El-Diablito said:
A large amount of these new castle scenes are quite frankly, terrible in terms of path-finding an how you go about the assault.
What castles do have wrong paths? And do you have screenshots of troops running into walls / running the wrong way? For if the AI pathfinding meshes are screwed up in some scenes, I'd like to know about it. And of course know whát scenes have wrong AI paths.
El-Diablito said:
For one thing, you're "laying siege" to castles, yet in several scenes there is no siege equipment involved, you simply run up an open door the attacker has apparantly left for you (how could that be a bad idea) rather than put a damn ladder or siege tower up.
It would be of more help if you'd name the castles you mean: that way I can quickly go to these castles instead of having to go through all 48 of them.
El-Diablito said:
There's a problem with a lot of mods that the modders themselves either don't seem to play their mods or just don't properly test/balance their mod, this in my opinion is one such case (with the castle scenes).
If you call two months of closed beta testing with a dozen testers plus one and a half month of open beta testing with over a thousand downloads, three patches and quite a lot of bug reports not a proper test, I'm curious to what you
do call proper testing, for I don't know how I can improve on that.
El-Diablito said:
Some of the castle scenes players have made for MnB are amazing, and they all look very good, but a large portion of them are, let's be honest, bloody horrible to interact with and frequently the siege portion is designed in an amazingly unrealistic way.
I know this is a compilation and I may be ranting about something that no one here has anything to do with,
Only Tevarin castle has been made by me (and since I only recently read how to make the siege ladders work, I'm adding that for the final release), the rest of the new castles are from these mods:
I'm curious, are you going to post your complaint about these scenes in their topics too? Else they might not hear about this. And if you have alternatives, I'd love to know them: it's always good to get more scenes.
El-Diablito said:
all I really need is someone better at modding than me to give me a couple of tips on how I can swap back to native castle/siege scenes (or something more balanced than what is currently included) if that is possible for someone without extensive modding knowledge.
There are two things you must do when exchanging the castle scenes for the native ones:
1) Replace the scenes you don't like with the Native ones. When you know the name of the castle, you can look at
this post I made to check what scene number corresponds to the castle you want to replace. For example, Tevarin Castle has number 23. When you know the number, you'll see that there are three scenes: exterior (the outside of the castle), interior (the lord's hall) and prison (the inside of the prison). You'll obviously want to replace the exterior, so in Tevarin's case you want to replace
scn_castle_23_exterior.sco by its native equivalent.
2) Then open
scenes.txt from both Native and from the mod. Search for 'scn_castle_23_exterior'. In the Floris textfile you'll find:
Code:
scn_castle_23_exterior castle_23_exterior 256 none none 0.000000 0.000000 100.000000 100.000000 -0.500000 0x00000000300005000005ad6b00000ac2000029d300001217
0
0
outer_terrain_beach
In the native textfile you'll find:
Code:
scn_castle_23_exterior castle_23_exterior 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000002300658bc0007bded000025520000093800006114
0
0
outer_terrain_plain
Replace the Floris lines by the Native ones and save your textfile. Now you've fully replaced the Floris castle scene with the Native one (or form any other mod).
I hope this helps.