SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

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I have a question about the loot after battles. So lets say I fight a group of 30 elite deserters and end up winning with pretty much only myself and companions surviving. I then get to the loot screen and there are maybe 5 or 6 items available to be gotten. Granted, my looting skill is only at 4, though it still seems like you don't get much compared to the amount of loot you'd think would be available. Is this how the mod intends it to be or is something wrong?
 
Breadduck 说:
Day 400 now, and all the invasions have been wiped out, Free Folk lasted for some time but targaryen and kevir khalasar are way too weak.

I have 213 day so far and no sign of any Free Folk or targaryen invasions...
Maybe bug?

 
Kinsume 说:
I have a question about the loot after battles. So lets say I fight a group of 30 elite deserters and end up winning with pretty much only myself and companions surviving. I then get to the loot screen and there are maybe 5 or 6 items available to be gotten. Granted, my looting skill is only at 4, though it still seems like you don't get much compared to the amount of loot you'd think would be available. Is this how the mod intends it to be or is something wrong?

Well, the Warband manual says the loot is distributed in "shares", and player 10 shares, companions get 3 shares, troops get 1 share...

So, if Player had 10 companions only, he would get 10/(10+3*10)=1/4 of all loot dropped.
But, every item from the enemy does not drop with 100% probability, but with probability determined by its "abundance" stat.
(Although, interestingly, if a unit has several types of, say, armor, assigned, every type will drop, and 10 units may yield 20 armors).
So, well... Player is not guaranteed to get much loot. ACOK may have reduced "abundance" on items though.

Kissaki 说:
Ambrush 说:
...
EDIT: Also forgot to mention the armour requirements are way too high closing in to ridiculous, I imported a Commander-like lvl33 build with:
strength = 15
agility = 15
intelligence = 18
charisma = 18
And I couldn't even use a chainmail, so if you start from lvl1 that means you have to go full warrior or level until say lvl34...
I have the same objections as you, but lack the experience of the previous versions of this mod. You say this mod was fantastic in the early days - do you recall which version you played then? It seems a lot easier to simply download an older version instead of fixing all the imbalances.

This was a real necroanswer =D
However, if one does not like harsh requirements, and does not wish to modify items, one could grant oneself some bonus Str.

Hints on character development:

One can have 14 Str. right from the start.
One does not need to increase agility at all. Some starting quests give agility. Later in game (Lord/King stage) random events increase agility. (At least in 2.0-2.2, not checked for 3.0)
There are enough companions to make Int. heroes from.
One only needs 26 Charisma. There is a book for +1 Cha and a book for +1 Leadership.
 
Granted that that's from March, but the notion that some people could think 15 strength is a significant amount is absolutely ridiculous.
 
March hardly qualifies as a necro considering this is the only thread for this mod, and the objections are still valid (which they are). I could have simply re-typed what he said without the quotes, but what would the point of that be?

Anyway, 15 STR is quite significant unless you are powerhousing that stat. Considering that historically, nobles also spent a lot of their time reading, learning languages, history and other non-martial arts as well, and were still perfectly capable of wearing plate, a requirement of 20 STR is absurd.

I also only managed 17 STR maximum from the onset, but then I had to choose man-at-arms for my father, craftsman's apprentice for my childhood and being forced out of my home as motivation - I was allowed Squire as profession, but a typical knight's background yielded me a strength of 13, agility of 4(!), intelligence of 6 and charisma of 5 - and that's after I poured all my extra skill points into strength. Now, if 15 is "not significant", those stats are positively crippling - especially as a knight would specialise in all of these, and not just focus on one or two. And not just historically, but in the universe of ASoIaF as well. The requirements of this mod precludes players from being all-rounders, which is what knights were. Alternatively, if 15 is "not significant", the beginning stats for this mod should be considerably higher, ranging from 10-19 instead of 4-13. But in this game, functionally, anything above 12 (or below 9) is significant.

Armour was never restricted because you needed to be particularly to wear it, but because it was expensive. A requirement of 10-12 in STR for wearing full plate harness is more than plenty. Access to armour will restrict itself from cost alone.
 
Kissaki 说:
March hardly qualifies as a necro considering this is the only thread for this mod, and the objections are still valid (which they are). I could have simply re-typed what he said without the quotes, but what would the point of that be?

Anyway, 15 STR is quite significant unless you are powerhousing that stat. Considering that historically, nobles also spent a lot of their time reading, learning languages, history and other non-martial arts as well, and were still perfectly capable of wearing plate, a requirement of 20 STR is absurd.

I also only managed 17 STR maximum from the onset, but then I had to choose man-at-arms for my father, craftsman's apprentice for my childhood and being forced out of my home as motivation - I was allowed Squire as profession, but a typical knight's background yielded me a strength of 13, agility of 4(!), intelligence of 6 and charisma of 5 - and that's after I poured all my extra skill points into strength. Now, if 15 is "not significant", those stats are positively crippling - especially as a knight would specialise in all of these, and not just focus on one or two. And not just historically, but in the universe of ASoIaF as well. The requirements of this mod precludes players from being all-rounders, which is what knights were. Alternatively, if 15 is "not significant", the beginning stats for this mod should be considerably higher, ranging from 10-19 instead of 4-13. But in this game, functionally, anything above 12 (or below 9) is significant.

Armour was never restricted because you needed to be particularly to wear it, but because it was expensive. A requirement of 10-12 in STR for wearing full plate harness is more than plenty. Access to armour will restrict itself from cost alone.

Sounds to me like you just want to have your cake and eat it too.

There are lighter armors available for characters specializing in non-combat skills while the heavier armors (i.e those that need 20 str) are reserved for battle-focused characters. In addition to constant battling you have the random events giving you free stats so even an INT based character can end up getting heavy armor in the late game. I did a travelling merchant -> scribe -> shop assistant starting character and still managed to wear plate armor in the late game.

The only issue I have with armor is the stat decrease for Power Throw, which just makes the entire skill more useless than it already is.
 
greetings. I am having severe frame rate issues. Under 10FPS at certain points. When I first installed 3.0, I needed to play the game in windowed mode due to my cursor not being visible on the startup screen. It has something to do with the screen resolution I believe but I am unsure. It shoots back up to 60FPS when I open of the inventory screen or whenever i'm not on the world map. Does anyone have any suggestions of what I should do? I am at a loss.

My comp information is:

Processor: Intel(R) Core (TM) i7-5960x CPU 3.00GHz
128 GB RAM
64-bit OP
dual EVGA Geforce GTX Titan XX

 
Sergio_Morozov 说:
...
This was a real necroanswer =D
...

Kissaki 说:
March hardly qualifies as a necro considering this is the only thread for this mod, and the objections are still valid (which they are). I could have simply re-typed what he said without the quotes, but what would the point of that be?
...

I... did not intend to offend you.
 
shar_N 说:
Kissaki 说:
March hardly qualifies as a necro considering this is the only thread for this mod, and the objections are still valid (which they are). I could have simply re-typed what he said without the quotes, but what would the point of that be?

Anyway, 15 STR is quite significant unless you are powerhousing that stat. Considering that historically, nobles also spent a lot of their time reading, learning languages, history and other non-martial arts as well, and were still perfectly capable of wearing plate, a requirement of 20 STR is absurd.

I also only managed 17 STR maximum from the onset, but then I had to choose man-at-arms for my father, craftsman's apprentice for my childhood and being forced out of my home as motivation - I was allowed Squire as profession, but a typical knight's background yielded me a strength of 13, agility of 4(!), intelligence of 6 and charisma of 5 - and that's after I poured all my extra skill points into strength. Now, if 15 is "not significant", those stats are positively crippling - especially as a knight would specialise in all of these, and not just focus on one or two. And not just historically, but in the universe of ASoIaF as well. The requirements of this mod precludes players from being all-rounders, which is what knights were. Alternatively, if 15 is "not significant", the beginning stats for this mod should be considerably higher, ranging from 10-19 instead of 4-13. But in this game, functionally, anything above 12 (or below 9) is significant.

Armour was never restricted because you needed to be particularly to wear it, but because it was expensive. A requirement of 10-12 in STR for wearing full plate harness is more than plenty. Access to armour will restrict itself from cost alone.

Sounds to me like you just want to have your cake and eat it too.
Not really - just about every other mod (as well as vanilla) seems to get on just fine without these artificial restrictions, which make little sense. Armour, while heavy, is not so heavy that you need above average strength to wear it. You can wear heavy armour even with below average strength. What really is missing from this game is a stamina stat, which is where armour usage would really be felt.


There are lighter armors available for characters specializing in non-combat skills while the heavier armors (i.e those that need 20 str) are reserved for battle-focused characters. In addition to constant battling you have the random events giving you free stats so even an INT based character can end up getting heavy armor in the late game. I did a travelling merchant -> scribe -> shop assistant starting character and still managed to wear plate armor in the late game.

The only issue I have with armor is the stat decrease for Power Throw, which just makes the entire skill more useless than it already is.
If there are stat changes from random events then that certainly puts it in a somewhat different perspective - but won't that add its own imbalance to the game? What sort of stats can one expect to have at higher levels?
 
Elhior 说:
Breadduck 说:
Day 400 now, and all the invasions have been wiped out, Free Folk lasted for some time but targaryen and kevir khalasar are way too weak.

I have 213 day so far and no sign of any Free Folk or targaryen invasions...
Maybe bug?

Free folk should appear soon and Targaryens will come around day 325, its all doesnt matter though, theyll get wiped out, so much for 'buffed' invasions
 
Hi

Great features and changes to this mod.
It has been a while and few version since i played the last time.
Great job THANKS!

But a few questions...
I am now at ~day 80:
- Westerlands is no more
- Dragonstone is no more
- Braavos is no more
- Lorath is no more
- Iron Islands is down to 2 castles
- nearly the whole middle is a totally mess between Riverland, North and Reach.
- Stormland conquered all of Dragonstone and also a few around Kings Landing
I wasn't involved in anything of that!

Did i had very bad luck or is the balance a general issue in ver 3.0?

Also i hadn't find any throwing weapons so far...wad?

Greetings
 
Tyson_48 说:
...
Did i had very bad luck or is the balance a general issue in ver 3.0?

Also i hadn't find any throwing weapons so far...wad?
...

I am at day ~160 and only Lorath got wiped.
There were throwing weapons - javelins, daggers...
 
Tyson_48 说:
Hi

Great features and changes to this mod.
It has been a while and few version since i played the last time.
Great job THANKS!

But a few questions...
I am now at ~day 80:
- Westerlands is no more
- Dragonstone is no more
- Braavos is no more
- Lorath is no more
- Iron Islands is down to 2 castles
- nearly the whole middle is a totally mess between Riverland, North and Reach.
- Stormland conquered all of Dragonstone and also a few around Kings Landing
I wasn't involved in anything of that!

Did i had very bad luck or is the balance a general issue in ver 3.0?

Also i hadn't find any throwing weapons so far...wad?

Greetings

Man-at-arms need a buff. You can do it to all the important troops, just ask them about their skills. Press ctrl x and put the man at arms attack from 0-2 to 3-4 depending on rank. Spearmen factions have really high attack for some reason.
 
Kissaki 说:
I have the same objections as you, but lack the experience of the previous versions of this mod. You say this mod was fantastic in the early days - do you recall which version you played then? It seems a lot easier to simply download an older version instead of fixing all the imbalances.

Personally I still play version 1.1, it's the version before Cozur took the butchers knife to his mod and wiped out half the cities and lords, there are a lot of bugged quests and going into Volantis may crash your computer but most of the original castles and cities are in this version as well as lords (though some of the Essosi ones are in the wrong factions), no Qohor, theres color, reasonable stat requirements, Lordly armour (some pretty cool faction specific ones if your lucky, I personally like the Reach Armet w/ the Dragonstone chest), and all the women don't have the exact same face, before a lot of the current quests including the nights watch chain (that may have been removed for 3.0), no tripping, lances and spears don't break (last time I played an update in the mod if either have the unfortunate luck to run into a fly before hitting their first target they shatter).
 
Tyson_48 说:
Hi

Great features and changes to this mod.
It has been a while and few version since i played the last time.
Great job THANKS!

But a few questions...
I am now at ~day 80:
- Westerlands is no more
- Dragonstone is no more
- Braavos is no more
- Lorath is no more
- Iron Islands is down to 2 castles
- nearly the whole middle is a totally mess between Riverland, North and Reach.
- Stormland conquered all of Dragonstone and also a few around Kings Landing
I wasn't involved in anything of that!

Did i had very bad luck or is the balance a general issue in ver 3.0?

Also i hadn't find any throwing weapons so far...wad?

Greetings

This version definitely has balancing issue's , westerlands and iron islands get raped, the 3 invasions are still garbage, and after some time theres worlds peace in westeros and theres nothing you can do, Ima t day 600 and Im failing to persuade Robb stark t go war reach or  vale so I can start my own kingdom amidst the chaos, otherwise I wouldnt survive.
 
Breadduck 说:
This version definitely has balancing issue's , westerlands and iron islands get raped, the 3 invasions are still garbage, and after some time theres worlds peace in westeros and theres nothing you can do, Ima t day 600 and Im failing to persuade Robb stark t go war reach or  vale so I can start my own kingdom amidst the chaos, otherwise I wouldnt survive.

You must be playing a different version. Iron islands should only be at war with one faction, thus should not be sexually humiliated.

Westerlands should be, because they are at war with everyone. But you can help them by making Guildmaster's "Make Peace" quest.

Day 600 is a pretty advanced date. You should have been faster.
However, in ACOK there seems to be no limited minimal war length, so you can make peace right after starting a war and taking couple of castles.
 
vzGhJ3L.jpg

Torches would be a nice touch for village defenses/attacks/tax rebellion, just saying  :mrgreen:

 
Sergio_Morozov 说:
Breadduck 说:
This version definitely has balancing issue's , westerlands and iron islands get raped, the 3 invasions are still garbage, and after some time theres worlds peace in westeros and theres nothing you can do, Ima t day 600 and Im failing to persuade Robb stark t go war reach or  vale so I can start my own kingdom amidst the chaos, otherwise I wouldnt survive.

You must be playing a different version. Iron islands should only be at war with one faction, thus should not be sexually humiliated.

Westerlands should be, because they are at war with everyone. But you can help them by making Guildmaster's "Make Peace" quest.

Day 600 is a pretty advanced date. You should have been faster.
However, in ACOK there seems to be no limited minimal war length, so you can make peace right after starting a war and taking couple of castles.

Iron Islands declared on riverlands and North, I dont see u responding to my point about the invading factions though
 
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