Yeah, it's fun with the
compis like it is, i only stumbled over some of the background stories, ie. 'Frioc' evidently says when you hire him "wait, give me 400 sc so i can gear myself properly up with armour" etc., and what does he carry ... bit laughable, not your thing anyway. Btw., is it easily possible to get rid of the shirts without real texture, replacing them? Ie. the transparent ones which are on the compis? I think so, or, troops editor? At best delete these shirt items in the whole, they are so ugly, my eyes hurt always! And btw., i think 'Ultan' shouldn't be barefoot underways, that's not fitting at all, at least his story says not that he was robbed out recently. But wait, all of that is not so important imo..
(You actually throw them out, and prior take items? ... did you read the compis guide, using a group which fits together without they are moaning with each other? I mean, these guys are useful! Ah wait, now i get it ... you hire also a comp which doesn't fit into the group just to rob them out, understood
).
Other notes...
Factions:
Now what i observe is, that
Fortriu due to their position on the map grow immensely big! So if possible, besides Pengwern (still also a pretty ahistorical roaming faction), Fortriu should get nerfed somehow. I guess, i'll tweak in a bit of hate to them with the factions.txt file, but that won't help a lot. Btw., ca. 5 factions are at war with Fortriu (now), three of them (one welsh, one south-briton, one saxon) declared due to a pact, caused by one or two factions declared due to
power-reduction reason! You know what, here that what you want to get out (other thread title), works as balancing factor positively! ... i have no idea if this so-to-speak anti-alliance vs. the superpower is due to my tweaks, but i guess no (perhaps a bit of it helped, because i just changed some relation values, which potencially could support certains diplo-behaviour in the long run, my hope at least).
Faction troops:
Briton, welsh infantry should be nerfed imo., their inf is compared to Saxon inf too good and too fast upgraded. Their main army strength should be foot archers/skirmishers and skirmisher cavalry, less heavy warriors. Look ie. at the Ulchr (sp? heavy foot), they are in my experience better and also faster to get as the Duguth-class (Saxon/Engle heavy foot). At least that's my impression now, possibly must be verified. Put to this the better archers and cavalry and you have the unit stats/recruitment imbalance, which is esp. to find in the hands of Pengwern - lots of money and lords, so a perhaps slight imbalance in the unit stats/options shows ... that's why i say, Pengwern must get a nerf somehow. Perhaps a slight change for the medium/heavy briton units can "correct" something in the outcome. I don't wanna see that Saxons/Engles overun everything, no way, but ie. shouldn't loose that easy their locations (Bernaccia is meant vs. Pengwern, Gwynned, Rheged and Pengwern "owns" Northumbria except the most northern part, in every of my (test-)games).
Party names:
In regard of historical realism, we wouldn't have "Dena Pirates" in this time, nor "Frankish Raiders". While that content is clearly fun, they are very ahistorical. The according history suggests, that the first "slim" pirates-attack on the british coast was the Lindisfarne-event 793 AD (that could be compared with one dena-group that is running around on the map). Maybe one can think over that content, and at least rename them to ie. Frisian Sea Raiders, Jutish Sea Raiders ... as i mean to have read somewhere that those guys were traditonal pirates in the Channel and Northsea. But then, those weren't mailed supermen like our Dena's and Franks, but sloggish guys which jumped on sea traders and very small coastal villages.
Edit: A small thing popped-up today for me ... ankle-boots have a 3x higher money value than the carbaniare (sp?), while ankle-boots have 1 point less armour value, any idea ... are there other hidden stats for certain items?
Edit2: What i would like to know is, how does the AI recruit their units (or here "troops"), what do the costs for the AI, the upgrade etc. ... is it all complete different to the player or are there also same factors/impacts/circumstances - troop stats are the same, i think (bit different per set difficulty perhaps), but everything regarding costs etc. is complete different designed?)? Ajaxjs, as you dig into the codes, can you enlighten me a bit more?
Coming from Total War and such games, also Paradox, the M&B system is still totally new for me. I'm slowly coming behind the secret of the M&B special/extra challenge: The AI has a lot asymmetrical advantages to the player - this as conception - you, the player, are the poor guy who has to overcome all that what the AI world lives (if one wants, because it's a total sandbox-system, makes it very charming) ... in Calradia, a quasi fantasy world, i had have no problem with that conception, i even questioned nothing really (i formerly played Skyrim, with big passion, just complete RPG, but with some realism mods), but in Brytenwalda, which lives also from possible historical immersion and realism, i feel also a bit of a pain (now), esp. when one likes to tweak realism (and historical realism, in my case) for an increased immersion. I even can imagine, that TaleWorlds knows about all that, and therefor creates not a real historical framework as game (just no in history existing scenarios, so a player versed in history doesn't take the whole thing too serious?).
Perhaps all the realism efforts or better said expectations, which we possibly try to realise or wanna see in-game, are a bit too much for the basic M&B Warband game-conception? Ajaxjs, what are your thoughts here? How far do we go for the
realism in Brytenwalda, lol. What are your plans actually for the submod?
I guess i support every way which you go, because as of yet i like very much what you do, expecting that will stay that way, and'll play your submod.
But as for me and modding ... when i think about Brytenwalda, one could change A LOT in this game (so far modifiable, of course) - but i personally won't mod again, except some very very small and easy and fast things.
Atm. i have time to play and all that, very soon that will end and well, i have to pop into the serious RL again, pity and/or luck, i'm a freelancer ... complex projects coming.