Fire and Sword Version 1.141 is ready

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Osviux 说:
I hope that you changed the Polish Republic name otherwise I am going to rage
Caba`drin 说:
[me=Caba]coughs *[/me]
Armagan 说:
Single Player:
-------------
Added starting option to play the game with a female character. All armor pieces have been given proper morphs when equipped by female characters.
All dialog has been readjusted for accounting for female player characters.
Renamed the faction "Polish Republic" to "Polish Commonwealth"
Dushatar 说:
FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
That didn't change anything.
If it displeases you greatly, you can edit factions.txt by hand or with Morgh's Tools and take care of it quite easily.

 
Have you ever noticed that many battlefields are little with small rocks, slightly more than half as tall as you are?

Also it can get you out of the melee range of some mounted units, or make you a vastly smaller target when defending in a siege.
 
mexxico 说:
The Spanier 说:
Falkai 说:
Very impress with all the fixes and changes. They were beyond my expectations and surprise me. Thanks for the time taken to do this. One question:

When I go to a major and request a caravan the list of cities available has been reduce compared with prior to the patch. Is this intentional or a possible bug?

I notice this as well and was wondering the same thing. Before, you could trade with any city or fort now you seem to be restricted to specific locations. I when over the list and this is cities you trade with:

Koenigsberg, Reval, Kiev, Vilna, Sich, Warsaw, Lviv, Moscow, Pskov, Azaq-kale, Cherkassk, Riga, Smolensk, Bakhchisaray, Chernigov, Krakov, Akkerman, Kyzykermen.

It seems limited but maybe there is a reason for it.

There are already AI merchant caravans travelling between nearby towns as you know. As example, each caravan travel between "town A" and "town B" makes prices a bit closer in these towns. If "town A" produces "pottery" and "smoked fish" well, their prices are low at that town as expected and whenever an AI caravan moves between "town A" and "town B" "smoked fish" and "pottery" prices get a bit low in also "town B". Now this makes if an item is not produced in any of nearby towns this item will be expensive in that area. This is working well in towns and villages. But castles damage this balance a bit. So we want players to think where to sell while they are starting a new merchant trade, thats why we only limited them with towns. If we do not do this selecting nearest castle will generally make good profits with very short travel time (short travel distance means also less looting danger) then any player will not select far towns for trading. Also if we care reality issues, population of castles are so low compared to towns and they do not need that much item. It is not so logical selling them tons of item and make good profits.

Also offering a huge selection list to player does not seem good in any part of game. List was not even alphabetical. It can be hard for players to find their real target between centers but this last reason has really low effect, real reasons are explained in above paragraph.

Now, I am aware it is hard to gain money then you used to. I think when some overpriced item costs are a bit lowered everything will be ok. Problem is not the fixing of broken trade system, problem is huge item costs. Now player have to know which towns produce which goods and where to sell any good to make maximum profit and these production values will change game by game and time by time slowly and randomly. This increased the depth of game. Try to get used it and I hope you will like it.

Thanks for that explanation. I do agree that the way the system was before it needed fixing I don't think anyone would argue that. It just seem a bit strange I can trade with moscow but not Tula or Ryazam, but the lower number off locations does allow for better tracking so there is that. Ill play around and report back. Great job with this patch, much appreciated and keep up the great work.
 
KnightOfVaegir 说:
Potent_Schraphlon 说:
What's the point in crouching? I thought it would increase accuracy but I haven't noticed any difference.
Dodging bullet.... that the point

No it was made to look cool, nothing else and I like it by that! :grin: In my opinion, it's easier to avoid bullets by moving while reloading.
 
mexxico 说:
The Spanier 说:
Falkai 说:
Very impress with all the fixes and changes. They were beyond my expectations and surprise me. Thanks for the time taken to do this. One question:

When I go to a major and request a caravan the list of cities available has been reduce compared with prior to the patch. Is this intentional or a possible bug?

I notice this as well and was wondering the same thing. Before, you could trade with any city or fort now you seem to be restricted to specific locations. I when over the list and this is cities you trade with:

Koenigsberg, Reval, Kiev, Vilna, Sich, Warsaw, Lviv, Moscow, Pskov, Azaq-kale, Cherkassk, Riga, Smolensk, Bakhchisaray, Chernigov, Krakov, Akkerman, Kyzykermen.

It seems limited but maybe there is a reason for it.

There are already AI merchant caravans travelling between nearby towns as you know. As example, each caravan travel between "town A" and "town B" makes prices a bit closer in these towns. If "town A" produces "pottery" and "smoked fish" well, their prices are low at that town as expected and whenever an AI caravan moves between "town A" and "town B" "smoked fish" and "pottery" prices get a bit low in also "town B". Now this makes if an item is not produced in any of nearby towns this item will be expensive in that area. This is working well in towns and villages. But castles damage this balance a bit. So we want players to think where to sell while they are starting a new merchant trade, thats why we only limited them with towns. If we do not do this selecting nearest castle will generally make good profits with very short travel time (short travel distance means also less looting danger) then any player will not select far towns for trading. Also if we care reality issues, population of castles are so low compared to towns and they do not need that much item. It is not so logical selling them tons of item and make good profits.

Also offering a huge selection list to player does not seem good in any part of game. List was not even alphabetical. It can be hard for players to find their real target between centers but this last reason has really low effect, real reasons are explained in above paragraph.

Now, I am aware it is hard to gain money then you used to. I think when some overpriced item costs are a bit lowered everything will be ok. Problem is not the fixing of broken trade system, problem is huge item costs. Now player have to know which towns produce which goods and where to sell any good to make maximum profit and these production values will change game by game and time by time slowly and randomly. This increased the depth of game. Try to get used it and I hope you will like it.

Yes this is exactly it. Thanks for listening. And yes less money should make for a more enjoyable game just like Warband was.  Those who feel they need to get 100k money every trade run should stick to cheats.
'
In my new game I have managed to scrape together a few thousand in not too long time.
 
mexxico 说:
Now this makes if an item is not produced in any of nearby towns this item will be expensive in that area. This is working well in towns and villages. But castles damage this balance a bit. So we want players to think where to sell while they are starting a new merchant trade, thats why we only limited them with towns. If we do not do this selecting nearest castle will generally make good profits with very short travel time (short travel distance means also less looting danger) then any player will not select far towns for trading. Also if we care reality issues, population of castles are so low compared to towns and they do not need that much item. It is not so logical selling them tons of item and make good profits.

Hey about not letting caravans go to castles, what is stopping me from manually buying the goods and then selling it to the nearest castle? Wouldn't then I be able to exploit the economy in this manner?
 
original 说:
mexxico 说:
Now this makes if an item is not produced in any of nearby towns this item will be expensive in that area. This is working well in towns and villages. But castles damage this balance a bit. So we want players to think where to sell while they are starting a new merchant trade, thats why we only limited them with towns. If we do not do this selecting nearest castle will generally make good profits with very short travel time (short travel distance means also less looting danger) then any player will not select far towns for trading. Also if we care reality issues, population of castles are so low compared to towns and they do not need that much item. It is not so logical selling them tons of item and make good profits.

Hey about not letting caravans go to castles, what is stopping me from manually buying the goods and then selling it to the nearest castle? Wouldn't then I be able to exploit the economy in this manner?

If you do this exchange/trade by yourself then you cannot buy and sell huge number of items. Or after some point profit per item become very less. Because while you buy items one by one from marketplace their cost fastly increases and also while you sell them their cost fastly reduces. If you use caravan you buy all items from initial (cheaper) cost even you buy 20 items also same thing is applied while you sell them. You can sell them with highest price with first price. Also if you do this by yourself you will lose time while travelling. What is not wanted is players to select nearest castle without thinking and make caravan trade with that castle all the time and get good profit. Anyway you can do this by yourself with less amounts of course, especially high priced items will bring good profit if you can find them cheap at some towns.
 
chuamishael 说:
when will this update available on impulse??  :neutral:  :neutral:

This is up to Impulse.

You have to wait for Impulse people to find out that there is an update.
Or, you can tell them on the forums that there is an update, then you have to wait for them to read your post.
Then you have to wait for them to manually download the update, test it, then upload it.
They also don't work on certain days, so you have to wait for their next working day for them to do the above.

It's one reason why I made the switch from Impulse to Steam. Impulse is very slow in updating.

Someone as already alerted them.

http://forums.impulsedriven.com/409621
 
mexxico 说:
original 说:
mexxico 说:
Now this makes if an item is not produced in any of nearby towns this item will be expensive in that area. This is working well in towns and villages. But castles damage this balance a bit. So we want players to think where to sell while they are starting a new merchant trade, thats why we only limited them with towns. If we do not do this selecting nearest castle will generally make good profits with very short travel time (short travel distance means also less looting danger) then any player will not select far towns for trading. Also if we care reality issues, population of castles are so low compared to towns and they do not need that much item. It is not so logical selling them tons of item and make good profits.

Hey about not letting caravans go to castles, what is stopping me from manually buying the goods and then selling it to the nearest castle? Wouldn't then I be able to exploit the economy in this manner?

If you do this exchange/trade by yourself then you cannot buy and sell huge number of items. Or after some point profit per item become very less. Because while you buy items one by one from marketplace their cost fastly increases and also while you sell them their cost fastly reduces. If you use caravan you buy all items from initial (cheaper) cost even you buy 20 items also same thing is applied while you sell them. You can sell them with highest price with first price. Also if you do this by yourself you will lose time while travelling. What is not wanted is players to select nearest castle without thinking and make caravan trade with that castle all the time and get good profit. Anyway you can do this by yourself with less amounts of course, especially high priced items will bring good profit if you can find them cheap at some towns.

Ok if you have changed it so that buying items one by one will make the price increase much faster than before, then that's ok.
If it was the same as before, the price increase is not high enough.

Though in future the economy could be tweaked a bit, because it doesn't make sense for caravans not to sell to fortresses when they can make the most profit there.
Maybe reduce the consumption or demand of stuff in fortresses so that the prices remain low.
 
@original

thanks, I'll bump that impulse topic, I need this patch 1.141 , I really need it.

I just bought thier Sins of solar empire trinity today, with huge discount.
I play this before, but I haven't bought it.
 
I would suggest giving less illnesses to the troops. Every few days is too often for a party of 30.
Maybe make a counter that resets every time you visit a town or make a camp, and long times without a rest have a small chance of creating an illness.
 
juicemaestro 说:
I would suggest giving less illnesses to the troops. Every few days is too often for a party of 30.
Maybe make a counter that resets every time you visit a town or make a camp, and long times without a rest have a small chance of creating an illness.

I only ever got it once, when I was running low on food and had mostly beer and wine.
I think it has to do with your food. Are you only feeding them beer and wine?
 
I haven't got time to run through 10 pages or so to find out if this has already been suggested, so I'll just say it and risk looking like an idiot (hey I'm used to it):  Please look at giving rapiers the spear/pike treatment. ie. a low and a high thrust.  If that is too hard, my other suggestion on fixing rapiers (talking multiplayer here, NPCs are much easier to defeat using it, sort of) is to allow left and right slash (not down), but with extremely low damage -- heck I'll take just the addition of an extremely low damage left slash.  Yes, I know that damage from slashing with a rapier was pretty much non-existent (I've seen the videos done with a real rapier and a side from beef, compared to the video done with a real broadsword the difference was huge, and that's before you even get to the mitigation of armor), I just think rapiers need one more attack to be worth taking.

Currently trying to take on a competent melee opponent in multiplayer with a rapier tends to be an exercise in frustration to a certain extent -- you will certainly find it next to impossible vs the best manual blockers from Warband.

Edit: Coffee isn't working today. :razz:
 
It happens when you feed them to few fruits/vegetables/wheats.

If you have 2 of each food, you will have no illnesses at all.
 
original 说:
I only ever got it once, when I was running low on food and had mostly beer and wine.
I think it has to do with your food. Are you only feeding them beer and wine?

I had no idea food variety counts. I hope these changes will be implemented in warband aswell.

One thing I would like to see added from warband are hideouts for the thieves that you could attack.
It could be for example a log cabin in the woods.
 
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