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  1. Gangs: World Feels Empty

    I really hope they add bandit related gameplay to bannerlord. And judging by previous devlogs and the perk tree this is still hopefully planned. Not everyone wants to play the vassal to king game. There's so much they could do.

    Some things they could add... recruiting bandits from hideouts. Selling loot captives and buying goods at hideouts making them the outlaw version of a town. Bandit clans or minor factions, including new bandit heros. Moving The current bad archetype heroes like the fish and the heroes with roguery to only recruit from hideouts. They could add a mechanic to hideouts that acts like prosperity for settlements. Call it villainy or loot or whatever. When a hideout gets enough loot accumulated it can spawn tougher bandit parties and at a certain critical threshold it can even attract and maintain one permanent party of a bandit lord lead by a bandit hero or minor clan.This party should be similar in strength to the typical AI lord with a max troop size of 70ish and be able to raid villages and engage other lords head on in equal capacity 1v1. Something the lesser bandit parties are unable to do.

    Also they could add ways for the player to effect the prosperity of a town through banditry and subterfuge. Ability for player to infiltrate and manipulate towns under the control of gangs. Army of western empire at the gates of the town you have corrupted? Oops we opened the gates with our bought off guardsmen and the siege fight starts with the main gates open. Allow players to build and upgrade their own hideout ala viking conquest. So much potential.

    I've added most of these ideas in the mod Scum and Villainy.

    Recruiting bandits, selling slaves, having black markets as hideouts. Basically I made Scum and Villainy so you do not need to enter Towns anymore. Even crafting materials drop from specific peasant parties (like hardwood from Woodcutters).

    I also added in more than hundred parties that spawn all over the map, including "boss" fights which you can defeat for bounties and special items. Honestly, I'm quite happy with how it filled up the world.
  2. Mount & Blade: Warband - Viking Conquest DLC (Release Date: 11th December)

    lowelife 说:
    Agreed, but what did we expect, taleworlds is notorious for creating hype then letting it all run down the drain, or maybe they're master marketers and it some how gets ingrained in your soul, who knows

    Beats having a pre-alpha release where you barely get any subtance updates.

    I prefer it this way much, much more. Can just buy the game when it's finished.
  3. Mount & Blade: Warband - Viking Conquest DLC (Release Date: 11th December)

    Well, well, a mod as DLC, I wonder how and/or if this will work.

    Casual mod creators with deadlines, money and everything! I think it'll be fine until the release, once the feedback and bug reports start rolling in, then it'll be a different matter  :smile:

    Depending on the price I would probably buy it. Unless ofcourse the quality wouldn't be better than any of the already released mods.
  4. Mount&Blade II: Bannerlord Developer Blog 4 - Flexible Entries

    If they're not planning on adding catapults or siege artillery, they should take a good look at the Total War 2 Sieges.

    They contained a pretty solid sieging system, except for not having siege towers.
  5. Kingdom Come: Deliverance

    Here's a pro-tip, a full game can't be made in 9 months.

    This DLC (or expansion pack, if you will) will never deliver as much as in Act I and 9 months will not even be enough to build a large enough new environment that compares to the world/environment offered in Act I.

    What do you guys think they can do in 9 months? A new area with a new storyline (both smaller than the one in Act I) I can agree with, but what are you guys expecting if you think it's justified to ask €300 for a full game (Kickstarter) or €90,- during the releases.


  6. Kingdom Come: Deliverance

    Mr.Milker 说:
    Firemans 说:
    Interested, but I'm not going to back it because:

    1. Already planned DLC
    2. Kickstarter is only made to prove Publisher there's interest and thus everything COULD change (even though they've been with the publisher throughout the prototype).
    3. €300+ for the complete game (ACT 1, 2, 3), no thanks.

    1) What DLC?
    2) Well, and? They have a loyal investor and an impressive playable concept of the game already. That's pretty much better than most game KSs.
    3) Yeah, now. What stops you from getting ACT 1 now for much much less and buying the others when they're done and sold for equally cheap?


    1. Act II and III

    2. Publishers can be pretty evil people once they invest a good amount of money into a project. Common consequences of a Kickstarter that focuses on getting a Publisher are:
    1. Delays.
    2. Cut gameplay/story mode.
    3. The former cut gameplay/story parts coming back as DLC
    4. Random commercial crap put into the game to make it more "appealing"
    5. etc.

    But I have to agree with the publisher already paying for the prototype, they're probably not such big assholes, but you never know.

    3. If I want to buy the full game NOW I still have to pay ~€350.-. If you want to buy the full game later you'd also still have to pay €100,- minimum, which is a lot.
  7. Kingdom Come: Deliverance

    Interested, but I'm not going to back it because:

    1. Already planned DLC
    2. Kickstarter is only made to prove Publisher there's interest and thus everything COULD change (even though they've been with the publisher throughout the prototype).
    3. €300+ for the complete game (ACT 1, 2, 3), no thanks.
  8. Mount&Blade II: Bannerlord Developer Blog 4 - Flexible Entries

    UghUghUgh 说:
    I remain unimpressed. The two pics look boring for no other reason than utter laziness. It is easy to create better scenes and take better pictures in Warband. The worst part though is the resemblance to Warband. There is no new artstyle, nor do the models look any better.
    What is the time at Taleworlds spent on? Telling stories to impressionable and gullible fans? You better come up with fundamental improvements.

    Agreed.

    I'm not sure how far the AI is written, but it seems to be the same as in Warband, EVERYONE TO THE LADDER, BOWMEN GO IN FOR THAT MELEE KILL! 500+ enemies all going to the same spot and actually pushing away their own soldiers.

    That being said, it's all Work in Progress and it only shows a VERY, VERY small part of the game, the blogs aren't made to show you the fundamental changes, obviously they don't want to spoil everything.
  9. [OSP][DEAD LINK][Map] Power of Design Map Team (POD)

    Those are some gigantic scenes, how much troops do you have each wave? 3000? :razz:
  10. Mount&Blade II: Bannerlord Developer Blog 3 - Unexpected Parties

    Total War had great siege scenes, something among that line would be great for M&B
  11. How to create a new faction? (WITHOUT module system)

    Considering you can rename everything in .txt's (including all troop tree names, all titles, all lord/lady names, all towns, all weapons, all armor) and change everything related to these troops, trooptrees, armor and weapons, you can make a new faction.

    BASICALLY you can make a new faction, but it'll replace an existing one, so it would never be a real new faction, but some mods have added factions for you and all you have to do is replace their stuff ^^

    I replaced the Khergit Khanate in Floris with a Shogunate, didn't even take that long.
  12. Mount&Blade II: Bannerlord Developer Blog 3 - Unexpected Parties

    Oliver Qvist 说:
    stoffe95 说:
    Hello, Can you please make dual-weilding able in the new M&B !

    If they tempt to keep the current combat system, duel wielding is not possible.
    If you move your mouse right, then "both" the swords go right, if you move it up, then both go up. It would look stupid.
    You would need 2 mouses to control 2 swords in Mount and Blade.  :wink:

    Oh my God, that would be so awesome.

    A revolution in gaming.
  13. Mount&Blade II: Bannerlord Developer Blog 2 - Painted Plants

    Willhelm 说:
    Calradia isn't earth and it isn't historical, plus bannerlord is set before its medieval period. I cant really believe some people have such a big issue with female soldiers.

    I don't see why people have to be such nuisances to force female soldiers/homosexual soldiers/transsexual soldiers into every game; "otherwise it's sexist".

    Also spoilers, Calradia has always been unfriendly to female fighters/warriors (try a female protagonist, they'll laugh at you quite a lot) and I don't see any reason to modify the lore to satisfy a few feminists.

    Besides guys, mods.


  14. Mount&Blade II: Bannerlord Developer Blog 2 - Painted Plants

    FrisianDude 说:
    . And an animation for stuffing your face? Or for sleeping? Talk about wasting resources and time. :???:

    Yeah, imagine a normal amount of animations in a game. Phew.

    I'd rather have everyone standing static all day when I visit a town, it's so immersive.

    Skyrim had some decent patrols/animations which made the town feel more alive (people walking back and forth with stuff, blacksmiths actually smithing stuff), people on the market talking about random things (one of these things could be products the town needs (with trade skill)).

    Endless possibilities and you want to keep everything static?



  15. Add weapons into existing mods

    Yeah it's a pretty simple Copy and Paste procedure (assuming you're only doing this for personal use). You'll need:

    For specific items you'll need:
    1. The meshes, which are in a .brf file (<Module name>/rescources).

    2. The textures, you can find the texture name in the item line but also through the use of OpenBRF. Copy the textures from <Module name>/Textures.

    3. The item line from item_kinds.txt (though you can also make your own line). Just Ctrl+F for the name of the item and copy that.

    Then paste, paste, paste and you're done!.

    For bulk items:
    Since you're trying to copy items in bulk, simply copy the entire resource folder and texture folder from the mod you want the items from (DON'T OVERWRITE!) to the folder of the mod you want the items in.

    Then copy the item lines from the items you want from item_kinds.txt and paste them into the item_kinds.txt of the module you want the items to end up in.

    Note that modders leave around a lot of unfinished stuff AND that they sometimes put armors as non-merchandise. You can use Morghs M&B Editor for that.
  16. [OSP][DEAD LINK][Map] Power of Design Map Team (POD)

    These scenes are amazing, I hope they get put to good use and we can see them in-game someday soon.
  17. Is it possible to edit someone else's mod?

    Yeah it's pretty horrible which is why I personally just copy entire .brf files and all textures from the item I want and just don't add the other items to the itemlist.

    Then your Loading Textures loading screen takes loooooong though :razz:
  18. Is it possible to edit someone else's mod?

    Sorry I don't know how to.

    But I'm also wondering: Why? :razz:

    Seems like extra work while you can just not copy the other lines from item_kinds and only the helm will showup in-game.

    Maybe someone else can help you further.
  19. Is it possible to edit someone else's mod?

    You could copy it to an empty .brf file, but tbh, I have no idea how that would work.

    You could delete all the other items instead and then save it as different .brf I guess. But most BRF's aren't that big.
  20. Is it possible to edit someone else's mod?

    It's pretty easy all you'll need is:

    1. The meshes, which are in a .brf file (<Module name>/rescources). Normally the question is: WHICH BRF FILE!!!? THERE ARE FIVE THOUSAND OF THEM!?!!?! Sometimes the name of the item can give you a clue to where it is, or the name of the .brf's. Possibly helms.brf would be the one with the helm in it. Just open it with OpenBRF to check.

    2. The textures, you can find the texture name in the item line but also through the use of OpenBRF. Copy the textures from <Module name>/Textures.

    3. The item line from item_kinds.txt (though you can also make your own line). Just Ctrl+F for the name of the item and copy that.

    Then paste, paste, paste and you're done!.
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