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埃尔卡斯幻想乡[X] 战团ID:Lawrie
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发表于 2011-6-30 14:09:24
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本帖最后由 Lawrie 于 2011-6-30 01:13 编辑
最新的外交策略出了一个子MOD,融合了R大领军者的一些东西,不过是英文版的,懂英文的汽油可以去这个地址下http://www.mbrepository.com/file.php?id=2687
主要增加的有:
1. 可以和其他领主交换领地
2. 可以和手下NPC结婚
3. 帮助流亡的继承人复国后可以有机会向其求婚,结婚后作为国家的共同统治者
4. 允许被驱逐的领主有几率重返卡拉迪亚
Major features
Lords in halls are sorted by the time you last spoke to them, so you can speak to every lord in your feast by repeatedly leaving and entering the hall.
Enabled exchanging fiefs with other lords of the same faction (altered 2011-03-27).
Allowed male PCs to marry female lords (such as promoted companions in Native).
You can try to convince a lord to support another candidate (not just yourself) to receive a fief or to become marshall (released 2011-04-03).
It is now possible to marry pretenders and become the co-ruler of a kingdom (added 2011-06-06).
Female players have the option to play with or without sexist game elements (added 2011-06-06).
Optionally allow lords to eventually return from exile, either pardoned by an NPC king or seeking a pardon from the player. This option is ON by default, and can be changed in the Camp menu (experimental 2011-04-03; full 2011-06-06).
Diplomacy features altered
New Mercantilism policy slider (added 2011-06-06)
Fixed mistake in Diplomacy truce cost calculations (there was a sign error that was making the computer almost always agree to truces when it shouldn't). Made enemy kingdoms slightly less easy to take advantage of.
When the AI is the one asking for peace, and the player imposes terms, make the AI more intelligent regarding whether or not it agrees to them. (Before, there was a random chance that the AI would agree to any demand no matter how large, so you could repeatedly make absurd demands until they accepted.) (added 2011-06-06)
For paying to escape in sieges, increased the cost to be similar to ransom (since the player is effectively ransoming himself). Removed the bonus reputation this gives with the enemy. Also, before castles conquered this way didn't get initial garrisons; changed the code to give them some.
Various minor improvements to Chancellor's lord descriptions. Made the Chancellor's descriptions use the correct pronouns for the lord's gender. Altered love interest display script to stop printing things like "knight_lady_1_1", but it still sometimes gives garbage. Suppressed information about rivalries with characters who are in exile or retirement, and added descriptions for marriage.
Unlike most lords, Custodian lords (i.e. merchants and similarly-minded companions like Marnid and Artimenner) like a kingdom culture that is biased towards Plutocracy rather than Aristocracy. Benefactor lords (i.e. benevolent companions such as Bunduk and Jeremus) prefer freedom to serfdom (added 2011-03-27)
Lords remember the things the player said to recruit him (e.g. "I will uphold your rights as a noble"). If the player doesn't follow through, the lord might be disgruntled depending on whether he liked the idea in the first place (added 2011-06-06)
When the player recruits a lord with various promises (e.g. "I will uphold your rights as a noble"), if he rules in a way that violates those promises the lord will be disgruntled (added 2011-06-06)
The "Quality" setting is now reflected slightly in troop composition. Before, the benefit of more Quality was taken into account in AutoCalc battles but not in the actual troops, while the benefits of Quantity were applied in ways that always mattered. (added 2011-06-06)
AutoLoot no longer uses a "pool" troop. The requirements have changed from "Inventory Management 3+ and a Chamberlain" to at least one of the following: the player has Inventory Management 2+, the party has Looting 2+, or a companion has Inventory Management 3+ (added 2011-06-06).
Added a version of rubik's AutoSell, modified so that it sells from the player's inventory. The way it works is described in the in-game "Game Concepts" help documents: it doesn't sell anything the player has equipped or in the first three slots of his inventory, and uses certain rules to avoid selling your alternate gear. (added 2011-06-06)
For bribing another country to declare war, made some changes. Instead of the cost being a flat 5000 denars, the cost varies based on a variety of factors. Also limited the cases where a kingdom will agree to declare war while receiving nothing in return; in general it doesn't make sense for them to do that. (added 2011-06-06)
Rebalanced relation gain from looting castles and sharing it with your vassals to be closer to the 1000 denars per +1 relation standard. On the plus side,
Changes to dividing spoils with your followers: the efficiency of the relation gain will not exceed 1 per 1000 denars, to maintain parity with Native means of gaining relation. (As an example, if a vassal's share of the loot is 1700 denars, he will have a 30% chance of +1 relation and a 70% chance of +2 relation.) The lords will now have the gold added to their wealth. Companions who object to raiding villages will react unfavorably if you loot a town, but do not object to raiding fortresses. (added 2011-06-06)
Lady features
Ladies now can be asked about their relatives if you are on speaking terms with them, and will give similar information to that available from the chancellor, plus location (for lords) or recent rumors (for unmarried ladies).
Ladies now charge less for improving relations with their relatives. Distant relatives receive less of a discount than close relatives.
Ladies can be asked about ongoing feasts.
Players can continue to dedicate tournaments to other ladies after marriage, although it may annoy their wife.
Players may continue to dedicate tournaments to their wife after marriage (added 2011-06-06)
Companion features
Players can now assign the skill points of former companions who became lords (including pretenders).
Bunduk's title is "Tribune", since he insists on that in his acceptance dialogue (altered 2011-06-06: now it isn't just Bunduk, it's any Benevolent or Custodian lord whose native faction is fac_kingdom_5)
Niz'ar is not considered a commoner for the purpose of fife promotion, as that contradicts his backstory. (Regardless of the veracity of his origin, other characters with hard-to-verify claims of being distant nobility are treated seriously.)
Changed the way that companions wander to alter a restriction that doesn't always make sense, although it isn't particularly noticable (added 2011-06-06)
If you send a Companion to spread support for you as king, and later govern in a way that contradicts what you told them to gain their support, they will become disgruntled. On the other hand, if you rule in the way you promised them, they will be additionally satisifed. (added 2011-06-06)
Made some changes so promoted companions can court each other, and their romantic preferences will take into account their likes/dislikes (added 2011-06-06)
When a companion is on the verge of leaving your party, the player has the option of sweetening his attempt to persuade them to stay by offering them a bonus.
When trying to convince companions not to leave your party, the "persuasion attempt" may use Leadership instead of Persuasion. That's the way it should have worked in the first place, as Leadership is the skill the player uses to maintain party morale and keep non-named NPCs from deserting (added 2011-06-06).
Other kingdom management features
In a rebellion, added the option to defer the assignment of newly-captured fiefs.
Added Cabra'din's code that allows players to set a custom title for their kingdom's lords and ladies. (Bunduk remains a Tribune, however.)
When assigning fiefs through your minister, the number of fiefs already owned by each lord is displayed next to his name (added 2011-03-27), and also the lord's relation with the player (added 2011-04-03)
Added a new display option for the Known Lords by Relation report. It only shows lords who belong to the player's faction, and also lists how many fiefs they each have (added 2011-04-03)
When giving a suggestion to a lord, some options previously only available to marshalls are now also available to kings. The previous state of affairs did not make sense (added 2011-04-03)
Lords being exiled or pardoned, marriages, and fiefs being awarded are important political events. Because of this, they should be mentioned in the game log (added 2011-04-03)
When meeting an enemy king in the field, if the player is ruler of a kingdom he can negotiate a peace with terms, like he can when asking for peace through his minister.(added 2011-06-06)
From the Floris mod compilation, added the ability to rebel against your liege without waiting for a pretext such as a denied fief. Altered this from the Floris version: honor loss and/or relation loss with the king's supporters may apply based on a variety of factors (added 2011-06-06).
Increase the player may now give troops to more lords than before. (In Native, only your vassals would accept troops from you.) Now, you can give troops to your spouse and certain close allies. When you are faction marshall, as commander of the kingdom's armies you may also give troops to other lords. To balance this, the number of troops a lord will accept from you is no longer unlimited: on Hard he will only take more soldiers if he has less than 150% his maximum party size; on Medium he can have up to 200%; and on Easy he can have up to 400% (added 2011-06-06).
The player may give troops to garrisons owned by certain lords, depending on the player's status and his relationship with them (in Native, you can only give troops to unassigned fiefs and fiefs owned by your spouse) (added 2011-06-06)
If you dismiss an employee (chamberlain, constable, chancellor), in addition to rehiring them through your spouse you may also try to contact them through the tavern travellers (added 2011-06-06)
Imported Floris dialog options letting you rebel directly from your liege by leaving his kingdom and refusing to hand over your fiefs. Relation and/or honor loss may occur, according to rules similar for rebelling with a spouse. (added 2011-06-06)
Diplomacy features altered: affiliate to a family (added 2011-04-03, see disscussion thread)
The same way lords of a faction always know where their allies are, a player who affiliates to a family gains this ability regarding his house. This information is visible under the Reports menu.
The extra relationship penalty when an affiliated lord is defeated or imprisoned does not apply when the player is currently wounded or captured.
Affiliated lords are more willing to receive tactical suggestions from the player, and the full range of suggestions are open even when the player is not marshall.
Affiliated lords are more willing to engage in intrigue with the player. This reflects the idea of the House as a political alliance.
When affiliated lords are defeated or imprisoned, you are informed of the name of the place they are being held since you are expected to rescue them (added 2011-06-06)
Implementing the oft-requested feature for affiliated lords to notify you of their plans (added 2011-06-06)
Affiliated lords have an increased willingness to fight alongside the player even if they personally dislike him (added 2011-06-06)
Affiliated lords act more like a political alliance: when deciding who to support to receive a fief, they all consider each other "close allies" for the purposes of the standard decision checklist. (added 2011-06-06)
Affiliated lords will accept troops from the player, as mentioned in the "kingdom management" section (added 2011-06-06)
Minor dialog change to make it less confusing when someone who likes the player refuses affiliation (added 2011-06-06)
For sending an emissary to persuade a target, changed the "talk like a fool" error message to give more of an indication of how much the messenger failed by. Also adjusted the base failure chance so a companion with Persuasion 5 will have a 50% chance of failing outright instead of a 65% chance (added 2011-06-06).
Support for kingdom ladies and commoners as lords
This section is not adding new features, but making the features the game already has work properly with ennobled commoners and kingdom ladies who have obtained fiefs. (The latter cannot happen in Native or Diplomacy 3.3.2, but some modified games allow it.)
In npc_decision_checklist_marry_female_pc, added behavior for non-noble personality types.
In get_relevant_comment_for_log_entry, altered moralistic ladies to use the lines for upstanding lords and altered ambitious ladies to use lines for cunning lords (added 2011-04-03)
In the "willingness to intrigue" check in dialog state lord_recruit_1_relation, added support for certain lady personalities (in terms of how willing they are, and what lines they speak). Instead of using the defaults, moralistic ladies use the settings for upstanding lords, and ambitious ladies use the settings for cunning lords (added 2011-04-03)
For fief selection, benefactors, moralists, romantics, and conventional maidens use the same thought processes as upstanding and good-natured lords (added 2011-04-03)
Commoners who are opposed to attacking innocents or raiding merged caravans will no longer do such things when they become lords (added 2011-06-06)
Continued adding support for commoner and lady personality types and companion morality types to places where personality is taken into account; mentioning each individual place this happens is impractical (added 2011-06-06)
In a great many places where the game assumes gender, check gender and use the correct words/pronouns (added 2011-06-06)
Other marriage-related changes
The way your wife/husband addresses you will change based on their relation with you. (This may seem like a silly feature, but someone mentioned that they wanted it on the forums, and it seemed harmless.) (added 2011-03-27)
Some Martial and Upstanding lords will potentially marry female characters, in contrast to Native where all they all automatically refuse (added 2011-06-06)
NPC-to-NPC Marriages can occur in a greater range of venues (added 2011-06-06)
Tweaked the way the minister/"father of the bride" troops for the wedding cutscene are determined, so there is less of a chance of using the default stand-ins. (added 2011-06-06)
Other features/changes
Travelers in taverns can now be asked about book merchants and ransom brokers (as in rubik's Custom Commander), but only gives locations of brokers/merchants that the player has encountered before (bug-fixed 2011-04-03)
Copied rubik's code from Custom Commander that lets you view (but not alter) the equipment of ordinary troops in your party.
Added Arch3r's terrain advantage code as an option that can be toggled in the Camp menu (defaults to "on"). This mostly affects AutoCalc battles, but also will have a slight effect on the AI when it is enabled (if it's enabled, the AI lords will also use it in certain circumstances to estimate which of two groups is stronger) (added 2011-03-27; made substantial changes 2011-06-06 to make this work as intended)
Added support to script_troop_get_family_relation_to_troop for non-coded family relations of certain faction leaders and pretenders. (The Vaegir claimant is the king's cousin; the Khergit claimant is the king's brother.) Mods that do not use standard faction leaders/pretenders should remove this (added 2011-04-03). Expanded further to allow more types of relations, such as grandparents and half-siblings (added 2011-06-06).
When trying to convince a lord to support a candidate for an honor, the lord will not refuse because "I would not wish to strain my relationship with {s4}" if {s4} actually supports your choice! (added 2011-06-06)
If you are in a life-and-death struggle in a tavern and are a lord of the realm, you aren't going to be prevented from using ranged weapons by a tavern keeper shouting "No shooting!" (added 2011-06-06)
In a wide variety places, when commoners or the player's subordinates address him as "sir/madam", replace this if appropriate with "my lord/my lady" or "your highness." Different people won't always use the same titles: peasants tend to be obsequious (like calling every random man "sir"), and your own followers and people in your kingdom will certainly acknowledge your rank, but especially if you are not a member of an established kingdom subjects of other kingdoms may be less quick to pay lip service to your alleged station. (added 2011-06-06)
The way that NPC lords choose which fief to use as their "home" is now less arbitrary. Instead of picking the one with the lowest ID #, pick in order of preferences: towns before castles; their ancestral fief before other fiefs; and fiefs in their homeland before foreign fiefs (added 2011-06-06).
When you kidnap a lady, you suffer relation loss with her guardian and potentially other family members (added 2011-06-06)
When you refuse to ransom someone, you likewise suffer relation loss with their allies (added 2011-06-06)
Removed upper level limits from quests, to increase the variety later in the game. Decreased the rewards when the player is over the normal level limit. (added 2011-06-06)
Partially re-enabled various quests that are normally disabled when the player joins or rules a kingdom, to increase variety later in the game. Your vassals and most of your fellow lords won't ask you to go fetch a bottle of milk from the market, but lords who are especially close with the player will still ask certain things, as will lords who consider themselves the player's superior. (added 2011-06-06)
In a few places, NPCs will substitute culturally appropriate terms for certain words. Many times there is no difference, but it allows easy customization for other settings (added 2011-06-06).
Like in rubik's Custom Commander, you can sell your prisoners all at once to a ransom broker. Also, they tell you the price they'll give when they ask if you're sure (added 2011-06-06).
When determining the strength of a faction to evaluate whether to attack it, NPC kingdoms take alliances into account (added 2011-06-06)
Diplomacy bugs fixed
Added Caba`drin's fix for the infamous battle continuation bug, that prevents you from retreating if someone is standing near your body (added 2011-06-06)
Found and fixed the part of Diplomacy that (I think) was causing the fake war declarations.
Disabled "send your spouse to buy bread" in some circumstances that could result in them existing in duplicate parties A fuller solution is planned but not yet ready (added 2011-03-27)
Fixed bug when the player moves her/his household and is married to an NPC lord, that would cause the spouse to exist in two places and possibly cause the AI to behave weirdly (added 2011-03-27)
Fixed a random number bug in the "send your companion to recruit a lord" calculation that caused rejection far more often than intended (added 2011-03-27)
Fixed dialogue reference from "companion_truce_pay" to "dplmc_companion_truce_pay", which could make the game uncontinuable in a certain situation (added 2011-03-27)
Lords now receive gold player gives them for surrendering during a siege, paying for truce, and bribing to go to war (added 2011-04-03).
Disbanding patrols should now work properly, thanks to Caba`drin (added 2011-06-06)
Native bugs fixed
Fixed bug where daughters were assigned to their own "mother" slots. This happens at the start of the game, but troop_get_family_relation_to_troop has been modified to work correctly on saved games with this bug.
Lords receive gold player gives them for tax collection quest, debt payments, bribery in "convince lords to make peace" quests, ransoms, and pardons (added 2011-04-03).
Fixed a longstanding bug that prevents players from receiving Right to Rule when they marry (added 2011-04-03)
Fixed the glitch with fief quarrel dialogs that was causing lords to say things like "It is well known that King Harlaus received the fief of Peasant Woman, which I believe should have gone to me." (added 2011-04-03)
Fixed a bug in fief assigning dialogs, that prevented the game from properly displaying which lords have been promised fiefs. The code was there, but was checking the wrong troop (added 2011-04-03)
There appeared to be something wrong with the calculation of how much gold is gained when a village is looted, in the part that took into account the prosperity of the village (added 2011-06-06)
Fixed bug that caused rulers and claimants to start courting ladies and caused some people to court "trp_knight_1_1_wife" (added 2011-06-06).
When the player is the ruler of a kingdom and pledges loyalty to another liege, make the player's vassals switch faction too (added 2011-06-06).
Fixed bug preventing NPC from eloping with each other (added 2011-06-06).
Fixed faction relation bug, where when you leave a faction you keep the relation bonuses with the allies of your ex-faction, even though you lose the penalties with their enemies (added 2011-06-06).
Fixed a marriage bug where the groom didn't get relation bonuses with the family of the bride (added 2011-06-06).
When lords pay ransoms, they lose the money. When a dependent is ransomed her relative pays (added 2011-06-06).
Trivial changes
2011-06-06: There are now too many places where spelling or English usage has been improved that it makes sense to summarize them individually.
Optional Economic Changes
(This can be changed between OFF, LOW, MEDIUM, and HIGH/EXPERIMENTAL through the camp menu, and defaults to LOW.)
(LOW) When trade occurs between towns, the benefits are split between the buyer and the seller, instead of just the buyer. (The rationale for this is that in Native, there is no incentive to export goods.)
(LOW) Merchant caravans take into account distance when deciding the most profitable trade route, as well as any mercantilistic policies imposed.
(LOW) Reduce price convergence caused by NPC travelling merchants (from 30% in Native to a random percentage with an average of 15%).
(LOW) Increase food prices in towns under siege.
(LOW) When the player surrenders, depending on who accepted his surrender and other factors, they may not loot his personal equipment. (This is to deal with the problem that when permanent stat loss is not possible, there is no way reason to ever surrender, since you lose the same soldiers and items either way and if you fight at least you can reduce your opponent's army.)
(LOW) The available gold at merchants changes with town prosperity.
(LOW) You receive slightly better prices selling items to the correct merchants.
(LOW) The rate of food stock replenishment for a castle depends on the prosperity of its village, and is stopped while the village is raided.
(MEDIUM) When promoting a companion to a lord, modify their starting gold (which is supposed to represent their accumulated share of the loot) by their Trade and Looting skills.
(MEDIUM) When calculating player enterprise profit (both for real and estimated) don't just use the price of the raw materials, but also whether they are actually available. If there is no locally-available supply, the good will have to be imported, and the effective price depends on the prices of the town's trading partners and the frequency of caravan traffic with them.
(MEDIUM) Food consumption at both castles and towns increases with garrison size. The average starting garrison size is the baseline. Troops beyond that eat more, although the change is less important in percentage terms for towns. Food consumption at towns increases with prosperity.
(MEDIUM) If a faction is run by the player (and so no one receives the weekly bonus gold that the faction leader would normally receive), and the player is married to a lord, the player's spouse receives half of the "king bonus."
(MEDIUM) Like NPC lords, the player loses gold when his fiefs are raided. (Only gold in your treasury managed by your chamberlain can be lost this way: the gold you carry with you is exempt.)
(MEDIUM) When the player party is defeated, take into account the Looting score of the victor when calculating the gold lost by the player.
(MEDIUM) If an NPC-owned castle or garrison has more troops than a certain minimum and it lacks the wealth to pay wages, it can suffer attrition.
(HIGH) When a lord loses gold due to a village being raided, the loss is first subtracted from uncollected taxes at the village before being applied to his personal wealth.
(HIGH) As kingdoms are eliminated, the "king/marshall bonus" for all the remaining kingdoms increases, so the total amount of gold given out remains constant.
(HIGH) If a lord has an excess of gold, he might distribute some of the extra to any of his fortresses that have low wealth (and don't have oversized garrisons).
(HIGH) When prisoners are "sold" from NPC-owned towns and castles, a small amount is added to the fief's wealth (unless it has an oversized garrison).
(HIGH) Mercenary party sizes increase with the player's level, the same way that lord party sizes increase, to make them stay relevant as the game progresses.
(HIGH) The higher the player's honor, the greater the honor loss from misdeeds.
Optional AI Changes (2011-06-06)
(This can be changed between OFF, LOW, MEDIUM, and HIGH/EXPERIMENTAL through the camp menu, and defaults to LOW.)
(LOW) When a lord is looking for a new faction to join, he is more likely to rejoin his original faction unless that is the faction he is leaving.
(LOW) When the AI picks a fief to defend from attacks, give greater priority to defending fiefs with lords than fiefs without lords.
(LOW) Increased the range of circumstances in which the AI will surrender to a massively superior sieging force. Factors include among other things the personality of the leader of the defenders, how much the kingdom values the fortress, and the campaign AI difficulty setting.
(MEDIUM) Tweak the relationship loss calculation with other lords when one lord is granted a fief, to make it slightly less unreasonable (e.g. when returning a recaptured fief to its original owner).
(MEDIUM) For kings and certain other personalities, when supporting lords to receive villages, changed the minimum relation a fiefless lord has to have before they will support him. (In Native, they wouldn't support a lord with relation below 0, but through dialogs kings would offer villages to players with relations as low as -5.) Fixing this removes an inconsistency, and decreases the perpetually-fiefless-lord issue.
(MEDIUM) For martially-minded lords, when choosing who to support to receive a fief, they will support the conquerer more often.
(MEDIUM) Kings use an alternate algorithm for deciding which lord would be best suited for a fief. They are more likely to award a reconquered fief to the lord who held it last; they are more likely to grant fiefs to lords that are somewhat-closeby; they take into consideration ancestral claims; and they are less likely to award every single fief to themselves because they can't think of any other candidates. (Other aesthetic factors also apply.)
(LOW/MEDIUM) If a lord can't think of anyone to support for a fief, use the alternate algorithm to pick someone. On LOW this just applies to kings; on MEDIUM this also applies to other lords.
(HIGH) When a lord or the player is courting a lady, the standard for the renown bonus is adjusted based on the renown of her daddy/guardian.
(LOW/MEDIUM/HIGH) Tweak the way that potential targets for attack are evaluated, to make retaking recently-lost fiefs more attractive. The magnitude of the change varies based on how high the AI Changes setting is.
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