A minor reqruest pointed at you modders

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Rakuel

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Hi, it might sound a bit silly, but I really enjoy the native Mount and Blade, but I also really enjoy most of the features SoD offers.

I'm not sure if it's even doable, but perhaps there's a way to add some of the features like the "Speak with the Town Elder" and the auto companion item distribute?

I really like those awesome features, but I dislike the whole invasion part, the troop upgrade and having peasants instead of regular faction troops.

Perhaps there's a way to remove the invasion, the troop upgrade process (talk to the marshall), the religion addition and the whole independence concept?

In other words, I would like to play the vanilla game with the vanilla troops, but still have the auto distribution option, skip the part you have to run all the way to the town elder and have this awesome workaround "Speak with the town elder", and obviously, I would also like to keep the new items. they are all awesome.

I know it might be a lot of scripts to edit, but it would make my gaming experience _far_ more enjoyable.
In case it's not doable, do anyone knows an alternative to the features above?

Thanks for assisting me with this matter.
Rakuel.
 
Let me see here if I can assist and answering this question.

Removing Invasion? Not happening
Removing the strategic Troop recruitment to make having own kingdom harder? nope
The marshall, treasurer and chancellor removed?... why remove it when all the needed kingdom options are right there to access. So here I say No
religion removed... No
Independece removed? YOUR PLAYING THE WRONG EFFIN' MOD!  :shock:
The point of SoD is to be seperate from Vanilla.... SoD is about Becoming King. Not a vassal as in Vanilla and some other mods.

If you want the recruitment BACK to normal, vassal up to a kingdom OR play a mod like Lords and Realms (a fun mod too) where much of the recruiting is as Vanilla.

Here in SoD, agian I say, its about becoming King.. and last time I checked, thats not a easy task to do.  :? But for sake of argument, either try vassalage or a different mod, for I HIGHLY doubt your requests would be implemented and removing them from the scripts, well, save yourself time and try different mod.

This message is brought to you by the letters N & O and by Sandman
 
SandmanX2 said:
Let me see here if I can assist and answering this question.

Removing Invasion? Not happening
Removing the strategic Troop recruitment to make having own kingdom harder? nope
The marshall, treasurer and chancellor removed?... why remove it when all the needed kingdom options are right there to access. So here I say No
religion removed... No
Independece removed? YOUR PLAYING THE WRONG EFFIN' MOD!  :shock:
The point of SoD is to be seperate from Vanilla.... SoD is about Becoming King. Not a vassal as in Vanilla and some other mods.

If you want the recruitment BACK to normal, vassal up to a kingdom OR play a mod like Lords and Realms (a fun mod too) where much of the recruiting is as Vanilla.

Here in SoD, agian I say, its about becoming King.. and last time I checked, thats not a easy task to do.  :? But for sake of argument, either try vassalage or a different mod, for I HIGHLY doubt your requests would be implemented and removing them from the scripts, well, save yourself time and try different mod.

This message is brought to you by the letters N & O and by Sandman

Well, I did not ask them to change the concept of the mod, not at all. All I wanted is an editted version of the mod, so I could enjoy the funnier concepts (in my opinion, anyway) of the game.

I guess you did not understand what was my request. but eh, I see your point. it is a bit silly to ask for such changes only for personal use.

Cheers anyway. I'll try the mod you mentioned.
kind regards.
 
Rakuel said:
Hi, it might sound a bit silly, but I really enjoy the native Mount and Blade, but I also really enjoy most of the features SoD offers.
Not really odd.  That's why I got into SoD originally, myself.
I'm not sure if it's even doable, but perhaps there's a way to add some of the features like the "Speak with the Town Elder" and the auto companion item distribute?

I really like those awesome features, but I dislike the whole invasion part, the troop upgrade and having peasants instead of regular faction troops.

Perhaps there's a way to remove the invasion, the troop upgrade process (talk to the marshall), the religion addition and the whole independence concept?

In other words, I would like to play the vanilla game with the vanilla troops, but still have the auto distribution option, skip the part you have to run all the way to the town elder and have this awesome workaround "Speak with the town elder", and obviously, I would also like to keep the new items. they are all awesome.

I know it might be a lot of scripts to edit, but it would make my gaming experience _far_ more enjoyable.
In case it's not doable, do anyone knows an alternative to the features above?

Thanks for assisting me with this matter.
Rakuel.
If you play 4.1:

You can Camp->Other->Quick Start->Oracle->Delay Invasion
If you do that enough times, it'll never happen.  One down.

I am just about ready to be done with a super-tiny modlet to 4.1, which allows for native recruiting in addition to the SoD recruiting.  In fact, you can toggle it on or off (default = off).  I too really enjoy the native troops - especially since I redid them all to make them more... balanced in 4.1.

In my current game, I have earned a lot of love with the Nords, and I'm heavily recruiting from my various friendly villages for my infantry (Nord Huscarls make awesome siege shock troops), while also using the SoD auto-recruitment to give me archers and soldiers to train into cavalry.

At some point I would like to give you the option, up-front, of choosing to play a native-esque game (no invasion), and other variations, like the ability to start with a kingdom (so its more like a really interesting RTS, and less of a RPG).  Maybe you start with one castle + village?  I dunno.

Similarly, it could be really cool to play on a map with the IEF already a faction out there just like the native factions - simply one of the many factions, rather than having them always come later as an invasion.

Twan's mini-mod supplies some of these ideas - giving you more flexibility about what scenario you're playing out.

Also - many of the scripts used in SoD are published for other modders to use, and many of the ones SoD uses were published by other modders.  There's an extremely active modding community for M&B, and folks regularly share bits of code - some little functionality with one another (like talk to the elder, or move after being killed).

And, as was "suggested", there are a ton of other mods out there - several of which aim to just expand on the original game, rather than really supplying a new narrative as SoD does.  So feel free to play with more than one mod to see what suits you.
 
Thanks a lot for your reply, Mordachai. I appreciate your efforts.

The idea behind visiting a town and speaking to an NPC in order to upgrade units was a bit... new to me. I guess it will take some time getting used to it.
I also think I got freaked out a bit by the micro-managing aspect of the mod. the need to switch castle and villages authorities in order to build new buildings and the tax collecting that was quite tiring at some times, perhaps the lords should take care of such things?

Don't get me wrong, I truly think this mod is _great_. it adds a lot to the original game and most features are simply awesome. But those minor things that require micro-managing are the only downsides of this mod (again, it is debatable. it is my opinion anyway).



If you play 4.1:

You can Camp->Other->Quick Start->Oracle->Delay Invasion
If you do that enough times, it'll never happen.  One down.
I am having a problem with it,
as far as I can tell, I am using SoD version 4.1 (SwordofDamocles-InvasionV4FinalSF1.exe ?)
however, I cannot see the "Other" option in the camp menu.
am I missing anything? perhaps I'm not using version 4.1?

Another thing that I would like to understand about the mechanics of the mod:
When I speak to a Marshall, and ask him to garrison troops. what are the needs and "if"'s he needs in order to start actually garrisoning troops, and is it enough to tell him that once, or do I have to repeat the process in every castle I capture?

Once again, thanks a lot for the helpful input. I appreciate it.
keep it up mate.

Best regards,
Rakuel.
 
You're not using 4.1.

Sadly, it seems that this is a common confusing point for folks.  You've got version 4 with Sofina's special armor sets. 

4.1 adds quite a few features, and a ton of bug fixes to the mix (see the first post for a full account of all of the changes and additions).

Download this for the current version.
 
Mordachai said:
You're not using 4.1.

Sadly, it seems that this is a common confusing point for folks.  You've got version 4 with Sofina's special armor sets. 

4.1 adds quite a few features, and a ton of bug fixes to the mix (see the first post for a full account of all of the changes and additions).

Download this for the current version.

Cheers. It sounds great, I'll download it now :)

I do require a tiny bit of guidance here please:
Another thing that I would like to understand about the mechanics of the mod:
When I speak to a Marshall, and ask him to garrison troops. what are the needs and "if"'s he needs in order to start actually garrisoning troops, and is it enough to tell him that once, or do I have to repeat the process in every castle I capture?

Thanks.
 
You could add the auto companion feature ans the speak to eldar feature yourself, it is quite easy. And then you could also add more items if you want too.

I would still highly suggest SoD, as Vanilla becomes quite bland and boring, and you can turn the invasion off if you want too, but by the time the invasion arrives you usually are so strong you want a huge invasion.
 
Rakuel said:
I do require a tiny bit of guidance here please:
Another thing that I would like to understand about the mechanics of the mod:
When I speak to a Marshall, and ask him to garrison troops. what are the needs and "if"'s he needs in order to start actually garrisoning troops, and is it enough to tell him that once, or do I have to repeat the process in every castle I capture?

You turn garrisoning on or off kingdom-wide.  However, a castle or town requires a barracks in order to garrison soldiers, and an archery range to garrison archers.

So when you conquer a new castle, it will start garrisoning as soon as you build a barracks or range, but not before.

Please read the entire first post that I linked for you.  It will answer 99% of your questions.  For the rest, look at Jason's excellent FAQ (on this board someplace obvious).
 
Actually if you want to turn off the sod recruiting AND independence concept you can just turn off invasion as Mordachai said and join any kingdom as a vassal. If you don't rebel it will be just like native even now.

And 4.1 doesn't add just few small changes. It adds so much that I can't imagine playing without it.
 
Wow... just wow.

this version (4.1) seems to hit the spot.
it is SO different from the previous version I was playing, It feels like all the downsides were fixed.

this version is an amazing addition to the game.


I'll stick to SoD, it looks much better now.
(I also noticed you can visit the council without the long walk into the keep, that's the best change in my opinion :D)

keep up the good work guys.
best regards,
Rakuel.


Mordachai said:
Rakuel said:
I do require a tiny bit of guidance here please:
Another thing that I would like to understand about the mechanics of the mod:
When I speak to a Marshall, and ask him to garrison troops. what are the needs and "if"'s he needs in order to start actually garrisoning troops, and is it enough to tell him that once, or do I have to repeat the process in every castle I capture?

You turn garrisoning on or off kingdom-wide.  However, a castle or town requires a barracks in order to garrison soldiers, and an archery range to garrison archers.

So when you conquer a new castle, it will start garrisoning as soon as you build a barracks or range, but not before.

Please read the entire first post that I linked for you.  It will answer 99% of your questions.  For the rest, look at Jason's excellent FAQ (on this board someplace obvious).

Yeah, I posted my reply before I checked the ingame changes in the thread you linked.
I see garrisoning is now on by default, and it only requires having one of the training facilities (unlike in the previous version, as I stated before).
I love you.  8-)
 
Mordachai said:
I am just about ready to be done with a super-tiny modlet to 4.1, which allows for native recruiting in addition to the SoD recruiting.  In fact, you can toggle it on or off (default = off).  I too really enjoy the native troops - especially since I redid them all to make them more... balanced in 4.1.

if you're finished with it, could you please send it to me?  i really look forward to playing with native troops!
 
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