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  1. V0.10 WishList

    I have discovered quite a few, I guess the problem is more me being a greedy turtle than anything else. Sticking close by my monarch's last city =P

    By the by, kings and marshalls seem awfully fond of summoning the player to cities that are un-enterable due to epidemics. All the npc's are fine with this, but I can never join.
  2. V0.10 WishList

    Might it also be possible to have a skill/investment/construction that would lower the number of days between using gathering points? An entire month seems a bit tedious (to me at least).
  3. [BUG][solved ?] Option to rank up doesn't appear.

    New character, smithing can at least go beyond novice, testing others.
  4. V0.10 WishList

    I like the idea of a quest board. It would be interesting to have named bandit leaders, with a much larger group of bandits + a few new elite bandit units under their command. Give the leaders unique eq with a chance to drop as loot maybe.

    I really like the idea of the shamanism tree. It could be fleshed out alot and given more character by being expanded on as a text based adventure. Give players another way to win by outsmarting or interacting the spirits rather than just fighting. An owl spirit might respect a high intelligence. Use the bard skill to soothe the savage beast inside the wolf or bear spirit. A fox spirit might ask wily riddles. Maybe you don't find an animal spirit, but sense something wrong in your dream, and have to navigate through little text descriptions to escape, or solve the puzzle?

    Message carrying quests have never been super fun, maybe have a chance to be intercepted by assassins or a band of rogue knights? Or have the item being delivered good enough to tempt the player to keep, and should it be kept, the player would have a bounty placed on their heads.

    This may already be in to some degree, but I would like to see the looting skill increase the number of arrows/bolts retrieved after battle.
    In the same vein, maybe have the riding skill increase the number of horses received after a battle, complementary w/ looting.

    More options to end an epidemic. Don't have medical skills, don't care about honor? Kill the sick and burn the corpses.
    Perhaps end it quicker by delivering an expensive medicine, obtainable through quest reward, or bought at a high price.
    Make it tempting to use the medicine for the player instead, maybe it can heal wounded allies?

    Whatever you decide to do, thanks for creating and working so hard on such a great mod! It reminds me of the discovery and excitement of my early days playing mount and blade more than six years ago, discovering what lay beyond Zendar.
  5. [Bug] Shamanism, camping

    The character's spirit stat never heals, and just falls further and further into negatives, so after the first defeat in spirit world, you're pretty much guaranteed all future defeats. I like the various curses you get for losing though, that's fun. One day I'll see what you get for winning! ...
  6. [BUG][solved ?] Option to rank up doesn't appear.

    Just chiming in on the novice issue. In my game all skills are stuck at novice, no option to train them further after about 7 in the skill.
  7. [Various] Help please. Font, etc.

    Got it to work! Forgot to make all changes as admin since i'm in the secure program files on Win7. Thanks! =)
  8. [released] V0.9 beta patch 3

    Oops, patch 3 completely disables Ironflesh, power throw, and power strike. Can't raise them from menu.

    Also removed skills herbology (?), hunting, lumberjack, and .. something else I think. One of the new ones.
  9. [released] V0.9 beta patch 3

    Patch 3 works like a charm, thanks Cernunos!
  10. [Various] Help please. Font, etc.

    Doesn't seem to work =(

    I really appreciate the effort though, and on the bright side I can confirm that patch 3 for skills works like a charm!

    Thanks for all your help, but please don't put yourself through undue trouble on my account, I'm just one player of many.
  11. [Various] Help please. Font, etc.

    Thank you for trying to accommodate my wonky eyes, I know its an otherwise unnecessary bother.  :oops:

    And, I'm sorry, I saw all the bug threads pertaining to not being able to leave, but I thought it was just from towns!

    Thanks for the super quick response!
  12. [Various] Help please. Font, etc.

    I was wondering, does anyone know a way to change the font back to native? I've learned to compensate for standard font styles over the years but anything too fancy and it literally is unreadable for me. Really bad dyslexia. Please help! I didn't want to add a new thread, but it seems to be...
  13. [released] V0.9 beta patch 3

    I can confirm the weirdness with skills, I had to troll the boards a bit first to make sure it wasn't intentional since this was my first time using this mod =P  I thought "Huh.. well, the heirloom horse does have armor.. I guess.. shield.. yeah, that could make sense. ... kind of." Otherwise (after a compensatory character creation) everything is lots of fun!
  14. Too difficult

    Great idea for starting kard! I liked playing a foot archer company for a long while, but one of the weird things I've noticed in this mod is that it seems all the bows are horse/foot with the exception of crossbows. Makes the horse archer route alot more appealing. I imagine its a bit more difficult to pick out headshots from behind shields these days with the way bow accuracy has been lowered though. I'll start aiming for feet I guess.
  15. Too difficult

    shadow_archmagi 说:
    By second tier, I'm assuming you mean that they've been upgraded exactly once, which is ridiculous. 10 Nord Drengrs are not capable of taking on Sea Bandits.

    Was actually referring to the parties of Mercenaries rather than sea raiders, and honestly the Mercenaries seem alot tougher to me. That said, maybe I should have elaborated a bit.. Since second tier troops are generally foot soldiers and most definitely won't be performing wholesale slaughter of the raiders/mercs, their job is to follow you into battle, late, after you've already killed a few of the Mercenaries (mounted ones preferably) and act as literal fodder, soaking up the damage as they die and distracting the other mercs while you swoop in for kills.. it's worked for me generally, though sometimes are tougher than others, it has a really good success rate.

    As for sea raiders.. those should be infinitely easier. Clop around the group in circles until they've exhausted their limited throwing weapon supply, only swoop in long enough to kill archers on the outskirts during that time, or ride around alot longer until they've used their missiles too. After that killing them is simple if you have a cheap spear. Even using a sword shouldn't be a problem if you manage to stay out of groups to protect your horse. If anything the sea raiders in this mod seem easier than the ones from native to me since they have in general worse equipment, excepting their increased ammo.

    Since it seems you like to start in the Nord area, why don't you check the first town's shop for an ornamental axe? It's a cheap, and really effective starting weapon due to its reach and ability to smash shields quicker.
  16. Too difficult

    I have to agree with Canuck and crew, I've had no problem starting off in this mod. Granted I've been playing Mount and Blade since Zendar (6, 7 years?) so maybe that's some of it, but there are lots of options to help get started.

    1. Take quests from local villages and cities, decline the ones that ask you to kill a dozen mercs. at once.

    2. Use the training fields. Doesn't take much time at all to get 8-10 local recruits to the next grade up.
    • And yeah, 10 or so fodder at second tier and a 200 gold sword/spear do just fine to take mercs.
    3. If these are too tough you can (for now at least) hire a small band of your own mercs. some starting options (bandit, poacher?) start you with furs and a gold bar to sell. More than enough to get a group of Lady Knights, which are more than enough for almost anything.

    4. Starting in Rhodok, Khergit, or Vaeger territory gives you some great trading opportunities.
    • Velvets, Spices/Salt and Iron respectively. A starting handful of denar go a long long way

    Yes it's a little tougher, but I like not just steamrolling groups of 30+ men to start. It seems to make the game much more immersive and engaging. I have to plan my beginning and struggle through the ranks. And I'm sure that the four methods I've listed (and played through) are just a fraction of the ways you can make it through the opening hours. Besides, after you kill your first group of mercs., even with low plunder skill, you should be just about set from their pieces of EQ.

    And.. I've never had trouble evading groups, I think the starting character+horse is faster on worldmap than anything but the Khergit/Sarranid bandits, even with a modest contingent.

    Don't start in those areas? Or, as a previous player suggested, avoid Ctrl+space for a little.

    At any rate, I hope you can find a way to enjoy this awesome mod! Surprisingly, this is one of my favorite mods recently, over Pendor and Damocles (how'd that happen!?). Maybe some of the other oldies can put in some tips for getting started? But the difficulty seems perfect to me.

    Good luck!
  17. **Active Progress List** /--Planning the next release--

    Found the cause of the inventory deletion bug, if not the specifics.

    Talking to troops and viewing their equipment deletes the last two rows every time, but only since hitting Inv. management 3.
  18. Bug Reports: 1.251

    Two more things, first, the end battle statistics are not displaying properly. A great deal of the time it's swapping my numbers and info for wounded/killed, gave me quite a start when I saw Bundek (killed)! And sometimes it will say that an entire stack is dead, when in reality they are just dandy and never even joined the battle.

    Second, and again, this may have been intentional, the tactical screen is not updating. It will show a snapshot when you hit backspace to view troop info, but will not budge (dead count or active map) until you come out and refresh it by hitting backspace again.
  19. Bug Reports: 1.251

    Also, in a similar vein, Persuade doesn't seem to be affecting prices at all, for troops or items. Not something I'd normally expect, but I figured since it denoted as much in the stat info that it was probably a change for this Mod. Do people even play merchant? How's no-one noticing these things? =P
  20. Bug Reports: 1.251

    The trade skill is acting a bit funny. It lowers prices (as one might expect) for goods bought from stores, but it also lowers the sale value of your own goods. Trade skill 0: Barbuta helm sells for 2001 denar. Trade skill 4: same helm sells for 1200 denar. Since no-one else was mentioning it I wondered if maybe it was intentional, I only hopped in during this most recent version. Fantastic by the way =)
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