Age of Machinery 0.503 *stable* REDOWNLOAD please, file was messed up

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Nick as far as I know they are that way but EDIT your prevuous post instead of posting a new post when there has not been a new post between!  :mad:
 
Right now we don't need a forum. There is not that much discussion here, yet, and I think the mod is not large enough for it.
Deer icons are only possable, if you provide me an animated model.

Currently I'm trying to get into a Knights of Honor direction.
  • This means a better diplomacy system (if you don't know KoH, total war games have a similar one):
    Peace agreements, trade agreements, non-aggression pact, alliances between kingdoms
    Kingdoms paying each other to start war with others, make peace, etc.

    After a peace agreement losing kingdoms will have to pay the winning ones.
    For example:
    Tributes, territory, kings being the Protector of another kingdom
  • Rebellions, that are not the claimant quest. For example too powerful lords who rebel against their king, peasant rebellions and stuff.
  • Kings offering other lords fiefs for switching to their kingdom

Those are some of my plans. Most of them have been partly realised already.
 
Sounds promising  Highlander.

Really, your new Kingdom script is one of the things that was most needed in the game and these plans are only going to enhance that fact.

I think it was already covered but I'd like to throw my vote behind less artillery for groups so that when you do encounter it seems more awe-inspiring.

Great stuff!
 
Yes adding TW system into M&B would be fun  :mrgreen: and that to give territory to a lord on another faction would be fun as well, mhm in X-mas I guess I need to ask my friend if I could but off him TW:Rome since he has that one and a collectors edition, so I learn more of the game I have only played red Rome until Spanish and Gaul and Britain was defeated.

[on topic]
But I think those new thing would be fun and nice especially a rebellion, think if you would be a lord of a faction until a rebelion is released and then you start your own rebellion(Claimant) then I think the king would be in desperate needs of disappearing and let his kingdom being ripped apart for a time and join another faction.  :lol:
 
are there directions for this mod cause i have questions

how do i start my own faction???
how do i direct and organize this faction like assigning lords?
how do i control diplomacy
 
SantasHelper 说:
[Made a separate post, so that other guy could find his answer right away]
[sorry for the spamming  :mrgreen:]

Great mod ! Played it some more !

Suggestion: tag the bonus lords to cities rather than castle. Otherwise the bulldozer effect piles up very fast. At "native levels" it's very easy for a player to take a city (you only need 50 vaegir archers, good healing, pathfinding, lots of patience, food and money  :mrgreen: )

20 lords : 18 cities.. that's almost right, and 18 can probably be more than enought since factions only got 22 lords max (after rebelion) and are totally clueless in strategy against the plyer => they loose their Kingdoms fast, even against the player alone.

the only other way that I found to balance it out is thougher innaccessible troups and more lords than you can handle  :cool:

But one thing I like about this mod is that it's already much better than Bandit King. You can't all of a sudden hire half the lords onn the maps (and their castle/town/villages) and wipe out everything by the end of the second week  :razz:
(Because Bandit King lord recruitment was a massive exploit  :cool: )

In Age of machinery the balance is better, the evolution is better, but it's still not quite balanced. Also it would seem the lords are getting reinforcement like the faction lords. This isn't balanced. The reinforcements represent "tribesmen from over the moutains" "brethen from the sea" and so on. Peoples coming from outside the map. Normally the player is responsible for training new troops, and the lord will automatically recruit from the towns.

I suppose this can only be done by fully defining a player troop tree starting from peasants or something. there is code that seem to indicate Armagan intended to give us some watchmen reinforcement. Ayway this "reinforcement mechanism" is what keep the player challenged, because there isn't much of an economic system yet. Native isn't "A Shield Lying on the Water" or "Battle for Scicilly" econoomic wise. Thet kept turning the economic system on and off through .894 - 1.011 but never managed to get it working. (Meaning Lords were either getting bankrupt or the player ended under-challenged). So that is all that's left to challenge the player (Talking about AI getting reinforcement while player get none, or not much, or expensive & inneficient ones (watchmen => mercenary line).

But take it easy. I'm not criticising. Just sharing my thoughts on what I observed.  :mrgreen:

Very good mod  :razz:

I keep bumping into you brother. This mos looks awsome! But the arty feature didn't suit me. I hate went the game slows down when I press backspace. Hunting is great. Love to kill horse sounding dears and boars. Kingdom features are awsome. Really progress. I was thinking is it possible to mix this with dukes and mercs.
 
Highlander 说:
Xerdun:Never really played Craftmod, could you describe what exactly is this feature?

Well basically Craftmod added resource nodes such as woods to cut down trees and mines for metal etc, allowing you to make your own equipment. But the highlight of the mod was the inclusion of Retainers which were somewhere between your normal troops and companions which you were able to arm yourself and to your liking, but unable to to change the attributes if. This could be incorporated into the mod as a kind of custom faction whereby the player chooses what equipment to give his troops at each upgrade level (there should be a limit, for example the first troops in the upgrade tree would only be able to choose from the worst armour) up to the top end where they can be equipped with almost anything. To balance this all items could have a direct effect on the upkeep cost eg. giving one troop a saddle horse would add 1 denar to the upkeep cost and giving them a courser would add 5. Anyway i hope you like the sound of this idea and if you would be willing to incorporate it i would LOVE to see it in the mod but appreciate it may be a lot of work. Maybe get in touch with the creators of Craftmod?  :mrgreen:

EDIT: sorry about this all being a quote i tried to just quote the first bit but it went a bit wrong... i'm sure you'll cope  :wink:
 
Hey guys, this is my first post, i joined in to say two things:

Highlander, this mod is fantastic, cant wait for more.

On the other hand, i read that you where looking for some modeling on castles for multi leaders and all,
i found this mod that also have quite interresting features, like new interactions with lords, guns and so on.
You might want check it out to see if you can use something of it. Name is Mod Armed Rebalance v. 1.06 for Mount & Blade 1.011.

Hope it can help speed up the process of new AoM versions.
If not, i would like to help in anyway i can, even if im not quite sure how since i never modded but...
:smile:
 
Err.. I'm having a small issue :

My party has about 60 men and 5 trebuchets.
I have at least 10 engineers, but when I engage battle I only get ONE engineer on the field. So only one trebuchet out of the 5 functions.
Is there a way to force the game to spawn more engineers? Instea dof spawning cavalry which I already have in quantities?

Thanks :sad:
 
coo_snake 说:
Err.. I'm having a small issue :

My party has about 60 men and 5 trebuchets.
I have at least 10 engineers, but when I engage battle I only get ONE engineer on the field. So only one trebuchet out of the 5 functions.
Is there a way to force the game to spawn more engineers? Instea dof spawning cavalry which I already have in quantities?

Thanks :sad:
I think, if you move them up in your party member list (to the top one), they will be spawned first.
Shido 说:
Hey guys, this is my first post, i joined in to say two things:

Highlander, this mod is fantastic, cant wait for more.

On the other hand, i read that you where looking for some modeling on castles for multi leaders and all,
i found this mod that also have quite interresting features, like new interactions with lords, guns and so on.
You might want check it out to see if you can use something of it. Name is Mod Armed Rebalance v. 1.06 for Mount & Blade 1.011.

Hope it can help speed up the process of new AoM versions.
If not, i would like to help in anyway i can, even if im not quite sure how since i never modded but...
:smile:
Thanks. If you are interested in castle editing, you should get used to the in game editor. This is a tool implemented in MaB used to edit the scenes.
Here's a tutorial:
http://z9.invisionfree.com/exilian/index.php?showtopic=12
When you tryed out a few things and are still interested in helping, I'd give you more instructions what exactly you need to change (castle editing is not that simple).
Guns are not planned for this mod, by the way.
 
Highlander, why everytime i conquer a new fief all the vilages in my kingdon become mine again instead of remain with the assigned lord?  Also, i gave a lord a town but the surrounding villages(that should belong to that city) still mine, not his.
Do you plan on next versions to be able to give just a village to a lord instead of only castles and towns? You know, like kings do when you pledge allegiance to then.
 
We just reached 10.000 downloads!  :grin:

Xerdun 说:
ahem, highlander what did you think of my ideas on the previous page?  :wink:

:mrgreen:
I don't like it. The troops depend on the Calradian culture. I don't like the idea of a leader being able to revolutionary change it.
 
Highlander 说:
We just reached 10.000 downloads!  :grin:

Xerdun 说:
ahem, highlander what did you think of my ideas on the previous page?  :wink:

:mrgreen:
I don't like it. The troops depend on the Calradian culture. I don't like the idea of a leader being able to revolutionary change it.

hehe well you're the mod leader so it's your choice i just thought it could be nice to make your own faction more... your own ^^
 
Thanks for this Mod. It's the first Mod I've played for M&B and the Siege weapons are a great addition, battles wouldn't be the same without them now! Haven't got to the 'start own faction' stage yet.

My only suggestions are to do with putting in some of MageLord's tweaks that the native game should have had in the first place.
I know these are easy to tweak on a personal basis, but the Cattle-following-you tweak is essential, plus the fairer way of Kings giving land. Personally I've tweaked the chances of capturing Lords from 20% to 50%, that's more controversial maybe?

Anyway , enjoying the Mod so thanks.
 
What about the leading feature that reset vilage owing everytime you conquer a new fief? Any solution yet?
 
hotmitts 说:
Thanks for this Mod. It's the first Mod I've played for M&B and the Siege weapons are a great addition, battles wouldn't be the same without them now! Haven't got to the 'start own faction' stage yet.

My only suggestions are to do with putting in some of MageLord's tweaks that the native game should have had in the first place.
I know these are easy to tweak on a personal basis, but the Cattle-following-you tweak is essential, plus the fairer way of Kings giving land. Personally I've tweaked the chances of capturing Lords from 20% to 50%, that's more controversial maybe?

Anyway , enjoying the Mod so thanks.
I'll consider adding some of MageLord's features in the next release. It'll be a while though (as I said, there are a lot of features I'm planning). Until then, you should be able to edit the most needed ones by text editing.

Shido 说:
What about the leading feature that reset vilage owing everytime you conquer a new fief? Any solution yet?
It's of course not supposed to be this way, it's a bug, which will obviously be fixed. I don't think there is a simple solution for this.
 
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