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  1. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    Thanks for your comment. A new update will be up as soon as I fix some of the lingering issues.. It is not fun playing and having the characters jumped many levels for no reason at all.

    I have a good idea where I want the mod to be but some of the stuffs cannot be realised as quickly as I want because of my poor coding skills. Sorry about that.. :sad:
  2. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    Thanks Qes for your feedback...

    A new version will uploaded in a few days with the new color changes to the player faction. I will also take out the battle formation kit as the AI was acting rather poorly on those.

  3. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    Qes 说:
    Benkasim 说:
    Qes 说:
    Benkasim 说:
    I will take out the additional diplomacy mod as well as the battle formation kit...leaving only the skirmish + pre-battle plan mod intact and upload it as an alternative download...so see if there is an improvement in the gameplay. I really like the diplomacy + battle formation mod but let's see how it goes.. I may tweak them abit for this upcoming alt version.

    Well, I really LIKE the diplomacy mod.  I grabbed yours specifically because it was like Diplomacy + Flavor.  I'd hate to sacrifice one for the other.
    I dont think diplomacy is the root cause of slow down (during battle).  Battle Formations seem that way.  And I absolutely LOVE the shield wall. (So long as I'm playing nord).

    So basically - I love what you've done.  I'd hate to see you tossing out things.  I know, I want my cake and also to consume said cake.
    But I'm almost convinced that most of these issues merely require some tweakery, not all-out removal.

    Perhaps getting into contact with the original makers of those parts might eliminate some difficulties?  Or perhaps they'd have insight as to how to streamline.  As of now, i'm willing to put up with a little lag for the extra fun your mod represents. I just saw the lag's removal as a longterm goal.

    It is not tossing them out but troubleshooting the problem.. I have to eliminate one factor at a time to see the cause of it. I will be upload an alternate version to get feedback if they encounter the same bugs...For the battle formation, I will just turn off the AI formation... It is disturbing to see the opponents just standing there waiting to be slaughtered..

    Yeah that makes sense. Although, now playing it more, I have a few more thoughts (on the current oct 15 build)

    Tactical: (Battle)
    1.  Formations are more trouble than they are generally worth.    It takes a lot of fussing to get people where I want them, and the backspace-overview function no longer works at all. I cannot direct my forces with a click.  It resets.
    2. Skirmish is great.
    3.  Shieldwall is less and less effective - (see 1).  This is mostly because with larger armies i want to accomplish more.  The more clicking required to get things into place means that single tactics work less often.    Also, since shieldwall doesnt really allow me the finesse of "where" i want them to set up (always to my left and it's a guess) it's usually better just to have them in ranks or "hold" on a hill.

    Honestly, I wish that Infantry just naturally formed a few rows deep, rather than in a long line (shieldwall) instead of having to tell them to do this.  And then "hold" where ever would work fine.  If anything "come together" should be depth of ranks, and spread out should be the opposite.  Shield-walls should always be natural.
    4. The "planning" function doesnt work at all.  Even if I set up plans, they are completely ignored and i HAVE to manually set my units every battle.
    Conclusion - remove the battle formations thingy.  It's too much trouble for it's worth (and since the AI cant use it) it can probably be the first to go?  If possible, ONLY keep skirmish?  It's a completely separate button anyway.  It works exactly as needed (so far as I can tell).  If anything I wish it could be expanded to cavalry (run in, hit one thing, run away).  But i'm not sure that works.

    Strategy (Map)
    1. I altered the colors to suit my whims.  But when I finally conquered a castle (Ismerela), it was bright red.  I like my kingdom to be a nice royal purple.  It would be nice to have color selection IN game?  (Like with the banners)  I do remember that other mods have done this, but it might be a huge hassle.  As it is - i'd like to simply know why my kingdom was red.  All the other colors are what they're supposed to be.  My Patrols *were* purple.  But the castle name and village were red.  I was wondering if it was because i'm not a legitimate ruler?  I have outlaws and bandits set to red (easy to see).  So i've no earthly clue why everything "except" places are correctly colored.
    2.  Maybe have the different factions choose their main-flag-banner at random at the start of a new game?  That way some of us could use those cool banners when we become uber ourselves.  I do really like that ONE banner flies over everything - that of the king.  Perhaps on the field of battle though, individual banners could still be realized.  So "Map" banners would be the king.  And Battle-banners could be individual lords?  If you could manage that, I might just giggle like a school girl.  (I didnt notice it if this is already the case - too busy with the slashing and the blood and the crying and the tears and what not)


    Administration (interface)
    1.  It would be nice to have many of the modules facets and features to be disable-able via the camp menu.  Generally "more customize-ability" in the camp menu for what features we want on and off would be great.
    2.  I dont mind the EXP bug.  :razz:  It should be fixed, but maybe put this low on the totem pole of bug triage.
    3.  Diplomatic spam is annoying - but should also be on the low end of the triage.
    4.  Faction relations report is useless, and more important than the spam.  I'm not sure if you can fix this.



    If I repeat things, it's only so that it's all in one list and you dont have to go looking for them in other posts. :smile: 




    EDIT/add:  I read more up on the skirmishing script.  It seems completely separate from the battle-formations scripts.  So it would likely be possible to keep that.

    The Skirmish mod and Battle Formations mod are different scripts.
  4. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    Qes 说:
    Benkasim 说:
    I will take out the additional diplomacy mod as well as the battle formation kit...leaving only the skirmish + pre-battle plan mod intact and upload it as an alternative download...so see if there is an improvement in the gameplay. I really like the diplomacy + battle formation mod but let's see how it goes.. I may tweak them abit for this upcoming alt version.

    Well, I really LIKE the diplomacy mod.  I grabbed yours specifically because it was like Diplomacy + Flavor.  I'd hate to sacrifice one for the other.
    I dont think diplomacy is the root cause of slow down (during battle).  Battle Formations seem that way.  And I absolutely LOVE the shield wall. (So long as I'm playing nord).

    So basically - I love what you've done.  I'd hate to see you tossing out things.  I know, I want my cake and also to consume said cake.
    But I'm almost convinced that most of these issues merely require some tweakery, not all-out removal.

    Perhaps getting into contact with the original makers of those parts might eliminate some difficulties?  Or perhaps they'd have insight as to how to streamline.  As of now, i'm willing to put up with a little lag for the extra fun your mod represents. I just saw the lag's removal as a longterm goal.

    It is not tossing them out but troubleshooting the problem.. I have to eliminate one factor at a time to see the cause of it. I will be upload an alternate version to get feedback if they encounter the same bugs...For the battle formation, I will just turn off the AI formation... It is disturbing to see the opponents just standing there waiting to be slaughtered..
  5. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    Strategist 说:
    I like your mod and how can completely insane! I'm current a mercenary working for Swadia and short after that almost all the factions seem aimed against Swadia. It's completely nuts!

    Okay, the most recent update and I have to, dude you REALLY need to fix your siege AI. The formation are really screwing the battle. Player soldiers are fine somewhat because we disband the formation. But AI soldiers aren't. When attacking a city during a siege they don't disband the formations and that's cause them to not go up the latter but instead charge head first into the wall of the city or castle. Player soldiers themselves also don't spread out along the wall, but instead jumble up all together above wherever the enemy. This really needs to be fixed and than you're probably better off removing the formation, because they can only work for field battles not sieges. It just draws the siege out for unnecessary long amounts of time and that makes it more annoying than fun when fighting sieges.

    I noticed them too.. I will replace battle formation AI with the original script for the next version and see how it goes..
  6. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    I will take out the additional diplomacy mod as well as the battle formation kit...leaving only the skirmish + pre-battle plan mod intact and upload it as an alternative download...so see if there is an improvement in the gameplay. I really like the diplomacy + battle formation mod but let's see how it goes.. I may tweak them abit for this upcoming alt version.
  7. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    I agreed that there is a lot of room for improvement.. after adding the battle formation kit to the AI...it seems that they are just standing at one corner waiting to be slaughter..Still working on the massive XP gain bug..

    Just write your feedback here so that I can add to my to do list..

  8. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    Most probably another update today as I add Motamaru's updated formation kit and also spearbracing.

    I will probably add in the other 2 mercenary guilds in as well. (No quests from them yet though)

    ----------------------------------------------
    Mashie Mercenary Guild  (Maces and Shields)
    ---------------------------------------------
    HQ:  Wercheg

    These professional soldiers use maces and shields.


    ---------------------------------------
    Skuham Mercenary Guild (Skulls and Hammers)
    --------------------------------------
    HQ: Athalos

    These professional soldiers use hammers to break people's skulls.



    Inter-Guild Wars: An improvement in relation with one guild will increase the animosity of the other two so choose your ally carefully.

    In future version, once you have achieved a good rank and relations in the guild, you will be able to call for battle your guild members. (Around 3-4 mercenary warbands will follow you and assist you in battle for 6 weeks for a price.

    I have just added the formation kit by motomaru... I hope you have an enjoyable tactical battle.
    I will pause development for a while ..been modding this for 4 days straight.

    Do give your feedback. Next update is most probably in 2-3 weeks time..enough for you guys to enjoy the game and feedback.

    I will however upload minor updates to the mod..especially bugfixes..
  9. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    silent.exclamation 说:
    Even native AI use skirmishing; just watch khergits during a battle.

    Love it, by the way - I had given up on mounted archers but this feature makes them awesome.  Huscarls+Khergits for the win.

    Also - love the archer branch to Samurai.

    I was wondering if you're planning on breaking up some of the remaining large factions more?  It works pretty well as-is, but Nords definitely took a hit compared to the rest :sad:  Good thing they're still godlike.

    Hemmark is Nords' nemesis... Try using their berserkers...
  10. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    For the next major version, I am looking into adding some of the castles that Adorno made as well as adding codes for the battle formation kit and spear bracing.

    You will also see the emergence of 2 more mercenary guilds and more quests from them. Improving relations from 1 guild will decrease relations with the other two guilds.

    I will be tweaking the units from the new factions and extend them well into tier 6.
  11. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    Fenix_120 说:
    Well I saw this mod and decided to give it a shot.


    I Down loaded it this mourning and played it for a couple of hours, I have to say that over all I like it.


    I know that some would argue that the factions are too similar to their native counterparts, but I on the other hand think the factions similarities work very well, you can Tell that the kingdom of Aran were Nords once, you can see plainly that the small Swadian-based faction by the sea (Sorry I don't remember their name but I keep wanting to call them Aragon for some reason)  were once brothers with the Swadians, so on and so forth.

    The new mercs seem to fit in as well, and are now worth a damn  :twisted:


    I think that a few of the new cities could have been better "placed" on the world map but they all are functional so its ok, most of the new cities were placed well though.


    One thing I did not like as much though is the new factions units, not that theirs anything wrong with the units themselves but rather with their tier system and the native tier system, seems to be a bit unbalanced to me.


    For an example, the Berserker and Huscarl seem to be carbon copies of one another, yet the Berserker is a tier 3 unit as opposed to a Huscarl which is tier 6.


    A real game killer for me was that faction in-between Swadia and the Khergits, Super elite heavy Calvary and low tier do not go hand in hand.


    I do not know what your over goal's are, but I would ether add more in-between units for the new factions or remove some of them for the native ones to help balance this.

    Over all though very well made mod and I look forward to your finished project!  Good luck man.

    Thanks for trying out the mod. The units themselves will be balanced out in the future with more in-between unit type.

    The Kingdom of Arrion was Swadian based while the Republic of Aran was a mixed of major factions.
  12. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    Bazyl 说:
    I have got once more a random experience boost for a second time in this game. I noted the boost :
    +29 999 XP. Maybe the figures will help to find the reason. This time I gained just two levels. :sad:

    I just got this error in my game.. I am not sure what is causing it..It could be a daily trigger
  13. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    My favorite mercenaries are the Naginata troops and Irosian troops.
  14. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    Captain Boomer is somewhere in Praven Tavern. You will have to look for him.
  15. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    Just released 10 Oct 2010 version. A new game is needed as I have added new troops..

    I didnt have time to add the battle formation / spear bracing and adorno's castle mod yet.. Maybe later after I have cleared some of the outstanding bugs..
  16. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    silent.exclamation 说:
    Personal request - can you make the Samurai have an archer branch to their progression (slightly worse at power strike in exchange for some power draw points), or make them all have some archery ability?  I can change it with the troop editor, but if it's in the core game I would be much happy :smile:

    Done

    One final test before uploading...
  17. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    In the next few hours, I will release the new version. You may need to start a new game..unfortunately as I added new troops.

    * Changelog (10 Oct 2010 version)

    +++++++++++++++++
    New Mercenary Troops
    +++++++++++++++++

    Nagita Cavalry : Mounted Samurai (tier 3)               
       
              ** (Nagita Retainer -> Nagita Samurai -> Nagita Cavalry
    Nagita Archer (tier 2)
    Nagita Light Cavalry (tier 3)

            ** (Nagita Retainer -> Nagita Archer -> Nagita Light Cavalry

    Alesian Spearman
    Alesian Veteran Spearman
    Alesian Spear Warrior

    +++++++++++++++++
    Active Mercenary Guild: Iron Swords
    ++++++++++++++++

    HQ: Praven
    Contact Person: Captain Boomer (Quest Giver + Recruiter)

    Troops:

    Irosian Footman (L10) -> Irosian Light Infantry (L15) -> Irosian Heavy Infantry (L20) -> Irosian Guardsman (L25)

    Quest Available:
    1) Kill bandits
    (reward: xp + gold + positive faction relations)

    * There will be 10 quests available in future version.


  18. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    Grimmend 说:
    Just played it for the first time and...wow, You really meant it when you had 'warring states' as the title.
    Really love the mini factions, half of Calradia broke out in combat, and I barely got the first week done  :grin:
    Looking forward to the mercenary guilds, liked them in the SoD mod, want to see more of it.
    Kinda curious, but about how far are you into this mod?  I'm looking forward to this games' developement.
    (By that, I mean how far are you from your 'ideal' vision of the game?  More factions, new map, overall big picture %-wise)

    How far? maybe 10%. Mostly quest based and some more companions.. I think currently the map is big enough to fit all the currect factions.
    Instead I will be focusing on quests and how it will subtly change Caldaria and you.
  19. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    Hunter7 说:
    Bazyl 说:
    To Hunter7

    I would suggest to re-download both M&B Warband 1.32 and the Benkasim's mod.


    The Benkasim's Mod ?? where do i find it.

    and for now the game works oké like the last time but i will see for how longer.
    I did install everything clean again and now no problems  thanks fooks for your help.

    only now i have to find Benkasim's Mod.

    Hmm this is the mod..I am currently rebuilding the mod from scratch again and add the other mods one at a time to weed out the bugs.. especially the xp bug.. sometimes I get it at the character creation screen.

  20. Benkasim

    [S] Warring States II - Released 15 Oct 2010

    Hunter7 说:
    well it starts oké, but not.
    see here whats happen when i start your new game  Warring_States II voor  M&B Warband 1.32

    //Processing Ini File Finished
    Loading Music...
    Loading Textures...
    Finished Loading Textures...
    L8 Format is  unsupported
    WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_start
    WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
    WARNING: UNABLE TO MAP GAME SCRIPT CODE:  game_check_party_sees_party
    Loading Module...
    Loading item kinds...
    Loading dialogs...
    Loading mission templates...
    Loading party templates...
    loading time:  23592

    rgl_post_warning_line: Could not find any definition for GUI widget "initial_tutorial_button" in game_variables.txt
    rgl_post_warning_line: Could not find any definition for GUI widget "initial_start_new_game_button" in game_variables.txt
    rgl_post_warning_line: Could not find any definition for GUI widget "initial_resume_game_button" in game_variables.txt
    rgl_post_warning_line: Could not find any definition for GUI widget "initial_multiplayer_button" in game_variables.txt
    rgl_post_warning_line: Could not find any definition for GUI widget "initial_custom_battle_button" in game_variables.txt
    rgl_post_warning_line: Could not find any definition for GUI widget "initial_options_button" in game_variables.txt
    rgl_post_warning_line: Could not find any definition for GUI widget "initial_credits_button" in game_variables.txt
    rgl_post_warning_line: Could not find any definition for GUI widget "initial_quit_button" in game_variables.txt
    rgl_post_warning_line: Could not find any definition for GUI widget "initial_game_logo" in game_variables.txt
    rgl_post_warning_line: Could not find any definition for GUI widget "initial_version_info" in game_variables.txt Finished All...

    Frame# : 4912
    Saving options...  OK!
    Exiting network manager...  OK!
    Deleting resources...  OK!
    Exiting physics manager...  OK!


    I see the screen where you could dicede to start the game or play malty player ect ect
    But that screen is clean no possibility to make a change only red text on screen like the red lines here

    I am not sure how to solve this as I am unable to duplicate it. If you guys have a clue on what is wrong, please help.
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