Nogitsune的最近内容

  1. Bug Reports (for Phantasy Calradia 2014 only please)

    "Orc Thralls are actually drow units"

    Which is odd, since both the Drow and the Orcs are okay with undead party members.

    Is there any way we can fix the Orc Thrall moral issue on our end?
  2. Suggestions about new skills and powers

    I would like to see some strategic (non combat) spells.

    Such effects could include teleportation or the summoning of independent allied parties.

    Ritual of town portal: The players party is teleported next to a nearby town. At low levels, the chosen town could be random, while higher levels could allow you to be more specific and increase range. The cost of the ritual could scale with the size of the players party, making moving whole armies this way less than efficient. Such could be used to escape an approaching enemy lord, return to town for supplies, or simply to speed up a journey.

    Upon building a landing portal in an owned castle or town, you should be able to select your fief as a teleportation destination, actually arriving within it's walls. A dangerous gambit, considering you would have no idea of the size of an invading force.

    As for party summoning, such should be self explanatory. The player uses a ritual to create a party of undead units, then sends them on their way to attack smaller parties. As undead need to be controlled, the cost of the ritual could include a relay amulet of sorts, in short, a means to control the party remotely. Such extended control over the undead could come naturally to a lich, extending their ability to threaten the land.

    The size and number of summoned parties could be limited by the necromancy skill. By default, when summoned, they patrol an area around the summoning point. That point is their HOME location. Alternatively, they could be ordered to accompany the player. This would allow a player to amass quite the horde of expendable minions. When the player is done with them, they can either dispel them, freeing up a party slot, or order them to patrol their HOME area.
  3. Suggestion: Prisoner labor camps, management

    sumone has been watching Spartacus lately

    Hehe, guilty as charged~
  4. Suggestion: Prisoner labor camps, management

    Ah, yes... One more thing.

    (4)
    Allow for patrols to deposit their prisoners into a castle or town. No reason to drag those fools about, no? Would also provide a bit of a prisoner influx to help fuel my other suggestions.
  5. Suggestion: Prisoner labor camps, management

    Hello, excellent mod... While playing, one aspect that seemed abit lacking was in relation to prisoners... Sure, we can track down a ransom broker for a quick bit of coin, but a few other potential options came to mind... (1) Labor camps. The basic premise being that when you give them your...
  6. Diplomacy

    Considering the diplomacy mod needed to be modified to suit this mod, I doubt it.

    I don't suppose anyone could tell me what diplomacy features are in this mod?
  7. Suggestions (faction specific suggestions in faction specific threads please)

    Havn't looked through all the suggestions, so I thought I would just throw this out there...

    I would like to see some alternative player faction troops for when the player becomes king.
    This could be implemented in a number of ways, one of which is to restrict what troop trees you can select to what factions have acknowledged you as a king.

    In this way, a new player faction would be restricted to mercenaries until he becomes recognized as a king... then more options become available.

    One additional feature/option I would like is a custom faction tree template, so we could use custom player faction troops in our game. It could be locked for a period of time after player kingdom creation, say somewhere between 30-90 days? This would ensure that you don;t get cheaper troops the moment you take your first castle.
  8. Peace across the land

    I think he is basically saying that the player faction will take advantage of it. Is there anything preventing a faction from going to war with the player faction if the player faction provokes a far off land? Ie, the player owns Novaguard, and raids villages in scotland...

    Ie, would scotland mobalize a war party to defend itself, or even counter attack?
  9. Village and castle incomes.

    So reputation with the fief has no bearing on tax efficiency? I would think that a village that is supportive of you would be less likily to take advantage of your diverted attention...

  10. Bug Reports

    While attempting to get the bandit camp quest from a lord, the dialog froze on me, forcing me to quit the game.

    It said it was a Knights Errant camp... If that helps. I was trying to get it from the lord of Osnabruk.

    The freeze is reproducable (I reloaded and tried again... still freezes... is this a bug with the Knights Errant camp?)
  11. A buffing question...

    Ah, my thanks =D

    I'll look into trying this then ^_^
  12. A buffing question...

    Is it possible to temporarily modify the aggressiveness or Cowardness of parties on the map by using scripts? I ask, as a thought occurred to me... By temporarily altering these stats, one could simulate the use of both deception and tactics on the world map... A few examples: Your army is...
  13. Mercinary War Bands

    After I vastly increased the number of bandit parties in my module, and added some kingdom owned patrols, it occurred to me there should be some kingdom owned Mercenary Bands. The only real difference between the patrols and the mercenaries, apart from the unit makeup, is that I want tthe...
  14. Module making question

    Ah, my thanks =D

    So thats what I've been missing. Thank you
  15. Module making question

    Hello, I am attempting to start modding, and have picked up python and module pack 1.105. I go to build the module into a folder called MyMod in the modules folder of mount and blade warband. So far, everything seems to be working as normal, the batch file seems to work. What confuses me, is...
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