Author Topic: [Submod] Blood Eagle-A Viking Conquest overhaul (released 3.0)  (Read 14113 times)

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HooTmAn

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Re: [Submod] Blood Eagle-Brand new Viking Conquest overhaul (released 1.1)
« Reply #15 on: November 22, 2016, 11:06:05 AM »
Blood Eagle Patch Version 2.2 is up at Nexus!  :D
Hi HooTmAn! I've played Warband (with Silverstag) for a while but am new to VC. I am so glad to see an overhaul project under active development despite the seemingly lackluster sub-forum. The selfish part of me secretly wish there could be more competitions but I really cannot ask for more. I'll give the vanilla VC a go first since from what I have read modding/tweaking can easily break the "story mode" of VC. But I cannot wait to test your overhaul mod out!

Serenus
Thank you very much, i hope you enjoy the Blood Eagle Overhaul Mod. I did try the StoryMode on BE and it did work. We did not change anything that should break the StoryMode.(well some units could be OP) BUT best is you play Blood Eagle in SandboxMode. You are right, you never know what could break even there shouldn't be something to break.

Carrion

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Re: [Submod] Blood Eagle-A Viking Conquest overhaul (released 2.1)
« Reply #16 on: November 22, 2016, 01:18:23 PM »
fantastic! really good! thanks guys!

Kale3

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Re: [Submod] Blood Eagle-Brand new Viking Conquest overhaul (released 1.1)
« Reply #17 on: November 23, 2016, 10:20:27 PM »
Blood Eagle Patch Version 2.2 is up at Nexus!  :D
Hi HooTmAn! I've played Warband (with Silverstag) for a while but am new to VC. I am so glad to see an overhaul project under active development despite the seemingly lackluster sub-forum. The selfish part of me secretly wish there could be more competitions but I really cannot ask for more. I'll give the vanilla VC a go first since from what I have read modding/tweaking can easily break the "story mode" of VC. But I cannot wait to test your overhaul mod out!

Serenus
Thank you very much, i hope you enjoy the Blood Eagle Overhaul Mod. I did try the StoryMode on BE and it did work. We did not change anything that should break the StoryMode.(well some units could be OP) BUT best is you play Blood Eagle in SandboxMode. You are right, you never know what could break even there shouldn't be something to break.

You may have some trouble fighting vikings in the story mode, however it has worked fairly well for me.

Kale3

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Re: [Submod] Blood Eagle-A Viking Conquest overhaul (released 2.1)
« Reply #18 on: November 23, 2016, 10:21:13 PM »
fantastic! really good! thanks guys!

Thanks, hope you enjoy the mod  :)

Weathercock

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Re: [Submod] Blood Eagle-A Viking Conquest overhaul (released 2.1)
« Reply #19 on: November 24, 2016, 03:16:42 AM »
Does Blood Eagle have the permanent stat loss after 757 days like vanilla does? If so, what would be the best way to turn that off without messing with other mod files? I'd use the tweaks tool, but I'm worried that I'd overwrite other parts of the mod by accident.

kalarhan

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Re: [Submod] Blood Eagle-A Viking Conquest overhaul (released 2.1)
« Reply #20 on: November 24, 2016, 11:49:10 AM »
I'd use the tweaks tool

you can't as you assumed correctly. You would need to use this mod game code, not VC game code.

If you need to apply tweaks to this mod check the Tweaks thread, you may be able to figure out how to use them here

stats loss (should be easy): https://forums.taleworlds.com/index.php/topic,323613.msg8153242.html#msg8153242

Sir Mordred

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Re: [Submod] Blood Eagle-A Viking Conquest overhaul (released 2.1)
« Reply #21 on: November 25, 2016, 11:35:37 PM »
Is it intentional that Northmathr Vikingr (or however it's spelled) never have shields?
« Last Edit: November 25, 2016, 11:38:26 PM by Sir Mordred »
"Observe that noses were made to wear spectacles; and so we have spectacles. Legs were visibly instituted to be breeched, and we have breeches" Voltaire�s Candide

Hugo_Stiglitz

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Re: [Submod] Blood Eagle-A Viking Conquest overhaul (released 2.1)
« Reply #22 on: November 27, 2016, 03:54:06 PM »
Thx for this mod, looking forward to checking it out.

Forgive me if I missed it in the notes but is this mod saved game compatible for the campaign? Thanks.
« Last Edit: November 27, 2016, 04:27:05 PM by Hugo_Stiglitz »

Kale3

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Re: [Submod] Blood Eagle-A Viking Conquest overhaul (released 2.1)
« Reply #23 on: December 01, 2016, 03:59:21 AM »
Thx for this mod, looking forward to checking it out.

Forgive me if I missed it in the notes but is this mod saved game compatible for the campaign? Thanks.

Oh yes, something I need to add in the desc.

If your just updating blood eagle to a later blood eagle ver it is, but I'm afraid it's not if your upgrading Blood Eagle from VC.

In fact, it is it's own module so the it would not even recognize the saves.


Kale3

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Re: [Submod] Blood Eagle-A Viking Conquest overhaul (released 2.1)
« Reply #24 on: December 01, 2016, 03:59:45 AM »
Is it intentional that Northmathr Vikingr (or however it's spelled) never have shields?

Nope, I will for sure fix that.

Kale3

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Re: [Submod] Blood Eagle-A Viking Conquest overhaul (released 2.1)
« Reply #25 on: December 01, 2016, 04:03:59 AM »
Does Blood Eagle have the permanent stat loss after 757 days like vanilla does? If so, what would be the best way to turn that off without messing with other mod files? I'd use the tweaks tool, but I'm worried that I'd overwrite other parts of the mod by accident.

I don't recall editing anything regarding the stat loss as I never continued save games for that long, so it was never a problem for me.

I'm not a coder or anything, and in development of version 2.0 I unsuccessfully attempted to add in several tweaks, lines of magic numbers are beyond me.

In short.. I'm not sure how you could edit that. You could just backup everything and try the tweak tool, modding is all about trial and error.

kalarhan

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Re: [Submod] Blood Eagle-A Viking Conquest overhaul (released 2.1)
« Reply #26 on: December 01, 2016, 11:30:11 AM »
try the tweak tool, modding is all about trial and error.

I'd use the tweaks tool

you can't as you assumed correctly. You would need to use this mod game code, not VC game code.

If you need to apply tweaks to this mod check the Tweaks thread, you may be able to figure out how to use them here

stats loss (should be easy): https://forums.taleworlds.com/index.php/topic,323613.msg8153242.html#msg8153242

Gort77

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Re: [Submod] Blood Eagle-A Viking Conquest overhaul (released 2.1)
« Reply #27 on: December 03, 2016, 06:44:23 PM »
Hi, just down loaded your mod and so far really like all the new items added in.  I always felt like there wasn't enough variety in the weapons and armor for VC.  I also took a look at all the troop trees and noticed that all the troops in each tier basically have the same weapon prof values, is this right?  For example all top tier troops have a weapon prof of 145 for the weapons they use, there is no variation between cultures like in vanilla.  I was just wondering if you are still working on getting the troops balanced out or if you intended all troops to be the same regardless of culture?

I also noticed some discrepancies between certain troops:

The tier 3 Briton warrior and the tier 3 Saxon Companion have weapon profs of 70, while all other tier 3 troops have weapon profs of 100.

The tier 4 Briton Champion and the tier 4 Saxon Veteran have weapon profs of 100, while all other tier 4 troops have weapon profs of 115.

The Pict troop tree seems mixed up.  The Pict Freeman is lvl 28 with weapon profs of 90, while the Spearman (the upgrade of the Freeman) is lvl 10 with weapon Profs of 70.  Also the Pict Noble is lvl 28 while every other top tier troop is lvl 24.


I just wanted to know if these where intentional or if they where mix ups?

Thanks.
« Last Edit: December 03, 2016, 07:27:33 PM by Gort77 »

Weathercock

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Re: [Submod] Blood Eagle-A Viking Conquest overhaul (released 2.1)
« Reply #28 on: December 04, 2016, 07:54:57 AM »
Managed to tweak out the 757 days issue, not too hard afterall.

In addition to the above point about troop trees, I also think you may have gone a bit far in nerfing some of the unique gear. Orm's armour, for example, is just horrifically bad, not even close to par with normal armour sets. 32 defense on a set of heavy armour is just unusable considering the stat loss imposed. The unique swords are also entirely unremarkable now, and pretty much outclassed by piercing axes. Not sure if they could use a hand or not.

Kale3

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Re: [Submod] Blood Eagle-A Viking Conquest overhaul (released 2.1)
« Reply #29 on: December 08, 2016, 04:37:10 PM »
Hi, just down loaded your mod and so far really like all the new items added in.  I always felt like there wasn't enough variety in the weapons and armor for VC.  I also took a look at all the troop trees and noticed that all the troops in each tier basically have the same weapon prof values, is this right?  For example all top tier troops have a weapon prof of 145 for the weapons they use, there is no variation between cultures like in vanilla.  I was just wondering if you are still working on getting the troops balanced out or if you intended all troops to be the same regardless of culture?

I also noticed some discrepancies between certain troops:

The tier 3 Briton warrior and the tier 3 Saxon Companion have weapon profs of 70, while all other tier 3 troops have weapon profs of 100.

The tier 4 Briton Champion and the tier 4 Saxon Veteran have weapon profs of 100, while all other tier 4 troops have weapon profs of 115.

The Pict troop tree seems mixed up.  The Pict Freeman is lvl 28 with weapon profs of 90, while the Spearman (the upgrade of the Freeman) is lvl 10 with weapon Profs of 70.  Also the Pict Noble is lvl 28 while every other top tier troop is lvl 24.


I just wanted to know if these where intentional or if they where mix ups?

Thanks.

To clear some things up the items kind.txt and troops.txt was not all done by my hand. I'm in the process of changing it, but the troops.txt for Blood Eagle was made to compete with my old mod, Sword & Shield, of course, the files were not edited by me so it's not perfect. I will change this though, we're also going to add back in vanilla VC items + the new content that comes with the mod to add more variety.