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  1. Suggestions

    semipr0 said:
    Player_Kingdom_Tree


    This is a pretty big step but since Floris has a ton of python devs they might see this as a viability.

    Effectively Floris is a great improvement to Native Warband but the one area it doesn't improve on is the development of player kingdom cultures.

    You can select an existing culture or your player kingdom culture but selecting the player kingdom culture does absolutely nothing.(Which is a feature of the Diplomacy src from Waithi)

    Floris already has the tools inherent to modify troop load outs and tiers, it just needs to take the extra step to allowing an in game interface that allows a few minor things.

    [list type=decimal]
    [*]Player Kingdom villages can be "converted" to player kingdom culture
    [*]Player Kingdom troop trees are fully modifiable within the Warband client
    [*]Player Kingdom troops are fully modifiable with all stats/equipment inherent within the mod[/list]

    As a game developer myself I'm sure that this presents a level of balance concern but its easy enough to create a python script which manages troop tier to skill tier/equipment tier and disallows the creation of overpowered I1 tier troops from player_kingdom villages.

    So anyways, you do this, you've essentially put the player kingdom fully in the players hands, more fully than Native ever did, and more fully than any mod I'm personally aware of has.

    (Oh and I'm sure Waihti won't mind if you fix/improve on the Diplomacy source you're using)

    BTW I'm not bashing anyone, I've worked in py, lua, js, lsl and a bunch of scripting languages, I'm not acting like this is simple I'm simply saying its the next level.

    Warband doesn't need higher end graphics than it has (well til Taleworlds makes a Warband 2 with a new engine that is), what Warband needs is the extra-developmental features that Taleworlds never bothered with.

    Far as I can tell, Floris has the scripters to bridge that gap.

    And please don't ask me to help, I have a dropbox full of backlogged projects as it is. I mean I'd like to help, don't think I'm parsimonious or anything, its just I've already got a huge stack of projects I'm dealing with. I play Warband, with Floris lately, for those times where I decide that I want to have fun that isn't demanding that I fix anything/make anything.(well other than my own custom banner which is hardly more than ten or twenty minutes worth of work.)

    So, just a suggestion. Make of it what you will.

    Bismarcks mod compliation does that already, it cant be that hard to implement actually.

    http://forums.taleworlds.com/index.php/topic,126993.0.html

    When you choose player culture as kindgom culture, you get the custom troop tree as recruitable troops whether from villages or from the recruitment option in towns or as patrols, also your vassals recruit those troops and not their native troop types. So in short it is a true 7th faction troop tree for you that you can mold to your liking.

    I used to play that mod compilation before discovering the awesomeness of floris, but I kinda miss the customizable kingdom troops which would be extra nice with the different tiers of heraldic armor floris brings.

    So suggestion seconded I guess :wink:
  2. Bug Reports & Known Issues [v2.53]

    not sure if bug or working as intended

    the bonus from special troops like surgeons, monks etc. is not applied if you have the relevant skill to 10 in the party:

    I have Jeremus with surgery 9 and myself with surgery 5 plus 1 surgeon resulting in the party skill of 9 + 3
    (+3 is due to myself giving +2 because of my skill lvl of 5 and the surgeon giving another +1 most likely)

    But when i increase Jeremus skill to 10 I get this party skill: 10 + 2
    (so here the surgeon bonus just vanishes, it is the same when i remove the surgeon from the party)

    if the bonus of the special troops is applied like that (not counting when you reach 10 in a skill) it makes them far less usefull for the endgame part of a given map unfortunately, if this is intended rather then just an oversight because a max skill of 10+7 (compared to the native 10+4) would be too good, then consider reducing the skill effect e.g. surgery from 4 to 3 to compensate for it, I absolutely love the specialist troop concept and I'd like it to remain a tactical decision if I take 10 surgeons etc or rather 10 more shock troops into a given battle


    btw I am playing Gameplay version v2.50 (or 2.51 not sure) with gameplay patch v1 and warband 1.43 but I didnt find anything about this in the thread so I just assume it is still the same in 2.53, if not sorry to waste your time
  3. So... Books?

    Bankoleva said:
    I believe the Spotting and Pathfinding books are bugged. They act as +1 when carried even though they should be readable. I'm not sure if the points double after reading though??

    Good find, same goes for the first aid book which also gives +1 in inventory. After reading it does not give any extra bonus whatsoever, I would assume the same is true for the aforementioned books.

    Also bugged is the charisma book, it gives no bonus at all, neither in inventory nor after reading (can always fix that by exporting, editing and importing the character after reaching 100%, so no biggie really).
  4. So... Books?

    from my personal notes:

    Books for inventory:

    +1 Training
    +1 Surgery
    +1 Wound Healing


    Books for reading:

    +1 Leadership (requires 7 Int)
    +1 Persuasion (8 Int)
    +1 Spotting (10 Int)
    +1 Tactics (9 Int)
    +1 Engineering (12 Int)
    +1 Prison Management (8 Int)
    +1 First Aid (10 Int)
    +1 Trade (11 Int)
    +1 Pathfinding (10 Int)
    +1 Weapon Management (9 Int)
    +1 Looting (13 Int)
    +1 Intelligence (10 Int)
    +1 Charisma (12 Int)


    PS:
    afaik there should still be only 2 merchants around, the inventory of each is different but doesnt change
  5. Suggestions

    Hello, I really love the mod which is basically my new native and I have four suggestions:

    1.
    Dont give human player the full +100 bonus to army size when becoming king. Instead link it to right to rule so it scales from 1 to 100.

    Maybe also reduce the right to rule bonus you get from easy things like companion quests (or have move consequences for conflicting propaganda/false promises), at this point you can send all 22 companions on their quests if you do it right, which gives already 66 RtR alone, too easy imho.


    2.
    Give sea travel more meaning by introducing oversea cities (belonging to a 7th possible neutral faction) that can not be reached by land. They should offer also something special that cant be gotten anywhere else, e.g. better trade prices, unique trade goods and/or equipment, unique mercenaries and/or a quest chain starting there to make them worthwhile. At this point in time (2.53) sea travel is a fun gimmick but not really worth the 50k investment.

    If the AI does not use sea travel (yet) those cities should be basically impossible to conquer as otherwise they will become an invulnerable powerbase for the player. This could be done be giving them a really strong garrison that makes it not worthwhile to try to take them while still being technically possible.


    3.
    Give sea travel more meaning by introducing the option of coastal raids of cities and villages. Check if some scenes from here http://forums.taleworlds.com/index.php/topic,178784.0.html can be used for starters.


    4.
    Check if some (or many even) scenes from here http://forums.taleworlds.com/index.php/topic,178784.0.html can and should be used instead of the present ones.
  6. NE Sieges & Scenes Pack

    Hi, just wanted to point out (although you probably know it already) the existence of this scene modification pack: NE Sieges & Scenes Pack http://forums.taleworlds.com/index.php?topic=178784.0 Although it is somewhat redundant with the modified siege scenes already included in Floris **...
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