Apstinentas said:
produno said:
I spent quite a bit of time yesterday making sure it all works correctly and indeed it does, at least i tried it over and over several different ways for a good amount of time.
When people say they won, i think they won the battle but Robb is still killed, which is correct.
I have however added extra text to make it explicit as to why that happens and i have moved Robbs position to make it very slightly easier to save him.
I also fixed other bugs like his party not being removed and issues when freelancing in his army.
So are you actually able to save Robb Stark from being killed? Or is it still the same situation: you save him in the interior scene but he dies anyway?
In previous versions it was also possible. Thing is that it takes away from both books and show, I'd not save him for a more end-game play, I'd save him if I were to be his lackey though...
Oh, almost forgot, answering your question: YES!
Now it's even easier because prod simply moved Robb closer to the player. But you've gotta be fast. If he gets wounded/knocked uncountious = he's dead. A reminder: be prepared too, although you do not lose your men that die in this quest, it's quite easy to lose on the grounds due to the sheer force that both Boltons and Riverlanders have... I mean, if you are not careful, you'll lose your skirmish party there, and you'll fail the quest. They are challenging... No wonder why I've complained time and time again about how nearly impossible it is to retake Winterfell from the Boltons. I mean, they are kicking the 2 strongest infantry troops in the game (boltons+starks) and you have zero chance of recruiting Starks without owning Winterfell... To win sieges against that combination you must have either an overwhelming army with high tier infantry to withstand the kick, or, you must recruit infantry units of the same caliber as the enemy.
If you want to talk about strategies for taking Winterfell from the Boltons, I have many tips and tricks that actually make it possible, but my issue with it is that RPing becomes next to impossible due to how gamey we must be in many situations when playing this mod (due to sheer difficulty, it mostly narrows your options to 1 way too often, if you play any differently, you get screwed in late-game)
I'm also at issues with lack of bows to go horse archer, but then again, nobody really likes how OP horse archery is in almost every single mod for WB, so it's arguable (specially given how unforgiving it is to play melee in this mod, it's simply a bad idea). That being said, the worse thing is finding the best equipment for you and your companions, since most of the best are not listed as merchandise and that will force you to grind like a nutjob in the hopes of getting items you need (like the best bow in the game, the best blunt weapon in the game, etc) Another thing that I often find issues with is the main quest when we have to face the skirmish white-walker party... In that quest point specifically, you either need to kick an overwhelming party of Nightswatch rangers + have a valyrian blade to take out the leader, or, you gather as many companions as possible and practically solo the entire enemy force (even if you arm them appropriately, the AI doesn't handle the wights all too well). In both cases you must have either a fief to garrison your war party, or you are forced to build and upgrade a hideout to hold them, if not, you'll lose almost the entirety of your war party, which's a massive drawback.
The main quest specifically, sort of pushes you to rush the game as fast as you can, and by doing that it takes away from the fun of RPing, what I do most often is to arena fight, tournament when I'm confident, wait around a month doing that, then move on to trade-rush furs like a train non-stop (because if you do, you'll not amass enough gold to build a descent party). Then I go for the Valyrian castle quest, start depositing top tier units there and focus on trying to recruit nightswatch for the main-quest. All of this while progressing the main-quest with short interruptions to avoid reaching the white-walker part without owning at least one valyrian weapon and a nightswatch ranger party that surpasses the white-walker's number. That's very cumbersome to do, because it'll take away from other things that happen simultaneously. In some playthroughs I've even missed the Red Wedding altogether because I wasn't lucky enough with avoiding enemies. So there's another detail, if you fail to be patient with the grinding, you might end up getting caught by bandit parties that are OP as hell (mid-tier troops can't handle them unless they are ranged units) and that's not mentioning Robber Knights, which are a great source of money through prisoners, but a straight out bad idea before you are kicking a lot of elite troops in the party.
Also, another thing that bugs me is that if you want to keep a decent cash-flow, you cannot use any melee units that are not stormlanders. That's another thing that I find displeasing. (due to making prisoners)