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  1. Bug Reports (for Phantasy Calradia 2014 only please)

    "Orc Thralls are actually drow units"

    Which is odd, since both the Drow and the Orcs are okay with undead party members.

    Is there any way we can fix the Orc Thrall moral issue on our end?
  2. Suggestions about new skills and powers

    I would like to see some strategic (non combat) spells.

    Such effects could include teleportation or the summoning of independent allied parties.

    Ritual of town portal: The players party is teleported next to a nearby town. At low levels, the chosen town could be random, while higher levels could allow you to be more specific and increase range. The cost of the ritual could scale with the size of the players party, making moving whole armies this way less than efficient. Such could be used to escape an approaching enemy lord, return to town for supplies, or simply to speed up a journey.

    Upon building a landing portal in an owned castle or town, you should be able to select your fief as a teleportation destination, actually arriving within it's walls. A dangerous gambit, considering you would have no idea of the size of an invading force.

    As for party summoning, such should be self explanatory. The player uses a ritual to create a party of undead units, then sends them on their way to attack smaller parties. As undead need to be controlled, the cost of the ritual could include a relay amulet of sorts, in short, a means to control the party remotely. Such extended control over the undead could come naturally to a lich, extending their ability to threaten the land.

    The size and number of summoned parties could be limited by the necromancy skill. By default, when summoned, they patrol an area around the summoning point. That point is their HOME location. Alternatively, they could be ordered to accompany the player. This would allow a player to amass quite the horde of expendable minions. When the player is done with them, they can either dispel them, freeing up a party slot, or order them to patrol their HOME area.
  3. Suggestion: Prisoner labor camps, management

    sumone has been watching Spartacus lately

    Hehe, guilty as charged~
  4. Suggestion: Prisoner labor camps, management

    Ah, yes... One more thing.

    (4)
    Allow for patrols to deposit their prisoners into a castle or town. No reason to drag those fools about, no? Would also provide a bit of a prisoner influx to help fuel my other suggestions.
  5. Suggestion: Prisoner labor camps, management

    Hello, excellent mod... While playing, one aspect that seemed abit lacking was in relation to prisoners... Sure, we can track down a ransom broker for a quick bit of coin, but a few other potential options came to mind... (1) Labor camps. The basic premise being that when you give them your...
  6. Diplomacy

    Considering the diplomacy mod needed to be modified to suit this mod, I doubt it.

    I don't suppose anyone could tell me what diplomacy features are in this mod?
  7. Suggestions (faction specific suggestions in faction specific threads please)

    Havn't looked through all the suggestions, so I thought I would just throw this out there...

    I would like to see some alternative player faction troops for when the player becomes king.
    This could be implemented in a number of ways, one of which is to restrict what troop trees you can select to what factions have acknowledged you as a king.

    In this way, a new player faction would be restricted to mercenaries until he becomes recognized as a king... then more options become available.

    One additional feature/option I would like is a custom faction tree template, so we could use custom player faction troops in our game. It could be locked for a period of time after player kingdom creation, say somewhere between 30-90 days? This would ensure that you don;t get cheaper troops the moment you take your first castle.
  8. Peace across the land

    I think he is basically saying that the player faction will take advantage of it. Is there anything preventing a faction from going to war with the player faction if the player faction provokes a far off land? Ie, the player owns Novaguard, and raids villages in scotland...

    Ie, would scotland mobalize a war party to defend itself, or even counter attack?
  9. Village and castle incomes.

    So reputation with the fief has no bearing on tax efficiency? I would think that a village that is supportive of you would be less likily to take advantage of your diverted attention...

  10. Bug Reports

    While attempting to get the bandit camp quest from a lord, the dialog froze on me, forcing me to quit the game.

    It said it was a Knights Errant camp... If that helps. I was trying to get it from the lord of Osnabruk.

    The freeze is reproducable (I reloaded and tried again... still freezes... is this a bug with the Knights Errant camp?)
  11. A buffing question...

    Ah, my thanks =D

    I'll look into trying this then ^_^
  12. A buffing question...

    Is it possible to temporarily modify the aggressiveness or Cowardness of parties on the map by using scripts? I ask, as a thought occurred to me... By temporarily altering these stats, one could simulate the use of both deception and tactics on the world map... A few examples: Your army is...
  13. Mercinary War Bands

    After I vastly increased the number of bandit parties in my module, and added some kingdom owned patrols, it occurred to me there should be some kingdom owned Mercenary Bands. The only real difference between the patrols and the mercenaries, apart from the unit makeup, is that I want tthe...
  14. Module making question

    Ah, my thanks =D

    So thats what I've been missing. Thank you
  15. Module making question

    Hello, I am attempting to start modding, and have picked up python and module pack 1.105. I go to build the module into a folder called MyMod in the modules folder of mount and blade warband. So far, everything seems to be working as normal, the batch file seems to work. What confuses me, is...
  16. Deeding lands to lords. 1.113

    Is it just me, or does the fief fail to change ownership to a lord when I take over  a castle or town, when choosing a lord from the menu? They get the relationship bonuses and penalties, but the land remains unclaimed. The only way I can give them lands is through my steward in my court. Has...
  17. Version 1.112 - Battle CTD

    Same... I was in a battle with a swadian lord... when all of a sudden I get error spam.. .Something about AGENT, and then bam, CTD

    I'll try and find a log for the exact message.
  18. Ships and Ship battles

    While I would welcome support for ships and ship battles in this game, recall that this is abit before the use of cannons and the like. It would be mostly ranged and boarding battles, I think.

    This may be better suited in a Modding forum, as the current map does not make sense for ships to be implemented.

    However, support for ships would allow for modders to extend the native map with islands and perhaps another large landmass.

    A few ways it could be done might be to allow for party control swapping. Ie, when you interact with the ship, it turns your party invisible, and invulnerable. At which point, the ship either fallows your party, or you directly control the ship. Either way, the ship icon will move around on the water. A simpler solution would just be to change the party icon to a ship while on water terrain.

    You could either access a ship from a port town, which would basically be a menu option that teleports your party to an xy location on the map, likely just beyond an invisible pathing barrier along the landmasses shore, to a location where you can walk on water, with the ship icon for the players party of course.

    All that would be needed for this to work would be the ability to teleport the party, and change the parties icon, I should think.  In fact.. .it might be possible to do this in a mod. Of course... it would be another story entirely to allow the AI to make use of waterways. About the best you could hope for would be a looter type wandering ship... No cross sea lord movement.

    I suppose then, your request is to allow for support for the AI to send troops to locations that are otherwise unreachable? For example.. .A water terrain behind a shores pathing border? In which case, it would be map dependent.. .Likely using either the port town as the destination for any locations beyond their  landmass, then party teleporting them to the sea, where they move to the next waypoint, attacking hostiles as normal.

    For example... To get to Village on Island A...

    Lord travels to Sargoth(port Town), lord is moved to sea(instant move), lord moves to invisable island party waypoint by the target island, lord is moved to island port town(instant travel), lord moves to village.

    Sea based caravans would likily just be restricted to port towns... keeping the landbased trade routes separate.

    Again, this is very academic, considering the game does not come with a map where ships would be useful. Still... a support structure for lords would be most welcome if such does not already exist.
  19. Dynamic Trade/ Resource collection. Crafting

    Aeon221 说:
    Mount and Trade: Slave Edition

    Nuff said.

    How so?

    It is not as though I am suggesting that prisoners be put to work in the mines or anything.. .Where do slaves come in?

    Also, trade already has a significant impact on the players game, in that intercepted caravans/peasants adversely affect the fiefs weekly income. All I suggest is that there be long term consequences should a faction fail to secure its villages after they are raided.

    The bonus is that it would make trade routes, which already exist i nthe game, by the way, less static. Meaning that an opportunistic mercenary leader or lord with aa decent trade skill could make a short term investment in time and denars for some quick denars by bringing goods a region is short on.

    Appart from adding a few strategic points to the worldmap, it would in no way detract from what makes mount and blade a great game... Its Combat. If anything, it would give abit more meaning to said combat. After all, is it not the point of the world map to make battles seem less pointless and repetitive, ie, the world map is fluff?

    Nuff said, indeed...
  20. Things that kill your will to continue playing

    example: I finaly took my first castle and the enemy warparty *everyone & their grandma*
    quickly came over 1000+ soldiers strong & retook the castle & killed all my men I spent
    weeks training... wtf?    the odds are almost always 10 to one against the player
    and that just sucks.

    What... you were expecting a welcome to the neighborhood gift? You attacked them, and they want that property back.

    One way to delay this 1000_ responce would be to wait until they are suitably distracted by another faction.. .Ie, another faction is sieging their castles... This way, when they do attack ,it will be either a while, or they will be weaker. In short.. .Use your freaking brain... The game already starts with  dammage reduction out the wazooo for you and your troops.. .what more could you possibly need to get an edge?
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