Author Topic: Peasants v.1  (Read 15996 times)

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Cartread

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Trogdor!
« Reply #105 on: January 19, 2008, 07:40:32 PM »
thanks for the suggestions....but

So far all I've done is this, muwahahaha-haha!





homestarrunner.com(just clicked this and there's Trogdor!..coincidence...)

I might make a Trogdor mod where you burninate peasants...

BadaBoomBadaBang

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Re: Peasants v.1 [and burninating..?]
« Reply #106 on: January 19, 2008, 07:52:24 PM »
Ha nice model  :lol:

Nethoras

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Re: Peasants v.1 [and burninating..?]
« Reply #107 on: January 19, 2008, 08:25:05 PM »
nice, I was amking a trogdor model for a while  :p I gave up though.

DarkAnd

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Re: Peasants v.1 [and burninating..?]
« Reply #108 on: January 19, 2008, 09:53:25 PM »
ROFLIMAO

Mounir

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Re: Peasants v.1 [and burninating..?]
« Reply #109 on: January 20, 2008, 11:11:45 AM »
Hahahaha :lol:  Man i really had been waiting for a game like peasants to come  :D

Lhorkan

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Re: Peasants v.1 [and burninating..?]
« Reply #110 on: January 20, 2008, 12:13:07 PM »
Awesome mod!

Lhorkan

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Re: Peasants v.1 [and burninating..?]
« Reply #111 on: January 20, 2008, 05:08:39 PM »
I just finished the mod the combat-way, which was surprisingly easy using a small legion of mounted swordsmen. Those don't stay mounted very long sadly enough, because the villages are full of obstacles (trees, fields that don't disappear in winter, huts, etc) that the AI deems perfect places to dismount and tie their horses up. The peasant numbers aren't always correct either, and the thieves' guild even has spies handing out negative peasant numbers.

Some things that would make the mod more of a challenge/more awesome: - longer building times (not all buildings can be completed in one week when putting the same number of peasants on it, for example. I built half of the buildings in one week) for everything except farms and huts.

- Make the AI attack the player once in a while.

- Not sure if it's possible, but improve the pathfinding AI on walls. Sieges (you have that typoed) take ages because you have to run down every single dude on the wall by yourself.

fisheye

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Re: Peasants v.1 [and burninating..?]
« Reply #112 on: January 20, 2008, 10:01:54 PM »
Haha! I think you have to make 2 arms though!  :lol:

negweil

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Re: Peasants v.1 [and burninating..?]
« Reply #113 on: January 20, 2008, 10:48:00 PM »
hey uhh how i get them to att me??...and yessir i love teh game:D

Re: Peasants v.1 [and burninating..?]
« Reply #114 on: January 21, 2008, 12:32:10 AM »
Aweomse mod.
I would only suggest you balance out the combat a little it took me 30 mins to kill a mounted knight. It was stupid
pretty much anyone with armor is going to take awhile to kill inless you have archers.

Other than that its a very good mod!
you will not know my name. But what you will know is I have sent my enimes to a place of pain and torture.. and it pleases me.

Sibilance

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    • [quote author=kazuma link=topic=43667.msg1136031#msg1136031 date=1219806450] To the dull peasant, charisma persuades. To the philosopher, intelligence persuades.   To the somewhat educated nobleman's son:  a mix of both might be best.   To the M&
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Re: Peasants v.1 [and burninating..?]
« Reply #115 on: January 21, 2008, 11:16:18 AM »
YES! M&B is sorely lacking fun, silly mods, and introducing Trogdor to the mix will kick unbelievable amounts of fiery peasant ass.

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Areze

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Re: Peasants v.1 [and burninating..?]
« Reply #116 on: January 21, 2008, 12:14:35 PM »
It would certainly explain the negative peasant numbers in villages.

Ron Losey

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Re: Peasants v.1 [and burninating..?]
« Reply #117 on: January 21, 2008, 12:16:58 PM »
The green guy is probably more than a bit much ... but if you're messing with custom skeletons, do some dogs or war elephants.  Or Chariots or armored wagons.  That's not only good material, it's good material that a LOT of mods could use.

---------------------------------------

Also, whoever mentioned the armor issue ... the problem is not the armored knight, the problem is that there are no weapons in the game that can damage an armored unit.  That is already being worked on ... it will be, if not fixed, at least greatly improved in the next version.

DarkAnd

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Re: Peasants v.1 [and burninating..?]
« Reply #118 on: January 21, 2008, 05:19:31 PM »
I just finished the mod the combat-way, which was surprisingly easy using a small legion of mounted swordsmen. Those don't stay mounted very long sadly enough, because the villages are full of obstacles (trees, fields that don't disappear in winter, huts, etc) that the AI deems perfect places to dismount and tie their horses up. The peasant numbers aren't always correct either, and the thieves' guild even has spies handing out negative peasant numbers.

Some things that would make the mod more of a challenge/more awesome: - longer building times (not all buildings can be completed in one week when putting the same number of peasants on it, for example. I built half of the buildings in one week) for everything except farms and huts.

- Make the AI attack the player once in a while.

- Not sure if it's possible, but improve the pathfinding AI on walls. Sieges (you have that typoed) take ages because you have to run down every single dude on the wall by yourself.
If you are enemy of the bastard he sometimes attack you.
The ai pathifinding is based on AI meshes and cartread said he forget them (:P)

kermitthefrog3

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Re: Peasants v.1 [and burninating..?]
« Reply #119 on: January 22, 2008, 09:01:26 PM »
This mod is amazing! i love building up my own empire!

the only thing is the battles, the swordsmen and knights have insanely high armour and take virtually no damage whatsoever, so either

a) they take a year and a half and a mob of 20 men to kill them
b) you need a couched lance to kill em averaging about 25dmg a hit ( a good one )

please dont be discouraged this mod is one of the best ive played, but the high armour of some units makes them near impenetrable