So previously i could basically add an xml to my mod and be done with it, and put into the submodule:
<XmlName id="Items" path="nameofxml"/>
<IncludedGameTypes>
<GameType value="Campaign"/>
<GameType value="CampaignStoryMode"/>
<GameType value="CustomGame"/>...
i understand some of it that i can make a new template xml and add stuff however i please, but when i try to make a completly new template to have seperate crafting stuff i get this i seem to have trouble finding where i can change the text in the smithy to take my new template id, in this case...
I found some crafting parts makes weapon overpriced (50-100k). I have example in save file, but I have no idea how I can attach it to post.
Also crafting process with these parts gains a lot of XP (crafting skill increased by ~20 for 1 weapon) and lots of recipes (10-20).
And also I guess damage...
I've been playing this game a ton, and absolutely love it! I'm a huge fan of the premise, and most of what the game does is excellent. There are a few hiccups, as one might expect, but mostly excellent content and mechanics. After about 100 hours in campaign I have a number of thoughts I want to...
- Items: make every item type (like armors, bows etc) craftable and/or make it possible to do custom orders from shops. These orders could even be more expensive than market prices (and could take time), but trading skill modifiers could be in effect.
- Crafting:
- Since crafting experience...
Once an item is crafted, it looks like its blueprints are saved somewhere since it starts being produced and sold by cities.
I find it very, very untidy that exact "copies" (technically not copies since I actually crafted the same blueprint twice) do not stack.
Is it possible to remove those...
Summary: Workshops can randomly produce copies of weapons crafted by player, even if player never sold those weapons anywhere, eventually flooding the markets with them if the player crafted a lot of different weapon patterns.
The problem is caused by the logic in WorkshopsCampaignBehavior.cs...
game crashes when I try to enter smithy in empire towns. tested on multiple saves on the newest public patch.
to reproduce go to argoron, danustica, onira or lycaron. buy 2 hardwood at trader and enter smithy (game will freeze)
to reproduce go to argoron, danustica, onira or lycaron. go to...
By which I mean use the crafting system to remove the negative 'cracked/rusty/bent' etc. modifiers from existing weapons, and even potentially add a positive 'balanced/tempered' etc. modifier.
ver 1.1.2
Giving smithing a second go, all the weapons I craft are either equipped to myself or companions or smelted back down for experience, yet after a few in game days/weeks, random marketplaces are filled with copies of crafted weapons I never sold.
I demand they either cease selling...
So today, I thought to myself 'lets focus on crafting'. After a few hours of hunting Looters for easy tools & weapons to smelt, I started crafting some two-handed swords. After making a few lesser crafts and discovering new designs, I finally went to craft a higher tier weapon.
With the 'IV -...
What is the point of the weapon i am forging "adding stats" if i make multiple and they stack in my inventory and each stat is diffirent, how do i find my best one??
Choosing the blades with the longest reach and scaling them up as long as possible for both one-handed and two-handed sword results in a sword of almost the same length.
Smithing and smelting to unlock parts at random is not that fun or rewarding. Maybe a better system would be the way you level up your character. So whenever you level up Smithing by either smelting or forging a weapon, you are given a smithing focus point that you can use to unlock a part of...
Summary: Crafted daggers in player model look stretched and pulled (resembling a large kitchen knife)
How to Reproduce: Create a new campaign and craft a basic dagger. Then equip the dagger and walk in a town or join a battle.
Version: 1.0.10
Computer Specs: Confirmed in multiple different...
Everytime i try to craft a 2h axe and naming it, it always still comes up as "Crafted Two Handed Axe" and even the stats aren't any different. Sometimes it works on 1h swords but if i have already one in my inventory that i didin't name that sword will still stack to it.
Sorry for my bad english
Hello everyone,
I'm surprised that I haven't seen a thread for this yet, so I wanted to make one location for everybody to share the fruits of their labor with the smithing skill. Discussions about the implementation and balance of the mechanics are not the objective of this thread, only a spot...
I've been a long time player of M&B, and one of my favorite mechanic was in fact in one of the mods, that of custom troops. While Pendor had the CKHOs, Perisno's completely configurable troop tree was way better. Using those custom troops as the main force of my army/kingdom was by far the most...
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