Author Topic: Some Cool Features of the MOD a brief help guide (unofficial)  (Read 12646 times)

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koteko

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Re: Some Cool Features of the MOD a brief help guide (unofficial)
« Reply #30 on: May 28, 2012, 03:23:37 PM »
Uhm, pretty true :) I was right with the first part (some cool features..and it is indeed a cool feature!) but it's definetely unrelated to the guide bit. If it annoys I'll remove it.

LibSpit

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Re: Some Cool Features of the MOD a brief help guide (unofficial)
« Reply #31 on: May 28, 2012, 03:28:00 PM »
hehe not so much that it annoys me :-) I just don't think you will necessarily get much of an answer :-) (at least not from me hehe)

try picking one of the ones like FAQ or (I can't think of one. Something with technical words in the title maybe, like megabyte or XML or @!)
:P

Computica

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Re: Some Cool Features of the MOD a brief help guide (unofficial)
« Reply #32 on: May 28, 2012, 10:14:34 PM »
The "regiments" are awesome! Is the source code for them available, or can I get in any way? I'd save me some good time :)
The Regiment code isn't actually finished yet; I'll have to completely remake it. I might release that code since it is one of the most wanted features.


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milbe

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Re: Some Cool Features of the MOD a brief help guide (unofficial)
« Reply #33 on: June 03, 2012, 09:27:18 AM »
hee can somewane tel me al the ups and downs of al countries

LibSpit

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Re: Some Cool Features of the MOD a brief help guide (unofficial)
« Reply #34 on: June 03, 2012, 11:39:09 AM »
I can certainly try, I actually wrote something like this in a PM the other day, wish I had saved it first! If you give me a couple days I will write something up in the beginning post :-)

Quick version: Weapons and armour I=Infantry, M=Missile C=Cavalry

Rhodok: I=Spear and shield M=Crossbow C=really weak
Swadia: I=Not sure never use them! M=Crossbow C=Rock hard!!!
Khergit: I=pff what is infantry M=you mean you don't have a horse?!? C=Best Missile Cav(I think) Good heavy Cav
Vaegir: I=Axes Axes AXES! M=Solid Bowmen C= Heavy Cav AXES!!
Nord: I=shields and even More AXES (also throwing axes) M=Average Bowmen C=you expect me to get on that thing?
Saranid: I=Mostly light weapons and armour except top tier, also use javelins M=good top tier bowmen C= Good heavy Cav
Zerrikania: PRETTY COLOURS! I=light shield and weapons top tier BIG AXE!! M=Good short bow C=good missile cav, medium cav, ok heavy Cav, lots of blunt weapons (I think)
Villian: I=Board shields and swords M=Excellent Long Bowmen C=Light Cav
Aden: I=pretty rubbish (I think) M=pretty poor bowmen (I think) C=Light, Med, Hvy Cav! Ow it hurts!!!
Antaria: I=Heavy Armour, Big 2H Sword. M:Javelins and shields C= Med Cav, Javelins (I think)
Marina: I= Halberds, decent armour at top tiers. M=Crossbows, Board Shields, Swords C=Light Crossbow Cav (My personal favourite nation)
Legion: I=Shields and stabbies, javelins (i think) M=Crossbows and shileds C=Good Cav available early in the troop tree

I think that is everything. To be honest I don't use alot of the units all that often. My layout is.

I=Marina, Antarian (started to adopt Villian for shields) M=Marina and Villian C=Aden, Swadian, Legion (quick to get) and Khergits for Missile Cav.

Computica

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Re: Some Cool Features of the MOD a brief help guide (unofficial)
« Reply #35 on: June 03, 2012, 01:37:04 PM »
...
Rhodok: Powerful Defensive units, especially against cavalry (if pole arms are improved against cavalry) Top tier Crossbows should have good armour penetration (knight killer) (Strength) minimal aggresive power (although a short sword would give the infantry a chance) and cavalry (weakness)

Swadia: Premier Heavy Cavalry (strength) Low grade foot troops (should be cheaper and weaker, top tiers good but hard to reach) expensive heavy cavalry (weakness)

Sarranids: very fast and light, solid top tier cavalry (if stamina is introduced, they should get benefits in that) (Strength) Very light except for top tiers, top tiers hard to reach but big improvement (weakness)

Nord: VICIOUS Infantry (strength) Weak missile fire and no cavalry and weak anti cavalry (weakness)

Vaegir: Good all rounders Infantry similiar but weaker to Nord, Bowmen good but weaker than villianese Cavalry Solid but weaker than most heavy cavalry on the charge, no lance but powerful melee weapons. (strength) all units are better than some but worse than others in each area, jack of all trades ace of none (weakness)

Khergits: Great skillful cavalry, very fast and powerful, best missile cavalry, horses cheaper to upgrade and maintain than other factions (strength) minimal infantry, weaker armour (weakness)

Zerrikania: Good high end troops, missile cavalry top tier slightly weaker than top tier khergit, lots of blunt weapons (perhaps a bonus to troop capacity) lots of blunt weapons. Faster Heavy Cavalry. Can have solid high end troops in all areas, missile, infantry and cavalry (strength) Cavalry armour weaker than full plate, awful low end troops, no shields for high end infantry and missiles, needs a screen of low end troops to effectively engage missile troops.

Villianese: Best Bowmen, good defensive infantry, skillful and fast at high end, fast cavalry (good stamina) (strength) weak cavalry, lower armour. (weakness)

Marinia: Solid Infantry, strong in defense against cavalry, solid on the attack, good at attacking sieges. Good defensive crossbows, Top tier has most powerful crossbow but loses shield. Decent armour for high end troops (strength) weak, unskilled missile cavalry, lacking in speed over all. (weakness)

Antaria: Powerful Infantry even at low tiers (heavy armours) Premier Javelin Infantry, Solid Medium cavalry with javelins. Good aggressive army (strengths) Infantry Prone to close range heavy missile weapons and expensive, lacking in sustainable missile fire, lacking in heavy cavalry.

Aden: Best top tier Heavy Cavalry, Solid mid tier medium cavalry. Cheap infantry and bowmen (Strength) Expensive top tier cavalry, missiles and infantry weaker than Swadian equivalent. No great top tier infantry or missiles. (weakness)

I think i had some more ideas but can't remember....I am hungry hehe.
...


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LibSpit

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Re: Some Cool Features of the MOD a brief help guide (unofficial)
« Reply #36 on: June 03, 2012, 04:32:20 PM »
HAHA Computica! I was thinking why has he just qouted my above post!?!?! It wasn't till I got to the 'I'm Hungry' bit that I realised it was my PM!! hehe

milbe

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Re: Some Cool Features of the MOD a brief help guide (unofficial)
« Reply #37 on: June 03, 2012, 07:45:53 PM »
libstip (srry if i spel wrong) computica

really tanks  :mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen: thumbs up for SoDw

Computica

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Re: Some Cool Features of the MOD a brief help guide (unofficial)
« Reply #38 on: June 03, 2012, 10:08:30 PM »
HAHA Computica! I was thinking why has he just qouted my above post!?!?! It wasn't till I got to the 'I'm Hungry' bit that I realised it was my PM!! hehe
Haha, I knew that would make you laugh.

Thanks milbe!


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darthdj31

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Re: Some Cool Features of the MOD a brief help guide (unofficial)
« Reply #39 on: June 04, 2012, 05:08:25 AM »
Swadian infantry are 120 tier but honestly they are ok, I suppose. They would beat a Sarranid Guard but lose to a Rhodok or Marinian IMO.
Hi there. I guess.

LibSpit

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Re: Some Cool Features of the MOD a brief help guide (unofficial)
« Reply #40 on: June 04, 2012, 12:12:26 PM »
ah ok, I definately think they need to suck more :P

although saying that an expensive elite level swadian foot knight would be kind of funky....
« Last Edit: June 04, 2012, 12:14:56 PM by LibSpit »

darthdj31

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Re: Some Cool Features of the MOD a brief help guide (unofficial)
« Reply #41 on: June 04, 2012, 10:57:34 PM »
ah ok, I definately think they need to suck more :P

although saying that an expensive elite level swadian foot knight would be kind of funky....
Their armor is fairly decent as far as I know.
Hi there. I guess.

hellion13

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Re: Some Cool Features of the MOD a brief help guide (unofficial)
« Reply #42 on: June 13, 2012, 01:09:46 AM »
Hi, I just want to ask one simple question.

Currently, my character is a Zerrikanian vassal whom held 6 cities, 4 castles and a number of villages. My question is, how can I break my character's oath to Zerrikanian Sultanate so I can start ruling a sovereign kingdom of my own? Is it the same with vanilla warband, pledge yourself to an ursurper and betray his/her cause and gain the fiefs?

Thanks

LibSpit

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Re: Some Cool Features of the MOD a brief help guide (unofficial)
« Reply #43 on: June 13, 2012, 09:52:10 AM »
I don't really know, I never play as a vassal in SoD. The way I usually break away in other mods, is conquer a town or castle, ask to be given it, and then when it comes to one where I am refused, I kick off and choose to start my own kingdom.

LLA Don Zombie

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Re: Some Cool Features of the MOD a brief help guide (unofficial)
« Reply #44 on: July 05, 2012, 01:58:42 AM »
I don't really know, I never play as a vassal in SoD. The way I usually break away in other mods, is conquer a town or castle, ask to be given it, and then when it comes to one where I am refused, I kick off and choose to start my own kingdom.

I thought that started a revolution like when you help the false heirs but with you at the head. Have revolutions been improved at all in SoD? They can be really buggy in vanilla. I know I did one in Fire and Sword and it never concluded even though I had all the cities it never actually made the false heir king.
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