Recent content by Ldsantana

  1. Ldsantana

    Warband Script Enhancer 2 (v1.1.2.0)

    Hey! WSE2 has been a life saver in Perisno (used to get rgl crashes all the time, haven't had one so far with the script enhancer). After the last wse2 update I've been getting these errors when trading, they only happen in trading screens that use perisno's modified ui with the "deal", "sell before" and "sell after" buttons. You can see some strange items sort of show up in the inventory, like the cracked practice arrows, but they can't be sold or interacted with and disappear after I leave the trading screen.

    XOzfE.jpg


    bmPpR.jpg
  2. Ldsantana

    Prophesy of Pendor vs Bannerlord

    Wether there are elves or orcs or not is not the point. In PoP there were extremely strong units and individuals and a kind of magic. If the Noldor weren't elves (btw I really like elves) but x, it would be as unrealistic as it was. M+B on the other hand, while not historical, tries to have a historical vibe. You cannot have invasions of super villains then, as well as many other features of PoP.

    I would prefer if BL had better made diplomacy, relations, castle designs and so on, I don't need PoP features.
    Bannerlord could have easily used a "Nord Invasion" a few years into the game to shake things up. Instead of Sturgia we'd have a more "vaegir like" kingdom in the north, being contantly harassed by sea raiders, until a certain point, where they'd stop spawining for awhile and a massive sea invasion would happen with a nord king and jarls leading it.

    Many Pop features would make sense here, because most of them, at their core, have nothing to do with fantasy elements.

    -Knighthood orders could appear in bannerlord with direct parallels to historical orders such as the Knights Templar, the Teutonic Order, the legendary Jormsvikings (the Skolderbroda are based on them) and many others, allowing the player to join these orders and progress in rank would provide a new mechanic to engage us in the mid to late game.

    -Founding an order and customizing it would be a really popular feature.

    - More "minor factions" such as roaming mercenaries, more types of looters/bandits would help populate the map and provide a new challenge once you are out of the early game.

    - From Warband we know there are other lands outside of calradia, such as Geroia, where some of the original companions are from. We could have raiding parties from these foreign nations showing up every now and then, and if they manage to win a few battles and get stronger a full on invasion would trigger.

    - Kings and powerful lords in history had highly decorated equipment, taleworlds could add "unique items" into the game for the players to find either by defeating some npcs or exploring the world.
  3. Ldsantana

    SP SUBMOD - Pendor Rearmed

    @Ldsantana - I believe you must have a special love for the Fiernsvain. Everywhere on forums I read how the Fiernsvain were the "worst" faction, yet with this sub-mod installed they have been the toughest opponents during castle sieges. Their archers destroy, and their low level infantry are already geared in plate mail. Ouch. I had to bring my best Pendor troops to subdue them (Black archers, foot knights, etc - i.e. the noble line. Common troops had problems).
    I like the the fact that when you hire afew guys in a tavern, there are not just 1 or 2, seems logical that they would be a "band of brothers". No need to change that imo.
    Thanks for adding to my playing enjoyment.
    Glad you enjoyed the submod!

    On the Fierdsvain thing: their archers have the worst ranged skill, but have better melee weapons. Low level infantry across all factions have better gear than before, fierdsvain get their eagle plate at level 31 (cant remember if the lvl 21 hirdman gets only the banded armor or both banded and eagle as options). Empire infantry have better armor overall.
  4. Ldsantana

    NEWBIE question

    @Ser Jon @Fleebusia - dived in yesterday, interesting world. 2 quick questions:
    - is there an actual main quest? Seems very similar (on the surface) to a standard WB world, except different factions. Couldn't find any quest givers 'locking me on' to any overriding quest.
    - is the quest with the "Fragile Book" bugged? Couldn't read the book - message states something like "..you feel you could learn a lot from the book, so will keep reading it..." Intelligence is 11, so that can't be the issue. Checked Wiki, could not find answer what requirements must be met to read that book, and move the quest forward. Lvl 10 toon, just added 1st companions.
    Thanks for all your insights.
    Warband and its many mods tend to not have a "main quest". That feature is more of a Bannerlord only thing. In order to read any type of book you need to have the required intelligence level, go into camp -> select "take an action", select "read a book" and then you will slowly read the book while camping or staying in a town or village.
  5. Ldsantana

    SP SUBMOD - Pendor Rearmed

    Hi all,

    can a merc receive offer of vassalage from his employer if successful enough? I have renown of over 1200, no RtR.
    I think I saw that opportunity mentioned somewhere.

    Rgds, Oldtimer
    Hey!

    Both in the base module and my submod you might receive offers of vassalage once your character gains some renown, I don't know the exact conditions for that or if you can get them while in a mercenary contract though.
  6. Ldsantana

    SP SUBMOD - Pendor Rearmed

    The T1 troops are called Young Wolf Warrior, Young Ravenstern Noble, Young Baccus Squire, Young Sarleon Squire, and Young Mamluke in this mod. I agree with you that rogues should be powerful at top level.

    I think my complaint is more along the lines of the following facts:
    • In vanilla PoP, the factional T4 (Rogue x Knight) guys are all Skill 300 and 7/6/6/6/6 spread. In Pendor rearmed, the D'Shar is 300, the Fierds is 320-350, the Ravenstern is 380 Archery. They aren't consistent in their power level. The Sarleon is 330, but he doesn't have thrown weapons like the Fierdsvain Veteran Ulfheddin does, so is completely outclassed. The D'Shar Elite Mamluke is the same 7/6/6/6/6 spread, but the Veteran Ulfheddin is 9/8/8/8/8 with 9 Athletics too! Ravenstern is all 7s, and the others are mostly like the Elite Mamluke. These aren't even close to internally balanced.
    • While slightly-to-egregiously more powerful by skill than vanilla T4, that's not the only reason they're imbalanced. The new guys are much more gear optimized than vanilla T4, so they're much more effective. These new guys are more like a Hero Adventurer (T5) for their specialism, especially for Fierds & Ravenstern.
    • In vanilla, you go 20>31>35 to get Hero Adventurers. These guys are just as effective or even moreso within their specialism, but due to their 20>35 jump, are so much easier to acquire than Hero Adventurers.
    • Tavern hires are now 10-19 troops per hire. It's remarkably easy to acquire massive stacks of these rogue nobles. There's no increased generation of faction nobles from one's fiefs to balance this.
    • As a noble, I still can only get 2-4 Nobles/week from a few fiefs, or I can acquire 10+ T1 "rogue noble squires" that train faster than my faction troops, noble or commoner.
    I think ultimately it's a problem with how abundant they are and how easy they are to train. I'm fine with them being strong. My opinion is they shouldn't be spammable at the strength they're at in the current version of the mod. And they should be roughly in parity with each other, especially if they're such an attractive troop option.

    They're cool troops, don't get me wrong. But it isn't close to balanced.
    Hi! Thanks for checking out my submod!

    In regard to the points you made:

    - I agree that the balance is a bit off, especially for the Ulfhednar.

    - Their gear being optimal doesnt strike me as a problem on its own, but the quality could do with some tweaking

    - I did not change their levels because doing so with morgh's editor messes up their performance in autocalc battles

    - The amount of mercenaries you can hire was increased to make it feel like the player is hiring a small company/unit every time. Changing the amount you get to 7-14 or so might be a more balanced option.

    I'm thinking of making a small update with a few changes for the sake of balance, in the meantime any new ideas and/or criticism is welcome.
  7. Ldsantana

    SP SUBMOD - Pendor Rearmed

    Been playing this for a few weeks now. Well done. I really appreciate how you've diversified the noble troop lines.
    I would ask that you reconsider the balance, tavern frequency, & levels of your mid-range new nobles (Ravenstern Noble Archers, Wolf Warriors, etc). The fact that you can personally train Ulfhedinn and Noble Wardens at level 20 (or with a 20 companion) is a much more effective option than any other mercenary hire. And the fact that they're as abundant in taverns makes it ridiculously easy to acquire huge stacks of the starter troop.

    My complaint is basically that the adventurer replacements you made are OP across the board. It's almost trivial to find a stack of Rogue Squire equivalents, train them to 250+ proficiencies, and use them to constitute the majority of your army early game.

    I don't think enough playtesting went into this personally. The new rogue nobles are fun, but utterly decimate other troops. It's clear you intended to make them strong, which is fine, but if they're this strong, they shouldn't be so easy to acquire and train.

    My recommendation would be to increase the troop level of all of the new rogue noble troops. Then on top of that, reduce their frequency somewhat within taverns, in lieu of more common mercenaries like Singalians, Mercenaries, Maidens, and the Warden/Sheriff line. You may also want to look at reducing Veteran Ulfhedinn throwing skill, and perhaps Ravenstern Noble Archer archery skill. They both make mincemeat out of pretty much everything else they face.

    I've not acquired many Mamlukes, so no comment besides the same leveling request. Sarleon Foot Knights, besides leveling, are fine since they don't have a throwing weapon.
    Thnaks for checking out my submod. Hope you had fun with it

    On the balance for the rogue nobles: I agree that it's kinda easy to mass acquire and train them, and the Ulfhednar is a little too strong. Reducing the amount you get from taverns and rebalancing theirs skills/gear seems like a good idea. I won't be changing their levels though, because doing so with morgh's editor will mess with their strength in autocalc scenarios (I believe it sets their strength to 0, same with creating new units).
  8. Ldsantana

    SP SUBMOD - Pendor Rearmed

    Another Question from me!
    Is the Rearmed Submod compatible with the Halfsword+Mordhau+Handgun Addon/Submod ?
    Or am I too greedy trying to Combine all Submods into one?
    The only way to make it compatible would be to isolate all the changes contained within itemkinds.txt and troops.txt from the halfsword submod and copy them line by line into Pedor Rearmed.
  9. Ldsantana

    SP SUBMOD - Pendor Rearmed

    Dalion from Prophesy of Pendor Discord Server has already provides me with a fix much thanks to him.
    Thanks for this!
  10. Ldsantana

    SP SUBMOD - Pendor Rearmed

    Hi, I tried this mod because I really liked the idea. Love PoP but some things really get on my nerves, first and foremost severely overpowered archery and firing longbows from horses.

    Seems to work quite well but some of the bow stats are puzzling me. The short horn bow which can be used mounted does more damage and with far greater speed than the foot bows. Am I missing something here? From the way I am reading the stats the hornbow (for example) seems strictly superior to any of the footman bows.

    *edit - Nevermind, noticed the short bows are cutting damage. Duh!

    Works great, feels like you are actually wearing armor (!) when it comes to projectiles. Makes infantry useful! Makes cool two handed heavy armor troops useful! High tier archers with heavy crossbows or longbows still dangerous and useful but no longer machine guns, I still use archers all the time and they are more fun to use properly. Also a javelin to the face will still ruin your day, and the noldor will smash your entire line if you let them have an open firing line, but armor actually does something.

    I use this mod with the horse archer ai and it balances very well to make HAs harassing troops to disrupt enemy formations and pick light troops but not jeeps with anti-material rifles.

    Thanks a lot!
    Glad you enjoyed it man! I have recently uploaded Version 2.0 of the Submod (I hope this is the final version) and also added the new troop tree images both here and on the nexus. The entire submod has been essentially remade from scratch so feel free to check it out in case you're still playing warband.
  11. Ldsantana

    SP - General Weapon Penetration Mechanic

    @Ldsantana I think you mixed up x and y. Aside from that I don't know how the damage system works, but I can say the way it is coded is not that simple, so a simple approach like you propose might not be possible.

    In general, I like the idea of having a npc dying depending on the "survivability" the armor gives them and the "lethality" of the weapon/strikes they are hit with, and not just having troops survive or die at random.
    In a system like this we would see high tier troops likely survive (good armor = less lethality) and low tier troops dying more often, and all based on real world interactions, not just an arbitrary probability.
    Thanks for the reply! can't say i know how the damage is calculated either, but they seem to have improved on the Warband formula instead of creating a new one from scratch (I say this because the way armor absorbs damage feels similar, which is why I created this thread).
    The devs did mention in one of the older devblogs that things like: relative speed, angle of attack and body part hit are involved in the damage calculation, these things were present to some degree in Warband aswell, hence why I said the formula seems to be an improved version.

    Having elite troops survive battles more often is a good consequence of having a mechanic like this implemented, thanks for pointing it out. And yeah I did mix up x and y initially, it's been corrected now :grin:.
  12. Ldsantana

    SP - General Weapon Penetration Mechanic

    Edit: As mentioned by @Lusitani 5th Empire i mixed up x and y in the description. They have been corrected now. Hello, long time Warband player here, i'd like to make a suggestion on a penetration mechanic for weapons that will essentially change the way armor behaves and damage is calculated...
  13. Ldsantana

    SP SUBMOD - Pendor Rearmed

    Should I install Rearmed last? Because some files are overwritten by polished landscapes
    Just install polished landscapes last, i included a module.ini and particle systems.txt in my mod but they were not altered so just overwrite them when installing polished landscapes
  14. Ldsantana

    SP SUBMOD - Pendor Rearmed

    Hello. Is it compatibile with Polished Landscapes for PoP?
    I'll check, but if that submod doesnt alter any of the txt files present in Pendor Rearmed it should be compatible

    EDIT: After a brief check i believe it to be compatible with Polished landscapes
  15. Ldsantana

    SP SUBMOD - Pendor Rearmed

    Hi Ldsantana, You got my attention with this submod. Is it save compatible though? I'm about to copy-paste the files. I didn't see any readme note, It'd be more pro if You attached one. Regards.
    Due to the fact unit skills were changed it will not be save-game compatible, some of the tweaks responsible for stopping companions leaving might be affected, but i included another tweak with the dialogue option to say "We hang Deserters in this company" in case something like that happens.
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