Talinoth said:No real need to nerf Household Guards.
If I were to take an army of 600 of them with me it would cost me 6 million aurums. That's an amount of money that would make even me cry. The cost is a great limiter for them - they're incredibly versatile and powerful, but you can't field them in stupid numbers because it would utterly bankrupt you.
And while their stats are high, they're not the best in the game either. 400 in weapon proficiencies is a high ballpark but there are plenty of recruitable troops running around with 500+ proficiencies
Of course, 20-50 with Darkforest Ranger Bows and Highelf Swords is still a crime against humanity and makes even Falcon garrisons think twice about the real merits of their continued existence on the mortal plane, but that's still a 200,000-500,000 aurum investment. That hurts, still not a drop in the bucket by any means. You really have to protect them closely.
Plus they need your powerful spare equipment that you haven't already given to yourself or your companions. Luckily you only need one Darkforest Ranger Bow or armour piece to equip all of them with that item, but sourcing good gear can sometimes be a pain in the ass.
So Household Guards can't really conquer the map by themselves.
I've been finding it much better to constantly pick enormous fights with armies of relatively easily trained and disposable Perisno Great Knights and Perisno Ranger Knights. They're quite strong even if they're not ultra elite, and they're cheap to train.
I don't feel bad about picking 600v1500 fights and having horrific casualties like 110 killed, 439 wounded if I can recover from my losses in under a week.
harlehus said:Of course i didn't use cheats because then nothing i said would hold any meaning(as you yourself pointed out), i'm actually a bit insulted that you would ask such a thing.
I'm at day 2437 but that is completely irrelevant and mostly because i have waited a lot on lord relationships to improve. If you lack money enlist as a mercenary and get all expenses paid for, invest all loot and prisoner money and when you feel ready and confident in your economic situation start your own kingdom. I have been swimming in money for most of my playthrough whilst having an army of exclusively elite units(which you're not really supposed to or have the need for). As it is dyeworks take 21 days to turn a profit(and a large one as well), that's just insane. If anything the investments should be less economically viable(actually i think it's on a good level now since i enjoy hoarding money.)
I haven't been running a deficit since i started my own kingdom, that's the whole point, you don't wan't to go broke whilst conquering all of Calradia.
Granted it's more difficult to conquer Calradia but that doesn't mean it's unbalanced or undoable. Steamrolling in native was way too easy anyway.
I'm sure one could argue that all the things you said are unrealistic are in fact realistic but let's not discuss that since it's just word against word, different historical 'facts'. Mount and Blade is not realistic by default and shouldn't be. You CANNOT die for instance. Realism/Reality is no fun that is why we play video games to enter enhanced virtual worlds that offer greater visions of existence(or something fancy like that).
Did you use cheats at all in the game? If you did, it makes your argument moot for balance purposes.harlehus said:Here we go:
The first one is the weekly budget. Keep in mind i have two dyeworks in the negative each losing me 6000 relatively, so when those are fixed the balance is -34000. Also i have 350 elite units in my party, mostly templars. Furthermore i got a lot of unassigned castles that are loosing me a lot of money to garrisons and tax inefficiency. When those are sorted the loss each month will be less still:
The second one is of all my owned land belonging to the respective towns. If i read this correctly they net me about 80.000 each week:
Therefore my income is ~50.000 each week not counting loot and prisoners. If the acre-system would stop bugging out at times i would earn much more.
If you need more info i will be glad to submit it.
Edit: first time not working, second time accidentally quoted myself , third time's the charm
harlehus said:I disagree completely. With land and enterprises in every city i had no problems regarding money whilst ruling half of Calradia. I think i saved up something like 5 mio.
Deathwhisper said:Imperator Draconis said:I have a suggestion. One problem I have always had in the game is that selling high value loot is not worthwhile. If you have lordly loot, you will have to sell it at a dramatically reduced price to a common merchant.
I propose some system of black market/exotic goods merchants that will buy your high end loot from you at their full value. They could also have a decent collection of high end items of their own. The balancing comes from their nature as black market merchants. Although they will buy your goods at regular merchant value, all gear sold by them has a 2x or 3x price modifier. Weapons and chest pieces of armor could be 3x with the rest being 2x normal price. You could make them hard to find to further balance them, but I think this would be a good addition to the game. I get so frustrated when all my companions have excellent gear because I hate selling everything else at a fraction of its value.
This idea provides an incentive to players to take the risk of fighting tougher battles for the chance of a higher reward. I also have some lore reasons for this to be in place.
Each king of the factions charters all of his blacksmiths. That means that each suit of armor made is for an actual soldier that needs it or is about to need it. Along the lines of Freelancer, each suit of armor belongs to a certain type of soldier. While a low tier "plate armor" can be made by any smith, the "lordly plate armor" will have come from a chartered blacksmith because the King employs all of the best smiths in his realm. Each piece of armor or weapon would have a maker's mark to clearly indicate the smith that made it.
So, the high end items are black market items because no one outside of the king's realm can legally have them. If you are found with a weapon made by a blacksmith with a Royal charter, the punishment is death. That explains the exorbitant price, and it generally makes sense. Things like these were fairly common practice in medieval times in various parts of the world. I hope you all like the idea. At this point, I may have to teach myself scripting to make it if someone else doesn't, lol.
Thanks for reading,
I was thinking of adding the ability to upgrade / repair weapons and armors in future versions (not 0.7). Lords who own a castle would be able to have their equipment upgraded up to +2 (i.e reinforced for armors) and +3 (lordly) for town lords. This would come with a risk during a battle to have your weapons / armor be broken and either lose a level or become unusable (for weapons). They would then have to be repaired (any town blacksmith could get the item back up to +0 i.e neutral).
I'm not convinced by the black market idea though, mainly for balance reasons. Lordly items still sell for quite a lot of money and have less value for the player than in native (the bonus is still +6, but armor values in general are higher, so it matters less. Unfortunately item modifiers are hardcoded, so I can't change them). Unless the item is very good (like full plate), you'll often find a better armor with no modifier and use it instead. Increasing their value (even if it's harder to find a black market merchant) might make battles too profitable compared to other sources of income (they're already very good imo), unless there's some specific sort of drawback to using the black market (maybe a honor penalty).
Imperator Draconis said:
Zephilinox said:You would be better off using the gekokujo source to make your changes and recompile.
kalarhan said:Imperator Draconis said:Greetings All,
This is not so much about modding as tweaking. I have used TweakMB in the past, but I have recently started using mods that TweakMB does not support. I would like to know how to find the party size and morale modifiers in scripts.txt. I have read tutorials on finding them, but the tutorial is a picture that shows their exact location, and that only works in the version described. I am asking how to find those values in any module. Is it just through experimentation, or is there a tool to use? Do I need the mod's source? Any and all help is greatly appreciated.
mod source makes that easier as you can read the code and you will know what/where to make the changes.
With only text files you could try following the same tweak from native/other mods. If your current mod uses the same script it is easy to find what to change, otherwise you will have to go deep and learn about OPCODES and bitnum and masks and... in other words, not soo easy.
Find the script TweakMB changed. Then look at your mod file for the same script. When you see big number like 934324234234234 ignore the last 6ish numbers and it should be similar on both (in the example below the red numbers)
14 21 1 1224979098644774912 2133 2 1224979098644774913 0 4 0 1507 1 1224979098644774912 5 0 2171 2 1224979098644774913 1224979098644774912 ....
You can also use REGEX to make a search/replace that will handle that.
TLDR: stuff in red changes, rest wont unless there is new code for the mod.