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  1. SP Fantasy [WB] The Veiled Stars | the Lord of the Rings [WIP] + Theoden's Armour p411

    Bandits: I don't get why bandits/looters/whatever shouldn't fight eachother, seeing as how they're ... well ... you know... bandits
    so if you could make them all a seperate faction or however they did it in vanilla warband, and make them hostile to everyone, that would be awesome
    In native I recall the manhunters going for the bandits but I can't seem to remember different bandit groups (like a group of forest bandits and a group of steppe bandits) fighting each other. But I suspect most of the bandits will be changed to small groups of wild orcs or something like that (these are in the testing of the mod as of now) but I could imagine those would be limited to where you would actually run into them, seems wrong if some wild orcs were messing around outside the gates of Minas Tirith.

    I'm talking about bandits, not raiding parties
    raiding/guardsmen parties should be loyal to their own factions, right? and said parties should be huge (like 100-150 units of low-tier units), but not have a leader, or maybe just "hero"
    bandits are in it for the loot, and consist of small parties (and that's why I use tweakMB) so why shouldn't they fight other bandits? even if it's just different bandit types that fight eachother, I'm happy

    I remember setting looter parties to 150, and seeing a 600 looter party once, me, my companions and some swadian knights took all of them down and only one of us got knocked out.... and those kind of memories are why I fudging love warband


    oh, and I'm also going to assume orc (ooooh, maybe goblins) parties will be huge, but weak, like they are in any other game (and orcs are supposed to be weaker in daylight, right? Not like in the movies.....) so that would be a cool thing to code in
  2. SP Fantasy [WB] The Veiled Stars | the Lord of the Rings [WIP] + Theoden's Armour p411

    more questions and suggestions

    difficulty: will units die easily, because no matter how strong, when you're attacked by 3-4 goblins at once, a unit should probably die, right?

    Bandits: I don't get why bandits/looters/whatever shouldn't fight eachother, seeing as how they're ... well ... you know... bandits
    so if you could make them all a seperate faction or however they did it in vanilla warband, and make them hostile to everyone, that would be awesome

    Recruitment: I kind of like the warband recruitment, but it seems a bit silly how a farmer becomes an armoured tank of death (aka knight) with some training and money, so maybe you could do a sort of improved with fire and sword recruitment, where you can recruit lower tier units from villages and higher, trainer troops from towns/castles, or maybe the lance recruitment from anno domini mod, gives you 10 random units of a faction, from lowest tier to highest tier (which kind of sucks since your infantry and cavalry dies, and you'll end up with an army that consists mainly of archers)

    another recruitment question: I'm going to assume you can't recruit orcs or uruk-hai, so how are you going to do the "recruit volunteers" in the villages? make it so you recruit volunteers belonging to the faction you're allied with, or just remove any sort of village recruitment, and keep it in castles and towns?


    and just for the record, there were no hot female actors in the trilogy, maybe liv tyler, MAYBE
    also, apologies if all of these things have already been asked/said, I just found out about this mod a few days ago, and I can't be assed to read through all of the pages
  3. SP Fantasy [WB] The Veiled Stars | the Lord of the Rings [WIP] + Theoden's Armour p411

    Dion/Folcwar 说:
    How will orcs counter rohan Cavalry? do they have pikes. or will they just get over runned?

    in the with fire and sword enhanced mod there's a thing where you can ready pikemen, they get into a position, and when horses run into them they get so much damage most of them die
    but then your pikemen just stand there while the enemy gets up and just.... kills them while the rest of the cavalry just keeps coming, so either way a lot of them died

    in anno domini, if you run into a braced spear your horse gets extra damage (I think it's 6 damage)

  4. SP Fantasy [WB] The Veiled Stars | the Lord of the Rings [WIP] + Theoden's Armour p411

    more thoughts

    if you make the companionship recruitable, are they going to be super overpowered? because you know.... they fought against huge numbers with no problem, and can I get rid of them? having a bunch of guys who turn into unkillable tanks kinda removes the fun in the game (I still think you shouldn't be able to recruit them, they have their own respective mission to complete, get some people we haven't seen yet or take them from other lord of the rings games, like war in the north or the third age (that ps2 rpg))

    and the one thing that bothered me about the loot screen is that you only get a few items, you just fought an army of 150, and killed like 30 yourself, and you only get 3 swords? could you make a shop item called "bundle of weapons" as loot drops? as useless as a bundle of furs, but pays a pretty penny, I mean, smithys in wartime need weapons to refurbish or just melt, right?

    and will you do that diplomacy thing where you can check a box and make companions automatically upgrade their armour/horses?

    oh, and longbows/warbows on horses? aye or nay? and will it take longer to load longbows like in anno domini? not that I'll ever use them, but I just want to know
  5. The Complete Idiot's Guide to Installing the SVN version of Anno Domini 1257

    Jandro3171 说:
    I have a question, in my little village I built a manor, but it doesn't appear, I can only rest in the village what should I do? Because if I'm not mistaken the manor should appear and I should be able to build stuff in it? Someone please help if you know.

    you have to invest into a manor, which is an option near the bottom, not build one using the village upgrades screen like the mill and watch towers
    costs 10.000 gold
  6. SP Fantasy [WB] The Veiled Stars | the Lord of the Rings [WIP] + Theoden's Armour p411

    Bobslide 说:
    lets just see what creators do with this mod and then we will in coordination with them try to pitch in some extra ideas...since i can see that moders are very active and opened to suggestions...so i see no need to push them over the edge with constant "specification rush" if you know what i mean...

    all they are doing is suggesting things, they're not forcing anyone to do anything
    they give the mods ideas to put into their content, the mods decide what to use and what not
  7. SP Fantasy [WB] The Veiled Stars | the Lord of the Rings [WIP] + Theoden's Armour p411

    Lif 说:
    How about some fix locations that you would be able to explore?
    Like a trolls cave, Some ruins (e.g. that watchtower where Frodo gets stabbed) ect.

    They have that in Brytenwalda and it's fun to explore them, kill all enemies there (which is hard, because you are alone) and find items there or free slaves.

    You could put that into some quest lines or put those special magic weapons there people talked about 50 pages ago.

    Weathertop.....
  8. SP Fantasy [WB] The Veiled Stars | the Lord of the Rings [WIP] + Theoden's Armour p411

    I had another thought, prisoners

    I don't recall either side willing to take prisoners, so will you be able to in game? and if so, can you recruit orcs into your army?
  9. SP Fantasy [WB] The Veiled Stars | the Lord of the Rings [WIP] + Theoden's Armour p411

    I have another question
    the thing that bothered me in every other mod I ever played, is that archers don't have a skirmish AI
    so would it be possible to code in that archers holding position would back away from enemy units if they come too close, and when the enemy is dead, they move rejoin the line of whatever formation you put them in?

    or maybe even move forward 10 paces when an enemy is out of their effective range? because I can't be on a horse killing stuff and keep an eye on 4 unit groups at the same time, right?

    and another question, will gameplay be the same, or will it be difficult at first, like in prophesy of pendor?
    I would prefer the latter, but hey, you are my overlords until this is finished, all hail the mod team!

    and if  you get knocked out, do your allies just charge, or do you take command of a friendly unit? and will there be unit, allied, and enemy unit counters in the bottom left, because I don't like seeing which unit killed which taking up the left of my screen, but it's managable if the font isn't too big

    am I nagging? I'm sorry if I bothered anyone
  10. SP Fantasy [WB] The Veiled Stars | the Lord of the Rings [WIP] + Theoden's Armour p411

    Leifr Eiríksson 说:
    It makes nil sense for the Fellowship to be selectable as companions if it is being discussed. It shouldn't even be a matter of discussion.

    that's what I meant, they're busy with a quest of their own, while you're a soldier in the war between good and evil
    getting named companions (even if they're just bodyguards with no backstory) that have nothing to do with the movies/book would seem so much better in my opinion
    or maybe they could take names and stories from other games, like war in the north

    and how big are the odds of me getting a mumakil mount?
    and you guys better make the battle maps huge, and I mean maximum size so I won't have to muck around myself and break the game
  11. SP Fantasy [WB] The Veiled Stars | the Lord of the Rings [WIP] + Theoden's Armour p411

    I couldn't be assed to read through another 260 pages to look for answers, so here are some question you guys are probably sick of answering

    - the best costum battlemaps I've seen are the ones in anno domini 1257, are you guys going with the same old, stupid hilly battlemaps from native, or are you making (or planning on making) your own costum battle maps?
    - the music, are you going to find a place for EVERY song in the soundtrack, or just the basics?
    - the mini-map you get when you press backspace, any chance of making that permanent link in anno domini?
    - companions.... will you make the fellowship companions or lords? because I would prefer companions you created
    - do you guys accept donations for your hard work?
  12. Bug report for 0.97

    the two castles west of pamplona (of kingdom of navarre) are broken
    the back half of the castle is missing, and the siege tower ends on a small square with no stairs, the two walls with units on have no stairs either
  13. Bug report for 0.97

    right, bugs....
    so I tried experimenting with hired companions (sucks they don't even have last names, even the local lords), and I tried giving one a fief, and checked to see if I could re-hire him, and I could
    so I did that, talked to him on the world map, wore the same armour he had before, I changed it in my party, and it changed on his lord counterpart too
    now, after I hired him, he was a trainer I think, I was able to hire another trainer bodyguard
    this way you can get every hired companion as a lord + in your party

    now, I'm going to try this later with the local lords, see what happens (I just got a peace offer, so I'm not at war with anyone)


    edit: right, so when you make your bodyguards lord, you can hire another one of the same type (pathfinder, monk, trainer), but only one, so you can't hire every trainer
    when you look at that screen, their name changed to lord, on the right it says "unavailable", but you can still hire him
    when you make a "local lord" a lord, they aren't available to recruit anymore
    oh, and when you fight with the lord counterpart party, that lord doesn't spawn, only your party member lord, but with their own banners above them, same when you  fight on your own
    I just noticed, when the lord's party loses, your party member's health goes down to 0%

    I have no idea why I'm even testing this, it's just a silly exploit

    on a sidenote, why would you make your own companions lords? they don't have any renown, so their parties are like 70 strong at first
  14. General Suggestion thread - 0.97Beta.

    the ship maps are too small, not enough ships for when you use battlesizer and have 250 enemies standing on a larger ship, while your 250 guys get killed trying to get up a ramp

    oh, and all of the ship sails are the same colour, how are they supposed to tell friend from foe?
    and the siege in damietta is still broken

    oh, and the ability to change the titles of your lords, so I won't have to go into the game files
    oh, and maybe the ability to choose the type of armies your lord recruit, not based on location, so you can make an all-scandanavian army? just a suggestion, I'm fine with the way it is

    oh, and the templar and teutonic orders I made in my two manors only gave me knights once, now the priest says I already have knights at my command, while all of them are dead

    oh, and I suggest hugs for everyone, and rainbows
  15. Bug report for 0.97

    hieua2 说:
    I just played for an hour and here are my review/bug report:

    1. Recruiting at my village has a bug ( chose lance recruit at begining )
    In menu recruiting at my vilage, all recruitments are 7, however when out to map my party has nearly 80 members ( from newbie to elite troops ).
    2. In looting menu, I don't see setting value for looting. Is that a bug or not? If not, I recommend add it to.
    3. In amr shop, a Masterwork Heavy crossbow has 39 dam and a Hunting crossbow has 30 dam ? I dont know the true dam of Hea.crosbow, so I think itz a bug?
    4. About head armors/ shields/  horses, I think head armor is too strong ( some >> 100 ), shields and horses are too weak and very easy to break/damaged.

    if you read about this mod before just installing it, you'd know a lance consists of 10 troops, not 1
    and accordig to you, horses are supposed to walk off 5 javelins to the head? that's an improvement over vanilla in my opinion
    helmets are made of metal, are they supposed to be weak or something?

    that's not a review, it's you *****ing about tweaks, not even mentioning the good stuff in the mod
  16. The Complete Idiot's Guide to Installing the SVN version of Anno Domini 1257

    stevehoos 说:
    fuzzyballs 说:
    right, I just discovered this mod, it's awesome and stuff, but you guys already knew all of that

    but how is this SVN version different than the simple installer + update you find on the nexus site?

    The SVN is a work in progress beta so it includes some options and updates that are not present in the installed version. But it is still a beta, so not everything works as it should.  :mrgreen:

    right, thank you
    I found it a bit weird that I googled around, found an update log that said the kingdom of navarre was removed while I was at war with them

    well, thanks again
    the main attraction for me is the 42 nations, new battle maps, new siege... stuff, more units in sieges
    the only thing I don't like is the lance recruitment, because your infantry and cavalry keep dying, and eventually half your army consists of archers
  17. The Complete Idiot's Guide to Installing the SVN version of Anno Domini 1257

    right, I just discovered this mod, it's awesome and stuff, but you guys already knew all of that

    but how is this SVN version different than the simple installer + update you find on the nexus site?
  18. Bug report for 0.97

    that city in the south-east, damietta, during the siege, you put the wall where the ladder is wrong
    so now there's a long brick wall with a ladder inside of it, and the attackers just run into that small piece of ladder instead of going around it
  19. SP Musket Era Enhancement Mod. Rule your own kingdom! 1.75 final. Open mod source code.

    designatevoid 说:
    This mod is awesome!  It's exactly what I always wanted.

    In addition, I'm documenting it as I go.  I just started a stub on wikia: http:// mountandblade.wikia.com/wiki/Enhancement_Mod_(With_Fire_%26_Sword), and plan on consolidating the questions from this (LONG) thread onto there.

    questions that people ask who don't read the purple faq at the start
  20. SP Musket Era Enhancement Mod. Rule your own kingdom! 1.75 final. Open mod source code.

    The_Hussar 说:
    Yes. deserters can take cities. The fortress taken by them is hostile to you as deserters, rebels, looters, ect. are your permanental enemies. And you can take these cities as I mentioned above.

    so I checked, you can only download 1.75,  and I have that installed
    I've been playing this for a long time, and I have yet to even see any deserters even lay siege
    do you get a message like you do with other kingdoms when they siege a certain settlement?
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