Killing raiders should give a reward. Their armor and weapons for example

github link?

Melon Loader is the console facilitator, it’s like Cyber Engine Tweaks… get it here first then load nexus site mods into the new ‘Mods folder’

It has some prior dependencies which are listed that you need to have:

I am asking for github link to mod, not Melon Loader

Should definitely have some kind of reward for surviving a raid, instead of sacrificing villagers with nothing in pay. Would also encourage the increase of raid for loot to arm your village.

The reward is the safety of your village.

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Exactly this. The game is tuned around supplying your defenses yourself, not getting the tools to defend yourself from your very attackers. The raiders are attacking because they want what your people have (and sometimes they just want to borrow a cup of flour…by force). They don’t come bearing gifts.

It’s a gamism of course, not exactly an uncommon one. How often do you loot something in a videogame and get a few gold when visually they should be loaded with stuff to take…

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Would it not make sense to at least have the corpses interacted with? Besides the the “loot” can be as little as a single piece of tunic that is still usable, or a chipped sword about to break? Can even be randomized or none at all, purely based on each raider having a chance to have something useful on them.

they do come wearing armor, carrying weapons, etc.

I want their heads on pikes…

Brilliant idea! Think about all the possibilities of… forced labor :smiling_imp:

raiders can bring disease or stay to live and bring new specific attribute for next kids…

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While stationed in Germany I toured a small castle called Schloss Mespelbrunn.

It is a Knight’s castle whose job was guarding a section of one of the main roads through the Black Forest, giving merchants and travelers a safe haven after sundown.

The walls of the Dining Hall were covered with weapons of every sort, taken from thieves and brigands who tried unsuccessfully to make others ‘Stand and Deliver’.

Weapons so old that a couple of the firearms on display had wooden barrels.

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So you want the raiders to supply decorations.

Could be like this in the game yeah. Penal camps and prison yards with guards and a warden to manage it. Risk is of course, prison escape and riot. Could also be wise to take care of the prisoners properly so they don’t contract diseases like typhoid and cholera.

If raiders dropped loot, they should also only ever attack when they can believably think most of them would make it back out alive again, with a decent chance of loot themselves.

No one seems to mind that the latter is gamified, but everyone wants loot from the raiders. At some point, if you can reasonably well defend yourself, you’re making a net gain from their “raids”! That would kill all challenge. Imagine an invading army and the loot after defeating them is worth way more than quickly raising an entire army of soldiers to defeat them, while the towers hold them off. You’d end up in a better position afterwards, making the next army less challenging and thus give you an even better ratio of loot vs losses.

That would mean, in order to offer a challenge to the players that want it, devs would have to increase their number even more (or make them otherwise more powerful with constructing proper siege engines, which would be pretty cool though). It just amps up the arms raise and makes balancing it even harder.

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Even in a game as focused on such castle defenses as Stronghold, unless I misremember it, the invading army never dropped any loot.

It would be fine if you’re barely getting by and the loot couldn’t make up for the losses at all. But then the next player is much more experienced and wins with far fewer losses - and then it spirals out of control. So the system would have to be adaptive to how well the players last defense was. Win without losses, and the next army/raiders will be that much stronger. That’s the only way I see how looting could be implemented without messing with the challenge.

Weapons are weapons.

Hanging on a wall as trophies, or in hand as specifically useful items.

There is no in-game castle with a dining hall to display them, yet.

So, what good would interior decorations be?

The point was that the weapons of the defeated are spoils to be exploited in whatever manner the victor wishes.

Sorry if I confused you.

Head on spikes to deter attacks/terrify them? shrug

You didn’t. Why would a an established fortification need lesser weapons from those they’ve already defeated? Especially since they can manufacture better. :smiley:

Is there anything you will not deny saying, even after just having said it?

‘Established fortifications’?

Telling us you know nothing about real war, without telling us…

A fixed position is the worst position in warfare.

Always has been, always will be.

To answer your question-

Because the invading force may be otherwise overwhelming prior to the manufacture of said superior weapons.