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Thread: Vassals & Valour: Redux - Rules Finalization and Sign-ups

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  1. #1
    Saruman the Wise Member deguerra's Avatar
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    Default Re: Vassals & Valour: Redux - Rules Finalization and Sign-ups

    Cecil with a new idea, Ignoramus with a Hummel and phonicsmonkey finally joining us...you guys are all nuts

    I'm in, in all probability, but give me a day or two to read through stuff and get settled again.

    edit: read everything, sounds good. I take it Cecil and Zim got things working with defensive battles as well? as someone mentioned, that is quite important.

    I haven't downloaded the mod yet, so I don't know what the character situation is, but if we're full at the moment, I'm quite happy to sit back and relax for a bit until someone comes along.

    One final thing: I have always thought that it should be easier to die in these things. At the end of the day, what makes us attached to ourselves as characters is the possibility of our brief stint at existence coming to an end, and I think in no small part our previous hotseats have suffered from the fact that outside the highly sterilized civil war battles, there was no way to kill someone. Now I'm not at all sure of how to implement things - it couldn't really be done in game as far as I can see, even a hired assassin cannot take out characters in his own faction - but if anyone has any thoughts at all on this, I'd certainly be interested in hearing them.

    Mind you, don't let my stray thoughts delay things. Even if something vaguely useful comes out of it at some stage, it could always be added later.

    For Flemish Cloth indeed.

    -deguerra
    Last edited by deguerra; 08-23-2010 at 10:50.
    Saruman the White
    Chief of the White Council, Lord of Isengard, Protector of Dunland

  2. #2
    The Count of Bohemia Senior Member Cecil XIX's Avatar
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    Default Re: Vassals & Valour: Redux - Rules Finalization and Sign-ups

    Welcome aboard, deguerra. It's true there aren't any generals available, but you're welcome to sit in on the Diet and comment on things, as was done in the beginning of KotR. Regarding defensive battles, Zim was a big help with getting things working and I should say that I did indeed find a workaround. It's not perfect, but if you order an army to attack another player faction, then switch the current faction to AI control while it's enroute the Human controlling the defending faction can fight the battle. I intend to use this when I take control of factions the HRE's at war with so everybody watch out!

    As for players killing players: I'm hoping that with players having their own land and armies, they'll feel more confident that they can start trouble and get away with it. Having players assassinating each other is something that I'd be very much for in theory, but a careful balance would need to be struck. Success can by no means be certain, attempts must not be made to often, and the perpetrator should have to expose himself to great risk in order to do it. If I knew what the formula the game used to determine assassination success odds was, I could probably have players use assassin against each other exactly the same way the game was. I probably wouldn't show them on the map though, and I'd probably need to tweek the numbers to prevent things like assassin spam. It is something worth pursueing though, probably once we've got settled into things.

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