fief owner can build structures (walls, gates, towers) for his fief.
buildings can be done via normal stronghold commands.
host a local server with the gamemode "strategus fief visitor"
F2 enables building and help.
write "/save" in chat to save your current buildings.
write "/load" in chat to load to the last save state - unsaved progress is lost
write "/reset" to empty all unbuilt structures.
this is for some time for experimentation only and is not yet live in strat, although your buildings are saved. We will define price and circumstances soon.
Things you should keep in mind when building:
to successfully build structures for real (transfer into a real strat map) you will hae to pay gold, pay trading goods of special (random) types and have many visitors to build the structures faster.
to prevent abuse, the following rules will be established:
can't build close to scene boundaries,
can't build close to enemy spawn,
all defenders spawn points have to be reachable without aid (ladders etc) (when gates are open). to successfully save, you will spawn as a single attacker and have to visit all spawn points.
coming up soon:
terraforming, draw bridges
Let them build as much as they want, a super fortress even, but use a progressive cost system.
For ex; 1 foot of wall cost 100 gold, 3 trade goods, 8 man hours...the next foot cost 120 gold, 4 trade goods, 10 man hours...next foot cost 150 gold, 6 trade goods, 14 man hours... for a total of 370 gold, 13 goods, 32 hours to build 3 feet of wall
I just threw out stupid #'s but a sharply progressive formula would make one think about the importance of each piece of wall and help prevent spamming just to block movement,
No don't do that, just make it so that each building requires money to be maintained, the more walls/etc. you have the more it costs to maintain.
As some may have seen:
http://bugtracker.c-rpg.net/view.php?id=296
Now the question is:
how would you abuse it?
ah yes - you were probably in spectator. try joining a team via ESC first (no matter which team).I did it already earlier, but nothing happen. Should I be able to spawn ?
As some may have seen:
http://bugtracker.c-rpg.net/view.php?id=296
Now the question is:
how would you abuse it?
coming up soon:wall on a steep hill >> length of the siege ladders so attackers will fall from them and loose hp or cant reach wall ))
terraforming, draw bridges
I'll check it out when i'm home.
I'd like to see a restriction in building materials.
If the fief is mainly already constructed with wood, then that should restrict the objects you may use for building, sandstone buildings get sandstone walls to build.
Castles build out of granite should get the textures for granite etc.
That way not anybody can mix textures so we got a desert/viking/whatever construct in the end.
We got rectrictions for banners because of look and feel so there should be restrictions for textures depending on fief type.
I'd like to see a restriction in building materials.
If the fief is mainly already constructed with wood, then that should restrict the objects you may use for building, sandstone buildings get sandstone walls to build.
Castles build out of granite should get the textures for granite etc.
That way not anybody can mix textures so we got a desert/viking/whatever construct in the end.
We got rectrictions for banners because of look and feel so there should be restrictions for textures depending on fief type.
I wants builds!
Can we please build brothels? The whores are rampant up in Fisdnar, it would be great if we could contain them in one spot. The stuff that gets in the milled bread is not fit to be talked about.
How do you switch to your second fief if you own two, or does this feature only applys to townsI think you can only edit the fief you are in
I think you can only edit the fief you are inyup
Start cRPG
Host game
Select game mode: Strategus fief visitor
Start map
Wait
Map will change to your village
Join a team
Start building!
Yeah, Arys was there but I couldn't find the server to join it.
Or is it one at a time atm?
Should I host dedicated or ingame server?ingame
http://imgur.com/a/tsxcBnice
I'll hate myself but:I think i like the second option the bestor
- Fixed price for all buildings regardless of the count.
- Free maintenance for 10 buildings,all the rest requires materials.
- It also requires one person for every 50 units of buildings (repair team, so the more you build the less fief brings benefits as a craft village/castle)
so we will get some free buildings, all others will cost us in crafting effective
- Fixed price for all buildings regardless of the count.
- free maintenance for 10x[the number of players in the fief], all the rest requires materials.
I'll hate myself but:or
- Fixed price for all buildings regardless of the count.
- Free maintenance for 10 buildings,all the rest requires materials.
- It also requires one person for every 50 units of buildings (repair team, so the more you build the less fief brings benefits as a craft village/castle)
so we will get some free buildings, all others will cost us in crafting effective
- Fixed price for all buildings regardless of the count.
- free maintenance for 10x[the number of players in the fief], all the rest requires materials.
base maximum amount of objects on visitors in your fief?
I have to ask if their are any plans to take this idea to its ultimate conclusion?(click to show/hide)
What happens when somebody leaves but you already have buildings for them?
I have to ask if their are any plans to take this idea to its ultimate conclusion?That reminds me of this M&B mod, where there are no fiefs in the game at start, except for a few starting towns and you slowly build up a village, starting from an empty camp, that you can then upgrade more and more.
Imagine ALL fiefs (including castles and towns) staring as basic villages that you can then add to as you wish but each addition you make has a knock-on effect to the fief's population, crafting efficiency and recruiting efficiency.
You would need to be able to destroy the starting huts and terraform the land a bit (already mentioned) but then you could have fully customized fiefs all built with strategy in mind, not just for battle tactics but also for overall strategy to control trade routes and protect borders. It would be awesome :D
A rough idea of how it would work(click to show/hide)
Every piece of wall costs, x gold per hour. Every (active) visitors in your fief skips 1 wall repair cost.will be very difficult with 2:1 tick ratio, maybe 1:1 will make it more balanced, 2:1 will prolly force many villages to stay with a few pieces only, if at all, cus there is already troop upkeep.
That reminds me of this M&B mod, where there are no fiefs in the game at start, except for a few starting towns and you slowly build up a village, starting from an empty camp, that you can then upgrade more and more.interesting, what is it called, could be fun try :D
(click to show/hide)
I have to ask if their are any plans to take this idea to its ultimate conclusion?
Imagine ALL fiefs (including castles and towns) staring as basic villages that you can then add to as you wish but each addition you make has a knock-on effect to the fief's population, crafting efficiency and recruiting efficiency.
You would need to be able to destroy the starting huts and terraform the land a bit (already mentioned) but then you could have fully customized fiefs all built with strategy in mind, not just for battle tactics but also for overall strategy to control trade routes and protect borders. It would be awesome :D
A rough idea of how it would work(click to show/hide)
base maximum amount of objects on visitors in your fief?
Every piece of wall costs, x gold per hour. Every (active) visitors in your fief skips 1 wall repair cost.doesn't say poof :wink:
(click to show/hide)
All of my time wasted in stronghold kingdoms has lead up to this
time to make my castle in stronghold a castle in crpg(click to show/hide)
want to do slezkh castle for me :) or the town
base maximum amount of objects on visitors in your fief?Base maximum amount of objects on (active) clan members?
Base maximum amount of objects on (active) clan members?
This way, a small clan could have 1 fief, well built and maintained even if they are personally often busy running around the map.
A large clan could have several built and maintained fiefs.
A large clan that has over-extended itself will have to pick and choose where it builds defenses, though.
Basically I'd like to avoid a situation where smaller clans get squeezed out (more than they already do).
Uh, Custom Settlements, iirc.
It was reaaaaaaaally slow, though, took ages of work to get your settlement anywhere, gathering random travellers and such to slowly increase your population and getting them to slowly gather up those resources, whilst constantly patrolling inside of your fief to take care of randomly appearing bandits and such.
Base maximum amount of objects on (active) clan members?great idea if there will be some kind of building capacity it should depend on that^^^^
This way, a small clan could have 1 fief, well built and maintained even if they are personally often busy running around the map.
A large clan could have several built and maintained fiefs.
A large clan that has over-extended itself will have to pick and choose where it builds defenses, though.
Basically I'd like to avoid a situation where smaller clans get squeezed out (more than they already do).
Base maximum amount of objects on (active) clan members?And what happens when a large clan captures a fief from small one? with a large number of buildings? ))
This way, a small clan could have 1 fief, well built and maintained even if they are personally often busy running around the map.
A large clan could have several built and maintained fiefs.
A large clan that has over-extended itself will have to pick and choose where it builds defenses, though.
Basically I'd like to avoid a situation where smaller clans get squeezed out (more than they already do).
And what happens when a large clan captures a fief from small one? with a large number of buildings? ))As soon as you split off the sub-clan, you've just reduced the number of structures your main clan can have. If you have 50 people available, it doesn't matter if you have 50 people in 1 clan or 5 people in 10 clans -- you have access to the same number of structures either way.
1. greate sub clan,
2. build up
3. grab well-fortified fief by main clan
The problem with chadz idea of basing it on "number of players in a fief" is that smaller clans have a higher overhead cost of "people who need to leave the fief". If my clan has 10 members and yours has 50 members and we both operate 1 caravan runner then I've lost 10% of my structures and you've only lost 2% of yours. If we both additionally operate 2 raiders and 1 army then I've now lost 40% of my structures and you've lost 8% of yours.
The idea would be that visitors are more important. Only big cities with many visitors are capable of maintaining walls etc. Instead of kicking them out, people invite them in.
The idea would be that visitors are more important. Only big cities with many visitors are capable of maintaining walls etc. Instead of kicking them out, people invite them in.
I would make a wall. a very very high wall. It will have a few small platforms standing out so with 5-6 siege ladders from platform to platform you can precisely reach the top.i am sure it would not be that exploitable system, anyhow i am wondering as well if that is wotrking now and if not when it could actualy be working?
I would buy 5 great mauls, and be invincible.
...Building structures in a way
how would you abuse it?
Building structures in a way
- to get secret exit points, glitching through them without the enemy getting back inside the same way.
- that laddering wouldn't work
- that several walls behind the first will make catapults useless
- build structures into each other that you can use leavers only from one site which is good protected
- build structures in a way that flags would be unreachable
...
to prevent abuse, the following rules will be established:Tested this on strat 3. Worked fine.
can't build close to scene boundaries,
can't build close to enemy spawn,
all defenders spawn points have to be reachable without aid (ladders etc) (when gates are open). to successfully save, you will spawn as a single attacker and have to visit all spawn points.