Sure.T.L.S. said:I think cheats must be enabled in the M&B launcher as well?
Does PBOD allows one to bypass this requirement?
Sure.T.L.S. said:I think cheats must be enabled in the M&B launcher as well?
NopeLeonion said:Sure.T.L.S. said:I think cheats must be enabled in the M&B launcher as well?
Does PBOD allows one to bypass this requirement?
Oh come one, their scripted invasion can only take up toTheBanditKing said:#1 One quick note about the Zann from my experiences (normal settings),
When the Zann invasion happened they took over like 3/4 of the map
Well, after the scripted invasion is over, Zann start following the same general AI rules as other factions. Except for the fact that they also get extra escorts and hordes that siege castles.TheBanditKing said:After the initial invasion they don't seem to be very offensive or defensive. They're pretty much just hangin around now.
I'm pretty sure map size is the same - for open field battles as well as for forest battles.TheBanditKing said:Also, when fights start, the enemy force usually always rushes immediately and never play defensively or use any formations, definitely never have time to command any troops to any positions, it almost seems like the enemy forces start too close to each other as opposed to native?
Well, there is no easy way to render that archers tactics useless.TheBanditKing said:Archer power in sieging
Is it possible to add this aggressiveness to the hard mode?Well, after the scripted invasion is over, Zann start following the same general AI rules as other factions. Except for the fact that they also get extra escorts and hordes that siege castles.
I would have made them more aggressive, but even now I've seen comments like "OMG, Zann took over the map, everything is destroyed, they're unstoppable, the hope is lost, my game is over, you stupid developer screwed up everything".
Amount of the stucked units shall be horrific... And i doubt that there are another few dosens of scenes with Tamatarhun's sieging composition to prevent this.Th best option is probably forcing AI to retreat from walls and prepare a death trap at the castle yard (archers stay at the yard, cavalry and infantry protect the ladders). But - again - it's a mix of AI changes plus serious scene editing - new entry points for all the siege scenes, lots of testing. Also I'm sure many people will complain that it looks weird and unrealistic.
Yeah, I guess so.T.L.S. said:Is it possible to add this aggressiveness to the hard mode?
TheBanditKing said:So this probably isn't the place for a question but....I started with fog of war and for the life of me can't find the Bakkal Giants. Where might they live?
In real life you won't be able to wield most of the longswords with 1 hand as well, but trained sworsman can...So in the world of perisno/warband of course I would have np wearing it. In reallife im 1.85 tall and it's really ment to be a two handet axe. Maybe if you are a hardly trained 2 meter man you could one hand it but in every way else you would be hardly unpractical and exhausting because you wouldn't have anyway of handling it well a fortior (thanks goodle ) at all.
Regular units cannot use modified weapons (masterwork etc.).Jurab said:Just my two cents but could you look at adjusting the aurolo weapon stats going forward? Is it intentional that their tier 1 - tier 3 troops have the same exact staff? Just fudging the number slightly and adding "fine" or "masterwork" to the names would make a huge difference for viability. Maybe also add a little damage to the leaf bombs as they level up top tier.
Leonion said:Regular units cannot use modified weapons (masterwork etc.).Jurab said:Just my two cents but could you look at adjusting the aurolo weapon stats going forward? Is it intentional that their tier 1 - tier 3 troops have the same exact staff? Just fudging the number slightly and adding "fine" or "masterwork" to the names would make a huge difference for viability. Maybe also add a little damage to the leaf bombs as they level up top tier.
The fact that they use staves only is a part of their lore - they can't use metal weapons.
I tried giving them some axes at first, but cwr insisted that I should take them back.
Still those staves should be good enough for their level according to my calculations. In case of Aroulo bad weapons are compensated by their high WPs and strength/PS.
But what about changing their names? Perisno conquered by Hired Riders, Cavalry, Knights... but none of them had horses (used them as poleaxe infantry in no-cavalry run) Household Guards also deserve ability to change their name.Leonion said:Your lords can already recruit these troops.
I will not add an ability to change custom troop's stats because they're already strong enough.