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  1. Training

    The speed is not really the issue, the issue is that the trainer skill requires the companion to be higher level than the troop he wants to train. And you end up in a situation where it is extremely hard to use the trainer skill effectively.

    If you dont want to reduce the level of the troops, would i be possible to remove the "Must be higher level than the troop" requirement from the Trainer skill?
  2. Training

    Idibil 说:
    UnholyNighmare 说:
    He means there already are great items and a good troop variety in the mod (I think :razz:) and he can't enjoy it fully because of the realism settings.

    But you can enable/disable these options in camp menu>mod options  :grin:

    Sure, but he can't fix the actual issue.
    as TheDyllionaire put it:

    TheDyllionaire 说:
    I honestly think that the mod is pretty darn well balanced right now in terms of historical accuracy striking a balance with fun.
    One can't simple recruit an army and have it trained to elite troops in a year.
    One would have to be an extremely experienced trainer with many years under their belt of combat to train individuals. Your character at level 15 does not equal that. You yourself have only been adventuring for a couple years at most, probably less than one.
    Being able to enable and disable siege, casualty, and training realism is the perfect compromise in my opinion. It lets me play the game as hard/realistically as I want while still keeping it playable and enjoyable.
    My only suggestion would be to make the VERY first upgrade a tiny bit easier. It does seem to take a little long to go from a pitchfork to a club and a shield.
    Keep up the great work!


    Sounds good right? Well. If your companions should be lvl 15 after "a year or so of adventuring"... why are the stablehands fresh from the village lvl 15 aswell? Was adventuring a historically accurate hobby of 6th century peasants? =)

    Sure, keep the stats etc...  But I'd suggest reducing the level of most troops by 7 or 8 levels. This way, it's possible to the player to actually keep up with the computer generated armies.
    This also makes trainer a viable skill. Currently, the best way of gathering troops is to gather a fast party of cavalry and rescuing prisoners from Dena/frank raiders....
  3. Suggestions

    Idibil 说:
    Thorgil 说:
    Shaxx 说:
    Thorgil 说:
    anyway, does anyone know if there is a possibility to tweak the campaign-map-travel-speed by yourself?
    would be awesome, thanx for any hints...

    If I recall correctly it is in the scripts.txt and must be set for each individual party.

    thank you Shaxx, tried to search for anything related to "speed" in scripts.txt, but cannot find anything  :neutral:
    maybe in another .txt file?
    Idibil, do you know?
    thanx.

    It is need some changes in module system for particular units movement.
    I want save my free time to fix bugs, maybe in future.

    HazeNY 说:
    Sorry if this has been said before.

    I love this mod, I really do but the troop upgrading takes ridiculously long and the money it costs to do so is almost never worth it since newly upgraded troops' aren't that much better than its previous. So maybe an option to lower the time/cost of troop upgrades? Just as an option in the menu.

    You have two options, you choose it in camp menu>mod options


    The real problem is that the troops are all rather high level, something that makes it hard to get much benefit out of the trainer skill. Perhaps remove the requirement to be higher level than the troop you want to train.... If that's possible.
  4. Training

    Well, you get more experience per troop =)

    I believe it was done to increase HP levels, to make fights "longer".

    I'd argue that reducing weapon damage and armor levels would be a better solution, since a band of hardened veterans should be able to teach those youngsters a thing or two =)
  5. Training

    The issue with training is that the trainer needs to be higher level than the trainee... And in Brytenwalda even the lowest recruits are about lvl 12-15 or so.... I've got a bunch of companions around lvl 20, and they get the job done, they even get troops up to 3rd tier(Med I).
  6. Question: Counter to Vaegirs?

    Do a mix of the two previous suggestions.

    Bring a force consisting of 60% archers and 40% heavy infantry. As your troops go up the ladder, the Arcers on the wall will panic and enter melee mode, allowing your archers to pick them off.

    You should then snipe the archers that return fire from the walls.
  7. Aquiring Dark Knight Troops

    Hint: read the date on the posts.... Necromancers are real!
  8. NE Warband - report bugs here

    I just managed to broker a peace with my own kingdom! Yay!

    How this happened:

    I've been at war with the Vaegirs for ages (After I renounced my oath and snagged Rivatcheg -_-). Recently I've tried to make peace, by repeatedly sending out my most charismatic companion (he even has the damned persuasion skill trained). But Yaroleg wouldn't accept.

    I then realized this might be because he's been rotting in my jail for a while.... So I head home, and release him.
    After the conversation where I released him, I could still initiate a new conversation. In this conversation he acted like a normal lord, and I asked him for peace. He accepts the peace offer, and when I return to the map again, I get a message saying that I've just made peace with my own kingdom.

    I saved before this happened, and it appears to be happening every time.

    (I'm making a new save in case you need it for debugging.)



    Edit: It turns out, that if you keep talking to the king after releasing them, you can negotiate the peace over and over and over and over......
    Why would you want to do that? Well, you get Right to rule every time, so you can get unlimited (99) right to rule!

    Edit2: Yaroleg is an asshat! He wanted peace when he was in my dungeon, but the moment I let him out, (and talk to him in his capitol) he claims he doesn't want it after all.... What a ****.
  9. quite disappointed

    Well, the items you get in the loot reflects the enemies you kill, and the amount of troops you use to kill them.
  10. quite disappointed

    Try a tempered Jeweled Sword =) Or a heavy morningstar....

    But what you seem to forget, is that both armor, and weapon stats are increased on the high level items, and the items are used, not only by you and your companions, but by troops aswell.

  11. Faction Issues - Suggestions and Comments

    Use the editor mentioned in the 2nd or 3rd post, end edit the Vaegir Veterans. Simply remove the horses from their items, and voila, they are infantry.
  12. Suggestions for Implementation within the Mod

    The only issue is that you'd have to make two different maps for each castle in the game, with and without gates. Depending on how to implement, you'd also have to make it possible to attack with mounted horsemen.

    But as mentioned, It will probably be a mess. I'm not even sure if you CAN have two different maps for each castle.
  13. Faction Issues - Suggestions and Comments

    I've don some testing, and theese seem to fit what I feel is appropriate for their cavalry:


    trp_vaegir_pcommander Praetorian_Commander Praetorian_Commanders 0 66061312 0 0 3 0 0
      539 0 540 0 541 0 542 0 543 0 544 0 545 0 546 0 475 0 476 0 477 0 478 0 482 0 780 0 483 0 485 0 519 0 521 0 524 0 525 0 832 0 795 0 800 0 800 0 719 0 763 0 196 0 195 0 194 0 758 0 761 0 702 0 289 0 396 0 397 0 398 0 167 0 166 0 296 0 286 0 707 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
      32 18 4 4 26
    270 250 260 210 0 210 0
    274 131072 0 41131 696320 0
      17179869185 1315051091194281984 1835136 0 33269228300 5615707260354297855 2031609 0


    This is with no name change at all.

    I've been toying with the idea of having the Vaegir "Elite Cavalry" being Teutonic Knights, to the Swadians Templars/Hospitalers. But that would make them a bit over the top on the heavy cavalry.... but then again, the elite troops are supposed to be hard-asses, right?
  14. NE Warband - report bugs here

    I had my ass handed to me in a Siege Defense (only had companions, and crappy normal defenses against 1300 Khergits =( ).

    I immediately ransomed back all my companions, but they seemed to rejoin me all at the same time, causing a script error of some sort. It was obvious that the companions attempted to rejoin me at the exact same time, so I got one companion, and 8 errors. Next day, I got another companion and 7 errors etc...
  15. Just wondering...

    Also, I remember getting a Geroian sword from some sort of quest, any hints as to what quest that is? Or am I remembering this wrong =/
  16. Just wondering...

    I had forgotten about that one =)


    Didn't have it... now I do. More Jeweled swords for my companions it seems.
  17. NE Warband - report bugs here

    One thing I noticed that greatly annoys me is that the NPC lords follow completely different rules in terms of oath renouncing. I played as a Vaegir Vassal, and all of a sudden, when I returned home to a feast, both Curaw and Rivacheg had suddenly changed factions! Later on, my own little pet village also changed sides, and I couldn't understand why, because we were never at war with them.

    It appears as if lords that change faction now take their fiefs with them. something that does manage to mess things up a bit =/
  18. Faction Issues - Suggestions and Comments

    Well, after actually checking around a few Towns, the items to fill the gaps are there.

    I actually liked the old "barbarian" spelling of "Kathapraktos" =)

    I've taken to outfitting my companions and myself in Vaegir Chargers, with Swadian full plate armor, and Vaegir Veil helmets with chain accessories. They are a bit on the heavy side of cavalry, I'm guessing the Vaegirs are supposed to have slightly lighter cavalry than the Swadians for balance reasons. The new Vaegir Elite armor, combined with Vaegirhelmets, Vaegir veils, and Vaegir Noble veils would make them fit that role perfectly.

    Currently they look like they just woke up from a long night of feasting, still in their colorful PJs.

    The Khergits aren't that bad, they put up quite a fight against a company of Ivory Sentinels in a siege...

    If you give me a few pointers to how a troop editor works, and where to get one, I could make a list of suggestions.
  19. Faction Issues - Suggestions and Comments

    Hi! It's good to see that you guys are back in Warband! (Or, that I am, since I found out that NE:WB came out, and instantly bought Warband.) As you've mentioned repeatedly, this is a pure port of NE, so that all (oh, they aren't that many) the flaws, quirks and issues with the old NE are still...
  20. Troop Suggestions

    As a player that love playing with the Vaegirs, I NEVER use the noble line. They just seem useless compared to the old Kathas.... I usually never bother recruiting the Major Princes either. They are decent as offensive siege troops, but as cavalry, the selection of horses and mish-mash equipment just makes me dislike them....

    They look like swadian troops, use khergit horses and have vaegir 1h weapons with no shield. Perhaps they could get some unobtainable semi-decent shiny looking chainmails, with vaegir helmets and round cav shield....
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