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  1. equipment skill requirements

    Yeah, anyone should be able to use a wapon, though if you don't have the skills/STR required to use it you should get heavy penalties to damage and speed - even a peasant who never used a sword can swing a One-and-a-halfer, after all - though he wouldn't use it very effectively, with flying change between one and twohand, pull-and-push with the hands, etc.
    Maybe make parry also a little bit clumsier.

    STR should propably have stronger penalties than Profiency, but you should be able use a weapon with a higher STr requirement - but if that sword needs 12 STR and you have only 7, your speed would be reduced to 20% or something like that. :lol:
  2. Quick Suggestion: Readying spears

    Introduce a minumrange for spears, then - it has been proposed often enough.
    Which is, BTW, also D&D-like :lol:
    But poking... hm, dunno, I don't really think that a lone pike could do something against an armoured, dismounted knight.
    Appropos - there are currently no pikes anyway - only longspears, javelins and lances - a pike would be *much* longer, AFAIK.

    As for disciplined infantry - it would take a much better AI, and I I fear that the AI will never get good enough. Though it would be great.
  3. black armor..

    Well, so would the enemies :lol:
  4. Idea, New Creatures? Ex: Non-Human Foes

    For that matter, what was one of the most known pastimes of nobles? Yes, it was hunting!
    As for realism... deers would try to run away - anyone who wants to run after a much faster deer with a sword (and being at the point of any jokes in the courts for the next, say, year) feel free to do so, I for my part prefer bow and spear :lol:
  5. Which army should I go ally with?

    I'm for the Antlers - whoever they may be :lol:
  6. Mod: Attackable peasants

    :oops: :oops: :oops:

    I just found the reason for my error - I started with the most significant bit :lol:
  7. Mod: Attackable peasants

    Um... either I'm doing something wrong... or item_kinds is is not as uniform as it looked.
    I looked at the throwing weapons entry and it looks like info3 there has 48 (0-47) bits, not 52... and normal arrows only have 0-50?

    throwing_axes:

    dec 124886938824192
    hex 719581A02E00
    bin 11100011001010110000001101000000010111000000000

    arrows:

    dec 422212517757440
    hex 1800003240200
    bin 1100000000000000000000011001001000000001000000000

    And the amount is "0"? :???:
  8. Combat Styles

    I think styles could work - though IMHO it shouldn't be one weapon (type) - on style - every weapon type should have several styles, both with benefits and drawbacks (though, of course, the benefits should overweight the drawbacks most of the time).
    Or do you think the Swadian wield the Londsword exactly the same the Vaegir do? (Well, *they* might - but other nations which will be added later likeley won't... and I doubt that all Blademasters of both nation fight the same, too.). As for Archery styles... http://en.wikipedia.org/wiki/Archery#Technique - though of course currently only Occidental and Oriental Techniques would make sense.
  9. Mod: Attackable peasants

    BTW, I made a modding Category and page in the Wiki: http://209.123.181.244/~mbwiki/index.php/Modding
    Now of course it is your decision (you are doing all the work, after all :wink:), but from my expierience ( limited as it is) it is much easier to use something like a Wiki than a forum thread for Data Format Information etc., because you just have to go to Modding->Data Formats -> troops.txt, instead searching the whole thread - not to mention that the older information might not be uptodate, and the newer information might no include some of the still correct odler information, because only the changes were announced.

    @Effidan
    Thanks a lot - I knew it was something like that, I couldn't get it to work - I knew it was far to great for a long int, and float and double just gave out nonsense... doing a straight dec -> hex conversion didn't enter my mind :oops: :roll:
  10. Idea, New Creatures? Ex: Non-Human Foes

    Um... you don't hack ewoks - you shoot them
    I mean, how would you eat a *hacked* ewok? :lol:

    On mounts: I was thinking about a griffin (useable only per mod, of course) - But I guess that is either completely impossible or would require some really insane scripts.
  11. Wiki

    Thanks, I guess I read a bit of the Wikipedia manual and then add what I can :grin:
  12. problem? with combat

    Well, it is that way propably to make you tactic impossible :wink:
  13. Spent quiver / throwing weapons = lower encumbrance

    Actually, according to what I read the Norman Archers in the Battle of Hastings had great problems BECAUSE the English had no archers... seems like it was normal to use the enemies arrows against them in longer battles.
  14. Horse kills?

    Well, we don't know how much you will be able edit with the mod tools... who knows, maybe we can do away with that kill-some-bandits-and-you-become-more-intellegent nonsense via a mod :lol:

    Yeah, I doubt it too, but maybe it is possible with some really strange workarounds :grin:
  15. Wiki

    Good idea, a Wiki is never wrong :grin:

    I have added something about Mounted archery, though it is propably half-wrong - but the beauty is that anyone who knows iot better can just edit it :lol:

    It would be great if Tiedye, Wanderer&co would enter their manuals and Tips (or would give their ok that someone else adds it).

    Oh, and maybe you should add a third Category - Miscellanous, FAQ, or something like that - For example "Will this game be Fantasy", or "Corrupted savegames" - the later with a descpription of the corrupted savegame-problem, and how to solve it.

    (I would have tried that myself, but as I don't know how to make new pages and categories.)
  16. Awesome game- thanks for going historical and not fantasy!

    I think that with the mod tools it will also be able to add new skins - and if you know anything about modding scenes you will know there is seldom a lack of skinners and so on :wink:
    I hope we will be able to "script" in modules, like we can in Morrowind - it should be possible to do nearly everything than, for magic spells to dragons.

    And thanks armagan for making the official position official, I think that should take care of any discussions like this. :grin:
  17. (v. 0.623) Crash on "Restore a game"

    One of your old saves is corrupt - move them out of the directory one by one, and try to restore after every removed save.
    sooner or later you should be able to restore again, then move all saves except the last one you removed back into the savegamefolder.
  18. Trade With Other Heroes

    You should be able to say "Doesn't matter, give me what you have".
  19. stealing horses

    Thanks.

    click

    插入代码块:
    [url=http://taleworlds.com/v-web/bulletin/bb/viewtopic.php?t=792&postdays=0&postorder=asc&highlight=attackable+peasants&start=60] click [/url]
    :wink:
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