A Shield Lying on the Water -- Moved to MBX

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Merentha, yeah, I was sort of suspecting you might be one of my big repeat players. :smile: I'm very glad to know how you, and others, have remained so interested in the mod despite my long period of fumbling and inactivity. There was a time there where I thought I'd give it up completely... I'm very glad I didn't. (On an unrelated note, when's the next Darkmod? :wink:)

I'll probably try to release the first full story once I've got it built, and may go for several smaller releases prior. I'm also aiming to add a lot more in the way of mechanics, with a romance system (and NPCs and personality traits to use it on) being one of my higher priorities in the best FE4 fashion :smile: -- so these may well get released without story material, much as how the current release had its storyline stuff excised.

(Also, how do I get Armagan to swear a solemn oath that he will never again change terrain codes without provision for backwards compatibility!? I lost six or seven hours' worth of Baheisir-building to the latest revision -- though at least the ability to edit terrain within the map will make restoring it, not painless, but at least possible. Good thing I didn't build any other cities yet...)

So, as to whether I can come through with this, and when -- it may be a year or two before it's finished, or even before a first arc is finished, but, yeah, I'm shooting for the moon. Mount and Blade gives us the resources to make games of a really formidable scope, on the level of the SNES-era RPGs; I intend to use those resources, and I hope I'll have the mental stamina to do so.

(Also, as a side note, what time zone are you on, and what time zones are characteristic of everyone else here? For myself -- and I hope this'll explain my baffling posting habits to some of my players :smile: -- I'm on Central Time, in the United States; this is almost 1 AM, and I ought to be getting to bed, while my post earlier was done at about 9 AM.)
 
Huh.  You know, I only just now noticed that it was updated.  I'll DL tomorrow, as it is 3:12 am now.

(I'm in Pittsburgh, since you asked.)
 
Tuckles 说:
Yay! It's out! Time to playyyy :grin:

Thanks a lot for the release :smile:

As for the story thing - you are somewhat right in that having a story, even a branching one, doesn't improve replayability. No problem really, but why don't you simply focus on the mechanics first, so the game can stand it's own as a freeform kind of simulation thing with cool non-linear-story content (like the romance feature you're speaking of).
 
Uhoh! Bugs.

From my ten (game) days of playing, I have found 2 bugs, one annoying but not really important, and one life threatening to the gameplay.

First, the annoying one.

At around day 6 or so, I asked about the city's military situation, and they gave me the situation, but no alliances etc. unlike in day 1, or 10 o_O. Also, there were some listed things not needed, like
<insert jumble of words partaining to the military state of the city here>You are in the city of Chelm, the city is held by friendly troops, blah blah blah blah. <inster more jumble of words here.>

and now, the life threatening one.

Sieging Cities, I was attacking the city near the K--- something turf with 3 lunnish (invasion force) armies, when I entered the city, it showed my troops against enemy troops, not the battle screen mind you, a list, and the game hung on me. Had to reboot my PC.

That's really it, but it sucks not being able to take over a city.

Anyway, back to playing.

On a side note, my character is a foot two-hand swordsman. lol It owns slashing people off their horses, dealing 60 damage XD
 
First of all I'd like to say this mod is great, I've been enjoying it muchly.

One bug I've found so far is that on the hill between Chelm and Talchin (I was going from Chelm to Talchin), on the Talchin side of the slope, there's a point along there that I just cannot get past. When I click on my destination (if beyond this mysterious line) then my party just goes in the opposite direction, presumably to go round.

EDIT: Also when I tried to join in on a siege of an enemy town that a friendly invasion force was trying to take, the game crashed.
 
one-armed man 说:
One bug I've found so far is that on the hill between Chelm and Talchin (I was going from Chelm to Talchin), on the Talchin side of the slope, there's a point along there that I just cannot get past. When I click on my destination (if beyond this mysterious line) then my party just goes in the opposite direction, presumably to go round.
Sounds like there's a mountain tile there, you can't see it because of the blending between different tiles. It is easily fixed.
 
Hey ex_ottoyuhr, do you think you could make some kind of A4-sized map of the world in ASLOW so it can be printed out for reference? It'd be pretty handy.
 
Your mod is awesome. I hope you keep working on it, because I enjoy it greatly, and would love to see it reach the completion you envision for it.

Nothing really constructive to add at the moment, I'm not much of a modder.

Just thanks and keep up the great work, you can be certain I'll be playing each new version as you upgrade :wink:
 
OK, let's see. (Version 0.2.2 evidently coming soon. :smile:)

One-armed man, I hadn't remembered to test the implications of joining a battle between an allied unit and a hostile city (or vice-versa), for one thing. (However, do normal joining battles work for everyone now?)

Tuckles,

That first bug is a wierd one... My first instinct is to say that the newly-rewritten scripts, with their registers now pretty high up in values, are probably stomping on my own scripts' registers and vice-versa. I have no idea what, short of serious internal memory corruption, could cause it to pull up a string as... different... as the one you describe -- I'll have to try to replicate this.

On the second -- going back to what I've mentioned above, I hadn't thought to think through what happens when the player plus allies takes over a city. Come to think of it, multiple invasion forces against a single city are also not anticipated -- just off the top of my head, this could mean a race condition. Urgh... I suspect that the fates are telling me to create a more reasonable process of city invasions, now. (Does anyone have any suggestions as to games with mechanics I might rip off for the purpose? :wink:)

Dasflo, I'll keep that in mind -- though I'd observe that I'm pretty immune to the "Gospel of Bethesda Softworks" :smile:, and I've gotten more replay value out of FF4 and 6 (II and III US) than pretty much anything else -- except, much as it embarasses me to admit it, FF5.

I actually don't know yet what range of mechanics I'll want -- lots of them will probably arise out of the story itself -- but I'll try for a next release including big non-narrative features: a romance system, "think about" descriptions for soldiers (and items if I can figure out how to do it), assassination attempts while sleeping, a few extra skills/talents, and perhaps even the ability to raid hostile cities -- which will be implemented somewhere along the line. (Yes, the opening-game escape from Baheisir is envisioned as an application of Miyamoto's Law... Think Defender of the Crown, only in M&B.)

DevinC, compliments never get old with me. :smile: Thanks a lot, and don't worry about contributions -- though if there are any relatively obscure games you're particularly fond of, and the mechanics of which you could see being useful in ASLOW, please let me know. :wink:

And I can't help but notice something about Darkmod -- speak of the devil, but look what happened right after I mentioned it. I feel powerful. :razz:
 
Its a great mod I have to say but theres a few things...

First is that when you start your too weak to go after the enemy faction or whatever, and from my experiances theres not enough bandits around to kill, Ive only run into 2 bandit parties so far in my first game and 1 was already being attacked.

Second of all its an overall hard start, you dont really get any direction on what to do beisides go after that city called "T_ _ _ _ or whatever its called

Lastly: crossbows, just a wondering but were crossbows removed?

Now on to the good things, Love the map its large which is good.

Troop trees are sweet from what ive seen, quite awesome.

Overall a good mod :smile:
 
The gospel of Bethesda?
Should you have misunderstood me in that I would want any game ever to get "nonlinear freeform experience" as wrong, as Oblivion and to a degree unmodded Morrowind did, you surely got me wrong. I was talking about adding features that reflect progress by additional indicators and more importantly about having the game world react significantly to what you do - a catalogue of possible behaviours for npcs/factions in accordance to how you act towards them / their faction / their allies and enemys.
 
Oh yeah, I forgot to thank you for one of the best things since I've tried the mod.

THANK YOU FOR THE CASH ALLIES GIVE YOU AS TRIBUTE! :grin: And your city does too, that's just awesome.

Also, what happened to the old storyline at the start of the game? where you can choose lunnic-type warfare? and also, where are all the heroes in your keep?


And to all players: This game is awesome with the battlesize changer.
 
errorsqy9.jpg


im getting these 2 errors whenever I try to "lift the siege" of the starter town place
 
There's supposed to be a siege there?
The town you walk into automatically?
Why wasn't there any siege for me?!
 
probably depends on the path you choose. There was no siege mentioned when I chose to be a hostage in Aimaren. xD
 
kudos ex_ottoyuhr
excellent mod played it for hours and i loved it.
first succesful (nonbuggy) conquer and diplomacy mod i have seen or played
                                              nice work     
                                                    Dath             
 
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