Changelog for Brytenwalda Reworked

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gdwitt

Knight at Arms
Download here for submod or standalone: http://www.nexusmods.com/mbwarband/mods/5994/?
I have made so many changes, that it will take weeks to unravel them.
Many of the most innovative changes were done with the guidance of Kalarhan, followed by TMLs' and MOTOs' comments.

Here is my first changelog attempt on 4-25-15 for Reworked version 13 (You can find other attempts in the main submod thread)

YOU CAN TAKE 4 COMPANIONS INTO THE DUNGEON QUESTS!!!
The Roman Baths fulfills the Hadrian wall quest and Odin's cave fulfills the Iniau quest.
As of now you can ruin the quests if you don't go see the quest-givers first.
I added more Crushers so be prepared!
The formula for bodyguards= Renown/400 + Leadership/3 to a max of 4.
(Produno from the mod Ice and Fire helped solve this one.)

Item_kinds reworked again!
Most blunt weapons now have an alternate weapon mode which you can access by using the x toggle.
For example, the maul can be a slow weak one-hander or a hard-hitting two-hander. Be careful as it, the flail and the sledgehammer break easily.
Alternate weapon toggle added to irish and pictish longswords as well as the special weapons from the 5 master armorers

Selling captives is a viable strategy!!
I had to bring down captive price by 12%, but it's still one of the best strategies.
Many troops now have blunts, but not all.
This creates a problem with savegame compatibility however.

All Mercenary class troops have decent blunt weapons, so when you order "use blunts", they won't start punching.
Reduced merc wages 10%. Mercs are still not a good buy unless you really are focused on captives.
Reduced Mounted Troop wages 20%.

Prisoner Management works again as a collaborative skill just like other party skills.
Credits go to Kalarhan, though he's eager to see the bugs this version causes.

Made enterprises more lucrative again by raising their prices back to version 9 levels.

>>>>>Escort caravan quest gold return should be 5X higher, exper remains the same

Slight boost to party-size for Leadership skill
Reduced size of Lord parties by 10%
Another Prisoner Limit script
cantaber_iuventus grant 1 additional tracking skill at sizes 2,6,11,18
Spies give spotting skill bonus at sizes 4, 8 12. Spies cheaper to hire and pay wages. Missions are more costly
Lowered the numbers of animal parties. Overloaded processing
Slightly raised wages of troops of other Lords
When YOU get looted: increased your loss on hard campaing ai by 5% and reduced it on easy by 10%
More gold reward for many quests based on distance
Make Peace quest yields 2X RTR if you refuse the money reward.
Train Troops quest should not require troops higher than level 29 be delivered

Lowered costs of manor and mill improvement by 20%
Reduced Imod price increase for high-quality weapons and armor

Revised Neko Quest so he doesn't run away for good when you initmidate him
He will slink back when you're not around.
Revised Arrians so that they don't run around; they should stand still
Revised Pyr the Elder bandits to stand still.

Troops: Replaced 1 traveller with extra ransom broker
Added 5 stable ransom brokers in Loidis, Cirren Cester, Monid, Temair and Caisel
Find the new broker Jabba the Hut.
The first to find him will be rewarded with a request.

Mission templates:
Increased starting stamina points.
Made athletics have a 15% greater impact on stamina.
You need to leave stamina enabled to see this

Made it 22% less easy to kill the horse of a mounted troop with all weapon classes
Spears were getting a 200% bonus. Now have a 140% bonus on damage

Reduced the damage from striking enemies in the back 40%
It's too easy to exploit this and surround enemy war parties.
The AI doesn't know how to turn around when in formation.

Peasants angry at you for raiding?
You can make it up by fulfilling 3-4 save villages from bandits quests.
 
This is great stuff.  Thanks for all the hard work and attention to detail.  You said this is a changelog for v 13 but v 12 is the one you linked to on Nexusmods.
 
I hadn't changed the version in the header for the upload.
Nexus is a bit confusing. There are about 7 places I have to change the version number.
Any problems with Nexusmods? Suggestions for a better hosting site

Redleg or any veteran players: I've noticed that the Briton promotion tree now has Pedyts becoming Uchelwrs and Gwrdas to Cadwrs. Was this always the case or is it something that happened in the course of modding? I want to set it back to normal.
 
I checked the module_troops for original Brytenwalda 1.41 and it looks like Pedyts-->Uchelwr and Gwrda upgrades to either Cadwr or Marhoc.
 
The Briton troop upgrade path was changed a little by the TML Submod. Here's the relevant line;
Changed troop upgrade path orders around (not the actual path, just if it's the 1st or 2nd choice) to make it play nicer with the scripts that upgrade troops. Only one I actually changed to a diff troop was the elite infantry line of the Britons, I moved the elite line over to the Pedyt and the Uchelwyr over to the Gwrda - that way the Pedyt is a dedicated elite infantry line while the Gwrda gets the mid range infantry and the elite cavalry. This allows an upgrade troop script that wants to focus on infantry to always pick the first one and get the best infantry of every faction, and if it's focused on archers/cavalry it can pick the 2nd one and either get archers for upgrading the first tier troops or cavalry if it starts with 2nd tier infantry.
I think the Pedyts might've been made to begin the elite infantry line so the AI has an easier time training Campgwrs.
 
What factors cause the AI to choose one tree over another?
Maybe TML is the source of the change; I think the problem started when I inserted his code in March.

In "View Tree" mode, the three-troop-long line to campgwr only fits well on the mid-top row mapping of troop trees. This means this line would have to include an option of going to cavalry, which you know need to be great skirmishers. Making Pedyt the go-to for this line could be done, but it would almost make the shortened Gwrda line almost useless. An elite skirmisher line is pointless for the Britons who could more cheaply build superior longbowmen.

I was planning on reverting to the traditional structure and reformulating the troops.
Pedyts/Ulchwers would be a shortcut to semi-elite troops with solid armor and weapons.
Gwrdas to cadwrs to Campwgrs would be the choice for players focused on the long-range creation of elite troops.

Gwrda would have long-range horse javs, would be classified as archers and would protect the longbows well with spears, small shield, small sidearm combos.
vs. Pedyts: Solid line infantry with more armor and have an alternate hammer for "use blunt" orders. Only have darts.

Ulchewrs: minimal throwing ability. Good armor. Great Line troops. Equipped with swords,shields, military-hammers for early game prisoner-taking
vs. Cadwrs: Great throwers equipped with the heaviest throwing items. Slightly less armor than Ulchewrs (no heavy helms or large shields). Have Spears, swords, maybe no blunts.

Prisoners are a great source of income. Games now have about 22 Ransom-brokers vs 15 in Repolished (not including port brokers). However, late game, you get so many in each battle regardless of whether you use blunts. Blunts have been created to be weaker and slower than swords. But losing 10% more troops for 2-3X as many prisoners might be worth it.

Campwgrs would be elite all-round infantry. I'm not sure how I would equip them. I was thinking they would work well placed with your companion 2haxemen that you place strategically off to either side, ready to flank an enemy formation or stand in front of archers if you have alot of them.

(I'm open to others doing the troops work; I need someone to work with an editing tools and create these in the source file based on some of the choices from Repolished.)
Your ideas?
 
gdwitt said:
What factors cause the AI to choose one tree over another?
Maybe TML is the source of the change; I think the problem started when I inserted his code in March.

In "View Tree" mode, the three-troop-long line to campgwr only fits well on the mid-top row mapping of troop trees. This means this line would have to include an option of going to cavalry, which you know need to be great skirmishers. Making Pedyt the go-to for this line could be done, but it would almost make the shortened Gwrda line almost useless. An elite skirmisher line is pointless for the Britons who could more cheaply build superior longbowmen.

I was planning on reverting to the traditional structure and reformulating the troops.
Pedyts/Ulchwers would be a shortcut to semi-elite troops with solid armor and weapons.
Gwrdas to cadwrs to Campwgrs would be the choice for players focused on the long-range creation of elite troops.

Gwrda would have long-range horse javs, would be classified as archers and would protect the longbows well with spears, small shield, small sidearm combos.
vs. Pedyts: Solid line infantry with more armor and have an alternate hammer for "use blunt" orders. Only have darts.

Ulchewrs: minimal throwing ability. Good armor. Great Line troops. Equipped with swords,shields, military-hammers for early game prisoner-taking
vs. Cadwrs: Great throwers equipped with the heaviest throwing items. Slightly less armor than Ulchewrs (no heavy helms or large shields). Have Spears, swords, maybe no blunts.

Prisoners are a great source of income. Games now have about 22 Ransom-brokers vs 15 in Repolished (not including port brokers). However, late game, you get so many in each battle regardless of whether you use blunts. Blunts have been created to be weaker and slower than swords. But losing 10% more troops for 2-3X as many prisoners might be worth it.

Campwgrs would be elite all-round infantry. I'm not sure how I would equip them. I was thinking they would work well placed with your companion 2haxemen that you place strategically off to either side, ready to flank an enemy formation or stand in front of archers if you have alot of them.

(I'm open to others doing the troops work; I need someone to work with an editing tools and create these in the source file based on some of the choices from Repolished.)
Your ideas?

I was thinking along similar lines.  I thought the Pedyt line should lead to medium and heavy infantry without throwing weapons while the Gwrda would produce higher level thrower on foot and horsemen.  If I were to re-design the troops, I would have Pedyt --> Uchelwr --> Campgwr and have Gwrda upgrading to either Cadwr or Marhoc.  That way you'll have an elite infantry top tier (Campgwr) and also a high-level thrower (Gwrda).  As you said, the arms and armor may need to be adjusted.  The problem that I foresee in modding the equipment is that the equipment names in module_items don't always reflect the equipment.  The Brytenwalda creators retained many of the item names from vanilla items and changed the meshes.

I might have some time in a few weeks to try some changes to module_troops but right now I am busy with grading papers and preparing for the end of the semester, not to mention trying to finish a few research papers for publication.  I am interested in contributing.

 
That's an interesting idea if you think the AI defaults to the Pedyt line over Gwrda.
The main reason I picked the BW 1.41 upgrade path is that it fits well spatially on the examine troop tree template.
I want to give the AI the best options available.
I need to examine current army components to see what the AI seems to favor.
A campgwr would be the ultimate combo of throwing and flanking melee.

Other than the coming hotfix with Gwrda to Cadwr to Campwgr, I don't need to fix the troops soon.
We can change that line later.
It would be wonderful to have some help as I maybe tied down to job and study this summer.

I would prefer to work on quests, triggers, bugs and initializing aristrocracy.

I wonder if it's possible to make both the Uchelwr and the Cadwr upgrade to Campwgr.
 
gdwitt said:
That's an interesting idea if you think the AI defaults to the Pedyt line over Gwrda.
The main reason I picked the BW 1.41 upgrade path is that it fits well spatially on the examine troop tree template.
I want to give the AI the best options available.
I need to examine current army components to see what the AI seems to favor.
A campgwr would be the ultimate combo of throwing and flanking melee.

Other than the coming hotfix with Gwrda to Cadwr to Campwgr, I don't need to fix the troops soon.
We can change that line later.
It would be wonderful to have some help as I maybe tied down to job and study this summer.

I would prefer to work on quests, triggers, bugs and initializing aristrocracy.

I wonder if it's possible to make both the Uchelwr and the Cadwr upgrade to Campwgr.

In the module_troops, the upgrades are expressed like this: upgrade2(troops,"swadian_infantry","swadian_sergeant","swadian_man_at_arms")

This shows that swadian infantry can upgrade to sergeant or man at arms.  I wonder if the AI gives priority to the first upgrade listed over the second (e.g., favors sergeant over man at arms).

It should be possible to have uchelwr and cadwr upgrade to campgwr.
 
Changelog:
In preparation for the new troops file, I made this change in the Briton tree.
Gwrdas upgrade to Cadwrs who upgrade to Campwrgs.
Pedyts upgrade to Ulchewrs who also upgrade to Campwgrs. It's cheaper to go the gwrda route but gwrdas are a rather weak unit.

Bribing your companions with gifts will now give you 1 relation point per 250 gold instead of the 400.
I factored relationship into the script to determine "npc_morale". If you turn on cheat mode you will see the companions' exact npc morale whenever you talk to one individually.

Changed NPC morale formula to include player reputation. You get extra credit from lrep upstanding and goodnatured companions. You get a little extra credit from cunning and martial companions. Beware that poisoning the enemy too often will lower your reputation.

All this tuning of relationship and morale is to keep companions in the party longer despite their mutual resentments.

I added quest troops to the notes page, but so far they are not showing location. It's impossible to make them stand still.

Minor adjustments to dialog and quests.

Loot wagon slows your party down more, but also speeds them up. It reduced the total weight of party, which in turn speeds the party up. This is realistic. Think about it. If you have to drag a wagon across ditches and streams, you will be great slowed. However, if it is full of stuff, it will speed you up because you don't have to carry it.

 
I just noticed the updates on Nexus, the last re-polished mod I downloaded for brytenwalda was the one off ModDB.

So which files should I download for the latest version?

Thanks :grin: and sorry for the stupid question  :lol: :lol: :lol:
 
BW Reworked is only on Nexus for now.
You would download link to v19 here:
http://www.nexusmods.com/mbwarband/download/1000004253
and then overwrite it with patch E here: http://www.nexusmods.com/mbwarband/download/1000004289

Repolished 1.05? I think he might have his work on ModDB as well but I know it's on Nexus.
http://www.nexusmods.com/mbwarband/mods/5951/? for the latest version.
His edition is closer to BW 1.41 and appears static.

My submod has many improvements and includes most of his improvments as well with his permission.
I plan another major release next Tuesday or Wed latest.
 
I've downloaded Repolished from Steam Workshop, so its there too.

If you'd like, I can upload your mod with updates to steam workshop as well
 
I was trying to fix something and I guess something else broke. I'll look into it.
Do you know how to assign classes in the troop screen?
 
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