Author Topic: 1257 AD F.A.Q.  (Read 53695 times)

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Dromel

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1257 AD F.A.Q.
« on: May 25, 2012, 04:36:10 PM »
Hi everyone and welcome to this awesome mod!!

First of all let me say Thank You to DrThomas, Othr and all the other people who contributed to the mod (you can find them here http://code.google.com/p/dev1257/).


Now the hard part. I wanted to make a F.A.Q. as this mod is still a work in progress and many new players get lost (as i did in the beginning  :o).
I will try to keep this post updated, so i will edit the first post to add every new question and answer and make it easier to find them. Thanks in advance to all the more experienced players that will contribute to this guide. Keep in mind that i'm not a dev, i just want to regroup some common issues. :oops:


1) How can i download/install the mod?
(click to show/hide)

2) Should i install 0.95 version or SVN version?
(click to show/hide)

3) What version of Warband do i need to play the mod?
(click to show/hide)

4) What's the difference between lance recruitment and warband recruitment?
(click to show/hide)
And another good explanation from oroboros that i modified a little:
(click to show/hide)

5) I'm new to the mod, is there a beginning guide?
Here's a guide, thanks to Sifis172:
(click to show/hide)
Here's a good tip from oroboros:
(click to show/hide)
DrThomas:
(click to show/hide)
This is a trading guide made by Transvanio:
(click to show/hide)

6) I don't like troop names, how can i change them?
(click to show/hide)

7) I've searched all the taverns bu i can't find any companion, where are them?
(click to show/hide)

7b) Is there a list of compatible companions?
(click to show/hide)

8 ) I joined a kingdom and i have my little village, what can i build?
(click to show/hide)

9) If i talk to my king there's an option to go to the Holy Land, what it means?
(click to show/hide)

10) I'm back home but i miss those knights, can i have them?
(click to show/hide)

11) Where can i see the troop trees?
(click to show/hide)

12) How can i convince lords to join my kingdom?
(click to show/hide)

13) Can i start a Crusade?
(click to show/hide)

14) My weapons/armor keep breaking, can i turn this feature off?
(click to show/hide)

14b) My weapon/armor is broken, how can i repair it?
(click to show/hide)

15) Why I died but I'm still fighting as someone else?
(click to show/hide)

16) There's not a particular question, but in that thread you can find answers to a lot of questions about game mechanics. It's in a subforum for cRPG mod, but i think 99% of the infos are good, because they are just about warband.



Any suggestion is appreciated  :D
« Last Edit: December 22, 2012, 09:37:01 AM by DrTomas »

Dromel

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Re: 1257 AD F.A.Q.
« Reply #1 on: May 25, 2012, 04:36:55 PM »
reserved, just in case

sifis172

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Re: 1257 AD F.A.Q.
« Reply #2 on: May 25, 2012, 05:14:25 PM »
Very nice guide Dromel :D!!! I have but a small suggestion to make:
For the very beginners it's a little difficult as they can get owned even by
bandits.I think that there was a small guide talked in the posts, i'll try and find it.

There it is:
And another one for beginners:
And for trading:
The Formations keys are(For making the soldiers take formations):

(click to show/hide)
« Last Edit: June 09, 2012, 12:08:42 AM by sifis172 »


Caldric

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Re: 1257 AD F.A.Q.
« Reply #3 on: May 25, 2012, 05:27:54 PM »
Nice work! Everything in one place.

I have a question for the FAQ

Can you turn weapoin breaking Off or is it pretty much something we have to live with also can weapons be repaired? Some of the weapons are crazy expensive of course I am not rich yet.
« Last Edit: May 25, 2012, 05:32:28 PM by Caldric »

oroboros

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Re: 1257 AD F.A.Q.
« Reply #4 on: May 25, 2012, 05:47:56 PM »
Nice work! Everything in one place.

I have a question for the FAQ

Can you turn weapoin breaking Off or is it pretty much something we have to live with also can weapons be repaired? Some of the weapons are crazy expensive of course I am not rich yet.

Can you turn off weapon breaking?

(click to show/hide)


Can weapons be repaired?

(click to show/hide)

koteko

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Re: 1257 AD F.A.Q.
« Reply #5 on: May 25, 2012, 05:53:51 PM »
very nice job!

oroboros

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Re: 1257 AD F.A.Q.
« Reply #6 on: May 31, 2012, 12:17:04 PM »

16) There's not a particular question, but in that thread you can find answers to a lot of questions about game mechanics. It's in a subforum for cRPG mod, but i think 99% of the infos are good, because they are just about warband.


Very nice info! But I think they might have changed a few things in cRPG concerning game mechanics/skills because there are some differences I noticed in comparing the thread to how the game works for me.


Melee swing speed
Weapon swing speed is affected by weapon speed rating and weapon profiency. Agility does not seem to have effect on swing speed. According to WaltF4's tests 100 wpf results in approximately ~6.5% faster swings. It is likely ranged shooting speed works the same way


--> weapon swing speed is determined to a certain degree by the agility of a char. Just try it out, export/import your char and give him 3 agility and swing at enemies, then export/import the same char and give him 30 agility and feel the difference. While I have to turn strongly into every swing with a low ag char, I need to move less while swinging a sword at an enemy with ag = 30 in order to achieve the same dmg results. And ranged reload/shooting speed works the same as swing speed concerning wpf and speed increase. Another thing which power draw/throw does is not only adding dmg and decreasing the reticule's size but also flattening the projectile's trajectory - the higher your pd/pt skill is the more straight your shots will be and thus they'll go further.



If you use twohander with a shield or from horesback, you get -23.5% damage penalty if that twohander can be used with a shield (ie has onehander animations). If not, the penalty is -15%.
- Both cases above also have some sort of a speed penalty.


--> you'll receive -15% on dmg/speed with 1/2-h weapons (the ones you can wield with a shield) and -30% (or something like that, don't know anymore) for pure 2-h weapons on dmg and speed. Try it out, get yourself a longsword and swing from horseback with and without a shield and observe the difference in speed and dmg. The difference they probably mean is the momentum you get from a slower 2-h/polearm weapon, which will increase the dmg. - a slow 2-h/polearm weapon will deliver more dmg from horseback due to momentum than the same or similar weapon with a higher speed bonus. That's why lances for instance are that great from horseback with the thrust as compared to maybe a spear that deals the same dmg, according to the numbers, and is way faster than the slower lance (both, lance and spear, receive the same penalty for being used on horseback or along with a shield). Also, due to momentum slower weapons have the tendency to bounce off less on medium to long range than faster weapons.



Maximum level of a skill is it's base attribute / 3, meaning that at level 18 of strength Power Strike can be 18/3 = 6 at most. An exception to this is Horse Archery, which requires 6 skill per level, so at 18 agility you could have just 18/6 = 3 levels of it.

--> horse archery is the same as every other skill, 1/3 of your stat determines the max of your ha skill - 18 agility means 6 horse archery is possible.



If you use polearm with a shield or from horseback, you get -27.75% damage penalty

--> only if the polearm is checked as having a penalty with a shield/horseback will this be the case and I think the hafted blades for instance have no penalty from horseback (because they are wielded with both hands) not 100% sure on the latter though.

Dromel

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Re: 1257 AD F.A.Q.
« Reply #7 on: June 01, 2012, 04:52:38 PM »
Yes, as I said some things might be different, but i think the thread is very usefull for general gameplay.

SirSlaughter357

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Re: 1257 AD F.A.Q.
« Reply #8 on: July 18, 2012, 04:58:54 AM »
I've been trying to find this everywhere, but to no avail, Is there a full list of all contributors?

DrTomas

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Re: 1257 AD F.A.Q.
« Reply #9 on: July 18, 2012, 06:18:50 AM »
I've been trying to find this everywhere, but to no avail, Is there a full list of all contributors?

http://code.google.com/p/dev1257/
Being an alcoholic is historically correct.

pepazpolicky

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Re: 1257 AD F.A.Q.
« Reply #10 on: July 18, 2012, 03:00:13 PM »
greetings
i have problem: i want to recruit a order knight templars.. i own f.manor...i succesfully built a monestry and then go to speak with priest but there is not appear invite crusader order...only other two actions .... do i need to do something else?
thanks for help

scourgedude

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Re: 1257 AD F.A.Q.
« Reply #11 on: July 18, 2012, 03:54:39 PM »
Hi this mod is amazing but i have version 1.153. I know that the mod runs better on version 1.143 but i don't know how to install and 1.143 version or backdate it. (i am new to this)

I have the steam version.

please help

DrTomas

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Re: 1257 AD F.A.Q.
« Reply #12 on: July 18, 2012, 04:46:13 PM »
You can play just fine with 1.153
Being an alcoholic is historically correct.

scourgedude

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Re: 1257 AD F.A.Q.
« Reply #13 on: July 18, 2012, 05:01:53 PM »
Oh ok i have installed 1.143 any way but now there is another problem. I get run time errors when going into combat with some one

SirSlaughter357

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Re: 1257 AD F.A.Q.
« Reply #14 on: July 18, 2012, 08:32:37 PM »
I've been trying to find this everywhere, but to no avail, Is there a full list of all contributors?

http://code.google.com/p/dev1257/

Thnx man, Much Obliged. :)