0.400 is out (now 0.401)

Users who are viewing this thread

It's released...
http://rapidshare.com/files/38243452/Empires_of_Faith_v0401.rar
https://mega.co.nz/#!5BExxbLL!c1svplWzyJ8vah_KXoobGx4YZiNFDFH6B4ZtdlJy6uY


The strategic level has been changed from 0.300. Player development is in particular quite different.

This will be my most ambitious overhaul for a bit . 0.500 will add some player-sponsored missions and maybe new troops and areas. So, once this looks stable, I'll start promoting this to gain players.


1. Getting started is the same. Download the mod, join a server, and play. Be sure to note your Unique ID number -- between four and seven digits, that will come as a message to you when you first log on. If you miss it, just log on again. You use it to log into your character on the website.

2. Wars on the strategic levels are now fought between NPC houses, not just empires. You can have a relationship with multiple NPC houses. More on relationships to follow.

3. Your renown accumulates -- you don't spend it any more. It provides an income of influence, which you can use to develop a relationship with noble houses.

4. Relationships allow you to create fiefs, which (when developed) provide you with money and unlock troop types.

5. You can now sponsor your own missions: defending your fief, escorting a caravan, and leading a battle. I will explain this in more detail in the main thread.

Instructions thread (still being revised as of April 5)
http://forums.taleworlds.com/index.php/topic,242491.0.html
 
Alright, some little glitches I found : I don't seem to be able to choose the amount of gold at the beginning, I choose an amount, and then I get the not found page, the same thing happen with the game concept links.

I was able to take a task from the npc lord of Vermandois against the House of Meriadoc, I sponsored the mission just fine, then I got to choose between two team... And I didn't know wich was which ! So I simply took one, and up until now, I don't know if I fought for the good lord of Vermandois of for his enemy... Anyway, I totally lost. I blame poor equipement and lack of retenue due to inexistent founding.  :grin:
The caravan escort mission was really great though. It felt really good to feel to control the game a little.

Now that the fights are between NPC Houses and not Empire , it is also somewhat harder in the normal mission to know for whow you are going to fight, since you only have the names of the houses, and its not always easy to guess which side there are. I know it's not really important right now, but I personaly prefer to fight for my faction whenever I can.

* To have a fief, you develop a relationship with an NPC faction. You start a relationship by taking a position on an issue.
* Browse through the provinces in your faction. Find an NPC subfaction that has political opinions. Find one that your character might agree with. Hit the "We agree" link

Mmm, I am not sure I have this "we agree" link...

Otherwise the game play fine, as usual.
 
Thanks for the feedback!

On player missions, your faction will always be the first listed -- and, if you wait several seconds, the names of the houses will come up on-screen.

I should document that. I should also perhaps include the empire of the NPC faction in the team screen.

I'll try to sort out the broken links. What is your character's name, just so I can be sure I'm seeing the screens from your character's perspective?
 
Karling, at your service.

But I don't think it will be necessary, seems the problem comes from Chrome, I was able to change the amount of money with firefox just right, I should have checked first, sorry.
I still can't find the "we agree"link, though. But maybe it's only supposed to come when I have succeeded a mission?
 
Hmh, I think I might have a problem considering player missions.
I got a task to escort some baggage trains by House of Arundel from the evil forces of House Dunkeld.
So I went to a server and sponsored the mission, and failed, tried again, this time succesfully. After that I went to the website, tried to get another mission and...

Mission offered:
You have already taken a quest

After this, I tried it again, and completed it again succesfully, yet it still says that I have already taken a quest. Should I just wait or is this not supposed to happen?
 
Here's the problem -- I'd disabled the mission information on the mainpage. Your mission is 89% complete. Each round of the mission gives you percentage points. Sometimes you need to do it more than once.

I might change this system so that you replay each mission fewer times.

But for now, you need to get to 100% and then hit "End mission." This option should now be available.

Sorry about that!
 
I got a task to escort some baggage trains by House of Arundel from the evil forces of House Dunkeld.
So I went to a server and sponsored the mission, and failed, tried again, this time succesfully.

May I ask how you managed to succeed? Getting to the center of the map is easy, but the last hundred meter are a real pain! I am going to need a 3 attempt...

Anyway, when you are attacking the mission caravans of another player, sometimes you can loot the coffers, and sometimes you can't, I don't know which is intended.

edit: Ho, and I was assisting in the mission of a fellow nobleman, and I noticed that you don't get the reward for a caravan arriving at destination when your near the destination area. But you get it when a caravan arrive and that you are near the departure area.
 
The individual scoring is a bit messed up on the player Caravan mission, as I'd forgotten that the caravans are moving diagonally instead of straight. I shall try to fix that.

The formula for the mission completion, btw, is (2 * Friendly score - Enemy score) / 200, if I recall correctly. You get a percentage of completion, rather than just fail/succeed.

So, if you get 10,000 and they get 10,000, you get 50% completion. If it's 12,000 to 8,000, then it's 80%. Completion adds up until you reach 100%. I'm very open to suggestions on whether to rejig this.
 
Am trying to the bugged part now. I'll finish that, then upload, then put a small patch.

Once I'm fairly sure there are not more major bugs to fix I'll start trying to promote the mod a bit more. Thanks to all for trying out the early version of this iteration!
 
I've been trying the player field battle thingy a few times, and I have to say that it is quite hard (or I am just stupid). Also, I am experiencing unexplainable lag on it. My ping is okay, yet everything is just warping around like it was a bloody stargate mod. I am not experiencing this anywhere else, too.

E: Nevermind, the lag started on other game modes aswell, and seems like 2 out of 3 servers crashed or something.
 
Field battle is hard indeed.

I find the best tactics is one that takes a lot of skill.

I ride around as a light cav, using my sword to hit the corners of the spear formation. I kill and skirmishers or enemy cav that get in my way, but it's never a good idea to take them all on. It's also difficult to time your swings right so that you hit the spearmen, and can avoid their stabs.

It's fun though, if you have a decent ping.
 
Tried it again with a friend, raged like there is no tomorrow in TS. The game worked fine, untill I sponsored the Player Field Battle. At first, it worked fine, but then it suddenly started lagging like hell, bots were disappearing and reappearing again, etc etc. This, and the plain difficulty of PFB makes it near impossible to win.
I think that the PFB should be made easier. This could be done by making the defending reinforcements spawn slower and the amount of ground attackers need to traverse should be smaller.
 
Just a few details here and there:

On the player caravan map, there still is half of the chest with a text that say : "can't loot", but you can loot them alright.

Still on this map, I noticed that when the attackers are overwhelming the caravan, there always are some horsemen that make a group near the end of the caravan trail (I suspect at the healing point), and when the remnants of the caravans arrive, they have to face a wave of 4,8, maybe more horsemen that slaughter them.
This only happen when the player that lead the caravan is losing from the beginning. With two players having the upper hand, the horsemen don't regroup.
I don't know if it's worth reporting or not.

Otherwise, I just got my first fief, now I will get better soldiers, I will probably stand a better chance now. As it is, it is maybe not really worth it for a lord without any good retenue to make a mission. Maybe you should put a warning about that. Maybe in the future you might adjust the level of difficulty to the level of fiefdom? On the other hand, with a more experienced ally at one's side, it's totally feasible, so a simple warning in the instruction might just be what's required.

Ah yes, on the raidcaravan map of India, the Caravan to the north (i think) follow a totally weird way. A some point on the map, the road take a little turn to the left, but the caravans go straight through the hills, taking a long and painful way. For them. It just make them easier to kill.

There are some maps with no way of knowing where the healing point is (no carpet or fire) if the bots aren't there to show it to us. But that really is a details, you can fix it whenever you feel like it.

Otherwise, I had a question about the game of thron... I mean the play on influences and everything. Right now it seems we just have to follow the orders of the leaders of the biggest faction in order to get influence/relationship. One day my lord of Vermandois choose to disband the inquisition, the day after he want to reinstate it...And I just follow blindly whatever he says, and the other players do as well.
So my question was, is there any incentive to be coherent with oneself, to be pro inquisition everywhere and always, or proliberal?  Or even to follow a lord of a lesser faction?

Anyway, still enjoying the game greatly. Hope you will make a slave/serf run mission, so we can play with blunt weapon sometimes.

Hope to meet you all in the field someday!  :grin:
 
Back
Top Bottom