I'm Excited about 2.0

What are you most looking forward to?

  • Player Kingdoms

    Votes: 19 42.2%
  • New Items/NPCs

    Votes: 17 37.8%
  • Kingdom Religions

    Votes: 3 6.7%
  • Listening to Blind Guardian's "The Noldor" while playing a game with Noldor

    Votes: 3 6.7%
  • I'm not really that excited

    Votes: 3 6.7%

  • Total voters
    45

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Valentine82

Recruit
:grin: As you can tell I'm really looking forward to version 2.0.

By the way whoever reported the thread "I'm Excited" as spam and caused me problems for it, it wasn't spam it was an expression of enthusiasm about a mod on a forum about said mod.
 
i have to agree with you on this

i have played more than a few mods for mount and blade. and its a shame that i only found this mod a few weeks ago.

there is only one thing that this mod is missing, and that is the script for companions to auto equip better equipment, but that is no big deal really just a small thing that does not really need to be added.
 
2.0 has the auto-loot script you desire, my friend.
I must say, cutting out the companion micromanagement is a boon beyond measure.
 
delve said:
2.0 has the auto-loot script you desire, my friend.
I must say, cutting out the companion micromanagement is a boon beyond measure.

Sweet, I hope it's optional though...

I like to equip my companions in armor that matches and makes them stand out, typically heraldic mails with plate boots/gloves and a flat helm, or when I'm playing a more evil character I swap out the flat helm for a spiked helm.
 
It is option and very flexible as well.

you can have them just upgrade there weapons and you can be as specific as you like about it. Like i have them take the following. Keep current weapon, Bow, Arrow, Arrow, so they will use whatever weapon i put in the first slot and they upgrade the bow and arrows there selves.

armor is almost the same, though they will snag the heaviest and most protective stuff if you have them upgrade... they are not picky about looks.
 
I'm looking forward to just, well MOAR, basically. I've been hooked on this mod pretty severely for a few days. It's amazing stuff, and the PoP additions to come look even better, so I don't even know where to begin squeeing.
 
Interesting although I'm getting a terrible sense of deja vu...

The loot tables, comapnion auto-loot and new kingdom stuff is indeed a boon however.
 
well evil you are kinda right, those have been done before. but with most quality mods i think that native should have things like this by default.

all good mods should have this and pendor is no different, it makes my life less complicated and i know my companions are getting the best from the spoils with the click of the button.
 
2.0 has more than enough content to get your excited. Or exited (LOL, I should have sigged that line!).

Autolooting is nice if you run a load of companions. In 2.0 you won´t for the plain reason high level npc´s are expensive as hell and you will not have the cash to employ them all straight from the beginning.

Apart from that I usually dont use autoloot because I don´t employ more than 5 npc´s at a time and those get customized as I like it.
 
In beta testing I've been taking the first 15 minutes of playtime to hop skip and ctrl-click to each major city and scoop up all the companions. Ostensibly to have the opportunity to check all thier dialogues for typos, but mostly because it's fun. :wink: So autolooting saves more time then I would care to count (there are quite a few more companions than in Native).

That said, autoloot is completely optional, you can safely ignore it entirely if you want and, as Vellarain said, there are options that allow you to set up each companion individually to upgrade just horses, just armor, and each weapon slot by item type. Believe me, you'll get what you're looking for with just a little effort up front.

As far as seeing a lot of things that have been done before, that's because Saxondragon is selectively incorporating existing mod code into PoP. With permission and careful vetting for the overall effect and quality of the code, of course. Yes, autoloot and battle continuation have been done before but I think you'll find that PoP has a great deal more to offer than reruns of existing ideas. :smile:
 
Valentine82 said:
delve said:
2.0 has the auto-loot script you desire, my friend.
I must say, cutting out the companion micromanagement is a boon beyond measure.

Sweet, I hope it's optional though...

I like to equip my companions in armor that matches and makes them stand out, typically heraldic mails with plate boots/gloves and a flat helm, or when I'm playing a more evil character I swap out the flat helm for a spiked helm.

Meh I dont really find that useful to have a computer equiping your companions with horrid looking gear, like you I do like to match their armors like I do on mine. I dont think its a hard job to just equip your guys, people are just lazy.

But I am really really excited about Kingdom Management, I hope its just not like all the other mods, with new features.
 
Kingdom Management approaches from a totally different point of view - the players skill will have much more impact on what and how to build where and when than it does in any other mod though you will have to visit each fief or town personally to build or cash taxes. But that´s intentional because administrating much land should be really difficult.
 
It's kinda annoying you have to visit each one and not, say like NE, just 1 town to get all the taxes but no biggie - means I wont get lazy and just sit in my towns mostly like I did with NE  :razz:

Noosers, do you mean skills ie leadership, trade etc. have impact on kingdom stuff, not just engineer? If so that means I gotta import my super-gimp - high skills but the strength and agility of a diseased chicken...

It sounds like a lot is coming in 2.0, dare I say it - I'm exited! ( :wink: )
 
The way it works, your seneschal or elder's personal skills determine what can built built at a specific location. Your character's skills can be used to improve the seneschal's skill by holding a council meeting.

So, as an example, if the senschal of Gunder's Lodge has a trade skill of 10, he can build a tax collectors office. However, the seneschal at Sarleon has a trade skill of only 5, so he can't. But your character has a trade skill of 10 as well, so if you hold a few council meetings with the seneschal at Sarleon then eventually his trade skill will rise high enough to build a tax collector.

Caveat that I don't know what the requirements are for each building. So I'm only guessing at the connection between trade and tax collector. :smile:

Also, to expand upon what Noosers already said, Saxondragon deliberately left out any functionality to ease the collection of taxes. Back in the day it was hard to keep an expansive kingdom running smoothly. Hence the need to delegate fiefs to your lords for management. Requiring the king to go running errands to all his fiefs to get taxes (instead of, say, waging war) is a reasonable simulation of this.
 
Oh dear - return of the super-gimp indeed...

That sounds good though. The only problem is that with all these added functions I don't think there will be enough hours in the day to do everything, Pendor days or indeed my days either :grin:  I'm worried when this is done I might suddenly become decrepid from sitting in front of my comp for too long  :cool:
 
To add some illumination to this topic..

It is not just your main character's skills, but the skills of all of your companions that are compared to raise the stats of your steward/village elder during a council meeting.

Best,

Saxondragon



 
If you want to beat PoP 2.0 with all its new added features you better reserve 2 months of your life for it. Beta-testing all the added features, tweaks, new coded things, dialogue, kingdom management, honor troop things, checking most of the newly modelled items, skins and banners I dare say it isn´t a simple mod at all but rather a complete new game based on the shell of M&B.

I´m still wondering about the huge amount of sweat, tears, blood and time the development team has put into this project. Once it´s released it will become a total new playing sensation. I am as bold as to say a jewel to shine - top 3 mods for M&B ever. Means there may be 2 possibilties to make it even better come future but I highly doubt it because there´s been quite a constellation of "ifs" which made this project work and finish within a reasonable span of time - hardly dooable by non-professionals. You´ve got a life, after all.

Great work, great fun. And I guess I´ll import my Testchap4 into the new beta instead of starting Testchap5 from scratch again :wink:
 
delve said:
Also, to expand upon what Noosers already said, Saxondragon deliberately left out any functionality to ease the collection of taxes. Back in the day it was hard to keep an expansive kingdom running smoothly. Hence the need to delegate fiefs to your lords for management. Requiring the king to go running errands to all his fiefs to get taxes (instead of, say, waging war) is a reasonable simulation of this.

Except that kings, in RL, would not personally run around, from fief to fief, collecting taxes.  They would send trusted subjects to do that for them.  Of course, some of the earnings might have been lost (due to corruption) along the way, but at least the king would not find himself traveling around his own lands all his life...
 
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