Author Topic: Strategus Fief Owners - Building feedback  (Read 10428 times)

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Offline Tomas

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Re: Strategus Fief Owners - Building feedback
« Reply #75 on: June 01, 2012, 02:50:39 pm »
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base maximum amount of objects on visitors in your fief?

What happens when somebody leaves but you already have buildings for them?

Offline chadz

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Re: Strategus Fief Owners - Building feedback
« Reply #76 on: June 01, 2012, 03:03:38 pm »
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I have to ask if their are any plans to take this idea to its ultimate conclusion?

(click to show/hide)

Plans? Yes. But I doubt it's something we can do with cRPG (1).

What happens when somebody leaves but you already have buildings for them?

Every piece of wall costs, x gold per hour. Every (active) visitors in your fief skips 1 wall repair cost.

Offline [ptx]

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Re: Strategus Fief Owners - Building feedback
« Reply #77 on: June 01, 2012, 03:19:26 pm »
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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)
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.

Offline Bjarky

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Re: Strategus Fief Owners - Building feedback
« Reply #78 on: June 01, 2012, 03:39:51 pm »
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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

Offline [ptx]

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Re: Strategus Fief Owners - Building feedback
« Reply #79 on: June 01, 2012, 03:46:11 pm »
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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.

Offline Bjarky

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Re: Strategus Fief Owners - Building feedback
« Reply #80 on: June 01, 2012, 04:30:25 pm »
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hmmm ah ok, sounds more like a pain ^^, thought it would a sandbox map (like in vanilla sp campaign) where the factions also rise etc.

Offline [ptx]

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Re: Strategus Fief Owners - Building feedback
« Reply #81 on: June 01, 2012, 04:33:05 pm »
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Factions do rise from scratch, except for one or two (bandits and whoever gains control of the neutral town).
The constant grind also means that there is a nice sense of progress, as you finally manage to upgrade into a castle. Sadly, defending troops don't spawn on the walls when defending that and it's kind of silly that way.

http://forums.taleworlds.com/index.php/topic,68400.0.html for those interested.
« Last Edit: June 01, 2012, 04:37:34 pm by [ptx] »

Offline Lt_Anders

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Re: Strategus Fief Owners - Building feedback
« Reply #82 on: June 01, 2012, 04:41:42 pm »
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(click to show/hide)

What about this idea concerning wooden walls and torches?


 Perhaps you could even add in some mechanics from the Engineer/sapper in NW. I'm pretty sure they had sappers before NW in MM. Perhaps you can find a way to add in a way to use shovels and stuff to make on the battlefield improvements?
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Offline ArysOakheart

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Re: Strategus Fief Owners - Building feedback
« Reply #83 on: June 01, 2012, 09:30:15 pm »
+1
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)

+1000
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Offline Slamz

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Re: Strategus Fief Owners - Building feedback
« Reply #84 on: June 01, 2012, 09:40:54 pm »
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base maximum amount of objects on visitors in your fief?

What happens when people leave?

Your idea would result in "construction teams" that go around and set things up, then move on.  Presumably the walls don't fall down just because someone left (that would suck).  Also, if walls can be lost due to lack of maintenance, we should have some way to set priority on structures.  I don't think a random item should just go poof because someone failed to notice that the town was out of money (I've done that -- it's not like there's a warning or anything, you just have to remember to check it every day).


I think the most fair + realistic approach is this:
    * Everyone can build the same number of things (limited only by whatever the engine can support)
    * Things have a fixed cost per thing
    * Build time is impacted by the population of the fief (civilians + troops, with troops counting far more, like maybe x5 -- after all, they're being paid and it's their full time job)
    * No repair costs unless you actually had something destroyed in a battle -- then you need to pay to make it whole again.

It might also be reasonable to make cost based mostly or entirely on "construction material".  Maybe each building costs 1 construction site + X numbers of construction materials (this could create a market for anyone who managed to get crafting points in "construction material"...)
« Last Edit: June 01, 2012, 10:52:43 pm by Slamz »
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Offline Bjarky

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Re: Strategus Fief Owners - Building feedback
« Reply #85 on: June 01, 2012, 10:13:50 pm »
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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:

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Re: Strategus Fief Owners - Building feedback
« Reply #86 on: June 01, 2012, 10:16:27 pm »
+2
All of my time wasted in stronghold kingdoms has lead up to this

time to make my castle in stronghold a castle in crpg

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Offline TurmoilTom

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Re: Strategus Fief Owners - Building feedback
« Reply #87 on: June 01, 2012, 10:53:33 pm »
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The greatest.

Offline Slamz

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Re: Strategus Fief Owners - Building feedback
« Reply #88 on: June 01, 2012, 10:55:02 pm »
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How about if repair costs are tied to the number of troops in the fief?

Basically I don't like tying it to "heroes" because that doesn't make any sense.  I am not personally going out there and slapping together mortar and stone.  That's the sort of thing we hire people for, and I have all these troops sitting there...

If you have 1000 troops (not population, but actual troops) in your fief, then you are already paying a pretty good bill.  That should take care of repair costs.  (Your troops are going out and chopping trees and cutting stone and fixing walls.  Keeps em in shape, ya know.)
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Re: Strategus Fief Owners - Building feedback
« Reply #89 on: June 02, 2012, 02:49:31 am »
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All of my time wasted in stronghold kingdoms has lead up to this

time to make my castle in stronghold a castle in crpg

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want to do slezkh castle for me :) or the town
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