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All posts created by Azure_Zero

I think the Auto-caravan needs to be thought out more, and I agree that has one or two points that I agree with, the rest for me is a different setup.

Auto-Caravans have settings controlled at the company AND settlement level to avoid pulling cheap tricks at a company level.
The Auto-Caravans should be tied a good degree to the PVP settings of the settlement.
In that the Auto-Caravan uses the Start window time to launch the Mules and that the settlement chooses either a Day before PVP, or a Day After PVP for the Mule to run and that it is set for the Week.

Company Level will be whether it is On or Off (Default is on, so even dead companies can start pulling their weight again),
a Encumbrance control for those that want to increase mule Load sacking Mule speed when it hits over 100% encumbrance.(Default and Min is 100%, Max is 150%)
and a Graphical UI for Route Planning and the Plans are always locked in for the start of the Week.

Something I should put out there is that the Hex security setting controls the speed of the Mule, in that Higher Security means a Slower Mule, and Lower Security means a Faster the Mule.

The Mule itself has NO protection except when it is IN town or NEAR the Holding's own Guards, and the Mule CAN BE ATTACKED NO MATTER the Security of the Hex. The Reason for this setup is like that of the PVP windows and watching for Monster Raids on holdings.

Now I think it would be great to for there to be a Route Planner for the Auto-Caravan using a Graphical UI, and that the Number of Mules is equal to the Value of the Keep itself, so +0 Keep = 0 Mule(s), +5 Keep = 5 Mule(s) and or
the Mule's Tier is also tied to the Keep, with +0, +1, +2 Keeps sending T1 Mule(s), +3 and +4 Keeps sending T2 Mule(s) and +5 Keeps sending T3 Mule(s).
Now to make it harder for Raids and decrease the time for all the holdings to be emptied, a Mule(s) can spawn at Any Holding that is +2 or higher, and the number of mules is assigned via graphical UI.

Though for Companies of Less with holdings the planner is auto set to outer first, then inner.
Agreed, Moving Bulk in NOT fun.
And Would be better if there was folks to help do the burden of moving the bulk around.

Caravans might be a good answer especially if we could also get the bulk from the Dead companies that still have holdings and no one running the company.
Now I do recall there was talk of making a caravan option for moving the bulk resources.
If you need Bulk resources, you can buy or trade bulk from a Keepers of the High Covenant settlement.
Thanks. I don't. Just sick of having to move them so far.

I know what you mean, it is a pain to move them around.
It's one reason why I go for the self-sufficient holding-outpost combinations when I can,
and suck it up when I have to supply external bulk to the Holdings that require it.
That and the mule runs for it all takes hours to do, to the point where I reserve a day for complete bulk resource moving.
If you need Bulk resources, you can buy or trade bulk from a Keepers of the High Covenant settlement.
If XP Re-dos are for new players I can somewhat see your point
Though XP Re-dos if or when they come in they should be Restricted to the first 7 days after the character is made, whether they gain XP or not during that time.
Stilachio Thrax
I've been thinking about this for awhile now, and I don't think XP resets should be added. The potential abuse and catering to power gaming seem to be too big a red flag. If it were implemented, it would have to wipe the slate clean- every achievement, gate, expendable learned, recipe learned gone for good.

As far as adding in active XP, I could support that if, and only if, it were hyper specific in how it could be used. Kills gained with a focus would grant active XP for foci only- meaning it can only be used when purchasing focus related feats. No shooting things with a shortbow to gain fast XP to let you get another feat for your focus.

Glad your seeing the tip of the iceberg of the problem XP resets could bring.

Looks like we are on a similar page on making achievements give special XP and it goes in a sub-type of XP.
I agree really specific would be best, but feel that would add too much work and data to manage and not give some flexibility for players who play the class as the class on the whole.
I have to agree with Smitty's points here.

And the active XP would not be to bad though, I'd recommend that it not enter the general XP pool and instead be put in a special XP pool
I'm think more along the lines of Fable 1 where you had General XP, and 3 XP sub-types.
The XP in the subtypes could only be spent on feature/skills that were of the same sub-type, while general XP could be used to buy anything when you ran out of XP of the subtype.

Each weapon group/attack could belong to a XP sub-type, so focus kills give Divine XP, Shortbow and Light Blades give Subterfuge XP, Heavy Blades and Longbows give Assault XP.

For Gathering, Refining, and End-Product Crafting they should each have their own special XP pool, but given that every refiner is also a End-Product Crafter it might be better that all (Gathering, Refining, and End-Product Crafting) is in the Production XP pool.
Anyone know where the link to the Wiki is?
As I want to plan a few things out and want to see if the new holding could help with some of those plans.

Might also help those that look for it later if it was stickyed in an appropriate forum so as to be found later.
Those sound like good ideas