Author Topic: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!  (Read 38658 times)

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skitarii

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Re: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!
« Reply #150 on: October 02, 2010, 05:55:33 PM »
It adds to the games feel somewhat though, everything in this mod is so bright and pretty, like the WuXia armour and Deltorian Footmen.


Still....the hair's a bit too bright for that.  =)


Are you planning to add new functions?Like Kingdom Management, Hunting, Formations, Forming your own kingdom... etc?

I might, but I'd rather work on porting this to Warband.  Since Warband's still being patched and its not quite finalized and I don't like to copy and paste/type endlessly into the module systems every few months or so, I think I might take a break or just look around for other good troop ideas.

Shatari

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Re: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!
« Reply #151 on: October 18, 2010, 06:13:42 PM »
I'm really enjoying the new release. The Deathriders are awesome incarnate, and I can finally realize my dream of being a pirate riding a raptor while shooting a six-shooter. ^_^

By the way, I found the problem with the bridge near Haringoth Castle (the spot where parties get stuck). The map has a weird ridge there that catches the parties when they try to cross at the wrong angle. You can see it by rotating the camera just right; I managed to fix it by smoothing it out with the map editor.

By the way, I'd recommend moving the heretics and order troops a little further from the main road. All the armies heading to and from Deltoria tend to get caught up there and then never leave. It makes being on a campaign a bit frustrating.
Cold be hand and heart and bone,
and cold be sleep under stone:
never more to wake on stony bed,
never, till the Sun fails and the Moon is dead.
In the black wind the stars shall die,
and still on gold here let them lie,
till the dark lord lifts his hand
over dead sea and withered land.

Forgive me for not taking scientific advice from someone who thinks evolution is bullshit.

blizzard_beast

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Re: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!
« Reply #152 on: December 01, 2010, 09:49:02 AM »
Man, what an awesome mod! I really love the concept of throwing a bunch of different cultures together.

Great work. Can't wait for the next version.  :D

« Last Edit: December 01, 2010, 09:51:17 AM by blizzard_beast »

Alavaria

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Re: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!
« Reply #153 on: December 04, 2010, 05:41:09 PM »
I must say, some of the units are very cool.

Menever's top cavalry unit is awesome. Armored horse, plate armor, crossbow that fires TWICE per reload. I just know these chaps are gonna be a foundation of castle/town defence when I get around to taking a castle >.>

Ossian is rather fun to fight (they're pretty sad, really) with a massive crossbow + horse force. Great fun raiding their caravans, and the warriors (with their "swordclub) are great. Long range, fast, one-handed and blunt damage (to get through armor)!! It's amusing, because I line up my crossbows and they die somewhere in the medium range where the crossbows are effective but their guns not quite. Of course, if the AI attacks, its ranged units will always have this problems (thus I expect my Menever crossbows to beat up an AI menever force quite well).

----------

Figure I will try to beat up Ossian once my party size reaches 60-80+ (currently close to 40), and go Masterless Warlord (always a heap of laughs). Ossians should be easy to fight on field (massed crossbows + cavalry), and on a siege they'll just march up the ladder to be slaughtered. Great! Ideally they'll take a castle in Menever land (actually, the WuXia took Grunwalder, Grunwalder is AWESOME for defending) and I can snatch it and still be in place to get good recruits. But probably, if I make sure to find and carry about 20 infantry before taking a castle, I'd probably be safe taking one right in the middle of their land.

For melee units, I donno. Thinking a small force of Zweihanders + bunch of pikes. For assaulting, probably mass crossbows (or guns >.>) and shoot everyone to death. Ossian/Menever don't have that many shields, accurate crossbows will do just fine. The Physaios have a lot of shields, so guns might be better. Guns have a bonus against shields >.> Heh.

Only thing is when fighting Ossians, wish there was death cam or something else. They can't aim too well, but one shot is enough to knock me out. Sometimes two (I think pistols need more than one hit).
« Last Edit: December 04, 2010, 05:43:43 PM by Alavaria »

skitarii

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Re: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!
« Reply #154 on: December 24, 2010, 02:12:39 AM »
I'm really enjoying the new release. The Deathriders are awesome incarnate, and I can finally realize my dream of being a pirate riding a raptor while shooting a six-shooter. ^_^

By the way, I found the problem with the bridge near Haringoth Castle (the spot where parties get stuck). The map has a weird ridge there that catches the parties when they try to cross at the wrong angle. You can see it by rotating the camera just right; I managed to fix it by smoothing it out with the map editor.

By the way, I'd recommend moving the heretics and order troops a little further from the main road. All the armies heading to and from Deltoria tend to get caught up there and then never leave. It makes being on a campaign a bit frustrating.


Thanks for the kind words, and thanks for pointing out the error.  I'll try to fix it in the map editor...somehow. 

Well...as for the positions of the heretics and order troops...I kind of put them there on purpose.  Deltoria is infected with mountain bandits and those Seisun Dreigun raiders, so naturally they're at a bit of a disadvantage compared to the other factions.  Nations wishing to attack the Deltorians will have to go through the heretic lands, the Physaio Empire, or the Ossian Union to get to Deltoria.  I guess this was my method of balancing things out.....but if it doesn't work I'll just scrap the whole map and make a better one. 



Man, what an awesome mod! I really love the concept of throwing a bunch of different cultures together.

Great work. Can't wait for the next version.  :D



Thank you.  Thanks for playing it!

I must say, some of the units are very cool.

Menever's top cavalry unit is awesome. Armored horse, plate armor, crossbow that fires TWICE per reload. I just know these chaps are gonna be a foundation of castle/town defence when I get around to taking a castle >.>

Ossian is rather fun to fight (they're pretty sad, really) with a massive crossbow + horse force. Great fun raiding their caravans, and the warriors (with their "swordclub) are great. Long range, fast, one-handed and blunt damage (to get through armor)!! It's amusing, because I line up my crossbows and they die somewhere in the medium range where the crossbows are effective but their guns not quite. Of course, if the AI attacks, its ranged units will always have this problems (thus I expect my Menever crossbows to beat up an AI menever force quite well).

----------

Figure I will try to beat up Ossian once my party size reaches 60-80+ (currently close to 40), and go Masterless Warlord (always a heap of laughs). Ossians should be easy to fight on field (massed crossbows + cavalry), and on a siege they'll just march up the ladder to be slaughtered. Great! Ideally they'll take a castle in Menever land (actually, the WuXia took Grunwalder, Grunwalder is AWESOME for defending) and I can snatch it and still be in place to get good recruits. But probably, if I make sure to find and carry about 20 infantry before taking a castle, I'd probably be safe taking one right in the middle of their land.

For melee units, I donno. Thinking a small force of Zweihanders + bunch of pikes. For assaulting, probably mass crossbows (or guns >.>) and shoot everyone to death. Ossian/Menever don't have that many shields, accurate crossbows will do just fine. The Physaios have a lot of shields, so guns might be better. Guns have a bonus against shields >.> Heh.

Only thing is when fighting Ossians, wish there was death cam or something else. They can't aim too well, but one shot is enough to knock me out. Sometimes two (I think pistols need more than one hit).



Yeah, the Menevers are meant to have the best (and prettiest) armor in the game (they're Italian with a dash of Gothic, so its expected).  Their weakness is that while they're very well equipped, they're very inexperienced and somewhat poorly trained militia.  This is reflected by their rather lower power strike stats.... (although I should nerf their weapon proficiencies also) compared to the units of other nations.  The only "professional" unit are the Famiglia Ducale...with their dual-shot crossbows.    When I port the mod to Warband in the far future I'm sure I'll do something with the morale system.

It's true Ossians are fun to fight....if only because they're the only ones speaking English in the game.  The only Ossian units that stand a chance in a melee are the officers and the native auxiliaries.  The green-uniformed ones are meant to deal the most kills in a battle.  Everyone else is there to soak up arrows and act as fodder....even their cavalry.  Still, they can't aim for their life's worth, although if the AI bothered to just hold a position and form a firing line they'll be hard to beat without losing casualties.  If you've played the Eagle and the Radiant Cross mod then the Ossians' strategy is pretty much like the Imperial State's.  However, once a bullet hits you, you can say goodbye to that health bar.

Melee units....well you can get a bunch of pikemen to fight off cavalry and hire mercenaries.  Or, you can try to raise up some Deltorian Men-At-Arms, they are very lethal.  The Menevero Genovesi also work wonders, since they have heavy armor, board shields, and warhammers.

As for using ranged weapons on Physaio shields...I wouldn't recommend trying to break them, as Physaio shields have a lot of HP....but feel free to try.


You might also want to try getting some WuXia horse archers.  They're lightning fast and have pretty dangerous lances to charge unprotected enemies.

Shatari

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Re: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!
« Reply #155 on: December 24, 2010, 04:20:03 AM »
Well...as for the positions of the heretics and order troops...I kind of put them there on purpose.  Deltoria is infected with mountain bandits and those Seisun Dreigun raiders, so naturally they're at a bit of a disadvantage compared to the other factions.  Nations wishing to attack the Deltorians will have to go through the heretic lands, the Physaio Empire, or the Ossian Union to get to Deltoria.  I guess this was my method of balancing things out.....but if it doesn't work I'll just scrap the whole map and make a better one. 
The Deltorians get caught up by them too. The problem though is that the demon parties tend to respawn before they're all cleared out, so it becomes an endless brawl if the player isn't on hand to intervene. Since mulching through 500+ demons takes forever (even with the number of waves and the battle size cranked up), it becomes annoying when the marshal wants to talk to me or when I need my armies to follow me on campaign.

If you do decide to switch maps, check out this one. It's a massive world map ranging from jolly old England over to India (I'd recommend using the original, as the second is just too big). It would give you plenty of room to work with, tons of places to put the various factions and roaming parties, and you'd still have plenty of space to toss in new factions later on.

Edit: As an aside, Ossians backed up by mercenary billmen are a force to be reckoned with. I love rebelling using the Ossians simply because I can wipe the walls with any other nation using them.
« Last Edit: December 24, 2010, 04:23:18 AM by Shatari »
Cold be hand and heart and bone,
and cold be sleep under stone:
never more to wake on stony bed,
never, till the Sun fails and the Moon is dead.
In the black wind the stars shall die,
and still on gold here let them lie,
till the dark lord lifts his hand
over dead sea and withered land.

Forgive me for not taking scientific advice from someone who thinks evolution is bullshit.

skitarii

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Re: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!
« Reply #156 on: December 24, 2010, 05:19:14 AM »
Okay.  I wish I can add a respawn timer to these things...but....I have no idea how to.

I guess I should move them somewhere else then.  Looks like only the player will have a chance to "nab" some of these special units since they'll be away from the AI parties.

As for the map link, that's pretty sweet.  I'll take it.  I think I won't need to change the background info of the mod.....as if anyone reads the lore...heh.  No way I'll be able to write something as awesome as the Pendor stories.

Don't forget to capture some of those Ossian Revolutionaries.  They've got better firearms.  Free Company Men-at-Arms also work pretty well, although I think the Billmen run faster and have some more reach.

Shatari

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Re: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!
« Reply #157 on: December 24, 2010, 08:32:51 AM »
Okay.  I wish I can add a respawn timer to these things...but....I have no idea how to.
There's a tweak that adjusts all bandit party spawns, but I don't know if you can adjust individual ones without additional coding.

I guess I should move them somewhere else then.  Looks like only the player will have a chance to "nab" some of these special units since they'll be away from the AI parties.
I moved them just off the path a bit, about twice as far from the water as they were originally (if I recall correctly). This allowed them to occasionally stray or chase someone over into the play area without it becoming too overwhelming.

As for the map link, that's pretty sweet.  I'll take it.  I think I won't need to change the background info of the mod.....as if anyone reads the lore...heh.  No way I'll be able to write something as awesome as the Pendor stories.
You can always add on to the story later. I really like the distinct cultures that the mod currently has.

Don't forget to capture some of those Ossian Revolutionaries.  They've got better firearms. 
I actually gave some of those firearms to the Ossians, just to spice up their variety. The four barreled guns aren't the fastest to reload, but fielding enough of them can provide a steady stream of fire. (I did bump up the speed a touch though to keep the animation from looking odd, but I decreased the speed and accuracy to compensate.)

Free Company Men-at-Arms also work pretty well, although I think the Billmen run faster and have some more reach.
The billmen are really effective cavalry killers, which is something the Ossians lack. (I also replaced their mercenaries with some doppelsoldners, reiters, and pandours for flavor reasons. The doppelsoldners really give them a nice punch.)
Cold be hand and heart and bone,
and cold be sleep under stone:
never more to wake on stony bed,
never, till the Sun fails and the Moon is dead.
In the black wind the stars shall die,
and still on gold here let them lie,
till the dark lord lifts his hand
over dead sea and withered land.

Forgive me for not taking scientific advice from someone who thinks evolution is bullshit.

Alavaria

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Re: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!
« Reply #158 on: January 15, 2011, 03:19:05 PM »
although if the AI bothered to just hold a position and form a firing line they'll be hard to beat without losing casualties. 

However, once a bullet hits you, you can say goodbye to that health bar.
I've beaten them with only 1 or no casualties repeatedly. It's because I mass Famiglia Ducale and then march them up in a line and have a shoot-out with the Ossians. Generally being inside their rifle range but outside of pistol range is the sweet spot where the crossbows will massacre them but they hardly do anything (maybe they kill a horse or two). I just watch with a shield up. And try to get behind someone so they can't shoot my foot or something.

Uh, the foot crossbows are not as good, they only shoot once per reload, and don't have a horse to allow them a bum-rush. An Ossian charge against a line of foot crossbows and pikes will end up bloodily as the Ossians can fire while charging, and well pikemen aren't good in a close footmen fight either.
Melee units....well you can get a bunch of pikemen to fight off cavalry and hire mercenaries.  Or, you can try to raise up some Deltorian Men-At-Arms, they are very lethal.  The Menevero Genovesi also work wonders, since they have heavy armor, board shields, and warhammers.
Horsemen on armored mounts. ^___^ So good, fight horsemen with horsemen. On the field, I just run about firing crossbows until the enemy breaks up then just F3 and watch the massacre.

On siege defence, it seems that the Native auxiliaries (the lower level ones) are really good. They have a fast attack with good range, and blunt (goes through armor) damage. Ideal - though piercing would be more ideal. That and having such powerful heavy mounted crossbows means simply running out and attacking the enemy is probably better than waiting for them to *maybe* attack.
As for using ranged weapons on Physaio shields...I wouldn't recommend trying to break them, as Physaio shields have a lot of HP....but feel free to try.
Yes, Actually, I discovered that they have anywhere from 50% to 75% of soldiers with javelins. When they have javelins in hand, they don't raise their shields, so that makes them very easy kills.

One can advance rather close to them (a little out of javelin range) and harmlessly shoot them to death. The final 25% to 50% who don't have a ranged weapon only have short swords so a cavalry charge will flatten them. In fact, I've picked up a few of their javelins and observed the damage is about that of a bow, so just charging in works too, but might as well get the free kills in by firing off all your bolts first.

If you get too close though, the men will break ranks and charge so I really hang back. Besides, its a long line of chaps not using their shields - it's easy to kill them even from long range.

On a siege, you need to make sure you are outside of their javelin range. Then just shoot them to death. (Rinse repeat). They also have short weapons, so getting a long polearm and standing on top of the ladder beating them from there is also an easy way to massacre them. Yum!
You might also want to try getting some WuXia horse archers.  They're lightning fast and have pretty dangerous lances to charge unprotected enemies.
I fight Ossians too much I suppose, but they seem more vulnerable to bullets. Probably because they don't have a shield or heavy armor. The horse is stronger, but pretty much any armored horse is nearly invulnerable ... except the player's horse.

(One favorite tactic when I get cocky is to order hold fire -so they take out shields- and just charge headlong into the Ossian line. It gets them every time. In one case, even when they had 200+ to my 80+.
« Last Edit: January 15, 2011, 03:36:55 PM by Alavaria »

Ae Ti

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Re: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!
« Reply #159 on: January 16, 2011, 12:19:54 PM »
Pure awesomeness  :D :D :D
Keep up the good work!  :mrgreen:

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Re: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!
« Reply #160 on: March 06, 2011, 07:43:14 PM »
how do i get the japanese style mercs as the chinese faction

Shatari

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Re: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!
« Reply #161 on: March 07, 2011, 10:06:25 PM »
They are mercenaries that you can find by visiting the taverns. If you want them to show up in the AI armies then you'll need to use the troop editor to tweak the WuXia reinforcements.
Cold be hand and heart and bone,
and cold be sleep under stone:
never more to wake on stony bed,
never, till the Sun fails and the Moon is dead.
In the black wind the stars shall die,
and still on gold here let them lie,
till the dark lord lifts his hand
over dead sea and withered land.

Forgive me for not taking scientific advice from someone who thinks evolution is bullshit.

Onel4stkill

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Re: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!
« Reply #162 on: November 09, 2011, 11:38:25 PM »
Hey, I just downloaded this and for some reason I can't even get to the starting screen, I keep getting the RGL error about the new animations. Also, the music file is corrupt. Any fixes? Or are you finished with this mod?

skitarii

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Re: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!
« Reply #163 on: November 17, 2011, 03:29:30 AM »
Hey, I just downloaded this and for some reason I can't even get to the starting screen, I keep getting the RGL error about the new animations. Also, the music file is corrupt. Any fixes? Or are you finished with this mod?


uuhhh....Not sure what you mean because nothing is going wrong for me......

This mod isn't for warband...

And I'm not finished with this mod...I'm waiting until no more patches come out for Warband before I move this mod over to it.

Onel4stkill

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Re: Kanyrlia: A New World for M&B 1.011; version 0.7 RELEASED NOW!
« Reply #164 on: November 17, 2011, 10:07:19 AM »
Hey, I just downloaded this and for some reason I can't even get to the starting screen, I keep getting the RGL error about the new animations. Also, the music file is corrupt. Any fixes? Or are you finished with this mod?


uuhhh....Not sure what you mean because nothing is going wrong for me......

This mod isn't for warband...

And I'm not finished with this mod...I'm waiting until no more patches come out for Warband before I move this mod over to it.

No it's for the original M&B, I can provide a screen shot of the error for you if you wish.

Edit:
I've provided the picture of the error so that you can see the it. It always occurs when processing the INI files.
« Last Edit: November 18, 2011, 01:33:08 PM by Onel4stkill »