Search results for query: *

  • Users: teike
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  1. Cooking skill?

    different kinds of troops should require diff food to keep morale high, a good reason to increase inventory management skill


    These would be the consume rates, ex.

    Vaegir warriors: 50% meat, 10% fish, 10% ale, 20% spice, 10% etc

    Vaegir archers: 10% meat, 50% fish, 10% ale, 20% spice, 10% etc


    'as once I was able to recruit a sea raider and he was the best unit on the party for a long time even alone :D...'

    Bandits: 50% ale, 30% meat, 10% fish, 10% etc

    Sea raiders: 50% fish, 10% meat, 20% ale, 10% spice, 10% etc
  2. new class for big bows

    Another interesting bow would be that huge one that was said was able to break thru any armour.

    The archer had to lay down and hold it with its feet, then he put a huge (from foot to middle chest I would guess 1.2meters) sturdy arrow on it.
    Well it wasn't very precise but against many units, precision is not a big problem :)

    Its range and impact was amazing.

    And... I dont remember its name, was a TV documentary long ago :)
  3. How many armor slots?

    what about cloack, or is that 'outter body' ?
  4. M&B and Multiplayer Discussion

    What about a different 'server list' mode :)

    The land at map view would be the server list hosted at taleworlds.
    Each party would represent a player, that in the beggining would have just one unit, the player.

    When two players meet they can battle.
    The player that is first attacked will be the host.
    Or the 2 can decide upon joining.
    Or a check for faster machine and largest bandwidth could do this trick.
    Or even the player that accepts more players to join the server would be the host.

    If you pass mouse over one player at map mode, info like ping, players limit and password protected will show up.

    Battle acceptance could be required from who is being attacked also, optional, a bit like password protection.

    This would be lightweight to taleworlds host.
    And based on this, there could have a MORPG begin, I mean just few things like you could have small quests with several steps updated dinamically by taleworlds.
    So you could follow these quests and while doing it you could also battle with other players to have action fun :).
    You could also fight on the quests related battles locally offline, or in cooperative mode with other players :).
    Players could hide stuff at map for treasure hunt following tracks etc. :)
  5. Natural Threats, and/or like a 3rd 'team' at battlefield

    I thought like each type of beast could have a different fighting way and different attack modes ex.:

    The tiger could walk quietly or run openly to fight.
    Should first try to jump over human (bash damage).
    Then it would try to bite arms, head, neck (pierce damage).
    Then human get up and tiger use its claws on legs/torso (cut damage).

    This would fit against different protections.

    Also a set of weared armour pieces arent a armour block, so what keeps them 'toghether' is the human body. This means that a hard strike to a very well protected arm will still push it back damaging at least the shoulder.

    May be armours/shields should be changed to be more effective against certain types of damages, like chain mail is very good against cut damage, but does little for pierce and bash.

    And also have a degradation factor, a plate armour that received several pierce damages has several cracks and holes that are weak points to further attacks, til it gets fixed. So even if it does great against pierce, it may be usefull against 50 attacks but not 100.

    Uh... last 2 paragraphs are a bit off-topic :P
  6. Critical hits

    Nice :)

    (*)Criticals concerning equipment destruction or other problems, could have a limit of 10% chance to players against AI, and 3% to AI against player equipment.

    Criticals concerning unit integrity could have a limit of 3% to player against AI and 1% to AI against player HP.

    I mean, who is the hero? We of course, not the AI, and a hero wont survive for long without some luck :D. Despite we can have a premonition and *puff* suddenly, out of nowhere we can *restore a savegame* a divine magical intervention *lol* :D

    These limits would be based on unit lvl versus other unit lvl.
    Ex. An unit lvl 15 could have 3% chance (*) against another unit lvl 5.
    While the lvl 5 unit would have just the minimum (0.1%) against the lvl 15 unit.
    And the lvl 15 would have 1.5% chance against a lvl 10.
    While the lvl 10 would have 0.75% chance against lvl 15 (it is the 15 to 10 halved chance).
    A lvl 1 unit would always have 0.1% chance even against a lvl 50 unit.

    An interesting way to implement blindness would be to render graphics without colors (grayed), change to 3rd person view and show just like 0.5 meters around player on a fade out way :).
  7. M&B and Multiplayer Discussion

    I clicked 'Solder/Soldier Type Two/Blue Team' but the game didn't begin...
    OH wait! this is the browser screen not the game screen :D

    Btw nice classes :)
  8. Suggestion: Official MOD tools / Documentation to Media/Code

    I think you mean 'what I mean' right? :)

    It is like what n00854180t said:
    n00854180t said:
    This would allow modification of the engine without having the actual source code to the game

    I mean they implement a way that several calculations from the game engine could be performed outside of the main executable.

    The executable would allow a .dll created by users from a source code typed and compiled by them, to perform predefined tasks in a different way than what the engine does.
    The Engine would request for 'answears' to certain input data it would send to the the .dll so it would calculate and return a user customized answear.

    For example: Function to calculate gravity force to a falling unit().
    If a user is creating a magic based module, he could add an algorithm like this:

    if 'unit' is a 'mage' and has 'AI' then
    'unit' do 'cast levitation spell'
    else
    'unit' do 'cries scared'
    end

    Btw I dont believe it would be too hard to allow such .dll modules to be loaded.
    I mean that in the beggining, only a few functions would be allowed to have a different way to be performed.
  9. Suggestion: Official MOD tools / Documentation to Media/Code

    The battle mechanics of this game, the horse mounted fight, the usage of bow/xbow, all this is amazingly excelent! (ECHO.. :wink:) IMHO this game as it already is, is much more cool then half-life (think on it w/o the mods, I am trying to create a context here). But afaik half-life was just...
  10. Night Vision Goggles

    torches at night! coool!

    I keep resting til morning cuz I dont like playing in the dark, it is less fun to me.

    But if units could carry torches it would look great!
    If the problem is system resources, just implement a light quality option, that I would have to set to the minimum as I run the game with about 30fps :P (if it gets down to at least 10fps I still have fun on playing :D)

    I just imagined you could carry a torch in the shield/bow hand.
    Or attach a long torch to your armour high above your head, obvious reason :).

    Another funny way would be to get a pack of like 10 torches from 'backpack' and stick it on the grass floor, you can set or throw it high like a lance so it get sticked on hills, trees or even foes :P.
    Yey it would be really fun to set a litten area that way :D

    Anyway a dimensional portal could drop night vision googles if universe integrity disruption magic ever be implemented :lol:
  11. Medals

    kroc said:
    borcha the captaion of guards(only one allowed) so he would increase the Morale

    Indeed a nice way to affect morale other than Leadership :).

    It could be also a strieve to keep that rank.
    I mean Borcha party should avoid battles he 'thinks' he could loose
    because each lost battle could count against the points he already won
    to reach his current rank :).
  12. Natural Threats, and/or like a 3rd 'team' at battlefield

    Shyhalu said:
    Humans dressed like animals wouldn't be too far off....

    :D cool, it could be like small primitive indian clans, several with different names and beliefs.

    Some could worship bears for ex. and be randomly found at forests.
    When we have the bear model up and working, even on a mod :), such clans would bring them to battle.
    A commanded bear is more likely to attack then a bear by itself.
  13. lossless disband/uncapture

    PrinceScamp said:
    If you uncaptured prisoners, you would just kill them, I mena, what's the point of letting bandits go free?

    I agree on that, also those are the not killed/just wounded bandit units.

    You could choose to slay them or just set them free on an attempt to make them recruitable.
    I mean after setting them free, the bandit party would spread on recruitable and bandit party based on your leadership and on pure lucky dice.

    So you could reach the recruitable group (work the same way as 'rescued sea raider' that I once got [a bug?], wow that only one unit lasted a huge lot :D) and let them join.

    About the group that kept loyalty to bandits, each unit would be marked as never recruitable by us :).
  14. Natural Threats, and/or like a 3rd 'team' at battlefield

    I think the difference is that it is not like 10 men going against one or 3 bears (or 10 bears...).

    But more like 10 men going against 10 men foes, and one or two of them be attacked in the middle of the battle zone or one of the corners if they seem to enrage such animals by simply approaching.

    If such unlucky men manage to flee a bit from those animals area, the animals stop chasing and get back to their position, unless they receive a ranged attack of course.

    I think it would be interesting to have to pay attention to perceive camouflaged green snakes on ground to not smash them :D. They could even be catch up with a proper skill and a pole weapon, and be used against men foes (ok this may sound a bit complex but not less fun :)).

    Btw, hey let perilous animals be a danger, I mean they can be a danger for any reason, even the war cries, or a wound w/e, or for no reason like those beast pitbull dogs that kill ppl for no reason :( *sob*...
  15. skills that could require equipment/ingredients to work

    The 'micromanagement' you say is to me like 'look item by item and compare stats'.

    Yep sometimes I also get bored on doing so cuz each town has too many stuff to be compared with other equipment we already own. And many are visually identical :(.

    My suggestion on this would be: We select an item in our inventory and the merchant items are marked then, with a red background stuff cheaper than our currently selected item, with a green background stuff more expensive.
    The criteria could be selectable: by price, by damage/protection value, by damage kind (pierce,cut or bash), and so on.
    Items that are not compatible like pierce weapon (ex 15p) and cut weapon (ex 15c) would get grayed also to help our view to filter them out. In this case, a max damage criteria would allow comparison with pierce and cut tho but not with weapon and shield, or with melee and ranged weapon see what I mean :).

    The boring on micromanagement is having to do it very often to me. This funcionality would be a relief :D.

    Tho micromanagement (I am still trying to get used to this word :P) is a cool RPG thing :).
  16. Problems with the camera

    fleshtonegolem said:
    In first person the targerting/follow with view idea seems more realistic.

    It would be more realistic if we could keep aiming while the horse turns around.

    At least that way bothers me so much that I never use 1st person view while in the horse cuz I always use bow and the aiming just becomes a mess :(.

    In other words, I miss at least an option 'while in horse, view follow horse turn around?' so I could turn it off and be able to aim properly while at horse cuz the 3rd person view, despite cooler, always make me mistake the proper aim.

    Or may be even better, if you are using melee weapon, view turns toguether with horse, if using ranged, view is always free. Could have a 2nd option also 'while in horse, with melee weapon, view follow horse turn around?'
  17. Weather

    No I dont mean Herbs in a magical way, i mean medieval normal medicine! It wouldnt give instant healing, would just allow or even increase normal healing speed and succesfull surgery chances.

    Wyvern was just an example, ok in a realistic way we could say a Tiger, and instead of an egg you would get a tiger baby and pet it til it grow up, I mean so it becomes friendly and trustfull(almost).

    The seasoning event that could be placed in a certain month only of the year, is a cool thing, it could be based on story, so if the player had read the game story (that still doesnt exist?) he could perceive the exact month and place where to make use of such advantages :).
  18. Weather

    season effects affecting prices is a great idea, cool :)

    I have some others,

    What about seasoning events when we could gather herbs to prepare healing concoctions (see this thread http://taleworlds.com/v-web/bulletin/bb/viewtopic.php?t=3336).

    Or when at a certain cave or mountain we could find like wyvern eggs (if such stuff ever be implemented), or other cool stuff. Those eggs for ex. we could take care so such wyverns could become like pets to help in battle or as mountry. The point is, they could only be found at that season and place, and after a hard battle :).
  19. skills that could require equipment/ingredients to work

    surgery/woundTreatment/firstAid could require different equipment like bandages where better quality ones would help to speed up or give better results (percentual for surgery) for example. There could also have herbs gathering to provide appropriate medicine to each treatment, also seasoning...
  20. Item degraDion...

    I would like to see new skills to equipment care like

    Weapon care could require hammer, anvil, appropriate metals.
    and
    Armour care could require hammer, anvil, metals, leather...
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