Wartales

Wartales

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Nasarog Mar 18, 2023 @ 11:21am
Trading Post
I set one up in a region. If I set up another one, is travel between the two regions free and instant? Also, if I leave members behind, does that scale the combat difficulty to a lower point? Also also, what about animal companions?
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Showing 1-15 of 18 comments
Dorim Mar 18, 2023 @ 11:41am 
Traveling between posts costs food and in game time passes according to the distance. Combat will scale down if you leave units in your Travel Post Garrison, but you're only able to leave humans behind not animals.
Nasarog Mar 18, 2023 @ 12:55pm 
Originally posted by Dorim:
Traveling between posts costs food and in game time passes according to the distance. Combat will scale down if you leave units in your Travel Post Garrison, but you're only able to leave humans behind not animals.

Damn, I need to be able to leave animals :(

Maybe in a future update.
RJ Dork Bard Mar 19, 2023 @ 3:46pm 
nothing about travelling posts seems worth while except maybe maybe the storage and even then i,d only want one . built three looked at the quick travel cost tax for having trade goods laughed , called myself names for wasting 5k and promptly restarted .
if they allowed the stationed companions to get passive xp or after x rests even 50 to respec for free or master a skill they might be worth it maybe .
Nasarog Mar 19, 2023 @ 6:46pm 
Originally posted by RJ Dork Bard:
nothing about travelling posts seems worth while except maybe maybe the storage and even then i,d only want one . built three looked at the quick travel cost tax for having trade goods laughed , called myself names for wasting 5k and promptly restarted .
if they allowed the stationed companions to get passive xp or after x rests even 50 to respec for free or master a skill they might be worth it maybe .

Or run it as a business and set up a shop or something. if you look at it closely, it looks like it should have more functions.
Harberto Mar 20, 2023 @ 12:19am 
Maybe they thought of putting the animals in another place, so that everything is not so close together.

I like the objectivity that is proposed, "more functions", it can be really good.

Business idea:

It is possible that you can unlock some professions, making items for the posts, mainly you could use the existing mechanics (trade missions), for the trade post.

Example:

Doing the trade missions (travel/trade luxury resources), gives you as a reward the knowledge recipe (merchant/luxury), to create the object (possible warehouse/barrels) and assign a companion in it, basically it would allow you to give and sell periodically all the luxury resources provided by the player (passively as the trunk), working as a source of additional income.

The trading posts, should have more specific mechanics based on it, so that each trading post, could sell more expensive resources than others (depending on the area), thus generating a travel motive for each trading post (accumulate resources of a type and travel to X post to refuel the corresponding goods and get a higher profit).

As a balance, each post should be more expensive to buy, as it is serious a trader per trading post, this one should receive experience periodically, as an active profession.

______________________
(v.spanish copy/paste)

Quizá pensaron poner los animales en otro sitio, para que no este todo tan junto.

Me gusta la objetividad que se plantea, "mas funciones", puede estar realmente bien.

Idea negocios:

Es posible que pueda desbloquearse algunas profesiones, fabricando objetos para los puestos, principalmente se podría utilizar la mecánica existente (misiones de comercio), para el puesto de comercio.

Ejemplo:

Haciendo las misiones de comercio (viajar/intercambiar recursos de lujo), te da como recompensa la receta de conocimiento (mercader/lujo), para crear el objeto (posible almacén/barriles) y asignar un compañero en el, básicamente le permitiría darle y vender periódicamente todos los recursos de lujo que le proporciona el jugador (de forma pasiva como el baúl), funcionando como fuente de ingresos adicionales.

Los puestos de comercio, deberían tener mecánicas mas especificas en base a ello, por lo que cada puesto de comercio, podría vender mas caro unos recursos que otros (según la zona), de esta forma se genera un motivo de viaje para cada puesto de comercio (acumular recursos de un tipo y viajar a X puesto para repostar las mercancías correspondientes y obtener un mayor beneficio)

Como equilibrio, cada puesto debería ser mas caro de comprar, ya que es seria un comerciante por puesto de comercio, este si debería recibir experiencia periódicamente, como profesión activa.
Nasarog Mar 20, 2023 @ 8:10am 
Originally posted by Harberto:
Maybe they thought of putting the animals in another place, so that everything is not so close together.

I like the objectivity that is proposed, "more functions", it can be really good.

Business idea:

It is possible that you can unlock some professions, making items for the posts, mainly you could use the existing mechanics (trade missions), for the trade post.

Example:

Doing the trade missions (travel/trade luxury resources), gives you as a reward the knowledge recipe (merchant/luxury), to create the object (possible warehouse/barrels) and assign a companion in it, basically it would allow you to give and sell periodically all the luxury resources provided by the player (passively as the trunk), working as a source of additional income.

The trading posts, should have more specific mechanics based on it, so that each trading post, could sell more expensive resources than others (depending on the area), thus generating a travel motive for each trading post (accumulate resources of a type and travel to X post to refuel the corresponding goods and get a higher profit).

As a balance, each post should be more expensive to buy, as it is serious a trader per trading post, this one should receive experience periodically, as an active profession.

______________________
(v.spanish copy/paste)

Quizá pensaron poner los animales en otro sitio, para que no este todo tan junto.

Me gusta la objetividad que se plantea, "mas funciones", puede estar realmente bien.

Idea negocios:

Es posible que pueda desbloquearse algunas profesiones, fabricando objetos para los puestos, principalmente se podría utilizar la mecánica existente (misiones de comercio), para el puesto de comercio.

Ejemplo:

Haciendo las misiones de comercio (viajar/intercambiar recursos de lujo), te da como recompensa la receta de conocimiento (mercader/lujo), para crear el objeto (posible almacén/barriles) y asignar un compañero en el, básicamente le permitiría darle y vender periódicamente todos los recursos de lujo que le proporciona el jugador (de forma pasiva como el baúl), funcionando como fuente de ingresos adicionales.

Los puestos de comercio, deberían tener mecánicas mas especificas en base a ello, por lo que cada puesto de comercio, podría vender mas caro unos recursos que otros (según la zona), de esta forma se genera un motivo de viaje para cada puesto de comercio (acumular recursos de un tipo y viajar a X puesto para repostar las mercancías correspondientes y obtener un mayor beneficio)

Como equilibrio, cada puesto debería ser mas caro de comprar, ya que es seria un comerciante por puesto de comercio, este si debería recibir experiencia periódicamente, como profesión activa.

Yea, think about it. A bunch of the mercs talk about retiring and settling down. As a merc company, wouldn't that be okay? Your mercs that want to leave can stay on in different roles. Also, you can get more mission variety by having a trade route that you must escort or something like that.
mrak20105 Mar 20, 2023 @ 9:28am 
If you have five posts, then you can leave 12 companions on them. You can quickly pump the lagging behind in the level. I upgraded the Swordsman from Gevendorp. I like it. The computer slows down with events. And when in Ludern, I left 3 out of 5 companions, the Game put up against my 2 fighters of level 5 and 7 - 7 fighters of level 8. It was a fast and fun fight. When I left one more companion in Marheim, the computer put up against a level 7 swordsman - 6 level 2 pigs. :steammocking:
Nasarog Mar 20, 2023 @ 9:34am 
Originally posted by mrak20105:
If you have five posts, then you can leave 12 companions on them. You can quickly pump the lagging behind in the level. I upgraded the Swordsman from Gevendorp. I like it. The computer slows down with events. And when in Ludern, I left 3 out of 5 companions, the Game put up against my 2 fighters of level 5 and 7 - 7 fighters of level 8. It was a fast and fun fight. When I left one more companion in Marheim, the computer put up against a level 7 swordsman - 6 level 2 pigs. :steammocking:

Interesting. But my issue is animals. I have several of them leveled up properly, but they take a beating in certain fights. I'm currently looking for a solid tactic in fighting in ruins.
mrak20105 Mar 20, 2023 @ 9:47am 
Originally posted by Nasarog:
Originally posted by mrak20105:
If you have five posts, then you can leave 12 companions on them. You can quickly pump the lagging behind in the level. I upgraded the Swordsman from Gevendorp. I like it. The computer slows down with events. And when in Ludern, I left 3 out of 5 companions, the Game put up against my 2 fighters of level 5 and 7 - 7 fighters of level 8. It was a fast and fun fight. When I left one more companion in Marheim, the computer put up against a level 7 swordsman - 6 level 2 pigs. :steammocking:

Interesting. But my issue is animals. I have several of them leveled up properly, but they take a beating in certain fights. I'm currently looking for a solid tactic in fighting in ruins.
Yes, it's not easy with animals in the ruins. Before the update, animals were able to learn skills from books, and this quality helped them match the level of the squad. After the update, animals are not helpers in battle, but a complication of combat. If someone likes more difficult fights, then taking animals to fights in crypts is a great opportunity to complicate the fight. :steamthumbsup:
Nasarog Mar 20, 2023 @ 9:54am 
Originally posted by mrak20105:
Originally posted by Nasarog:

Interesting. But my issue is animals. I have several of them leveled up properly, but they take a beating in certain fights. I'm currently looking for a solid tactic in fighting in ruins.
Yes, it's not easy with animals in the ruins. Before the update, animals were able to learn skills from books, and this quality helped them match the level of the squad. After the update, animals are not helpers in battle, but a complication of combat. If someone likes more difficult fights, then taking animals to fights in crypts is a great opportunity to complicate the fight. :steamthumbsup:

Yea. I got the animal trainer/lover trait for my archer, so it's fine. The wolves are fast, and they have a way to restore their health. The horse is covered in armor, or as my son says, "cardboard unicorn" and the bears are beefy as all hell. As long as I keep them from catching on fire or bleeding, they are tough. I don't want my boar to die, but it looks like it will have to go soon.
mrak20105 Mar 20, 2023 @ 10:47am 
Originally posted by Nasarog:
Originally posted by mrak20105:
Yes, it's not easy with animals in the ruins. Before the update, animals were able to learn skills from books, and this quality helped them match the level of the squad. After the update, animals are not helpers in battle, but a complication of combat. If someone likes more difficult fights, then taking animals to fights in crypts is a great opportunity to complicate the fight. :steamthumbsup:

Yea. I got the animal trainer/lover trait for my archer, so it's fine. The wolves are fast, and they have a way to restore their health. The horse is covered in armor, or as my son says, "cardboard unicorn" and the bears are beefy as all hell. As long as I keep them from catching on fire or bleeding, they are tough. I don't want my boar to die, but it looks like it will have to go soon.
In Ludern, in the camp of the rangers, there is a collar for dead animals for sale. If they died, he revives them. If it's a pity to fire a boar, then the option with the "revival" collar could help. But, I have not tested them and do not know how they work. As soon as he caught a bear and three wolves, he immediately made them "revival" collars, but they were not useful, because the team of people was very strong.
Nasarog Mar 20, 2023 @ 11:36am 
Originally posted by mrak20105:
Originally posted by Nasarog:

Yea. I got the animal trainer/lover trait for my archer, so it's fine. The wolves are fast, and they have a way to restore their health. The horse is covered in armor, or as my son says, "cardboard unicorn" and the bears are beefy as all hell. As long as I keep them from catching on fire or bleeding, they are tough. I don't want my boar to die, but it looks like it will have to go soon.
In Ludern, in the camp of the rangers, there is a collar for dead animals for sale. If they died, he revives them. If it's a pity to fire a boar, then the option with the "revival" collar could help. But, I have not tested them and do not know how they work. As soon as he caught a bear and three wolves, he immediately made them "revival" collars, but they were not useful, because the team of people was very strong.

Hmm, I'll need to go and look.

My two bears have massive HP. I need something for them that's 100% anti-fire/bleeding.
mrak20105 Mar 20, 2023 @ 11:54am 
Originally posted by Nasarog:
Originally posted by mrak20105:
In Ludern, in the camp of the rangers, there is a collar for dead animals for sale. If they died, he revives them. If it's a pity to fire a boar, then the option with the "revival" collar could help. But, I have not tested them and do not know how they work. As soon as he caught a bear and three wolves, he immediately made them "revival" collars, but they were not useful, because the team of people was very strong.

Hmm, I'll need to go and look.

:steamthumbsup: My two bears have massive HP. I need something for them that's 100% anti-fire/bleeding.
Perhaps I didn't put it exactly - the collar does not protect against damage, it revives after the battle if the beast died. Two bears can only be caught in Ludern. There are plenty of them. And a scroll with a drawing of a collar, in a camp on a rock above the Eble Clan, where there is the only blacksmith in all of Ludern.
Nasarog Mar 20, 2023 @ 12:16pm 
Originally posted by mrak20105:
Originally posted by Nasarog:

Hmm, I'll need to go and look.

:steamthumbsup: My two bears have massive HP. I need something for them that's 100% anti-fire/bleeding.
Perhaps I didn't put it exactly - the collar does not protect against damage, it revives after the battle if the beast died. Two bears can only be caught in Ludern. There are plenty of them. And a scroll with a drawing of a collar, in a camp on a rock above the Eble Clan, where there is the only blacksmith in all of Ludern.

I "recruited" them from Jails... Yea, I understood what you meant.
Halvar Apr 15, 2023 @ 3:00am 
If I'm playing on adaptive difficulty, what function does garrisoning/leaving mercs behind do?
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Date Posted: Mar 18, 2023 @ 11:21am
Posts: 18