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  1. looy

    Escaping lords are breaking the game!

    It's okay that they escape after a while but I feel like it should be more like 10 days or so (currently feels like 1 or 2) to actually get **** done whilst they are imprisoned.

    If they want to stop snowballing they could try boosting the party size of tier 2+ clans, because currently the limit on a kingdom's total military strength is the number of lords they have... really it should be based on the total territory they have to recruit from. IE Full strength parties should actually be quite rare, but a faction with half their lords MIA should be able to compensate by having bigger parties.

    Alternatively just have the campaign AI team-up on the stronger factions instead of waging war seemingly at random, EG If Vlandia starts to take loads of territory from Battania, Sturgia, the Aserai and the Western Empire should all have a high chance of declaring war on Vlandia.

    They need to fix the auto-resolve too so that Looters / Bandits don't capture weak parties so frequently. Other than Steppe Bandits there's no excuse for getting in a fight with a bandit party that you aren't 100% going to win.
  2. looy

    BL Coding How to replace unit item loadouts?

    One of the other mods that changes equipment seems to just create a new troop type: https://www.moddb.com/mods/shields-for-all/downloads/shieldsforall
  3. looy

    BL Coding How to replace unit item loadouts?

    I've had the same problem. As a test I tried to give imerial recruits a mace and a shield. It spawned them in every possible combination of my gear and the vanilla ones. EG Some where had a mace and a shield, some had a sword and a shield, some had just a mace, some had just a sword.

    My xm file looks like this:
    XML:
    <?xml version="1.0" encoding="utf-8"?>
    <NPCCharacters>
        <NPCCharacter id="imperial_recruit"
                    default_group="Infantry"
                    level="6"
                    civilianTemplate="NPCCharacter.empire_troop_civilian_template_t1"
                    name="{=s3IJIFUw}Imperial Recruit"
                    occupation="Soldier"
                    is_basic_troop="true"
                    culture="Culture.empire">
        <face>
          <face_key_template value="NPCCharacter.villager_empire" />
        </face>
        <skills>
          <skill id="Athletics"
                 value="20" />
          <skill id="Riding"
                 value="0" />
          <skill id="OneHanded"
                 value="20" />
          <skill id="TwoHanded"
                 value="10" />
          <skill id="Polearm"
                 value="20" />
          <skill id="Bow"
                 value="5" />
          <skill id="Crossbow"
                 value="5" />
          <skill id="Throwing"
                 value="10" />
        </skills>
        <equipmentSet>
          <equipment slot="Item0"
                     id="Item.empire_mace_1_t2" />
            <equipment slot="Item1"
                     id="Item.eastern_wicker_shield_recruit" />
        </equipmentSet>
        <equipmentSet>
          <equipment slot="Item0"
                     id="Item.empire_mace_1_t2" />
            <equipment slot="Item1"
                     id="Item.eastern_wicker_shield_recruit" />
        </equipmentSet>
        <equipmentSet>
          <equipment slot="Item0"
                     id="Item.empire_mace_1_t2" />
            <equipment slot="Item1"
                     id="Item.eastern_wicker_shield_recruit" />
        </equipmentSet>
        <upgrade_targets>
          <upgrade_target id="NPCCharacter.imperial_infantryman" />
          <upgrade_target id="NPCCharacter.imperial_archer" />
        </upgrade_targets>
      </NPCCharacter>
    </NPCCharacters>
  4. looy

    Let us chose targets for our siege engines.

    I could be wrong, but I think it's meant to represent shots hitting a random target, rather than the siege engine aiming at random targets.

    You can put the siege engines in reserve by clicking on them once they are built, then deploy multiple at once so they don't get instantly focus fired.
  5. looy

    Recruits should have shields

    I don't get why people are arguing as if the idea of giving recruits shields and fixing the recruit spam problem are necessarily opposed.

    Seems reasonable to give recruits shields unless they're going to make it less fiddley to split your shielded / unshield troops. Unshielded troops need to be in a seperate control group to use them effectively against something other than looters, so either that needs to be automatic or the majority of infantry should just have shields. Also, the AI is never going to be as good at commanding troops in battle as a human and protecting shieldless troops is one of the harder things to do so it'd make them a lot more dangerous without needing insanely smart AI. Plus it just makes sense, if the game let me I would personally pay 100 per soldier to kit them out with shields and any lord with a couple of towns or castles should be able to easily afford the same.

    That doesn't mean we can't also fix the recruit-spam problem (without resorting to letting them cheat). Here's a bunch of ideas:
    * Have notables train troops faster. This doesn't really benefit the player until they've gotten relations up higher to access the more valuable "recruitment slots", but most AI lords start with lots of good relationships with notables.
    * Add passive XP gain based on leadership skill.
    * Add passive XP gain based on the appropriate weapon skills of the party leader (some perks already do this, but could make it a universal feature).
    * Add more ways to get large parties into fights. Throw some 100+ bandits armies in there (perhaps once rebellions are actually implemented this could help).

    There's some bugs in there too that add to the recruit overload problem. For one thing, "simulated" battles tend to let inferior armies punch above their weight and do way more damange than they should. EG 50 Lancers and 50 Horse Archers vs 10 Mountain Bandits can result in 7 or 8 deaths somehow, whearas if you actually played the battle and just told everyone to charge those bandits would just immediately die in a hail of arrows. This is how the AI fights every battle so its no wonder they can't retain high tier troops.
  6. looy

    Companion Led Party == Over-Recruiting Issue

    AI lords seem to favor recruits. You can see who they hire when they enter towns. Often all recruits.

    Well they don't really have a choice, recruits are mostly what spawns.
  7. looy

    Companion Led Party == Over-Recruiting Issue

    I wonder if the other AI lords are doing this. Would partially explain why we see so many blobs of recruits.
  8. looy

    The repsawn / reinforce system is large battles causes a lot of issues.

    So this is something that has been bothering me since getting into the late-game where huge army clashes are pretty common. The way troops just respawn at the starting position of their army and walk to their ordered position causes a bunch of issues, and basically forces you to build your...
  9. looy

    Shield wall with mixed troops should put the unshielded ones at the back.

    I thought it would be nice if when you put a group of troops into shield wall the ones with shields moved to the front and the ones without moved to the back. Currrently you end up with squishy recruits acting as meatshields for heavily armoured legionaries I know you can manually move them to...
  10. looy

    Suggestions

    I gave this it's own thread, but it looks like you guys want to make every disappear inside one giant megathread so:

    Hey, long time no see.

    Anyway I've just got back into Mount and Blade, NW in particular, and I'm enjoying it so far. However in my opinion it has one flaw that doesn't really need to be there: there is no "proper" mode without limited lives.

    Many players such as myself hate waiting to respawn, I'm okay with up to a minute or two. But if I die at the start of what is likely to be a 10 minute round of battle twice in a row I'll just quit and go to a TDM server to relieve the stress. I can't believe I'm the only one that feels this way. Don't get me wrong, I'm not some dribbling moron that just wants a constant battle. I just don't want to be punished for what was likely a totally random event.

    I try to play mostly siege because of this, but the damn limited lives system gets in my way again. All the team oriented actions such as exposing yourself to enemy fire to push a ladder off the walls are riskier than the selfish actions such as camping back and letting your team get over run. In every siege round I've lost the same 20% of the team is left at the end, the rest of us have to wait for them.

    So what I basically would like to see is a more dynamic respawn system for siege mode.
    In a nutshell:
    Both teams have unlimited lives.
    Attackers have a fixed spawn rate, like now.
    Defenders have a dynamic spawn rate. They start at the 30 second time they have now.
    Every time a defender dies, the spawn time goes up for the entire team. The more players on the team, the less a single death effects the spawn rate.
    The spawn time can go up to a max of 2 minutes. It decays back down to 30 seconds over time.

    Essentially the more frequently defenders are dying, the slower their respawn. They can still recover and get their spawn time down a bit by dying less. There is still an incentive to not die like a moron, but "cowardly" behaviour isn't particularly rewarded. Basically if you sacrifice yourself for the team and save a few team mates, you will have a shorter spawn time than if you run off and let them all die then get shot in the back trying to save yourself. I think with proper tweaking this system would achieve the same result as the limited lives system, but it would be more "fair".

    So... Good Idea? Bad Idea?
  11. looy

    [Suggestion] Small change to siege spawn system.

    Maroon 说:
    I'm not sure everyone would see that it would be better for the spawnrate if they push that ladder away, or fill that breach, instead of camping behind the wall. I think there is a chance (maybe it doesn't happen, but you'll never know) that this encourages camping.
    Plus, if this were added to the siege mode, it would likely break the siege events, as lines of at least 15 men tend to die as a whole, increasing the spawn time enormously.
    So I'm not sure this would be a good idea.

    How big of a problem mass deaths are depends on the implementation, there's a few variables to play with: Min/Max Spawn Rate, Rate of Increase, Rate of Decrease. It'd probably be best to have a diminishing returns system on the amount of spawn time you get per death, just so it's actually possible to get the time back down.
  12. looy

    [Suggestion] Small change to siege spawn system.

    Hey, long time no see. Anyway I've just got back into Mount and Blade, NW in particular, and I'm enjoying it so far. However in my opinion it has one flaw that doesn't really need to be there: there is no "proper" mode without limited lives. Many players such as myself hate waiting to respawn...
  13. looy

    Steam Or Retail?

    It doesn't really matter, once you have a CD-Key you can use it in steam OR non-steam versions interchangebly. So just buy it from whichever is cheapest or directly from taleworlds if you feel like supporting them a bit more.
  14. looy

    Hosting Local Server

    So I've been trying to host a local server most of the evening after trying pretty much every solution I could find on the forums. I've tried: Forwarded ports 7240-7245 Set my internal ip address to static Hosting in-game and via dedicated server Unblocking Warband and the dedicated client in...
  15. looy

    Anyone play mercenray archer?

    xenoargh 说:
    So then what's the difference between the brigand and the merc archer then?
    Not much, except that playing a Brigand is generally harder.  Really should re-visit that class at some point.

    Brigand seems pretty balanced the way it is, maybe you should just remove bandit mercs from the archer and give them something more unique (like his army always gets one free ammo refill or something).
  16. looy

    Discussion on Militia.

    Didn't this mod have Spain and Portugal in the earlier versions? Whatever happened to them?
  17. looy

    Classes

    Theres basically Musket Infantry, Rifle Infantry, Sword Cav, Lance Cav, Dragoons and Artillery operators.
    Infantry also has a few sub classes: Ranker (gun), Sergeant (crappy melee weapon and flag) and Captain (pistol + sword).

    There are loads of diffrent musket infantry regiments but the only real difference is uniform.
  18. looy

    Discussion on bayonet fighting

    Yukimura_Sanada 说:
    Bayonets Are OP then swords.
    1.  a swing with bayo is instant kill.(swing with sword you live)
    2.  fighting with bayo sometimes ppl have blockbug so you win from swords(this is also mainly because of swinging)
    3. train bayo enough and it can kill swords easily.

    Plus bayonets attack speed is ludicrous. Make a slight error in your angles and a good spin-stabber will kill you instantly.
  19. looy

    Mount&Musket: Suggestions

    lord_olafson 说:
    looy 说:
    I have a suggestion for how cannons work:

    Tapping F while already aiming a cannon should instantly halt it instead of waiting for it to finish aligning itself with your current view.

    no... i dont like this idea.

    Okay, how about adding a alternate "ranged" mode (x-button style) to the cannon lighter, it doesn't actually shoot anything (or have any ammo) but it displays the crosshair to help you aim the cannon.

    And yes, I DO realise you can just grab another cannon shell, but that takes time.
  20. looy

    Community Reenactors thread. Post pictures and videos

    I've always wondered how you decide when to "die" in those reenactments. Do you just sort of guess?
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