MrT said:Yeah it could be (not that it would be any easier or harder to script...just one extra condition line in the trigger) but then what are we accomplishing for our fairly lengthy piece of scripting?
A great many of the messages you're refering to are handled by event rather than code functions and thus there is no convenient way to customize those settings. There have been a few proposals that might be possible for future games, but they are beyond the scope of what we can reasonably achieve with 1.05.Zander said:In my opinion, CK is desperately in need of some work on message settings: it's impossible to really get the messages you want to show up without getting everything to show up. It would be unglamorous work, of course, but I do hope it gets done at some point.
Also, could the text lines for technology spread messages include the province where the spread happens? It's unfortunate that you can't see where it happened after the fact, or see where it happened at all without having it as a pop-up.
Yes...that would be something that would work if you edit your save file or the scenario character files. It's not something that could be easily implemented into the game as a feature though (either automated or manual). It could be done, but would take more time and effort from Johan (redesign of interface, tec.) than its benefits would seem to justify.Couldn't it be done as a first name edit? Richard 'Coeur de Lion' of Normandie?
Of course, working out a system for all that would be complex. But it seems theoretically possible, if name edits can be done.
Yes, but that game mechanism is less of an arbitrary "smack you down" penalty and more of a "find a way to continue to challenge a player when he gets big" thing. Players have considerable control over their rate of BB gain and have several mechanisms to reduce it (granting titles, time, adjustments in scuttage to affect vassal loyalaty, etc.) so it creates a realm management challenge for the player to cope with and manage. Having an event set that chcecks to see if you hold two or more titles at the highest level and then arbitrarily switch your laws to break up your realm is a completely different type of situation since the player has few possibilities to avoid potential dissaster (either don't calim/grab the title or keep switching laws back to whatever he wants and suffer his vassal's wrath as a result). Also, I suspect most players would be incensed if their king's laws suddenly changed without them having any control over it or choice about averting it.Well, some very successful and important mechanisms (BB in EU and CK) do exactly that - and as it is, the vast majority of players feel EU and CK still get far too easy when you get huge. Admittedly, it is hard to find a solution that will please everyone.
MrT said:Yes, but that game mechanism is less of an arbitrary "smack you down" penalty and more of a "find a way to continue to challenge a player when he gets big" thing. Players have considerable control over their rate of BB gain and have several mechanisms to reduce it (granting titles, time, adjustments in scuttage to affect vassal loyalaty, etc.) so it creates a realm management challenge for the player to cope with and manage. Having an event set that chcecks to see if you hold two or more titles at the highest level and then arbitrarily switch your laws to break up your realm is a completely different type of situation since the player has few possibilities to avoid potential dissaster (either don't calim/grab the title or keep switching laws back to whatever he wants and suffer his vassal's wrath as a result). Also, I suspect most players would be incensed if their king's laws suddenly changed without them having any control over it or choice about averting it.
Damocles said:And by far the most important change that needs to be made as soon as possible is to please, for the love of Loki, to excise alliances from the game. They're unrealistic to begin with and are absolutely awful. The King of England shouldn't be attacking El Bierzo since Bernaod revolted against his lord, and the HRE or Byzantium shouldn't be marching into friggen Aquitaine.
MrT said:Yes, that could be scripted (wouldn't be the easiest thing in the world to do since it would have to be scripted on almost a case by case basis, but it's certainly possible).
I guess the question becomes just how happy a player would be if his realm was suddenly forced into a shitty law just because he'd been highly successful in the game? The principles of game design would generally tell you that punishing a player for being successful is a bad (gamebreaking!) idea. Are you certain that this is something that you'd want modeled?
I don't know exactly what formula Johan ended up using but the change was based on (and in response to) several people's reports that the way it was implemented last week was resulting in too great a swing of results. I suggested that he take the previous forumla for regain rate and then apply a modifier to it such that:Despayre said:Just out of curiosity, what is the formula for determining the effects of the value? Is it a sliding scale with a min/max bonus? Knowing how the bonus works would help when trying to suggest possible improvements.
new_recruitment_rate = base_rate * (1 - (ruler_martial - 5)/100) * (1 - (marshal_martial -5)/100)
MrT said:Assuming a normal range of martial stats to be 0-15 this would result in an adjustment to the base (1.04a) rate of between 0.81 and 1.1025 (thus between a 19% increase and a 10.25% decrease depending on the stats) which seemed fairly reasonable at the time. Whether he ended up implementing that exactly, I'm not sure...
MrT said:Another thing to keep in mind is that even while the regiment is away fighting your wars, your province is still recruiting and "saving up" forces for when the regiment is returned to the province. These are lost if you disband the regiment in enemy territory, but if you are in your own realm then the stored forces aren't lost and neither are the remaining forces in your regiment. If you're fighting a somewhat protracted war (or don't suffer too many casualties) then this could mean that you have enough men stored to reinforce that regiment back to full (or nearly so) when you disband it.
trajan said:Finally, I just wanted to add an "Amen" to Damocles. I really dislike the current alliance system and am glad to hear that something is being done about it. I would even take an option in the game setup to turn alliances on or off, but I suspect you have something cooler in mind...![]()
Certianly i would like to see a way to have character's last names change for whatever reason. This would help beat down the swell of late game tides of just a sea of everyone with the same last name, wherever they are.MrT said:Yes...that would be something that would work if you edit your save file or the scenario character files. It's not something that could be easily implemented into the game as a feature though (either automated or manual). It could be done, but would take more time and effort from Johan (redesign of interface, tec.) than its benefits would seem to justify.
Perhaps using gavelkind is the wrong method. A better way would be with more breakup events the larger your realm is. Europe in this age was about balance so someone definatly larger than Germany would definatly be difficult to watch on every front and is quite historic to have rebel dukes and revolts taking hold and pesaants leaders becoming local rulers.MrT said:I guess the question becomes just how happy a player would be if his realm was suddenly forced into a shitty law just because he'd been highly successful in the game? The principles of game design would generally tell you that punishing a player for being successful is a bad (gamebreaking!) idea. Are you certain that this is something that you'd want modeled?
Cap'n DavO said:I'd like to see alliances be possible, but rare. Tie it to a marriage between two families where both rulers are 'Just' and both have a certain (high) prestige level, and the alliance only stays in effect while those two rulers are in power (i.e., it's more of a personal alliance). And since this is a matter of trust between the rulers, violation of the alliance should bring some pretty nasty consequences (disolve the marriage, reduce the prestige of the offending party, decrease the loyalty of the peasants/burghers/nobility in the offenders demesne, etc).
MrT said:Re advance spread...er...correct me if I'm wrong but I believe that spread messages do include the province name either in the message itself or in the rollover text of the button. (I'll check that next time I'm running a test)