Well, the industrie and trading parts can be ported really easy, they remain mainly on theyr own scripts and triggers, only had to change some smaller lines in the native code.
The character system is more complicated and rewrites more native scripts, some of them allready changed by diplomacy and floris, and the floris team renamed all former diplomacy scripts and other ressource scripts and all the items, so a simple copy&paste of all the new npc's from the council system and the new companions may be tricky.
On the other side most of the featues that are in floris, can also be found here (i learned a lot from cabas scripts) or will be in the future, I'm not going to implement all items floris uses, or seperated trooptrees, replace the banners and other grafics (people can do this on theyr own and with theyr own prefered grafic set), but gameplay features, like killcounter for companion npcs, maybe something like the foraging skill and the new arena system will come. I'm also not sure about freelancer, we'll see.
I am honestly surprised you are still working on this mod after all this time. My favorite mod from way back in the M&B forums apart from diplomacy. Keep doing what you're doing, you're awesome.
As for a suggestion, perhaps the ability to hire raiders to plunder specific trade routes like in Patrician 3, where you can contract pirates to steal goods and give you a percent of what they sell. With a slight Chance that if they get caught/defeated they fess up and you take a big hit to reputation.
Its my hobby, some build theyr model trains and i'm building this simulation with war and everything :-)
On the other had i'm testing some concepts for future Bannerlord mods and playing around with scripts and cool models made by other modders.
I'm not sure if they could target specifi trade routes, but a paid pirate or group of bandits may be possible, maybe playerowned manhunters, that bring slaves for your mines^^
Ill defiantly watch this mod.The idea sounds cool and i love things that evolve trading and earning money but a few ideas for features if you still work on the mod . 1. The ability to build houses in towns and villages to increase the chance of population growth. 2 Vendors as a enterprise you can build which can be supplied from other enterprises products or just be a stand alone enterprise 3.(dependent on idea 2)Vendors would make a daily profit dependent on the population in a town and wealth of the town 4. For all the enterprises there can be the choose to upgrade. The upgrades ranging from cheaper production cost, cheaper products (sell for less but are produced in bigger quaintness) and etc... 5.People can boycott your products and other things
Like i said thats just a few ideas but really hope you haven't stopped developing this mod
1. There allready is the ability to build houses, but they increase the maximum population. Do you mean something like a children daycare/ kindergarten which could increase the population grow? (like Black & White)
2. The Kontor is some kind of vendor, you can choose at which price he buys and sells items until a set limit is reached. On the other hand i'm thinking about something like owning your own tavern, where you can sell beer and mead and maybe food and have to watch the stock so it doesn't run dry. Is this something like your vendor idea?
4. I once had the idea to introduce something like technologie, you can buy/upgrade things in an university like Anno XX0X, but then i skipped the idea, cause the timeframe for many inventions doesn't feal good with the gametime. But it could be introduced really fast, the coding is really flexible here. I designed it so, that i can add catastrops and seasons later, that change production rates and so on.
5. Interessting idea, but why should they do that? If they don't like me in town, they don't allow me to buy or build anything and during war my shops get closed down. What ingame action should be necessary to lose my acces to the market and the people?
Ideas are always welcome and i hope to see some more in the future :-)
11 comments
:3
The character system is more complicated and rewrites more native scripts, some of them allready changed by diplomacy and floris, and the floris team renamed all former diplomacy scripts and other ressource scripts and all the items, so a simple copy&paste of all the new npc's from the council system and the new companions may be tricky.
On the other side most of the featues that are in floris, can also be found here (i learned a lot from cabas scripts) or will be in the future, I'm not going to implement all items floris uses, or seperated trooptrees, replace the banners and other grafics (people can do this on theyr own and with theyr own prefered grafic set), but gameplay features, like killcounter for companion npcs, maybe something like the foraging skill and the new arena system will come. I'm also not sure about freelancer, we'll see.
As for a suggestion, perhaps the ability to hire raiders to plunder specific trade routes like in Patrician 3, where you can contract pirates to steal goods and give you a percent of what they sell. With a slight Chance that if they get caught/defeated they fess up and you take a big hit to reputation.
On the other had i'm testing some concepts for future Bannerlord mods and playing around with scripts and cool models made by other modders.
I'm not sure if they could target specifi trade routes, but a paid pirate or group of bandits may be possible, maybe playerowned manhunters, that bring slaves for your mines^^
1. The ability to build houses in towns and villages to increase the chance of population growth.
2 Vendors as a enterprise you can build which can be supplied from other enterprises products or just be a stand alone enterprise
3.(dependent on idea 2)Vendors would make a daily profit dependent on the population in a town and wealth of the town
4. For all the enterprises there can be the choose to upgrade. The upgrades ranging from cheaper production cost, cheaper products (sell for less but are produced in bigger quaintness) and etc...
5.People can boycott your products and other things
Like i said thats just a few ideas but really hope you haven't stopped developing this mod
2. The Kontor is some kind of vendor, you can choose at which price he buys and sells items until a set limit is reached. On the other hand i'm thinking about something like owning your own tavern, where you can sell beer and mead and maybe food and have to watch the stock so it doesn't run dry. Is this something like your vendor idea?
4. I once had the idea to introduce something like technologie, you can buy/upgrade things in an university like Anno XX0X, but then i skipped the idea, cause the timeframe for many inventions doesn't feal good with the gametime. But it could be introduced really fast, the coding is really flexible here. I designed it so, that i can add catastrops and seasons later, that change production rates and so on.
5. Interessting idea, but why should they do that? If they don't like me in town, they don't allow me to buy or build anything and during war my shops get closed down. What ingame action should be necessary to lose my acces to the market and the people?
Ideas are always welcome and i hope to see some more in the future :-)