General Questions

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Huillam said:
Regarding the new companions abilities, is there any chance to see those available to the player character?
It feels strange (at least for me) to have my companions act as specialists while my character suddently become lot les useful to the army.
Players will get a choice of three abilities in a later version when I generate a UI for assigning them.  The player character is more of a leader than specialist though.  Many of the abilities being added to companions would not be useful if assigned to the player.
 
I agree with you but a bandit leader and a paladin won't focus on the same things... Well the first one will burn villages and the second red-headed women so it could be a bad exemple but you see my point don't you?
More seriously I feel astonished by the amount of UI elements you've been able to improve and I'm glad to hear you're not done with that. :smile:
 
Is damage to ally option when joining a battle between manhunters and bandits dependent on the side i choose to fight for.
                                                                              OR
If bandits are enemy and Manhunters are ally (or neutral), I choose bandit (enemy), manhunters take increased damage, as ally?
 
In case I didnt make it clear.

I have settings on normal damage to ally. I joined a battle in favor or the bandits. I thought i noticed the manhunters being eliminated like sheep.

Would the manhunters be considered ally and take heavy damage?
 
I'm pretty sure it that the case of damage settings ally means the troops on your side of a battle. So if you chose to help the bandits then the bandits would be receiving half damage.
 
under normal setting they receive half or if i have it set at half they have it as half. haha... still kind of loop around contact on that.
 
So... How does this compare to Diplomacy/PBOD?

Does it include features such as those?

Also, I read the way recruitment works and the part where the AI recruits troops in the same manner as the player does caught my mind.

That's fantastic, the AI cheats far to much in mount and blade, if you can reduce it as much as possible that would be wonderful.
 
ImThatGuy said:
So... How does this compare to Diplomacy/PBOD?

Does it include features such as those?
Silverstag includes the latest version of PBOD, but it does not use the Diplomacy mod at all.  It has its own unique diplomacy system.  Some of that you can find information on at the mod's wiki in the sticky thread or my signature, but the wiki is still being built so many topics have not been covered yet.  The in-game tooltips for the diplomacy system UI are actually very detailed though.
 
HUtH said:
Is the shield bash animation from some other mod or is it only yours?
No, the shield bash as it currently exists is actually quite a collaboration of OSP work by several folks not including me.
Animation - Papa Lazarou
Initial Code Design - Xenoargh
Updates & Partial Redesign - Caba'drin (who also added the animation all as part of PBOD)
 
Aha, but is there any possibility to add it(alone or with other Papa's animations) to another mod(with vanilla animations) by someone who doesn't know modding like me? :razz:
 
HUtH said:
Aha, but is there any possibility to add it(alone or with other Papa's animations) to another mod(with vanilla animations) by someone who doesn't know modding like me? :razz:
Not without knowing how to use the module system.  It requires updates to the mission_templates file to have the "trigger" available.  Then that trigger needs to be added to every mission you want to be able to shield bash in.  If you're simply adding it to a relatively native mod then PBOD 0.96 is a modmerger kit and mostly adds itself, but if you're adding it to another more heavily developed mod that isn't likely to work out well.
 
Well, I wanted to add it to Prophesy of Pendor, so yeah... I don't think it's possible considering what you've written :smile:
Thank you for answers and good luck with this mod, it's really unique.
 
I've been playing this game too long not to know the answer to this question, but I don't.

How does the game decide which troops to bring along when you raid a bandit lair?

I always assumed it took that top few troops off of your list, which for me are usually knights or men at arms.

However, I just played a game where it seem to take a few of my best troops and round out the fun by bringing Marnid and Jeremus along.  They were much lower on my party list than other more capable warriors, so I'm left wondering how the program picks your troops for this.

Anyone know?
 
Barnolo said:
I've been playing this game too long not to know the answer to this question, but I don't.

How does the game decide which troops to bring along when you raid a bandit lair?

I always assumed it took that top few troops off of your list, which for me are usually knights or men at arms.

However, I just played a game where it seem to take a few of my best troops and round out the fun by bringing Marnid and Jeremus along.  They were much lower on my party list than other more capable warriors, so I'm left wondering how the program picks your troops for this.

Anyone know?

Like you, I believed that. However I also think that it may take the first 2 "heroes" you have listed.

But I'm not 100% sure
 
Regarding Days on march and morale:
"Once the your party's tolerance has been exceeded they will lose morale equal to your resistance value once every 6 hours if they are not currently within the range of your kingdom."

What happens to a non-aligned mercenary party? Staying in (any) town clears the malus (if I remember correctly that is the way it works in brytenwalda)?
 
Huillam said:
Regarding Days on march and morale:
"Once the your party's tolerance has been exceeded they will lose morale equal to your resistance value once every 6 hours if they are not currently within the range of your kingdom."
Mercenary parties should not be suffering days on the march penalties at all.
 
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