Description

The initial version of the module, still to be more thoroughly playtested, but release-ready. Every single feedback is appreciated. Any bugfixes and patches will be done as VX.1, VX.2 etc. and major content changes will be V2.X and so on. Feel free to comment and to private message me here at ModDB for asking any help or to lay any feedback, and thank you all very much for making this project possible!

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Diplomacy 4.litdum Reloaded! - v1.0
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redshuhov1922
redshuhov1922 - - 2 comments

Hello. Thank you so much for your work. Recycling a fashion of one of the best in our time is expensive. There is a small question whether the warhorses in the factions will change, since I think that in 2022, they are no longer relevant. Thank you again for your work, success in the future and all the best to you and your loved ones in the new year!)

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RedMythos Author
RedMythos - - 122 comments

Hi! Thanks for so much love, I appreciate that. Concerning the warhorses, yes, there is some great variation of Hunters (Military Horses ingame) and Coursers and other mid-tier horses but not so much of the high-tier ones. I fully intend on expanding upon that later in development, my next patch should be focused torwards balancing, but as soon as I start creating new content once again, high-tier variations are my top priority. Thanks for the suggestion!!

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Guest
Guest - - 690,617 comments

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Guest
Guest - - 690,617 comments

¡Excelente! Esperemos la traduccion
Ya era hora de pulir este hermoso Mod <3

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RedMythos Author
RedMythos - - 122 comments

¡Muchas gracias! Me encantaría ayudar a traducir este mod, pero llevaría mucho tiempo. Así que por ahora seguiré desarrollándome en inglés como un idioma más accesible.

Sorry for any misspellings,
Um abraço de seu amigo Brasileiro! - Red

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Guest
Guest - - 690,617 comments

sou brasileiro e curti o mod tu é muito bom amigo

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RedMythos Author
RedMythos - - 122 comments

Muito obrigado irmão! Espero que curta, fica a vontade pra deixar teu feedback depois, tmj!

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DUCATISLO
DUCATISLO - - 133 comments

cool

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DUCATISLO
DUCATISLO - - 133 comments

i love your for this!

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RedMythos Author
RedMythos - - 122 comments

Thanks!! Have fun!

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LaGrande
LaGrande - - 2 comments

I apologize in advance for my English, I write in google translator (from Russian), but in general I understand. I know translation can skew the meaning of the comment, but I hope it won't let me down. I also ask you not to be intimidated by the large number of letters and obzats, because a certain prototype of a review looks exactly like this.
Unfortunately, I do not have much experience (I play for about 8-9 days) and sufficient competence to talk about the balance in the game and present my requirements (I am still more a dreamer and romantic, I like EVEN the plot of the game and its dialogues), but I have solid clues from the point of view of a simple layman who plays (almost) always at maximum difficulty. Also, I drew attention to the small number of comments on this page, which once again pushed me to leave my mark here.
A couple of suggestions about my playing style for further analysis of the comment. I am kind of a conservative in the good sense of the word. Although I like the fast flow of events and the hustle and bustle, I am a supporter of the stability of the elements around me, such as the forces of different kingdoms. Whenever possible, I try to help the weak and prevent the strong from developing. For me, this is balance, this is the interest in the game, when someone opposes you and does not allow you to relax. I completed the penultimate campaign (without mods), having grabbed half a map and it became boring and understandable that even if I didn’t want to, I could easily overcome it and that would be the end of the game.
I want to highlight my main idea - the relatively equal preservation of the influence and power of all kingdoms in this game. Realizing that I can only achieve more balance and interest with the help of mods for balanced edits, or as it is correctly called, at least in the Russian-speaking community Warband - a mod for Diplomacy, I downloaded it. Having tried it, here I liked the relative change in economics, politics, wars, as well as its recent release and, I hope, the possibility of further updates. If this mod claims to edit the BALANCE (if I correctly interpret this concept in the realities of the game itself), then a good start would be to make the permanence and inviolability of the power of the kingdoms. Even if there are any misfortunes or frequent attacks with the loss of territories from the kingdoms, they are automatically strengthened by creating alliances with other kingdoms, by luring vassals to their side, or they receive some bonuses, discounts, advantages in recruiting an army (although I have there is doubt that the economy in this game somehow influences the war or politics). The same system, just the opposite, can be done in relation to the kingdoms that dominate. Also with the player's faction (for hardcore players, make the penalties even stronger towards the minus).
Therefore, if you adhere to such a goal, based on all this, in my opinion, it would be worth starting with strengthening the garrisons of castles and cities. Moreover, with the increase in the number of troops in the armies of lords and kings, I notice that the situation changes little with the capture of settlements relatively native. Events are still developing in such a way that already at the middle stage of the game, bots, gathering in large hordes, seize territories from each other with each campaign (castles with a low garrison are especially affected, about a bug or negative features of which I will tell in a separate sentence) and to whom the first to be lucky to use the player's help and / or diplomatic relations - he comes out the winner among others and dominates the rest of the game until the player himself defeats him at the end. The solution to the situation, I see this in two ways: first - strengthening the garrisons themselves with more elite troops (to avoid long waves of sieges, but if the engine allows), second - filling the garrisons with even more rabble and hodgepodge (long sieges, the engine allows) and third - increasing the number Lords (if the engine allows it).

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LaGrande
LaGrande - - 2 comments

About a bug / error / strange feature of the castles garrison. I don’t know exactly how it works, but most castles in my campaign on day 280 have up to 200 people in the garrison (although on the first day at the start I walked around the map and saw 350-450, in the first days the garrison at most castles increases to about 400-500 and begins to gradually drop to a native value of 100-200, regardless of the siege). I don’t think that the siege has any effect here, because to test this, I created a new game and waited in it for at least 100 days in one castle without sieges - the result is the same, a gradual decrease in the garrison. In general, according to my observation, immediately after the capture of a new castle or city by another kingdom, the garrisons declared in the description of the fashion are quickly formed in the garrisons of 300-500 in castles and 700-1200 people in cities (I saw 1450+ in one city) of not bad quality, in cities, the garrison hardly changes, and in castles it drops noticeably much below the minimum 300. Perhaps this can be explained by the fact that the lords are taking troops from the garrison into their army, but returning to my research, I noted when the lord entered the castle and left, the conclusion one - did not. The garrison was reduced precisely when the lord was absent from his own castle.
I have more ideas related to improving trading and adding new functions and opportunities for this area, but this will take me time to more accurately formulate my requests for the features of the engine.
Thank you very much for your attention and clean roads for you without bandits and marauders!

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RedMythos Author
RedMythos - - 122 comments

Whoa!! Your comment brings so much relevant information and states many things important to the central idea of my development, wich is balance. So, here goes some replies and some insights on my part.

The garrison system is, as far as I understand it, based on templated parties that are added to the cities and castles, taken from 3 different tiers, and from fixed randomized ranges for quantities. I screnshotted 3 of these tiers of the Sarranids in Morgh's Tool for your undertanding: Imgur.com
As you can see, the ammount range and type/tier of troops to be added is pre-defined, and the tier of reinforcement to be added to garrisons are based on the city/castle economy. This means that poorer cities gets weaker garrisons, wich is contrary to what your ideal of gameplay is.
To countermeasure this, a solution would be to increase both Tier 1 and Tier 3 reinforcement quantities to encourage Richer cities getting stronger, and Poorer citites more well defended under the "quantity over quality" philosophy.
There are also some script work that regulates how much reinforcements citites and castles get based on their economy, and I think this is the right direction to lean torwards to balance the mid-late game strategies.

Unfortunately increasing the number of total lords in the game is out of my capabilities, but I noticed that increasing both Leadership and Trainer skills on their Character Stats changes how much troops they carry and how well-trained they are, respectively.

I intend on releasing a V1.1 of the module with some fixes and some minor changes and additions, mainly a nerf on off-branch Cavalry (Nords and Rhodoks) and some sensical changes to game progression as well.

I will test your propositions today and return to you with some deeper feedback hopefully this week still before the V1.1 release.

Thanks a whole lot for your help, and feel free to contact me for any more feedback or takes!!
Have a great day! - Red

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osu111
osu111 - - 1 comments

I have a problem. I unzipped the file and placed the diplomacy game folder in module folder but the game is still not showing in the touchdown "current module" section. Can anyone please help.

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Guest
Guest - - 690,617 comments

o mesmo comigo

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RedMythos Author
RedMythos - - 122 comments

Olá amigo desculpa o erro, pode abrir o arquivo .rar e abrir a pasta que tem dentro, joga a pasta "D4L Reloaded" que tem lá pra sua pasta de mods, essa sim é a pasta do mod. O resto são arquivos extra. Desculpa o atraso aê haha

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RedMythos Author
RedMythos - - 122 comments

Hi, unfortunately I compressed the file one folder above than needed, so you only need to open the .rar file, open the folder inside, and place the "D4L Reloaded!" folder inside the Modules folder.
Sorry for the inconvinience.

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