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  1. nanomagnetic

    General Discussion Thread

    i've definitely been enjoying b&s and i think the combat system skills would be great in just about any other mod. so much so, i thought i'd poke around in the source and see what it would take to build or transfer that skill system to another mod. but, i'm having a hard time tracking down the combat system. i feel like i've gone through every module, but at this point i can't seem to find the right tree in the forest.

    would anyone be so kind as to point me to the right module?
  2. nanomagnetic

    How to change skill values?

    Yes, that should do the trick. There's no actual math happening in this part of the script. It looks like there are just some exposed values you can tweak. But, yeah, changing that 5 to a 10 should get the message to the game engine.
  3. nanomagnetic

    [AAR] The Unstrung Bow

    [It seems it's the end of the weekend again and I have more to type up from my gameplay this last week. Thanks for viewing vonmistont & Archevious!]

    Day 5 - March 28 - Epeshe

    At dawn we buried our dead. Among the score of peasants, we laid to rest our village chieftain. Dying by a lucky shot from dirty thieves seems wrong for his station. Especially so far from home. The regulars seem unperturbed: to die in battle at the end of a lengthy career is never ignoble.

    Before mid-day the party is underway again. The departure was bittersweet owing to a sudden and fir fierce friendship between the militia and my men. And also oddly mercenary: the peasants brought out what they could spare to repay gift us for an "invaluable service." Food and money for butcher's work; the men will rejoice. (Again)

    Further, I fully expect a sudden increase in red-haired children after last night's celebrations.

    ---

    We've arrived at Chelez, another small village over the eastern ridge as we were told. Perhaps they too need our "invaluable service."

    mb8x.png

    The people of Chelez seem much more numerous and healthy than those of Epeshe. They're equally nonplussed at the sight of a roving warband, however. The three other nobles and I seek council with the(ir) village elder. The elder of Chelez complains of a "decimating" war and the his "decimated" cattle herd. He knows few words in our language, and uses them "excitably." The elder eventually asked us to obtain three "excitable" heads of "undecimated" cattle, but doesn't specify where or how or whether we should bring back cows for milking or bulls studs for breeding.

    Soon the elder was all "melodrama" for cattle. but I disbanded the meeting and vowed never to return took the advice from his caretaker to head for the city.

    ---

    Two developments on the road to the city:

    Rumors of "heroic affairs" has reached my ears, confirming coinciding with my theories about future Villianese bastards. I talk with the accused soldier privately and he more than accepts his new reputation. He even has a new nickname: "The Big Heavy." I considered my readings of the arts of war and decide the matter is below my station. (Frankly, I just don't know the language to punish him for a good deed.)

    thebigheavy.png

    I also believe that with the dead village chieftain unable to vouch for my position, power has shifted in favor of the other nobles. They certainly whisper and huddle and glance suspiciously in my direction enough.

    mb10y.png

    ---

    Evening - Yalen

    We arrived in Yalen several hours after departing Chelez. Our ban party has disbanded for the night. At dawn we plan to make use of our newest intel. The town of Yalen is ruled by Lord Gutland, but we are merely outsiders and have no entry to his hall. However, the daily business of the town is overseen by an sw amiable commoner. Local trade has been trampled by bandits and war profiteers and common thieves. In response the town's guildmaster has hired our "professional looking" party to enforce peace in the near countryside. He also mentioned that the local smiths and tradesmen barter primarily in "denars" for any raw materials "recovered" from outlaws.

    Such detail was not uncovered easily:

    saywutp.png

    Day 6 - Yalen Wilderness - Dawn

    The mountainous terrain was unforgiving, but we've tracked and trapped the first group of outlaws. The hazy thoughts feelings from the morning's herbs were still whispering and the beautiful moment wasn't lost on me.

    dawnbc.png

    Not a single man fell against the bandits. In fact, two soldiers showed exceptionally poise and at the behest of the other nobles I gave them field commendations.

    mb15.png

    ---

    Our (victorious) return in Yalen was shortlived; a nobleman's daughter kidnapped! Two of my nobles, still fresh from battle, have renamed each other Crunch and Bang and they want blood. (I let them) they ready the troops for a second march. The guildmaster urges a careful diplomacy; the ransom will be exchanged in territory unfriendly to the Rhodoks and their mercenaries.

    mb16.png

    ---

    I hope to concl Noon

    The bandits agreed to the exchange. The Big Heavy agreed to be our emissary (for reasons I claim no knowledge of). He returned with the girl unharmed, but while I waited with bated breath Crunch and Bang quietly convinced the troops that we'd placed our enemies between us and our employers. Clearly, with hostile territory around our flanks and impassible mountains across the left we were left with only one choice. They escalated their rhetoric until no man was left thinking of diplomacy. Against their silver tongues I stood no chance.

    Crunch and Bang, twins I've realized, commanded our movements, while The Big Heavy handled detail for the girl. Against my better judgment I joined the front line.

    mb17.png

    Perhaps our reputation preceded us. This party of outlaws brought horses down on our line. I was shaken, but we held the high ground while the archers shredded their cavalry.

    mb18e.png

    ---

    Again, we've destroyed or scattered all of the bandits without losing a soldier. I regain my authority to march us home.

    ---

    Evening - Yalen

    The atmosphere is one of weary exuberance. The entire bandit campaign took less than a full day and for our troubles we've been rewarded greatly. Enough denars to cover our expenses for another week and even negotiate enough to compromise on backpay. Two, healthy packhorses have been readied with food and supplies in our name.  The guildmaster presented me with fresh paper and ink and a contract. to for He very nearly wrenched my body out of shape with handshaking and backslapping when I agreed to deliver eight barrels of ale to his cousin in the far northeast. It was made clear that this cousin was full of money waiting to be exploited. Behind winking eyes and itchy palms the guildmaster explained the favor was so great that he would send us off with ten barrels of ale. 

    "Tonight, we dine in Yalen," I overhear one of the twins.
  4. nanomagnetic

    [AAR] The Unstrung Bow

    Day 1 - March ? - The Delta Ship destroyed upon an unknown uncharted delta. Few survivors and even fewer supplies. Headcount gives of 34 military regulars, thre four men of noble houses, including myself, and one village chieftain. The regulars, all strangers to me, are keeping themselves in...
  5. nanomagnetic

    What would you like to see in up coming versions?

    In a few of the other mods I've played I've seen combat AI advance and retreat based on morale. While flawed (enemy troops can't exit battlefield?) I would like to hear what the people working on 1866 think of more dynamic combat AI.
  6. nanomagnetic

    Culture of conquered settlements

    DamienZharkoff 说:
    shades_o_grey 说:
    In my opinion, the TRAINING a soldier receives would more likely determine the troops that come from a conquered settlement. The Mexicans take a village, conscript the natives, train, and arm them. Then those new soldiers would follow the training and tactics of the occupying force that conscripted them, do you see what I mean?
    Nope, because you forget... the villagers personal lives affect such things.

    Example.

    An Indian will have spent more of his life learning the arts of scouting and using a bow to hunt.
    An American would spend more time Using firearms to fight, so would be far more naturally adept at being conscripted as a riflemen rather then a bowmen.

    Not necessarily true by 1866. If we're allowing indians to train their troops to use pistols and rifles it wouldn't make sense to limit them to only bows and scouting after being conquered and assimilated. I could see a bonus to scouting (tracking, trail blazing, spotting) and possibly persuasion (impossible, by way of "personal skills?") since they're native to the land and would have an advantage with terrain and diplomacy. I can also see a bonus to any "nomad" skills since both the Comanches and Apaches were nomadic.
  7. nanomagnetic

    Cost of Maintaining troops

    I haven't had issues with troop wages, but I don't think I've reached endgame. Fielding a full party of 50 of top tier troops is unsustainable, but isn't that somewhat realistic/WAD? I'm sure if I saved money and just all out blitzed everything in sight I could maintain an elite regiment. For now it makes the most sense to move in groups and to balance my own army with a broad range of troops.
  8. nanomagnetic

    1866 - v0.7 Bug Reports

    Playing as an indian, character screen says "She has no fiefs."

    Seriously? I'm not sure if that's an overall indian bug or particular to a specific character creation tree. I might test this later.
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