my GCSEs done for me I might ahve  few issues getting 'em all done!  :P
Title: Feature ideas/plans/suggestnions
Post by: Jounk33 on April 08, 2010, 12:02:12 AM
First, realy great mod, very creativ and good work. And the best map I've ever seen for M&B.

My ideas.
The map is huge and well created, but many land too empty.
- East of red Khanate making a huge desert with oasis and a other khanate.
- Between the empire and red khanate, making a big forest or dsungle, with a wild primitive tribe.
- Between the empire and alania making a big riverdelta with swamplike forest and remove the nordic caslte and village in this area or give them alania
- making the great plain in the center of the empire more like a steppe with less villages and towns.
- making a canal between the sothern sea and the northern sea. Its badly when i buy a ship and could not sail every town with it, so i must own two ships.
- Give the empire the best technology in the game. Making troops with fire arms. Its a good idea there is an empire in game, because...
- there can be launched a mainevent, so the empire seeks to become ruler of all the continet. A majorinvasion of the empire on all other factions would be very nice.
- more citiestates like Zandar would be very nice too, eg. intipendence island, isolated cities ect.
- religion. I be very glad of your implantation of religion in your mod. So, a holy City of the mayjor religion would be a nice feature.
- Religious fanatics as recruitable troops would be a good option too.
- At last, making the mountainregion (Vorok) more detailed and more roughness (better passes and less settlements).

I can't wait for the next release. Hopefully of the module System.
Sorry for bad english.

(Sometimes, a pearl of wisdom about mapmodding (hard thing to do in M&B) would be very helpful.)

EDIT:
Some armor and weapon are unbalanced. There is for examle a  helmet with value of 25, but even more expensive than a value 40 helmet.
Title: Feature ideas/plans/suggestnions
Post by: Jubal on April 08, 2010, 08:37:54 AM
Quote
Some armor and weapon are unbalanced. There is for examle a helmet with value of 25, but even more expensive than a value 40 helmet.
Which helmet?

Quote
- East of red Khanate making a huge desert with oasis and a other khanate.
The section east of the red khanate won't be visited until I upgrade this to M&B: Warband. There will be several more factions and more detailed mapping there at that point.
- Between the empire and red khanate, making a big forest or dsungle, with a wild primitive tribe.
That area's really the equivalent for SR of the Holy Land; there'll be a small crusader knigdom in that area on current plans.
- Between the empire and alania making a big riverdelta with swamplike forest and remove the nordic caslte and village in this area or give them alania
I'm keen to leave the Nordic castle, it fits with the Nord backstory (basically they've taken lots of coastal castles due to their mastery of the seas).
- making the great plain in the center of the empire more like a steppe with less villages and towns.
There is a little steppe-like area in the western Empire, between Muvaria and the Morean border. Because of the central river thet Muvaria sits on there's little geographical sense in making that any bigger.
- making a canal between the sothern sea and the northern sea. Its badly when i buy a ship and could not sail every town with it, so i must own two ships.
That's only realism, I'm afraid. Since ships can't cross fords it'd make things very complicated to put a canal in as I'da ctually have to fully cut off part of the map.
- Give the empire the best technology in the game. Making troops with fire arms. Its a good idea there is an empire in game, because...
More troops with firearms will start rolling out in the eastern regions; some of the Emirates there have much more advanced technology. The Goriniae don't tend to like ranged weaponry much, preferring to deal with the enemy up close with their deadly footsoldiers.
- there can be launched a mainevent, so the empire seeks to become ruler of all the continet. A majorinvasion of the empire on all other factions would be very nice.
I think they're already doing that. :P I might implement something like this, although exapnding the Khergit and having them launch a major invasion (or bringing in a third Khergit Horde from the far east) would be another good option.
- more citiestates like Zandar would be very nice too, eg. intipendence island, isolated cities ect.
There are definitely going to be more relatively small factions like Zendar and the Aurothians. I'm also putting in more independent places such as pirate towns that have no ruler at all.
- religion. I be very glad of your implantation of religion in your mod. So, a holy City of the mayjor religion would be a nice feature.
The "holy city" i.e. equivalent to Jerusalem, is Irinalla. There'll be more stuff added later hopefully where different factions and religions set out to capture it.
- Religious fanatics as recruitable troops would be a good option too.
You can already hire pilgrims, zealots, and Knights of the Red Lion as holy troops for different orders. That will be increased sometime later, though.
- At last, making the mountainregion (Vorok) more detailed and more roughness (better passes and less settlements).
I can't decrease the settlement numbers, in M&B every city has to have 3 villages and every castle 1 pretty much. I'm a bit reluctant to make the terrain rougher as I think it'll get choked with bandits, but I'll look into it.

Thanks for your ideas. :)

Oh gods, just realised all the other unanswered sugestions up there. Hm... shall I get on with doing some of these rather than just writing about them? I think I shall...
Title: Feature ideas/plans/suggestnions
Post by: Brother Librarian on May 03, 2010, 05:09:39 AM
is there a reason why steppe riders cant upgrade to steppe warlords? (i know some people dont like top teir troops to have leader names because once you get a load it feels wierd - i personally dont have problems with it though)
because if there isnt a reason not to i would like to suggest that they be able to.
(and yes this is a little bit because im trying to collect as many steppe tribe soldiers as possible by recruiting from prisoners).
Title: Feature ideas/plans/suggestnions
Post by: Ricox on May 06, 2010, 07:37:22 PM
About that feature idea regarding more travellers on the world map.

You could make those travellers be for example normal citizens from towns travelling around, hunting, just wandering. There could even be large parties led by an adventurer, just like the player's party. There could also be small military patrols (soldiers from a town or castle just scouting for enemy close to the castle/town).

I don't know if this can be implemented, but you could also have border guards. They would be sort of scout parties that would search the kingdom's territories for enemies. As soon as they would spot an enemy, a few soldiers from the party would detach and immediately go to the closest lord/king (the king/lord of their faction, could also go to towns or castles) and then stand at them for few seconds, after that the lord/king would follow the small detachment to the location where the border guards spotted the enemies. And there they would search for the border guard party or the enemies.

If a player would be a vassal of a kingdom and would be most closest person to the border guard party when they spot the enemy, then the detachment of border guards would approach the player and request that the player follows them to help fight off an enemy in their territories. That would be simply awesome. And if for example the group the border guards would have spotted would be large, then they would try to also get other vassal parties to help them. This would also work that way if the player is at negative relations with a kingdom and he would be spotted by border guards, then they would immediately inform the vassals about it just like with other enemies (except bandits, outlaws, hostile caravans, hostile village farmers and enemy border guards).

Also the detachment would have huge speed so it would be hard to catch it, but the vassal would be called in fast enough.

P.S Lol look how from traveller idea I went to border guard idea, eh.
Title: Feature ideas/plans/suggestnions
Post by: Jubal on May 09, 2010, 02:34:43 PM
Ric: Several of those ideas are ones I've though of myself... it takes a long time to get these sytems built though, and as a one-man mod team it's hard to get everything done. Military patrols are certainly an idea I've head, and more citizen travellers for bandits to pick on are a definite.

BL: No reason AFAIK, might fix that next time. I prolly just couldn't be asked to make the upgrade table when I made those troops...  :ermm:
Title: Feature ideas/plans/suggestnions
Post by: Cuddly Khan on August 18, 2010, 01:20:08 PM
2 new factions to the far south. There is alot of space in the area south of the Red Khanate that is not being used. So. Use it. A good idea is that they can be masive factions of lots of tribes spread out over the plains.
Title: Feature ideas/plans/suggestnions
Post by: Jubal on August 20, 2010, 09:33:56 PM
Already planned, I have faction ideas to cover that whole area.  :)
Title: Feature ideas/plans/suggestnions
Post by: Silver Wolf on August 20, 2010, 11:15:50 PM
Even more than too many factions ? Jubal, you're my hero ...  ;)
Title: Feature ideas/plans/suggestnions
Post by: Cuddly Khan on August 21, 2010, 02:08:52 AM
YAY!! MORE MORE!! The best feature of this mod is that there are lots of factions. Which means that the game will last longer. This mod i give a 9.5 out of 10.


Assassin>> :ninja:
 :knight:  :DarkstarOnly:  :knight:
Title: Feature ideas/plans/suggestnions
Post by: JustifiedKnight on October 03, 2010, 07:56:10 PM
Suggestions:

- The abillity to build a town/castle/village. I guess that would be kinda hard to implement

- Quests making you leader of some people or gain the allegiance of a people, kinda like your castle is besieged and a party of the Daoghan will arrive for your aid, but not like 100 + party, but a small one

- Create your own knighthood order, like prophesy of pendor

- Your own Kingdom

- A faction kind of like the ones with the bright armor from lord of the rings(don't remember their names)

- Dialogue for the people who say surrender or die, make your choice. Kind of annoying. But hey send those dialogue things for me and i can write it ;D
Title: Feature ideas/plans/suggestnions
Post by: Jubal on October 08, 2010, 09:16:36 PM
All things I'd like to do sometime - 's hard to get time these days, but I'd like to add another release sometime in the next year or so.