I am not currently working on the next version yet.Livermore said:Windyplains are you working on a new version? and if you're working can you please create a post on the wiki because i know what you are doing.
I am not currently working on the next version yet.Livermore said:Windyplains are you working on a new version? and if you're working can you please create a post on the wiki because i know what you are doing.
****erlord said:What's the deal with the strength requirement on armors? Together with the encumbrance penalties it all seems a little like there is only one particular build that can manage to wear heavy armor.
It's not that big; T4 units have up to 20 strength which is enough to wear most of armours.****erlord said:What's the deal with the strength requirement on armors? Together with the encumbrance penalties it all seems a little like there is only one particular build that can manage to wear heavy armor.
Both. I want to eventually add companions that are aimed at being the lesser nobles of the realm (also usable by the AI), but those plans are really just design phase at best.Windukind said:Is there any plans for adding more Companions or will the main focus here be on given all Companions a unique quest?
manekemaan said:Hey all, I couldn't really find it anywhere. Its been a while since I last played warband and this mod really got me interested. I remember when it just started that it had some great potential and look where it is now
Just one thing I was wondering about, are you guys considering adding a player faction? (like a troop tree for the faction the player starts)? Normally I would be able to mess around a bit and add it myself but with this unique system i'm not able to. I really like the abilities, roles and positions you can give companions and am definitely willing to give this new recruiting system a go. The only thing stopping me atm is the lack of a player faction (which is a definite must for me late game)
Sincerely
Manekemaan
Yesmanekemaan said:Ah cool than my changing might not be in vain. I have indeed altered these troops. So if I now start my own faction I will be able to recruit these guys?
A troop's tier is dynamically assigned based on their skills, proficiencies, equipment and attributes. The tiers should adjust to their appropriate setting on a new save game. A continued save game won't run the script that figures out everyone's tier.But then I guess player faction troops will have a max tier 5?
They wouldn't show up in the game and I wouldn't recommend changing their "ID" names. Most lists in the module system work on a (starting troop) to (ending troop + 1) which is why there is often a placeholder troop following the last in a specific group of troop types.I also edited the placeholders, will they be in game? because then I would also have tier 6 and 7 troops...
Level = Tier * 4 (for base troops). Level for upgraded troops = (Tier * 4) + 6 (veteran) or +12 (elite)And one more: stats are quite a lot different here than in others mods I noticed, is there any 'guideline' I can use to help me make the player faction troops balanced?
Yes, that could be done. You would find an easier time adding them to the end though and simply making upgrade paths to them.manekemaan said:Could I use the placeholders as the upgraded and veteran troops or wouldn't that work? Or should I just create some new units and use them for that?
Upgrade rate is all controlled by level of the troop. This is why I went with a design of level = tier * 4 to give them a starting point and then veteran (+6) and elite (+12) to make those a little slower to obtain. Upgrade speed is pretty much the only useful function of level as it can be set to any value regardless of the actual strength of a character.I wonder how those troops upgrade as experience from battles is set to 0 and the trainer skill doesn't upgrade them?
They would need to be assigned in the module system, but it isn't nearly as hard as it might sound.Bremmelgod said:Can player faction troops have special abilities like other faction troops? (IE: Berserker)
## I1 - Swadian Supplyman (Affiliated)
(call_script, "script_ce_wipe_troop_prerequisies_and_abilities", "trp_r_swadian_supplyman"), # combat_scripts.py
(call_script, "script_ce_assign_troop_requirement", "trp_r_swadian_supplyman", PREREQ_AFFILIATED, PREREQ_UNASSIGNED),
(call_script, "script_ce_assign_troop_ability", "trp_r_swadian_supplyman", BONUS_SUPPLY_RUNNER, BONUS_UNASSIGNED),
(troop_set_class, "trp_r_swadian_supplyman", CLASS_INFANTRY),
# +1 tier
(call_script, "script_ce_wipe_troop_prerequisies_and_abilities", "trp_r_swadian_supplyman_1"), # combat_scripts.py
(call_script, "script_ce_assign_troop_requirement", "trp_r_swadian_supplyman_1", PREREQ_AFFILIATED, PREREQ_UNASSIGNED),
(call_script, "script_ce_assign_troop_ability", "trp_r_swadian_supplyman_1", BONUS_SUPPLY_RUNNER, BONUS_UNASSIGNED),
(troop_set_class, "trp_r_swadian_supplyman_1", CLASS_INFANTRY),
# +2 tier
(call_script, "script_ce_wipe_troop_prerequisies_and_abilities", "trp_r_swadian_supplyman_2"), # combat_scripts.py
(call_script, "script_ce_assign_troop_requirement", "trp_r_swadian_supplyman_2", PREREQ_AFFILIATED, PREREQ_UNASSIGNED),
(call_script, "script_ce_assign_troop_ability", "trp_r_swadian_supplyman_2", BONUS_SUPPLY_RUNNER, BONUS_UNASSIGNED),
(call_script, "script_ce_assign_troop_ability", "trp_r_swadian_supplyman_2", BONUS_SPRINTER, BONUS_UNASSIGNED),
(troop_set_class, "trp_r_swadian_supplyman_2", CLASS_INFANTRY),
I can't make any promises before seeing the faction's design, but we would certainly consider it. At this point that is more Leifdin's call as he will be taking over the troop design aspects of the mod.manekemaan said:I was wondering, if I made a decent troop tree, along with stats, equipment, skills and decently balanced. Would anyone be able/willing to implement them?