Innovative 2015 submod "Brytenwalda Reworked" pulling together the best features

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Hello gdwitt!

I would like to make a few suggestions.

a) The items that troops use, for each deferent level, does not fit the upgrade. For example, I have seen equipment that higher tier troops have, being used by lower leveled troops aswell.
Items should be used accordingly the troop level.

Check for example the troop trees and their equipment in Floris mod.

b) I have seen double and triple times items like spears, swords, etc. in the troops inventories (items they choose to use, I'm not sure if you understand me). Is this needed?
Why not just 2-3 spears with deferent stats, stats that fit the level of the soldier.

These so far and.........
c) a question. :razz: Is there any chance that you implement any faces mod? You would be awsome if you did!


Drax70


 
Your comments are spot on.
The troops file is a mess we inherited from Brytenwalda 1.41 and Repolished.
I and another helper are fixing it up now.
It is a very difficult process as it involves renaming and modifying 1500 weapons and maybe about 700 troops.
That's why the next release might not be out until June 10 at the earliest.

Face: I may or may not.
I am not willing to copy over text number files into my files.
If you can track down the creator of the files and find the source code there will be no problem.

Otherwise, I will try to do it with Winmerge, but it might not be until after June 10.
 
Hello gdwitt!

There is no hurry my friend! Don't worry, just take all the time you want, after all, it's you Superb work!  :smile:

If it is for the better experience of the game then, by all means, bring it on on July.  :party:


As for the faces, I think it would be best if YOU ask permission from the creator to include it in your mod files!


Best regards and keep up the good work!!
Drax70
 
I think I mentioned this before but there's a bug in brytenwalda that if you raid a village you lose reputation not just with that village but every other fief/village in the game. It's kind of annoying.


Also is vidamirs spear haul overhead submod included or compatible with this?
 
I fixed the village raid bug I thought.
Do you realize there are 3 different village raid scripts? I need to know which one you fall into.
Exact words allow me to locate and fix exactly where the code is not right.
Are you playing the latest v17b?
Next time you see the message, take a screenshot or record the exact message or word that came up.
You can often find events like that recorded in the game log.


Vladimir's overhead is not in the game.
No one seems to have the source files.
I have attempted to implement it by adding his overheadmusketswing, but it causes many problems and doesn't even help spears.

I have an active thread in the forge asking for help on this.http://forums.taleworlds.com/index.php?topic=332281.msg7886249#msg7886249
I have some promising leads over at Vikingr and Rome At War, but i don't have the source files from either of them.
You can try to play those and see if they work there like they advertise.
Remember that the main flaw of that feature was that it required that spear swing damage = spear thurst damage.
This would have made every spear into an elite two hand VERY long sword, which is unacceptable.

I am aiming to have this in the mod by June 17 or so.
Right now I am understaffed and contending with school and work.
I would love it if someone took the time to actually work with source files and find fixes for this mod.
That will require some commitment though.
 
Ok thank you. Also, could you provide another mirror for the DL? Perhaps on moddb or MB repository?
 
I will do that sometime this month.
Can you do some research and figure out which one is the best for downloads?
Nexus is where I'm currently managing files and it provides a decent content management system.
Are there problems with Nexus?
 
Nexus usually has some maintainance down times (like now for example) and requires an account to dl large files.

I personally like MB repository, dropbox, and moddb (I think Mb repository is the best imo)
 
BW Reworked adds in Prisoner Management and Horse Archery.
The default skill set ignores agility, making it quicker to gain mastery in more selected skills.
For examle, at each level you get 1 attribute point to distribute between 3 attributes rather than 4. Each Attribute point gives you access to higher specific skills.
If this is unclear, I had a separate thread on this that I can resurrect.
You can use one of the other two included skills.txt instead of the the one provided if you like it the old way, but you'll have to rename it to "skills.txt".

Firearms is a carryover from WFAS mod that should be in BW 1.41 too. I think it just refers to slinging ability here. I never use it.
 
Hello gdwitt!

You should make a bug thread because I didn't know where to post something about a quest which I'm not sure if this is your work or v1.41.

I did the Beowulf quest and the bard after giving me the sword, he sends me to Bebbanburh to meet the kindom Bard named Magnus to try to buy the Horn of Arthur from him, he says he will apear there in a week or so. I went there, and waited for 15 days in the city and figting some bandits outside whenever I had the opportunity, but the bard never showed up.
Is this a bug or what? And the Horn, is it worth to wait for or is it just a normal horn that you can throw it to heads?  :razz:

And another bug is that, The king of Cantware gave me the quest to capture some saxon units. The Saxons got destroyed by the Dumnonians before I get to finnish the quest and it was still in my quest book/log, not "Quest cancelled" not even the option to ask the king to abandon the quest, I also had the option to ask for a new one from the king. Finaly the 56 more days I had left to finnish it passed and quest failed.  :neutral:

Drax70
 
Magnus is in the King's Hall at Bebbanburh.
You can only get the prompt for his quest once you have Beowulf's sword.
That quest has so many triggers that it could get messed up so let me know.

The Horn of Arthur is very powerful. It is overpowered in a large army battle context right now.
It is not very useful for a small party however.

The capture the x many units is an old bugged quest with BW.
It is very hard to complete.
All I did was make it less common and easier to complete.
I will probably remove it when I have time.
The Saxons are also in S. Seaxon and East Seaxe.
There is another bug thread for the submod that you should use for minor issues.
 
Hi BW Players!
The mod team here is working on the next release of Brytenwalda reworked v18.
The armors, items and troops are all getting revamped completely.
This means that your games won't be savegame compatible.
I recommend you start a new game after the release which I expect will be Monday.
Once this is complete, I can start working on new scripts and bugfixes.
It's been a painful transition, but the old item_kinds and troops files were a terrible mess.

Note: if you're a modder and play BW Repolished, you will want this new submod.
Modding itemkinds and troops will be three times as easy in the new system.
 
There will be a delay of at least 2 days due to the compiler problems.
The problem is that the mod is built with code from 2010 and the new compiler and warband seems to be working off a new platform that doesn't recognize the scripts.
I'm trying everything I can to fix this, but I need one of the mod developers on the Forge to explain how to fix this problem.

This change is like taking a car and adding a new body and wiring.
The engine inside is very old and it is very difficult to get it to connect to the rest of the changes in the car.

The dash panel you see in-game may look the same, but there are an enormous number of changes that don't agree with each other.
 
Why was prisoner management re-added? Also, for immersion's sake ((Sorry but I'm really nitpicky)) could you rename firearms to slings? XD Not really a big deal, it just throws me off whenever I see it...
 
Pilgrim,
Firearms is not evident at all in the new beta I have running.
That's what happened in BW Repolished when someone merged text files without using source files.
We will also have many new features and items.
I have many fixes, but also some new bugs.
If you can be patient, I'll have a new release this weekend or next Monday.

Do you have any special requests?
 
Prisoner Management was readded to make it easier to earn big bucks early game with a small, elite force.
The original mod based your prisoner numbers on your force size only.
Since you get about 80% more per prisoner, this is a new, viable strategy.

Horse Archer was added to see what you all think. I could remove it again if you do see any benefit. I know a number of players like using mounted archer parties for their weaker members.

The next submod might not be released until next week at the rate things are moving.
I estimate Thursday.
The major technical obstacle now is that I added in new animations of 1 h overhand spear and new women faces.
These resources conflict with existing meshes and textures.
The game is failing to launch due to an overriden file that is needed to shape the face-generation screen.
I have threads on THE FORGE to get help fixing these.
 
My osp for swords from that period and later. Includes the Bamburgh sword.
http://forums.taleworlds.com/index.php/topic,264791.msg6338429.html#msg6338429
 
Thanks for letting us know.
I'll make some slots for their future inclusion in the new module_items that will build the new item_kinds1.

You all should check out the items and let me know which you'd like to see in the next submod.

I wonder what the history of some of those swords are, such as which ethnic groups used the bamburgh.
 
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