Is this the full game we are playing or is this the demo because at the end of the game I think it says something about a sequel. (Sorry If this a dumb question. I’m fairly new here)
Welcome to the thread, young lord/lady.
You are more or less looking at a rough version of the completed demo and game; it needs the usual polish (grammar correction and typos, loose ends), but the core mechanics are finished.
How do we get the MC to discover Jenneth’s family?
So there will have more story when the game comes out?
I know that the combat stat is the most important and the easiest stat to increase, but is there really no way to have a good ending if you have low combat? Tried a couple different choices with the power of save/load, but honestly I feel pretty gimped if I go for another non combat character in the released version.
Edit:
I mean it’s pretty realistic, but still.
Like noticing something beforehand with KNAWLEDGE and getting a preemptive strike? I agree.
No, not necessarily. The main story is finished, but you can expect a sequel.
Author is currently working on that
Considering the options given, yes.
If I came to your house, spat in your face, and tried to leave only to then say “I have a sniper trained on your wife’s head. Toodleloo
” I’d indeed expect to be able to make a fool out of you if I was convincing enough.
It’s by no means a huge issue. Just is annoying if you wanted to do that as regardless of your stats you’re unable to.
Granted the “Make Your Own Religion” route after escaping the Genderless at Ehael hasn’t been implemented yet.
Right, that’s what I mean by loose ends, because for the most part, we have a well defined story already.
Could anyone help me, I’m struggling with trying to figure out how to get the +1 to social when I play cardreed, I get 10+ hands but I never get that +1 social
You get + 1 Social after 100 hands, not 10. Then you get +1 after each 100 + 10, to a possible maximum of five points.
@MahatmaDagon So the full social increase would require at least 500 hands. That might be too many. To be honest, I choose not to play Cardeed at all but even if I did, playing 500 hands might take longer than the rest of the game combined. It might also get rather repetitive after a few hundred hands. Maybe just have us play the hands in abstract meaning: it says we played a hundred hands but the player does not actually have to go through more than the first hand of each hundred.
Yup that’s way too long
I think what @MahatmaDagon meant was +1 Social every 10 hands after the 100 hands. At least that’s how I understood it. In any case, 100 hands is still quite cumbersome.
The number of games for the first stat increase is determined by cardeedBaseNumber which is defined as 100. The variables cardeedSocial and cardeedCounter are also initialized to 0.
After that first increase, cardeedCounter gets reset to 0 and I think we don’t get the second increase until it hits 110 which resets the counter again and the third increase does not come until 120 and so on.
Relevant Cardeed Source Code
*label actions1
*if ((cardeedCounter >= cardeedBaseNumber) and (cardeedSocial <= 5))
*set cardeedCounter 0
*set cardeedBaseNumber + 10
*set cardeedSocial + 1
*set social + 1
*if ((cardeedSocial > 0) and (cardeedSocial < 5))
(It seems playing so much Cardeed has made you better at reading people and understanding their motivations)
*if (cardeedSocial = 5)
(There's only so much one can learn from cards and facial expressions. From now on, you believe you will have to hone your social skills elsewhere, and play Cardeed only for the money.)
Assuming cardeedCounter increases by exactly 1 per hand, I think this might mean we would need 100 + 110 + 120 + 130 + 140 = 600 games.
Yeah, that’s how it currently is set.
I initially put this more as a small easter egg, not necessarily a reliable way to gain Social.
I can decrease the number of hands needed, I just don’t want it to be too low.
Is there any reason to fight out in the field instead of in the castle? More of my units always seem to lose whenever I pit them against Noyedas’s
Also is there any way to save King’s Landing if I send in enough units?
Because where’s the fun in rewarding people who haven’t suffered enough? I can’t overstate how fond I am of all the sadism in this game.
I was going to suggest that you make earning all 5 social points a visible achievement in the achievement menu, so that people know they have to play Cardeed for the rest of the weekend in order to raise that stat…something along the lines of ‘Wise husbandry: Your frugal ways have made you very attractive to suitors’, or better yet ‘Pay raise: the entire royal treasury now belongs to your counselors. They like you very much for it.’
But then I remembered some early complaints, about how people spent more time playing cardeed to fill up their depleted treasury than tackling court events. I guess this particular prank goes beautifully hand in hand with tricking people into showering King Jeor with their aurens. Players may actually get to earn those 5 points without help from a visible achievement ![]()
You get +2 unrest if you fight at your castle.
From yourCourt.txt:
*if waitingForWarDate = (TotalDays + 1)
*set unrest + 2
*set holdingCourt false
It is now common knowledge that the army from Sielccia will arrive tomorrow. The peasants are desperate.
I too feel like I take higher casualties in the field than fighting at my castle.
If Lord Goyler likes you and you sent enough help to King's End, then King's End holds out.
From prepareForWar.txt:
*label defendKingsEnd
*set sentHelp true
*set kingsEndRelation + 2
*gosub_scene troopsRounder
What troops would you like to redirect to King's End?
*goto troopsPicker
*label troopsPicker
*gosub_scene troopsRounder
*fake_choice
*selectable_if (militia >= 50) #Send 50 Militia.
*set sentHelpToKingsEnd + 1
*set sentSomething true
*set militia - 50
*set troopsSent + 50
*goto troopsPicker
*selectable_if (militia >= 50) #Send 100 Militia.
*set sentSomething true
*set sentHelpToKingsEnd + 2
*set militia - 100
*set troopsSent + 100
*goto troopsPicker
*selectable_if (menAtArms >= 25) #Send 25 Men at Arms.
*set sentSomething true
*set sentHelpToKingsEnd + 1
*set menAtArms - 25
*set troopsSent + 25
*goto troopsPicker
*selectable_if (menAtArms >= 50) #Send 50 Men at Arms.
*set sentSomething true
*set sentHelpToKingsEnd + 2
*set menAtArms - 50
*set troopsSent + 50
*goto troopsPicker
*selectable_if (menAtArms >= 100) #Send 100 Men at Arms.
*set sentSomething true
*set sentHelpToKingsEnd + 4
*set menAtArms - 100
*set troopsSent + 100
*goto troopsPicker
*selectable_if (archers >= 25) #Send 25 Archers.
*set sentSomething true
*set sentHelpToKingsEnd + 1
*set archers - 25
*set troopsSent + 25
*goto troopsPicker
*selectable_if (archers >= 50) #Send 50 Archers.
*set sentSomething true
*set sentHelpToKingsEnd + 2
*set archers - 50
*set troopsSent + 50
*goto troopsPicker
*selectable_if (archers >= 100) #Send 100 Archers.
*set sentSomething true
*set sentHelpToKingsEnd + 4
*set archers - 100
*set troopsSent + 100
*goto troopsPicker
*selectable_if (knights >= 25) #Send 25 Knights.
*set sentSomething true
*set sentHelpToKingsEnd + 3
*set troopsSent + 25
*set knights - 25
*goto troopsPicker
*selectable_if (knights >= 50) #Send 50 Knights.
*set sentSomething true
*set sentHelpToKingsEnd + 6
*set troopsSent + 50
*set knights - 50
*goto troopsPicker
*if (sentSomething = true) #Enough.
*goto sendingTroops1
*if (sentSomething = false) #None.
*set sentHelp false
*set sentHelpToKingsEnd 0
*set kingsEndRelation - 3
*goto warEfforts
From aboutKingsEnd.txt:
*if (sentHelpToKingsEnd >= 10)
*goto defended1
*else
*goto fallen
*label defended1
*if kingsEndRelation > 0
With the help of the reinforcements you sent, the port town had managed to withstand the Sielccian offensive.
But not without its losses. Lord Goyler died while defending the port, bravely repelling the enemy forces.
*if (mentionedGoyler)
As it turned out, Sir Brendell was lying when he said the man had bent the knee. Bards would sing songs about the Mad Mayor - as they would call Lord Goyler - for he fought half like a pirate, half like a madman, holding much greater numbers without ever giving them an opportunity to advance into the town.
*goto newMayor
*else
With the help of the reinforcements you had sent beforehand, it was expected that the port town would have a good chance to withstand the Sielccian offensive.
But it was all for nothing. Because, at some point, Lord Goyler decided to surrender it to the enemy forces.
*goto surrendered
