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

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Jona22 说:
Azsouth 说:
Jona22 说:
locochombok 说:
I have my own faction, and since dragonstone is being obliterated by qohor, stormlands and the reach, i wanted to save stannis, i talk to him and he gave me the quest, i have captured renly too, but also, i don't have to option with stannis to kill him, meanwhile he is my prisioner, hope he doesn't scape.
Azsouth 说:
I captured Renly for the crowned stag quest but I'm not getting the option to kill him when I talk to him, am I doing something wrong? I'm not sworn to any faction nor do I have a holding or anything if that matters.

I think you have to be a Vassel of Dragonstone to execute Renly. Ive watched Reformist on youtube. He is a Vassel of Dragonstone and he had the option to execute him.
Might be a Bug.

if the quest is receivable as a merc or independent warband shouldn't you have the option to kill him to complete the given quest? if you couldn't get the quest because you weren't in the faction that would make sense but making the quest available for anyone then not allowing people to finish it is kind of cruel if it's intentional.
Grank 说:
Azsouth 说:
if the quest is receivable as a merc or independent warband shouldn't you have the option to kill him to complete the given quest? if you couldn't get the quest because you weren't in the faction that would make sense but making the quest available for anyone then not allowing people to finish it is kind of cruel if it's intentional.
I agree. It's also such a powerful tool for role playing and creating your own story, so it's a waste to lock the quest like that. It's not like you have to carry Renly to Melisandre for blood sacrifice or anything. You just go capture him and chop his head off. Anyone should be allowed to do that.

Yea, like I said It might just be a bug. But I guess in this version it's only possbile for Vassals.
I have found that in order to complete the quest, you have to be vassal of dragonstone, have Renly prisioner in your party, and then, talk to him instead of stannis, then you will have a third option which leads to his execution, and thats it, no more questline from there, so, i didn't save that and know, knowing that it really doesn't give me that much satisfaction i will ignore the situation and allowd its destruction, i mean, the currenlty just hold 2 castles and the Hull, and they are festing in Eastwatch, they deserve to be eliminated XD
 
locochombok 说:
...I have found that in order to complete the quest, you have to be vassal of dragonstone, have Renly prisioner in your party, and then, talk to him instead of stannis, then you will have a third option which leads to his execution, and thats it, no more questline from there, so, i didn't save that and know, knowing that it really doesn't give me that much satisfaction i will ignore the situation and allowd its destruction, i mean, the currenlty just hold 2 castles and the Hull, and they are festing in Eastwatch, they deserve to be eliminated XD

Did not many Stormlands lords switch to Dragonstone after that? (They should, at least they did in previous versions.)
 
Sergio_Morozov 说:
locochombok 说:
...I have found that in order to complete the quest, you have to be vassal of dragonstone, have Renly prisioner in your party, and then, talk to him instead of stannis, then you will have a third option which leads to his execution, and thats it, no more questline from there, so, i didn't save that and know, knowing that it really doesn't give me that much satisfaction i will ignore the situation and allowd its destruction, i mean, the currenlty just hold 2 castles and the Hull, and they are festing in Eastwatch, they deserve to be eliminated XD

Did not many Stormlands lords switch to Dragonstone after that? (They should, at least they did in previous versions.)
yes, they did, but i just don't want to save stannis anymore XD
 
7.1 is probably the best version of this mod since v1.1 in my opinion, it's held my attention a lot longer than I thought it would. That being said these are the things I find offputting about the mod in it's current form.

Issues since then I guess:
The smaller map: is kind of annoying but I get why it was changed, to get the North involved, at the time Cozur also eviscerated all the factions removing tons of lords and keeps. I feel with how cluttered the smaller map is, you could revert back to the bigger one and have plenty of room to place fiefs.

Color: it seems like the color was taken right out of the game, all heraldry is dirty and dark, all equipment looks like it has had a coating of mud put on it. Our perception of the medieval time-period is that it was dull and gloomy but color did exist then, also this is a fantasy and there was certainly color on the show, if not, then Pod outside Kings Landing when the Dornish arrived would have just said "I don't know my Lord, grey banner followed by grey banner followed by another grey banner."

Siege Time: why with 10 engineering is it taking me what feels like a week to siege something? the other faction has taken three things in that single attempt. Please make it a reasonable amount of time instead of this, I'd say sieges should take a day at most maybe, idk.

Loot: so we got these new loot options, whats the point of having companions with inventory slots anymore if the leftovers can't be picked up by them? I suppose you could loot everything then manually give your companions stuff to hold but that seems like a massive sink of time.

Defeated in battle: why do I have to play as a random soldier instead of switching to a companion? Why can't you choose to have companions lead anymore?

Equipment: not having Lordly armour kind of sucks, also the diverse "top end" gear is not as good as Full Reinforced Plate Armour so no matter what if you want the best your stuff w/ a choice of two, the adjustment from v1.1 to v7.1 is kind of confusing as well but can be figured out in time, still trying to figure out what weapons are best other than two handed mace (which looks like the old Coldbringer) Masterwork Greatsword and Masterwork Bastard Sword. Really miss and would like to see back in the game Bonebreaker, maybe as a special valyrian steel axe you can get through a quest, which brings up another point, the Valyrian Steel weapon from Mott is really bad compared to all the other swords a person can choose, maybe make it so if you get all the daggers you can customize the sword to be a greatsword or bastard sword or something with different reaches and stats to swing and slash or whatever depending on what you pick.

Misc bugs that can be fixed and have been pointed out.
 
Azsouth 说:
...
Defeated in battle: why do I have to play as a random soldier instead of switching to a companion? Why can't you choose to have companions lead anymore?
...

I'd guess that the body-slide script had some problems when switching to companions, so it explicitly forbids them.

And I would agree that having a very diverse almost-top-tier armor collection and only two top-tier armors is strange.

Also it seems like Mott is not the ultra-master smith he claims to be, since he only manages to make a cutlass, not a double-edged sword.
(And they say cutlass is much easier to make due to its simpler cross-section.)
 
Azsouth 说:
Issues since then I guess:
The smaller map:
Color:
Equipment:
I disagree about the smaller map. I like that I can go around the map fast. It helps overcome one of the main issues of the mod, which is how barren it is in some parts. Most notably scenes. Many scenes are just too big for its content, like the Dothraki camps. I understand that it's to show the vast plain, but it's a hassle to walk all that distance of nothingness just to find an NPC. Many NPCs also only have one very generic line like, "I'm Grank Childsbane. Castellan of Ghastly Rock," or just "Do nothing" and "Leave." Not to mention all the extra load that vast area is giving to my old computer.

However, I understand that it will take a lot of work to improve on those parts, so I'm not really complaining.

I agree with the color and equipment. These two issues kinda go together honestly. The more colorful armors are not the high tier ones, so you're pushed towards the dull looking samey Heavy Plate armors. The Riverlands is also left behind on the armor, missing one tier or two between the chain mail and the heavy plate. That said tho, I'm still rocking that beautiful red Lannister cuiras and no helmet (except on sieges).
 
Azsouth 说:
still trying to figure out what weapons are best

Allow me to share my opinion.

The best weapon in the mod is the Balanced Halberd.

The Halberd is so good that I wonder if its stats are an oversight. It is even available to equip at only 10 STR!

The stats of the Balanced Halberd are 43p on a Swing and 35p on a Thrust, 93 Speed, either 180, 181, or 190 Reach. It has the two most important weapon modifiers: Crushes through Blocks & Bonus Against Shields. Additionally, it is a Polearm, which gives it bonus damage against horses. It can be used on horseback or with a shield, but you'll never use it with a shield because that will neuter your damage.

Most Polearms in the mod have a Swing with high Cutting damage, and then a Thrust attack with lower Piercing damage. This is because Cutting damage is greatly reduced by armor, and Piercing damage is minimally reduced by armor, with Blunt damage falling in the middle of the two as far as damage reduction goes.

The Halberd has Piercing damage for both types of attack- almost no melee weapons with high damage numbers do Piercing damage for the Swing. Swinging attacks are much easier to get full damage from- Thrust attacks will often clink harmlessly off of armor if you are not exactly the right distance from the enemy. The Halberd does an overhead strike with Piercing damage, and it does it incredibly quickly, and it'll go right through a block so often that you'll wonder if your enemies are blocking at all. Overhead swings do not require as much space to extend the weapon strike as right or left swings do, so the long Reach of the Halberd is often not so much of a problem. I frequently kill the knight closest to me on a ladder, then the knight that was standing at his shoulder with the next swing, without having to move an inch.

The Two Handed Mace is a powerful item, but it is much slower than the Halberd, and Piercing is the better damage type. Though Blunt damage will sometimes knock your opponent down, the Halberd just kills everyone is 1 or 2 hits with high Power Strike, so it doesn't need to knock them down. The mace also does not churn through horses like Polearms do, and cannot be used from horseback. It does have the two important weapon modifiers. It is not as good a weapon as the Polearms, but it is a solid choice. The Two Handed Warhammer has a longer range than the Two Handed Mace, but is slightly faster, and is a decent alternative pick if you want to use Blunt damage to take prisoners.

There are 4 Greatswords, 3 of which have higher Swing damage (C) than Thrust damage (P) (these are especially bad, since they do not even have a bonus against horses- they're like slightly bad Glaives). The high Thrust damage Greatsword (Balanced would be 42c 45p 99 speed) does as much damage on a difficult to achieve Thrust attack as the Halberd does on Swing attacks that are easier to land. It is somewhat faster than the Halberd, but does not Crush through Blocks or have Bonus Against Shields. I haven't tested it on dummies or anything, but I've killed a lot of stuff in this mod, and I think that the Greatsword is probably half as effective at killing armored units as the Halberd, and only as good at killing totally unarmored units if they're not blocking or using shields, and it is not a polearm. It is a drastically inferior weapon.

The Voulge and Bill are similar to the Halberd in damage types and weapon characteristics, but are considerably slower.

The Hooked Glaive cannot Crush through Blocks, so it is strictly worse than the other Polearms mentioned above, and almost certainly worse than the Two Handed Mace, though still significantly better than the Greatsword.

Times when the Balanced Halberd is not the best weapon in the game - in sieges where your men have you pressed up against a wall/breach/ladder and you can't back up to fully extend the swing, or you are inside of areas where walls/ceilings obstruct your ability to fully swing. These are moments when shorter weapon Reach is highly advantageous, and the Two Handed Mace shines in comparison.

Times when the Balanced Halberd is the best weapon in the game - every field battle, every 1v1 duel, every moment in a siege when you have freedom of movement and blue skies over your head.
 
Starpike Castle Outdoor scene does not have passages for Lord's Hall (Menu item 2) and Dungeon (Menu item 7) placed.

Also I've found that some castles have passage to Lord's hall that can be entered during siege assault, leading to small "Lord's Hall battle" (and potentially quick siege resolution), and others do not. Currently investigating, but maybe some of the passages are menu item 0 and some are menu item 2... Which is which I am yet to check...
 
I wonder, what are calculations for peace accepting - somehow factions with 1 walled fief and few lords demand things from me, despite my faction's 6k host being totally above their 300 garrison and 0 field army...

(Things like 200k coins...)
 
TarquinGaming 说:
Allow me to share my opinion.

The best weapon in the mod is the Balanced Halberd.

I agree with you, but I think that greatswords offer much more versatility in case of mounted combat while also having longer range than the two-handed mace.
To be honest, later in the game I can't notice much of a difference since pretty much anything dies in 1 or 2 strikes, especially if you aim for legs or head.

But I do use all three of them.
Greatsword as a primary weapon, halberd for siege defenses/tournaments since it ignores blocks and the mace purely for profit.  :grin:
 
hmm, what about curved great sword (from Essos) with bonus against shield and war cleaver also with crushing trought blocks?
both fast (100 speed) and long (124-120), 45 cutting, no trust?
as a blunt weapon I use warhammer - slower but longer
 
Silver Wolf 说:
I agree with you, but I think that greatswords offer much more versatility in case of mounted combat while also having longer range than the two-handed mace.

Totally fair. My personal style (which is modified by the fact that I'm using a halberd, naturally) is inclined toward only using my horse if I'm cutting through a line of archers. The Greatsword is definitely better at attacking for prolonged periods from horseback. Usually I'll just ride up to an infantry clash and dismount, since I'm a lot more effective on the ground- but I remember in past playthroughs where I spent a lot more time on top of my horse, and I used swords then. I think the Curved Greatsword is probably better than the Westerosi styled Greatswords from horseback, since so you rarely will want to use a Thrust attack.

clock4orange 说:
hmm, what about curved great sword (from Essos) with bonus against shield and war cleaver also with crushing trought blocks?
both fast (100 speed) and long (124-120), 45 cutting, no trust?

Crushes through Blocks is more important as a modifier than Bonus Against Shields is. The War Cleaver is a very good weapon, but Cutting type damage is flat out inferior to Piercing, so it's worse than the Polearms that I detailed. It is almost certainly better on foot than the Greatswords, but not as good as the Maces.

As for the Curved Greatsword, there's a strong case to make for it as a weapon to be used from Horseback. It's a little less versatile than the Westerosi Greatswords, which won't matter as much on horseback but will definitely be noticed once you're on foot.

As others have said, you'll 2 shot just about everything with most weapons if you hit their head armor late-game, but in the mid-game, the Pierce damage of the Halberd truly shines in the many situations where you have to try and kill Heavy Knights through their body armor. If you need convincing, watch what happens when ANYONE charges Dragonstone. It is different than what happens to any other army in the game. The cavalry just...die. It's marvelous. That's the power of the Halberd. Northern Vanguard get halberds too, but there are not too many of them relative to the army size, whereas Dragonstone will be more than 50% halberdiers. The Valemen get halberds, but those troops spawn with shields, so you have to micro them away from shields if you want good damage out of them, which the computer will never do.

On a related note: I strongly believe that the Balanced modifier is better than the Masterwork modifier, since you net 4 Speed (masterwork reduces Speed by 1) going with the Balanced modifier. For Halberds, you don't get a choice, but for something like the Greatsword, you are going to gain ~4.5% Speed on your weapon at the expense of a similar amount of Damage. Swinging faster is typically going to be better, since in the endgame you'll be at breakpoints with your enemies, where they die either in 1 or 2 or 3 hits. If you could do enough increased damage to make them die in one less hit, then it's worth it, but if not, it's better to go with a faster weapon. By the time you hit Power Strike 10 and around 300 weapon skill, another 5% damage on your weapon is probably not going to get you to a breakpoint.

Since I've just said that speed is better than damage, I should note that if there was a Polearm that was faster than the Halberd and did proportionally less damage, I'd be using it. I just don't respect Cutting as a damage type. I haven't gotten into experimenting with the values much, but my impression is that a weapon would need around 60c damage for me to consider using it over a 45p weapon if I needed to kill anything but peasants.
 
Blunt ignores armor more than piercing. The benefit of piercing weapons is that they can kill, unlike blunts. Piercing weapons also tend to be faster and longer than blunt weapons to balance them out.

Speed increases the chance to crush through blocks, and lessen the time you need to recover from a block or a parry. It's more important than damage because that difference in damage bonus becomes irrelevant with high proficiency and power strike.

This last part is most likely false, but I feel like piercing weapon benefits from speed bonus more. As in, you get more damage pushing a spear down someone's throat on horseback than you do with a sword. Maybe it's just an illusion.
 
Grank 说:
Blunt ignores armor more than piercing. The benefit of piercing weapons is that they can kill, unlike blunts. Piercing weapons also tend to be faster and longer than blunt weapons to balance them out.

From the Module.ini:
# You can modify the damage system by editing the following values:
# The first three values determine the amount which will be directly subtracted from damage due to armor.
# The next three values determine the percentage reduction from the damage.

armor_soak_factor_against_cut      = 0.8
armor_soak_factor_against_pierce    = 0.65
armor_soak_factor_against_blunt    = 0.5

armor_reduction_factor_against_cut      = 1.0
armor_reduction_factor_against_pierce    = 0.5
armor_reduction_factor_against_blunt    = 0.75

I'm not positive on the practical side of this, but I'm pretty sure that as your damage increases, the benefit Pierce gets from a soak of 0.65 and a reduction of 0.5 is better than what Blunt gets for 0.5 soak and 0.75 reduction.

edit: I've got work today but afterward I'll try and hunt down the formulas used to calculate damage. I still feel confident in not respecting Cut damage, but depending on where the multiplication happens (and how many times), I may need to reevaluate Blunt damage's place in the hierarchy. I'd still go for the Halberd I think, just due to the greater speed.

This last part is most likely false, but I feel like piercing weapon benefits from speed bonus more. As in, you get more damage pushing a spear down someone's throat on horseback than you do with a sword. Maybe it's just an illusion.

If the formulas pan out like I'm expecting they might, this is going to be the case. The Speed bonus would increase the raw damage in the calculations, and at equal damage numbers we already know that Piercing is flat out better than Cutting, so it would magnify the difference. Blunt damage would be in this position too, except most blunt weapons you can use from horseback are very short, so you're unlikely to get the good speed bonus % while using them.
 
TarquinGaming 说:
On a related note: I strongly believe that the Balanced modifier is better than the Masterwork modifier, since you net 4 Speed (masterwork reduces Speed by 1) going with the Balanced modifier. For Halberds, you don't get a choice, but for something like the Greatsword, you are going to gain ~4.5% Speed on your weapon at the expense of a similar amount of Damage. Swinging faster is typically going to be better, since in the endgame you'll be at breakpoints with your enemies, where they die either in 1 or 2 or 3 hits. If you could do enough increased damage to make them die in one less hit, then it's worth it, but if not, it's better to go with a faster weapon. By the time you hit Power Strike 10 and around 300 weapon skill, another 5% damage on your weapon is probably not going to get you to a breakpoint.

True, I always go for the balanced modifier.
Attack speed is often much more important than a few addtional points of damage.
Especially in case of tournaments and duels.
 
As far as weapons go, one of the reasons I like one handed swords in sieges is because you get pressed in there, so I often use a short quick weapon.

For weapons in tournies, you can use slower and slower weapons as your weapon skill goes up. If you get to 500 or so you will be able to wield a giant two hander faster than most opponents can use a quick sword. Your weapon should match your desire for your character but can get bigger over time.
 
Alright. This is ALL assuming that the damage calculations have not changed in the last 12 years since a post by Armagan, a Primary Developer, where he gives the formulas as follows:

Reduced damage = base_damage - (armor * [soak]) = 10
Final damage =  Reduced damage * (1 -  (armor/100 * [reduction factor]))

So, without further ado, here are some number crunches for theoretical damage. I did the wrong calculations for how much power strike effected damage, but that only effects how relevant the chosen values are. I rounded these numbers a little, but it should not matter overmuch. I also included very high damage attacks to simulate the hits you'd get while charging on a horse for Cut & Pierce damage (the high damage blunt weapons are not usable from horseback), and Pierce damage comparative to the Blunt/Cut damage points to compare the damage types without consideration to the weapons that they're stapled on. Negative results become 0 damage.

Against 80 armor:
50 blunt = 4
100 blunt = 24
120 blunt = 32

43 pierce = 0
86 pierce = 20
100 pierce = 28
120 pierce = 40
200 pierce = 88

50 cut = 0
100 cut  = 7
120 cut = 11
150 cut = 17
170 cut = 21
200 cut = 27
300 cut = 47

Against 50 armor

50 blunt = 15
100 blunt = 46
120 blunt = 59

43 pierce = 7
86 pierce = 40
100 pierce = 50
120 pierce = 65
200 pierce = 125

50 cut = 5
100 cut = 30
120 cut = 40
150 cut = 55
200 cut = 80
300 cut = 130

Against 30 armor

50 blunt = 27
100 blunt = 65
120 blunt = 81

43 pierce = 19
86 pierce = 60
100 pierce = 68
120 pierce = 85
200 pierce = 153

50 cut = 18
100 cut = 53
120 cut = 67
150 cut = 88
200 cut = 123
300 cut = 193

Against 15 armor

50 blunt = 37
100 blunt = 82
120 blunt = 99

43 pierce = 30
86 pierce = 70
100 pierce = 83
120 pierce = 101
200 pierce = 175

50 cut = 32
100 cut = 74
120 cut = 91
150 cut = 117
200 cut = 160
300 cut = 244

If the formulas are accurate and my math is good (neither assumption is certain), we see that for the mid-late game Pierce is the superior damage type, pound for pound, as it outperforms Blunt at every armor breakpoint. At lower damage totals, Blunt damage will outperform Pierce, but Blunt's advantage wanes as characters do more damage. At no point is an equal amount of Cutting damage on a weapon superior to either alternative, as expected. A 60c weapon is probably fine, balance wise, and I don't think I'd use it over the Halberd.

Since the Balanced Halberd is the finest Piercing weapon, though, and clocks in at 43 damage raw compared to 50 for the Masterwork versions of the alternate choice, it comes in second in (theoretical) raw damage to the 2h Mace - it comes down my to preference for speed and reach over damage. I no longer think that it's unquestionably the best weapon in the mod, but I kill a lot of horses and I value weapon speed a lot, since defensive actions can be much more crucial to success than offensive actions, so my vote is still for the Balanced Halberd.
 
I see. I think I got that idea that blunt ignores more armor from the wiki.

So what do you guys think about thrust piercing in the mod in general? I have played around with heavy spears and they tend to fall short against other weapons both in formation or single combat. I think their pierce damage needs a buff. Bravosi sword also comes to mind. That thing is almost useless, though that uselessness is realistic.
 
While everyone was boasting about their Bla-blanced Half-beards*, I have found, that...

Blackhaven castle exterior scene does not allow besieging troops to reach the defenders:
  • AI navmesh takes agents through the gates, but they are blocked by, surprisingly, the gates (unbreakable);
  • The alternate "back over the wall pathway" allows the player to reach the courtyard, but there is no AI navmesh on the pathway for AI (and if there was, agents would still prefer the shorter blocked path);

Minor issues with this scene include:
  • Two large trees have AI navmesh going through them, causing AI to get stuck at them (actually, this is the case for all these trees everywhere);
  • A small shed to the right side (from defender's point of view) of the gates can be jumped on by the AI from the walls, but then AI enemies would cluster at the base of the shed with no way to reach those on the shed's roof.

*Yes, I know this is a silly joke =D

Also I have found a major issue with economy (well, maybe not THAT major) - at least after a long enough gametime, all villages have 0 or 1 cattle, even those which were not looted for long and were prosperous for long.
 
possible minor bug: I think they are friends in the books
 

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