In true chadz fashion, changes are indecipherable.
Where the hell you been?!
LLJK banned me from their clan. No I come back to haunt them.
Uh, huh, i think I found something broken.
If you Craft a trade item, in a village, you can sell it there for more than it cost to make.
For example:
Undiniad
Nord Strong Ale: Craft cost: 10
Sell price in village: 19.19
I make 9 gold profit.
Read his post again. That's intended :wink:
These changes are not bad simply because they are obscure and silly but because with such a severe restriction on producing and equipping troops. The amount of effort it will require a clan to raise an army will be so huge that if they lose they will be in such a horrible position they might as well quit. This also encourages army hoarding until you are certain you can win leading to no one wanting to make initial attacks.
That makes strat boring as fuck.
These changes are not bad simply because they are obscure and silly but because with such a severe restriction on producing and equipping troops. The amount of effort it will require a clan to raise an army will be so huge that if they lose they will be in such a horrible position they might as well quit. This also encourages army hoarding until you are certain you can win leading to no one wanting to make initial attacks.no that makes it EU :P
That makes strat boring as fuck.
no that makes it EU :P
I see what you did there. :|^^
I'm not sure that tying the amount of good's you can carry to your troop amount makes any sense. Surely you should be able to carry as many as you want because the risk is if you get attacked you are screwed as such? Otherwise the gold making process is going to be hellishly slow and there's no real point in going long distances to trade, because the amount you earn from trading far off will probably be less than the amount you could have gained from crafting and just sitting there. Add on the fact you'd be paying upkeep for troops if you wanted to carry more, and you have no incentive to trade over long distances at all.you are making an good point here.
or it could be chained to the amount of horses you own :idea: (pls add camel and equus africanus asinus, they could count for double the goods payload :idea:)
I'm not sure that tying the amount of good's you can carry to your troop amount makes any sense. Surely you should be able to carry as many as you want because the risk is if you get attacked you are screwed as such? Otherwise the gold making process is going to be hellishly slow and there's no real point in going long distances to trade, because the amount you earn from trading far off will probably be less than the amount you could have gained from crafting and just sitting there. Add on the fact you'd be paying upkeep for troops if you wanted to carry more, and you have no incentive to trade over long distances at all.
I vote for the ability to have trade caravans with 0 protection. No limitation at all on the amount of goods you can carry to trade.
(click to show/hide)
I just think you should be able to do it without troops somehow if you really wanted.
I think you have a point there. The limitation was done when goods were buyable instantly - now, that they are produced one by one, this might be outdated. We'll think about it.
What does quick march do and what are the costs of using it?
I can understand the potential. I just don't think huge trading caravans of however 100's of troops will be profitable regardless of how you do it. Especially because you can't sell crafted items (higher potential profit) to towns and only to players which would be a pain in the arse. Only goods can be sold to towns and other settlements. Which are very low cost/profit. I would very much like to play the trading game and be one of those criss crossing merchants and I can see that many others also would. But right now the idea of trying to maintain the upkeep of lots of troops in order to transfer lots of good's is simply daunting. I just think you should be able to do it without troops somehow if you really wanted.
I don't see the point of allowing low troop/lots of good caravans. Once people start doing that, others will just start attacking them for easy loots. So I guess by all means add it but I don't think it will be very productive for the wannabee merchants, and it won't really generate much in the way of epic battles either.
The #s need to be balanced so that well guarded long distance caravans are very very profitable (way more profitable just shifting goods from village to NPC cities, to compensate for the extra time factor, and risk factor of attack) even with 100-500 guards. We'll see if increasing to 450% distance bonus is enough, maybe more would be needed.
Let's crunch some #s
Let's say 15 profit per good * 4.5 distance bonus * 500 = 33750 gold
But then you need to subtract 60 gold /hr for 500 troop guards, I dunno how long it would take to travel that 450% bonus over lets say plains, maybe 48 hours so that's only clipping off about 3000 profit, plus maybe minus another 500gold opportunity cost if the guy running the caravan had just stayed in a village. So 30,000k extra gold made over 48 hours for organizing a caravan according to my basic and possibly incorrect calculations? Seems like a decent deal right now. I guess we'll see over the next few weeks tho as things develop.
Wow, you have to an epic troll to be banned from the goons.
Also, chadz - you need to keep gold from cRPG the sam,e as before if not even tweak it to 1 gold higher per level tick. The new gold system means upkeep will be utterly impossible, let alone equipping them. No real battles, just another boring stupid trading game, which the majority of cRPG players are not interested in except as a minor addition, not as the whole fricken game.
Only the anal retentive like the kind of micromanagement this new system entails without even the reward of having epic battles.
Hence the importance of trade agreements. That way you only trade with clans/across territories you have agreements with. Clans that attack neutral traders would also probably suffer because the towns, villages ect would earn a portion of their gold from the tax on goods in them. If they became known to attack neutrals, less traders would go to them and therefore their fiefs would lose gold, and I'd imagine, prosperity. Trade would become very important to the general wealth of a clan once they gained fiefs. It would be in their interests to make trade agreements.
Troops are not the way to do it which ever way you look at it. Trade caravans would not have 500 troops on them. Maybe 100 troops absolute max for a very large caravan.
Well it's also a game and we want to see the system generating epic battles whic would be the downside of 1-30 troop sized caravans because there would be no real battle there if it was attacked crossing someone's land. Though you would want to curve the system so too many troops becomes inefficient otherwise why not send 10,000 goods/troops? There should be an optimal # determined, like how many tickets would you need for a nice 20-30 minute long battle? Any more than that and you would be dumping too many goods in your destination's market, flood it and surpress the price of goods.
The way you describe it, the distance bonus would have to be adjusted. People have already tried going distances and apparently you need to travel the length of the map to get the full bonus. Add on the terrain obstacles, which unless your sitting at your computer 24/7, you will run into. Then you have way more than 48 hours. It took me close 100 hours to get from Aldelen (near Tihr) to Halmar because of the obstacles.
Yeah I agree the #s will need to be carefully looked at. Once chadz figures out what is his optimal caravan size (I would tilt to larger sized for better battles but others like you might disagree) he would need to figure out how much gold /day it should make travelling and balance around that, a realistic & typical voyage should perhaps just be 1/3 of 1/4 of map, with an exponential bonus for going further to reflect on the extra tedium and danger.
But the point of traders is not to fight epic battles. Those will be a separate thing. They are there to generate the wealth needed for other people to maintain the armies. Caravans should be involved in as few battles as possible. That way you also make it more interesting for the general player. You have some commanding the armies, but also some generating the wealth for the clan.
There should be some form of limit on numbers of goods. But tying it to troops isn't sensible. Tying it to something else would make more sense.
I'm not saying traders shouldn't have troops anyway. They could still have troops, it just shouldn't affect the amount of goods they can carry. If they wanted troops they could have them, but they should also be able to carry goods if they don't want troops. But regardless, the battles shouldn't be fought by traders. They should be fought by the main armies of a clan. If people wanted to attack traders then they would probably have to have small, manoeuvrable raiding forces. But like I said, traders would stick to territories that are safe, and clans that attack traders would lose out.
It won't limit the number of epic battles you have. If anything it would probably increase them because armies/traders would be two seperate entities and so armies could focus on battles and traders on wealth. That way they also have to rely on each other. Armies to secure land and control territories, and traders to generate wealth to support those armies.
Dude I think you're seriously underestimating how long it takes to get anywhere. It took me 24 hours to travel from Bazek to Ulduban with only 40 troops, and the aid of a quick march at the end. Total trade bonus from that distance: 34%
The troop limit is removed for now - everyone is free to carry as many goods with as few troops as he wants. This is only a temporary solution, though, and I can't tell yet what will be added instead - either showing how many goods someone is carrying with him, or doing a speed penalty when you have fewer troops that goods.
Either way, for now, nothing of those is added.
The troop limit is removed for now - everyone is free to carry as many goods with as few troops as he wants. This is only a temporary solution, though, and I can't tell yet what will be added instead - either showing how many goods someone is carrying with him, or doing a speed penalty when you have fewer troops that goods.
Either way, for now, nothing of those is added.
Why not show the amount of goods a person carries. This means that, if someone carries 500 goods and only 20 troops, he has a serious risk.Clans from the western part of the map would turn mega rich in no-time with this system =).
Use Capatilism! High Risk, High Reward.
Low/No soldiers, high goods. Good profit, but easily taken.
Mid/high Soldiers, High goods, minimal profit, but guaranteed!
Clans from the western part of the map would turn mega rich in no-time with this system =).
I think a good solution would be to have different map icons for your character depending on your party make up.
If you are just walking around with some troops and not much equipment, use the current peasant-man icon.
If you are carrying a substantial amount of trading goods, use a wagon icon.
If you have a substantial amount of troops AND equipment, use a soldier icon.
I'm gonna see if I can draw something to show what I'm talking about.
I think a good solution would be to have different map icons for your character depending on your party make up.This. Very good idea.
If you are just walking around with some troops and not much equipment, use the current peasant-man icon.
If you are carrying a substantial amount of trading goods, use a wagon icon.
If you have a substantial amount of troops AND equipment, use a soldier icon.
I'm gonna see if I can draw something to show what I'm talking about.
Why can't I craft anything than wood carvings?
I know I received the message a few times :/
Or do you have to be in a certain village to craft certain things?
Apart from that, the skill also defines how many items you produce per hour. Every hour, there is a random chance of 15% per smithing skill to produce it. so with a smithing skill of 10, you have to chances against 15% to produce the item, so you will probably get 1 or 2 of those items.This would make a lot more sense if the number listed next to the items I can craft wasn't a percentage. For example, next to Masterwork Longsword, I have 8%. From your explanation, this could mean one of 3 things.
The troop limit is removed for now - everyone is free to carry as many goods with as few troops as he wants. This is only a temporary solution, though, and I can't tell yet what will be added instead - either showing how many goods someone is carrying with him, or doing a speed penalty when you have fewer troops that goods.This actually introducing a new interesting possibility. You could add a "Hire Scouts" option which costs 10 gold or so per hour. Anybody who has this option active and has had it active for more than an hour can see how many goods anybody in their sight is carrying. People who wanted to get into raiding would start hiring scouts and roaming around for easy targets
Either way, for now, nothing of those is added.
To smith equipment you need to go to a TOWN. They are the really big castles. In fiefs/villages you can make the 1 local trade good(that wood?) and then some random gear.
Why can't I craft anything than wood carvings?The most likely cause of your problem is that you don't have any smithing skill. How long have you been playing crpg? And have you ever seen the "All thine hard work payeth off" text before?
I know I received the message a few times :/
Or do you have to be in a certain village to craft certain things?
The troop limit is removed for now - everyone is free to carry as many goods with as few troops as he wants. This is only a temporary solution, though, and I can't tell yet what will be added instead - either showing how many goods someone is carrying with him, or doing a speed penalty when you have fewer troops that goods.
Either way, for now, nothing of those is added.
The most likely cause of your problem is that you don't have any smithing skill. How long have you been playing crpg? And have you ever seen the "All thine hard work payeth off" text before?
The most likely cause of your problem is that you don't have any smithing skill. How long have you been playing crpg? And have you ever seen the "All thine hard work payeth off" text before?
Edit: Just looked at your date registered. Unless you barely play your main at all, you should probly have smithing skill by now. My new most likely theory is that the dev team hates you specifically. There's also a vague possibility that you're poor and you need the production cost of an item before it even pops up in your crafting menu.
The troop limit is removed for now - everyone is free to carry as many goods with as few troops as he wants. This is only a temporary solution, though, and I can't tell yet what will be added instead - either showing how many goods someone is carrying with him, or doing a speed penalty when you have fewer troops that goods.
Either way, for now, nothing of those is added.
Great work! There desperately needs to be some mechanism to view the gold and goods (maybe equipment as well?) that another person is carrying. Whether this is free or not, or exact or not, is up in the air, but at least some way to ballpark estimate would be great.Quickmarch should fix the "catching up" part. Only thing is that the small group being ambushed can quickmarch too, but that could be seen as "scouts located hostiles. Run like hell!"
EDIT: Also, the amount of stuff you're carrying should also slow you down. I say this because if you want there to be any sort of banditry, you have to have some way for a group with more troops to catch up with a group with less troops. Ambushes don't seem very practical. Some sort of raid option for attacking a larger group with a smaller group for profit might also help.
Quickmarch should fix the "catching up" part. Only thing is that the small group being ambushed can quickmarch too, but that could be seen as "scouts located hostiles. Run like hell!"Yeah, but it's not immediately obvious which players may be after you or which are quick marching, so things get dangerous. I mean it's not like bandits and pillagers are going to start their names like Bandits_Player or Pillagers_Guy. Now that would just be stupid.
- Item price got multiplied by 4 (from /100 to /25)seriously? it will already be hard to upkeep troops and gain gold, this is really not gonna work well.
Do villages still have the same recruit rates as before? or has it been nerfed for villages?nerfed, castles are the new place for it.
nerfed, castles are the new place for it.
- Item price got multiplied by 4 (from /100 to /25)Well, it's kinda a lot, won't be easy to equip troops, didn't even realise that this affect the prices that much :(.
I usually dont whine, but this gotta get out:
I lost around 70 gold while sitting in a village and recruiting. It just disappeared. I had 110 gold, 5 hours later i only got 10 gold left. Village-rent/tax is 5 gold. makes it 25 gold for the 5 hours. but where is the rest gone to?
Also with this new system I will not be able to play strategus any longer. It forces me to play crpg at least 4 hours each day. i am not lifeless enough for that. There are other games, I want to read a book and I got some work to do. Also I have to sleep once in a while. Makes it 2 to 3 hours of cRPG-playing each day. This way I cant afford to stay in a village for one day. Well. I should be able to stay in a village IF MY GOLD WOULD NOT VANISH! -.-
And when my gold would not vanish, how do you think i could afford to attack someone/somebody? Or supply my allies? No chance dudes. I love this mod, its great work... but I dont wanna play it 24/7. :(
I usually dont whine, but this gotta get out:Upkeep, when you're army gets large, you have to pay them to work for you. If you don't want to pay them, then donate them to your clan as you get them. Once it gets above 35 or so, it'll start costing you. Of course, if you don't play crpg enough to pay upkeep (trust me, it's a hell of a lot less than 4 hours unless you flat out never get a multiplier), then you need to drop off your army to your clan and start crafting goods. Or if you're lazy, start begging.
I lost around 70 gold while sitting in a village and recruiting. It just disappeared. I had 110 gold, 5 hours later i only got 10 gold left. Village-rent/tax is 5 gold. makes it 25 gold for the 5 hours. but where is the rest gone to?
my army had around 10 people. it dropped to 6 when i looked at it, so no upkeep for the army. it was like a timewarp for 8 hours, but i kept some gold that i hadnt 8 hours before.Read the most obvious first. Threads made by chadz. There was a bug that caused serious imbalance so they did a 24h rewind.
I have received crude обсидин in one village. Has come to nearest city to sell it. In a city it is possible to do iron ornaments. Why I a crude obsidian at the price of iron ornaments? In what then sense/mechanism of trade?