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  1. SP Native Battle Morale (v1.5 for 0.960Native)

    Tamerlan said:
    Chel I think there is something wrong with lords. Just killed Lord Nelag in battle and got 101461360 experience which pumped me from level 27 to level 59 instantly. Dont think it was intended.

    Same happened to me after knocking down a swadian noble (Vlan?). It bumped me to level 57 from 42. I started a new game after installing battle morale. However, I imported and old character so maybe that is somehow related.

    Anyways, amazing mod man. If you release it for native and other mods I'll have it on them for sure.
  2. Mod Idea: Merchant Prince.

    Glad to read that, then. :wink:

    EDIT: take a read over the Modplosion thread. I thin that there you could find some useful ideas.
  3. Mod Idea: Merchant Prince.

    It's a really good idea, but Machiavelli was more about trade and political maneuvers. I mean, factions (as Venice vs other cities or merchant family against merchant family) could be added as the neutral/hostile cities. This way the player could manage to conquer enemy cities, assault caravans and so on. Even a system like the Senate could be created with the marshall feature from .950.

    Problems I see (please, don't drown me under a flooding of critics and acid sarcasm tides if I'm wrong cause I'm no moder but I guess those would come from the kind of game and its scale):

    -Another capital difference between galleys and cogs was speed and cargo capacity. Galleys were incredibly fast but hold little cargo, while cogs where slow... but when a "caravan" of  of those arrived you earnt tons of money. Donkeys and camels weren't so different, just their chances to survive sandstorms and rockfalls.

    -In Machiavelli the Prince there was factions inside the factions. The four players competing in the game were from Venice, so in times of need they allied to fight the enemy cities and the muslim/genoan armies. I'm not sure this could be done in M&B.

    -Again, that game was about trading at great scale. You could customize you own caravans adding more or less guards and choosing the amount of donkeys/camels/ships you wanted. I cannot see the way you could manage your trading empire in M&B.

    -Don't see how the Pope issue could be added in M&B. You know, buying cardinals, calling crusades, excomunicating (spelling?), raising the money you get from cardinals... and the elections, of course.

    -Some details that were the flavour of the game, like storms, rock falls, sandstorms brigand attacks... would be nonsense in M&B. The funniest features, like the arsonist, assassin or the slanderer (and the popularity rate) would be nonsense too, or too powerful.

    -In Machiavelli you hadn't fiefs. Ok, you had, but weren't the owner of its production. I mean, even if you conquered Novgorod, you still had to buy those furs as everyone allowed to trade in the city had. This bring me to the stocks issue... Machia was a rush for stocks. No stocks, no trade, no profits (I seem a Teladi, anyone who played Xuniverse games know what I'm talking about :lol:). In M&B as you own the fiefs and its hipotethical production (if were scripted into the mod) this couldn't be done. Thus, the trade competition would go under the property of the sources, what brings us to war.

    But I sincerely hope I'm wrong and this could be done cause that game is one of the best oldschool games, ever. Maybe creating a resource system similar to that one in townstroop mod could help. I mean, creating mines, farms, hunter's guild, glassware's to improve... and weekly (or every period of time) check how the caravans do, reassign escorts, create more routes, hiring more mercenary armies and so on.

    Sorry for any spelling mistakes, English isn't my mothern language.
  4. SP Fantasy A Song of Ice and Fire Mod (moved to MBX)

    Jheral said:
    Nahadiel said:
    Completely agree with you but not at the Men-at-arms. As you say, men-at-arms where "professional" soldiers that "worked" for a Lord, their guard, the core of his troops. And its expected their numbers increased during war times. But those men came from the villages as well as the militia. The difference is that they were trained veterans and well equiped instead of being recruited as cannon-fodder. So I'd keep the Sparehawk's troop tree and see the heavy infantry and horsemen (upgraded from militia) as the Men-at-arms. The Lord provides the equipment.
    I don't disagree with you. The reason I suggested they be made a seperate tree is that I wanted to make a distinction between regular and irregular soldiers, though I suppose one could just as well make an extended troop tree to cover both. That would be better, actually.

    I only suggested that because of it reflects the way a simple peasant becomes a veteran after many battles. His Lord is aware of his experience and gives him better equipment and a place among his better men. Btw it reduces the number of basic troops to recruit. I'm afraid I'd get mad if I had to look for farmers, men-at-arms, nobles and mercenaries in villages, towns and castles. Anyways, it wouldn't make me stop playing this great mod. :lol:

    Jheral said:
    Nahadiel said:
    I'd keep the current mercenary tree that mixes mounted and melee. If I where a mercenary I'd buy a horse as soon as I could or rob it after the battle.
    The current mercenary troop tree is too small, in my opinion. There isn't enough diversity. As I see it, the mercenary troop tree should be the biggest of all, covering just about all troop types, but requiring a lot more money to recruit and maintain, compared to the troops belonging to the different factions. 

    I still don't see why a mercenary wouldn't get a horse as soon as he is able to, but you are right, it would add some fun to the mod.

    Jheral said:
    Nahadiel said:
    -I'd leave bowmen to Dorne, North and Stormlands, ginving crossbows to the rest. Thrown weapons for Ironmen, some Dornish and Swamp/Marsh-people (or wathever they are called in English since there is a party leaded by Howland Reed).
    More variety in weapons would be good, yes. At the moment I get the feeling that the Northmen are just renamed Nords (which I suppose is very possible). Bows are another thing entirely, though. I seem to recall that bows were used just about everywhere(which they would be. Archery is not only for combat, you know, and hunters are likely to be everywhere, so it's a convenient skill to have. ). I got the impression that crossbows weren't all that common in the seven kingdoms.

    I'm not feel 100% confident with my memory, but I think I remember to have read more times the word crossbow in the battles. Of course, a crossbow is expected to be more expensive than a bow due its mechanical device and so, but it eliminates the need of a trained shooter. It takes a lot of training to get a good bowman while any townsman whit a crossbow gets and acceptable accuracy with a crossbow after little training. That's why powder weapons and crossbows slowly took over the battlefields as bows where left.

    I was theorizing a bit when I said that. The North is huge but it is covered by snow all the time, so the crops aren't enough to feed the population and hunters are more important, and so, more numerous. Stormlands is a bit smaller than the other "reigns" and have lots of woods, so hunt would be also an important source of food and a good weapon inside the woods. Bows should easily match Dorne and its hit'n run warfare in its opened terrains. Also Dorne favors fast weapons so the bow seems a good way. So I thought the other factions couldn't find enough people proficient on bows to start traininig them as archers to achieve a big amount of archers for their armies. Lannisters, Highgarden and The Vale seem to have a lot of money so they can afford crossbows.

    Anyways, whatever troops Sparehaws assigns to the different factions, I think bowmen should have bigger wages than crossbowmen, as they are trained soldiers.
  5. SP Fantasy A Song of Ice and Fire Mod (moved to MBX)

    Maybe it's a bit late, but I've out for a while and I'm afraid it going to be a long post.

    Jheral said:
    It would certainly need balancing, but it's certainly a step in the right direction.
    I would make a clearer distinction between the lowborn and highborn (so to speak).
    Peasant militia, which would be the troops you recruit from villages, should never really become that powerful. Swords, chain mail etc would be very expensive, much more than your usual farmer would be able to afford, and as such, shouldn't really appear that often among them(much less plate armour).

    Perhaps something like this (for the 'main' troops. Dorne, the Iron Isles, and in some ways the North, might have slightly different structures):
    • Peasant Militia - Conscripts, levies, guardsmen, etc... Lightly armed and armoured, and with little training, compared to the others. No plate, very little chain, mostly armed with spears, crossbows, bows, few swords, etc... Mostly light infantry and archers, but could include some light cavalry as well.
    • Men-at-Arms - 'Professional' Soldiers. Better training, arms and armour. For armour, mostly chain, maybe some plate for the heavier troops. Made up mostly of heavier infantry and some cavalry.
    • Knights - (For lack of a better word.)Squires, knights etc. These would be the best in terms of both training and equipment. A mixture of heavy chain mail and plate armour, but mostly mounted troops, unlike the men-at-arms tree.
    3-5 Tiers in each, with the top tier of one being compareable to the 2nd or 3rd of the next in level, stats, etc.

    Completely agree with you but not at the Men-at-arms. As you say, men-at-arms where "professional" soldiers that "worked" for a Lord, their guard, the core of his troops. And its expected their numbers increased during war times. But those men came from the villages as well as the militia. The difference is that they were trained veterans and well equiped instead of being recruited as cannon-fodder. So I'd keep the Sparehawk's troop tree and see the heavy infantry and horsemen (upgraded from militia) as the Men-at-arms. The Lord provides the equipment.

    shevchenko65 said:
    IDK man-at-arms sort of seem like mercenary troops to me. They are professional soldiers, like mercenary's, who basicly go from war to war.

    Again, I think a Man-at-Arms is not the same as a mercenary. Both fight for money, make violence a way of life but IMO a man-at-arms is sopossed to have some loyalty to his lord as he wears its banner, lives in his castle, comes from his villages... Both are professional, but men-at-arms could be seen as regular troops.

    Sparehawk said:
    About troops' trees...

    After reading all posts, I'm thinking, that there should be 3 main categories:
    • Lowborn militia - could be hired in villages, cheap, bad armor and combat skills even at higher upgrade levels. Have several troops' trees, depending on region (Basic, Dorne, North, Iron Isles)
    • Mercenaries - could be hired in taverns, quite expensive, good armor and combat skills. Have several troops' trees, depending on profession (Melee, Ranged, Mounted). Maybe, Brave Companions mechanics could be used here instead of original upgrade mechanics. Or, maybe, Companions could be just another additional tree.
    • Warriors of oath - professional soldiers and nobility. Could be hired only from prisoners and in player's own castles/cities. Not so expensive as mercenaries, almost as good in combat as them. Maybe a bit better, but not much. No upgrade trees at all or very small (no more then 2-3 positions) ones.

    I'd keep the current mercenary tree that mixes mounted and melee. If I where a mercenary I'd buy a horse as soon as I could or rob it after the battle.

    ser Jeekim said:
    I registered just to say that this mod is terrific. I've been totally hooked to Song of Ice and Fire since I first laid my hands on it, and this game is just perfect for a Westeros-themed mod!
    Triple hurrah to Sparehawk!

    I'll try to give some constructive input also :smile:
    5) If possible, Lannister army should be made mercenary-heavy somehow. I also support idea that mercenaries remain a separate troop tree, expensive and hireable from taverns.
    Or maybe give two distinct upgrades from Horsemen: Lancers and Veteran Horse Archers? Also, please don't take out Dornish Sergeants and Master Sergeants :eek: These are my favourite troops!  :grin:

    Now this may be misplaced, but I could use some help also... I've developed my character all the way to level 30, having learned only personal battle skills, STR and AGI, with a focus on two-handed and polearms. Hard fighting on tourneys has got me around 2000 renown, so my party size is 96 right now. However, with no Leadership skill whatsoever, morale is becoming a problem and I won't dare to attack those ridiculously heavily defended (250+ men) castles, as I play without reloads. Any advice?  :oops:
    ... and I do not even imagine, how is a city with 800 men supposed to be taken! Or is it not?

    I think hedge knights fullfil that place nicely as they sell their swords and are expected to be better trained and equiped than mercenaries. About taking castles and towns, check some guides. Basically you'd need to improve leadership, take some high-level archers (crossbowmen also would fit, but are worse) and besiege the place with tons of food (to improve morale) and a large army (to reduce your enemy advantage due outnumbering you). You should equip a bow/crossbow/throwing weapons and a one-handed&shield. Or a shield with bastard sword at last so you can equip it when directly facing enemy shooters. Kill as many as you can an hit tab. Rinse and repeat. Rest to heal when needed.

    Jheral said:
    shevchenko65 said:
    Since the Brave Companions were a pretty foul and reputably the worst of all mercenary companies, do you think we could rename them to something else?

    I've been thinking about that, too, but I can't really come up with an alternative. I suppose one could just make all mercenaries that way (customizable equipment, jacks-of-all-trades in terms of skill(perhaps with some branches of the troop tree specializing more) etc...), and just call them mercenaries.

    Having a special and customizable kind of mercenary company (maybe with its own banner) adds some flavout to the mod. Maybe creating a new name or giving it one from the novels would be better than the Brave companions (so you could put Vargo Hoat, Timmet, Rorge, Bitter&CO in a Lannister/Stark, depending on chronology, army around Harrenhal). Anyways, the novels handed the chance of Golden Company coming back to Westeros.

    About troop trees:
    -I'd add two-handed weapons to high-level infantry so not everyone is equiped with sword&shield; and some axes (even if this is only for Dornish as you created a Dornish axe and Ironmen) as not every villager is a farmer, there are lumberjacks too. The same for Northern infantry, not only axemen.
    -I'd leave bowmen to Dorne, North and Stormlands, ginving crossbows to the rest. Thrown weapons for Ironmen, some Dornish and Swamp/Marsh-people (or wathever they are called in English since there is a party leaded by Howland Reed).
  6. SP Fantasy A Song of Ice and Fire Mod (moved to MBX)

    It would be awesome to move that arena somewhere and have an especial event (maybe via a mission). A tournament is arranged and you can go the place, join it paying a big amount of Dragons and after winning several competitions get a prize.
  7. SP Fantasy A Song of Ice and Fire Mod (moved to MBX)

    monsterfurby said:
    shevchenko65 said:
    I think Highgarden and Lannisters should be allied fighting Barantheon.
    Hm, I have to disagree here. Mind you, Renly Baratheon, the Tyrell Family's supported King, is currently part of the Baratheon faction. He really needs to be put into the Tyrell Faction.

    And different factions should have different personalities. Like Lannisters and Tyrells and Ironmen should focus on taking castles, Dorne and North only on defending their territory.
    That would be great, but actually the North led the offensive campaign in ASOS. It was Robb's army advancing past the Neck, not the Lannisters, so I believe the North and House Lannister should be the most aggressive, with the other factions taking the back seat to their struggle.

    I know you have some planned events to occur on the todo list, maybe you should add more events. Like the Frey/Bolton betrayal of the Starks, Tywin and Joff dying and Tyrion leaving.

    I second this!

    And remove him after that as an event perhaps? Like Joof and Tywin would dissappear? I think it's nearly impossible to make all the changes of the novels. Just to start you have Robb's wedding (removing Robb, half of the northern Lords, changing Frey's faction), death of Joffrey, Tywin, Tyrion leaves, Gregor and Oberyn die... Before that Renly has to be dead and Tyrell's join Lannister side while Brienne come backs to Stannis or joins the north... Orthon Merryweather should join Lannisters as his wife becomes rellay cose to Cersey's desires. Slint goes to the Wall, Jaime is uselles as combatant as he lacks his swordhand. Half of Stannis' army and Lords leave after Blackwaters battle... Too many changes.

    shevchenko65 said:
    Starks had raids in the west, but I don't think in the game sense they should try to capture castles, only to hit and run. Plus I think, the North especially, should try to do a better job defending their own villages from bandits/greyjoys. Always pissed me off to see lords in castles sitting doing nothing as the raiding parties came right up to towns chasing me.

    At Robb's death the northern were almost nocking to Lannisport doors and they managed to get Harrenhal until Bolton's treason. Robb's end began when he was wounded stormig the walls of Westerling's castle. And is almost impossible that an NPC army conquers a castle, they have around 250 men on garrison; near 750 the towns. But completely agree about the raiders.
  8. SP Fantasy A Song of Ice and Fire Mod (moved to MBX)

    SirSlack said:
    Just wanted to stop by and thank you for a great mod so far. Really has made me interested in Mount and Blade again.


        Do you think it would be possible to implement this mod in as well?

    http://forums.taleworlds.com/index.php/topic,33839.msg873948.html#msg873948


       Or at least the best part of it which is variety of course when choosing a personal crest/House crest and having Man at Arms that wear the same. Just something I thought which would add to the immersion.

    Not sure about this, but look at the 1st pick below the "before-after" one. The shield on the left upper square (seems to be a Tyrell's rose) and the brown norman shield with a griffin are already in the mod (I wear this one). Take a look to the 3rd pick after the horses, the one about 2 hired blades... looks like the Tyrell's rose. NPC armies have their faction banners (but not their lords') on their equipment. I'm sure cause I'm killing Lannisters and most of mi heroes have lions on their armors&shields after the looting. I think it still possible to equip your heroes with your banners. I took the malva/violet banner with a star and I've seen it at the armorsmith. It's not automatic though, you will have to look for them.
  9. SP Fantasy A Song of Ice and Fire Mod (moved to MBX)

    Dryvus said:
    Nahadiel said:
    Thoros used Valyrian wildfire in the tournament, there was no magic on it.
    Fixed.
    It's 'The Vale'.
    Sorry for the misspelling. I read the books in Spanish in wich The Vale is called "El Valle", literally meaning The Valley, and wildfire as "Fuego Valyrio" whose direct translation is Valyrian fire. Didnt know they werent a direct translation. You see, KingsLanding is written as "Desembarco del Rey" wich literally means... KingsLanding. :wink:

    Dryvus said:
    Nahadiel said:
    Sparehawk said:
    BTW, any ideas what troops should have Arryns?

    There seemed to be a lot of knights in the Valley when Tyrion, Catelyn and Sansa arrived there. I also have the RPG d20 system (I hate d20 :twisted:) of Game of Thrones in which R.Martin is supposed to have done some revision for the background and it says the Valley is full of knights and proud minor noble families eager to provide more famous knights.

    So, IMO heavy cavalry (as Valley knights) would fit, but also they could be on-foot knights making a heavy infantry (Gate defenders or whatever). On the other side, you could add infantry skirmishers as mountaineers. I'd also give the Valley a couple of wildlings spawning points to create a problem like the Greyjoys. The only references about their weapon preferences are on the Bronn's duel (complete armor, heavy longsword like a bastard one, and big shield) and the Lords meeting that Littlefinger arranges.

    Their troop composition wouldn't really be any different than the typical Western Europe-based medieval army common throughout Westeros. Knights, light cavalry, infantry, and ranged troops on foot. Dorne and the Iron Islands are the only places whose military really stands out as different.

    You are right. I was thinking on high mountain fighting in where horses are uselles when I said it. But the Eyrie hasnt been besieged for a long time.

    shevchenko65 said:
    From my reading of the book, it seems that infantry isn't a really developed force in Westernos. It seems that most infantry is made up of either archers and crossbowmen, or spearman infantry. The elite troops would be the knights, and they are equiped with both lances and swords. So I think for everyone except Dorne more ephasis should be put on cavalry than on infantry, and infatry shouldn't upgrade further than vetern footmen or something like that.

    I think Dorne should focus on cavalry too. Their mainland are mostly desert and they have a different horse race like the Arabian (in real world) ones. Anyways, as Dryvus has said, their military system is based on a Western Medieval one. Its a fact that medieval armies had a lot of untrained infantry but often had a core of veterans (in Spanish called man at arms) well equiped. I think I remember those man at arms are mentioned in the battle between Robb and Jaime.
  10. SP Fantasy A Song of Ice and Fire Mod (moved to MBX)

    Jheral said:
    I assume you mean the Brave Companions? The troops that you can design however you want? I suppose it could do well enough for this.
    Yes, I meant the Brave Companions, didn't remember the actual name. They can have a wide variety of bows, thrown weapons, horses and armor.

    Nahadiel said:
    I think this could be done keeping Riverrrun, The Twins, etc. in the Stark faction, but giving his parties and villages a different troop tree. In fact, the Tully give an oath and became vassals of Robb Stark. This could be an interesting way to manage troop trees and conquests. If you conquer a village from the north, it's still a northerns' village, so it should provide northern recruits, not your faction ones.

    Jheral said:
    I think this is a good way to reproduce the different loyalties of the Riverland Lords. This way Riverrun and The Twins would provide Riverland recruits to Stark's faction while Harrenhal does it for the Lannisters. The problem would be to decide which troop tree KL (and his surrounding villages) belongs to.
    I was considering something like this, as well, but I didn't know if it would be possible or not (my modding skills are just about non-existant). It would be a good way to do it, if possible. Regarding King's Landing (assuming that's what you meant by KL) and surroundings, I have no idea, tbh. What is it at the moment, Stormlands?
    Yes, I read KL somewhere at the forum and seemed right for me :mrgreen:. If it is possible to add new kinds of parties to the list a modder should be able to do this by adding Tully parties to the list, attaching their Lords to Stark faction, giving them a behaviour and bonding those Tully units to riverland villages. More difficult would be to name them as "Tully army/castle/village" as they are supposed to be in the same faction. Maybe could call them all (Tully&Stark) "The King on The North" faction (as called in the books)?

    Sparehawk said:
    BTW, any ideas what troops should have Arryns?

    There seemed to be a lot of knights in the Valley when Tyrion, Catelyn and Sansa arrived there. I also have the RPG d20 system (I hate d20 :twisted:) of Game of Thrones in which R.Martin is supposed to have done some revision for the background and it says the Valley is full of knights and proud minor noble families eager to provide more famous knights.

    So, IMO heavy cavalry (as Valley knights) would fit, but also they could be on-foot knights making a heavy infantry (Gate defenders or whatever). On the other side, you could add infantry skirmishers as mountaineers. I'd also give the Valley a couple of wildlings spawning points to create a problem like the Greyjoys. The only references about their weapon preferences are on the Bronn's duel (complete armor, heavy longsword like a bastard one, and big shield) and the Lords meeting that Littlefinger arranges (longswords). Don't remember right now if Lisa's guards had spears... only their withe&blue garbments with the Arryn's banner.
  11. SP Fantasy A Song of Ice and Fire Mod (moved to MBX)

    Sparehawk said:
    Nahadiel said:
    ---Dorne and Highgarden:
    -Dorne is sopposed to be known for their hit&run tactics, their horsearchers and lancers in light armor. I was surprised when I saw those crossbowman and helms needing 16 strength. Meanwhile, Highgarden in the novels has the heaviest cavalry while Lannisters have the numbers (spending money in sellswords) but Tyrell's knights have 0 Strike power and Lion/Kingswards are the really tankish cavalry.
    I'm not as good in balancing, as in scripting.
    If I'll post here combined tables of all kingdom's troops, could you help me to tweak them?

    I havent had modding experience since the 2006 when I tried to convert some troop trees via phyton; so I'm no a real modder but I will try any changes you made if you want to.

    What I was trying to say is that Dorne should have archers and horsearchers/javalineers instead of those crossbowmen. So IMO the Stormlands, Dorne and the North should have archers while Highgarden and Lannisters have crossbowmen.  Furthermore, (not sure about this), hadn't they an special double recurved bow taken from the Dothraki? (Btw I miss a Dragonbone bow as unique weapon :roll:).

    About the cavalry, I'm improving relationships with some Lannisters villages hoping to get their cavalry, and rescuing Stomrlands knights since my Tyrells knight are beaten by western infantrymen. I suggested Highgarden should have the typical heavy/expensive/great lance&sword cavalry in small number in the parties, while Lannisters could have lighter/any weapon/cheaper cavalry but higher numbers of them in their parties.

    Jheral said:
    Yes, they should definately leave villagers alone. However, I'm not sure I agree with them not having upgraded soldiers. I mean, sure, they're sort of like bandits, and they're weren't exactly an army, but according to the books it would appear as if they were quite a threat. True, they relied mostly on ambushes and raids, but even then you'd still need some strength, no? I fail to see how low-tier troops only can do much of anything against the caravans/armies of the factions.

    On the subject of the fire swords, did they use them all the time, or was that just for things like the Hound's trial by combat? I know Thoros used one in tourneys and the like, but it seems a bit impractical, not to mention a waste to do it in every battle, what with the swords themselves being ruined. I think Thoros used wildfire during the Hand's Tourney in A Game of thrones, but I seem to remember the sword used by Beric against the Hound was like real fire(personally I'd go for real fire for the swords, if at all. Just because you can use something, doesn't mean it's always practical to do so, and I doubt they had enough resources to justify throwing away swords for no real reason.).

    A never ending Beric matches perfectly, I like it. I think they should have access to high level troops. They earn Xp as they fight and in the novels Tywin found himself in the need to send Gregor Clegane after Beric. They could have troops like the Brave company.

    Thoros used Valyrian fire in the tournament, there was no magic on it. It seems magic began to reappear after Daenerys woken up the Dragons, so Thoros was able to bring back Beric and give fire to Beric's sword.

    Jheral said:
    Sparehawk said:
    Nahadiel said:
    -Could you take apart the Tully faction from the Starks? They would be part of the same faction but with its own units (instead of northern ones).
    I'm thinking about it a quite long time, but still have no final decision...
    I can agree with the Tullys being separated from the Starks, but as they were close allies through the entire war, I think it would be better to keep them as one.

    I think this could be done keeping Riverrrun, The Twins, etc. in the Stark faction, but giving his parties and villages a different troop tree. In fact, the Tully give an oath and became vassals of Robb Stark. This could be an interesting way to manage troop trees and conquests. If you conquer a village from the north, it's still a northerns' village, so it should provide northern recruits, not your faction ones.

    I think this is a good way to reproduce the different loyalties of the Riverland Lords. This way Riverrun and The Twins would provide Riverland recruits to Stark's faction while Harrenhal does it for the Lannisters. The problem would be to decide which troop tree KL (and his surrounding villages) belongs to.
  12. SP Fantasy A Song of Ice and Fire Mod (moved to MBX)

    First of all, I need to say you have made a real wonderfull mod (as everybody knows :mrgreen:). I've come back to M&B after a couple of years without playing and I was really amazed when I saw a new mod about SoIaF was made. Really nice, I like a lot the heraldry and the so detailed banners.

    I 've  been playing for a while and I've noticed that Ironmen cannot be taken as prisoners. Didn't found a weapon seller in Castle Black, only Noye. Also I have a pack of suggestions that IMHO would be a good add to the mod:

    -Robb Stark and most of his Lords should be at Twins/Riverrun as they are supposed to be fighting against Lannisters. Then you could leave seneschals as Rodryck Cassel to garrison the northern castles and towns.

    ---About the Ironmen:
    -Maybe Ironmen captains are a bit overpowered, just a bit, and the number of Greyjoy scouts is huge, that's not an invasion, it's a bloody flood.
    -If you put them as a new faction in new versions their main target may be Harrenhal, Riverrun and coastal strongholds as they have no interest in the Ironthrone in the books (before Euron's arrival).
    -I know that infantry-only armies tend to suck (that's why this game is called mount&blade :mrgreen:) but following the novels, Ironmen shouldn't have heavy cavalry. It would be balanced as soon as ships were implemented (where ironmen should have a big advantage).

    ---North, white walkers ant wildlings:
    -All of those ideas about spawning others along the south and creating big wildlings raiding parties are good. But then, Starks would be at war with Lannisters, facing the Greyjoys, the Others and the wildlings... I see a lot of smoky villages and no incomes from them.
    -Have you thougt about obsidian weapons for the others?

    ---Dorne and Highgarden:
    -Dorne is sopposed to be known for their hit&run tactics, their horsearchers and lancers in light armor. I was surprised when I saw those crossbowman and helms needing 16 strength. Meanwhile, Highgarden in the novels has the heaviest cavalry while Lannisters have the numbers (spending money in sellswords) but Tyrell's knights have 0 Strike power and Lion/Kingswards are the really tankish cavalry.

    ---A new inn:
    -If you are at war against the Lannisters you have a huge hostile territory in front of you. What about creating the another inn? That one that appears again and again in the books. It's located in the crossroad beetween the Kingsroad (connecting KL with Winterfell) and the main road connecting KL with the Rock.

    ---I'd like more those Targaryien Loyalist if Daenerys was about to come back, but not otherwise.

    -Could you take apart the Tully faction from the Starks? They would be part of the same faction but with its own units (instead of northern ones).

    --About NPC: if you still want to put some characters of the books, you could put Ser Saadrich and other hedgeknights/adventurers/mercenaries like him that appear one or two times in the books and aren't attached to somebody or a place.

    Last but no least, sorry for my hard reading English, I it sucks. :razz: Keep working so good man.
  13. The Last Days v2.4 (for .808) ---Next Release Date Unknown!

    Seems to be a great job once it´s finished. So, is this gonna be set at 3rd Age? I´m not an expert but just for curiosity, and maybe some help in some points.

    Ancient: as you said about the map, there are some factions involved on it, and some more just at the edges. I think it would be good if you include some hireable units for that "outtern" factions (as mercenaries, just as you did with Kerghit for Mag7), and ramdon parties wandering around the map.

    And also, I know it´s a lot of added work, but since you and N00b managed to create new items, I was wondering if would be possible to change something about factions´ equipment... Just imagine you make an orc faction, for sure you´ll need some chainmail or even coat of plates armor for its units (harder ones); just as Rohan faction will need a chainmail for most of it units. So, you have one chaimail model for both factions, and the current model doest seem "orchis", despite it fits well for Rohan. That´s it, if orcs had current chainmail, they wont really seem that nasty and obscure orcs were are used to imagine. But if you dont give them a chainmail armor (or equal in stats) they would be easier to kill than Rohan units.

    That´s why I was wondering if you could create new items with actual meshes and give them new skins without replace their current equals. E. g. --> create a new item called orc chainmail using current meshes and same stats than current chainmail, but using new skins for it.
    The problem is that would be needed to do the same with almost all the faction´s weapons and armors.
  14. Mid-late 1700s mod

    Yes, and by that time earler cartridges were developed (I thimk), so reloading time wouldnt be so slow (I mean, speed >30 :wink: ). The problem, appart of animations, would be the upgrade trees... a common one for regulars and "assistants&auxiliars"? or two sepparated ones? Not to mention a tree for Dragoons (or cavalry), wich wasnt so crowded as infantry, but was important in British strategies.
  15. mod for 0.702

    That´s what happened in Spain :wink: ... nobody wanted to go to war, but he sent us to war just to complace Bush. He wasnt re-elected and the new president decided to withdraw the army (so, leaving Iraq after helping to destroy it) and its worse than the previous one in many other things related to politics.
  16. SP Native The Magnificent Seven v.31 (for .704) *updated* 11/2

    Yeah, also noticed the merchant´s odd equipment. I saw the smithy had in his inventory the same articles he was wearing, so I bought them and nothing happened... but then I decided to try getting out of the town (just out of the screen, going to a Count´s room or a tavern makes the same effect) and coming back; and the merchant was without any armor, only his skin´s skins (wierd to say :???: ).

    So it seems it works like Morrowind´s merchants (when you sell them something they´ll just wear it if it´s better than his actual equipment); they wear the best equipment they can manage to put on themselves (according to their strenght and equipment requirements) in the case of armourers... and I think the other´s (general merchants and smiths) just wear something randomly (if they can wear it according their own strengh atribbute).

    Edit: sorry, I forgot it since I was concentrated on English-writting... great mod, I almost sttoped playing until you released M&B cause I liked it a lot and it was the base from most of other v.632 I also liked. Thanks.
  17. Mod menu on intro window of M&B

    So it wouldnt work fine in earlier versions than v.700?

    This is a great idea, now can play several mods without having 5 backups installed :grin: . This way of "choose&play" modules reminds me Morrowind´s one, wich is a great way to save Kb and brains effort (these hang-overs after this ´week of holydays are killing me).
  18. SP Native Project Detail Props (v0.6)

    I hope it, Okin. :wink:

    Also, after all of you release this; would be any posibility of updating for newer versions? I mean, if you released this on v.704... would be possible to update and use it after a newer M&B version was released?
  19. mod for 0.702

    Thanks again Toshiro.
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