SP Medieval Other Live by the Sword Part One - v1.0 Public Alpha Release

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I like how you did a greek-city states concept for the swadi's there the same faction- armor/herdaly  but different. :smile: I had to go to each city to give a plea for peace.

So like when i went to prave, prave troops stopped fighting me but other swadi citys kept fighting me! good job.

Suggestion So many parties on map but barly any war!
 
Brilliant and beautiful mod, right here!  :grin:

The biggest bug I have encountered so far is that you named a lot of different objects with the same name. The Emperor of Swadia wants me to pick up 3 Sword, but I don't know which type of "Sword" he wants. To be safe, I think you should put a name type on each individual object.

Also, I applaud your ingenuity and creativity for turning the swords mostly into hand and a halfs, but it doesn't work for me so well. Most of the swords were modeled as one-handers and don't have much space for two hands on their grips. I highly doubt someone with a short sword would use two hands, even if he isn't wielding a shield. There are some swords with larger hilts that could definitely be hand and a halfs, but most of the others I doubt.

Am I wrong in saying that by making these swords one-handed/two-handed that we lose hitting strength on them when we equip a shield?

I'm not sure if this is intentional or not, but all swords do cut damage for a thrust attack, shouldn't it be piercing damage? (BTW, thank you for allowing all swords to stab, if there was one thing that annoyed me in Native it was that some swords couldn't thrust. The Nomad Sabre did look as if it tapered to a nice point, so I never understood why it couldn't be used in a thrust attack.)
 
I did find something odd.

Not a bug... but odd.

See, there's this one item called a 'buckler'[I can't recall if it had a another name with it]- however, it has no texture. Outside of being, well, completely black. No detail or anything.

I'm not sure if that's glitch, a mishap, or intended.

Give me a little while and I'll get a picture of it for you.

EDIT: Never mind, I've got it now.

I'm referring to this odd occurrence:



 
Kolba 说:
Sounds nice, but Spong - can you show some screens, please?

Well, since I'm on, and I have screens, I'll start you guys off on some of mine until Spong is back on:

A Sargothi Sargeant:


A Mamluk of al'Salgur:


A Khergit Rider:
 
Boosh 说:
Also, I applaud your ingenuity and creativity for turning the swords mostly into hand and a halfs, but it doesn't work for me so well. Most of the swords were modeled as one-handers and don't have much space for two hands on their grips. I highly doubt someone with a short sword would use two hands, even if he isn't wielding a shield.

I use mine with two hands all the time.
 
although a shortsword would be terribly awkward with 2 hands, I would use anything longer than2 feet as a 2 hander given the chance, also does anyone know if weilding a bastardsword onehanded gives you any penalties besides epeed on a horse...
 
Nethoras 说:
although a shortsword would be terribly awkward with 2 hands, I would use anything longer than2 feet as a 2 hander given the chance, also does anyone know if weilding a bastardsword onehanded gives you any penalties besides epeed on a horse...

It does I believe, there's nothing you can to about it.
 
Absolutely fantastic mod you made here, very enjoyable.
I haven't played such an enjoyable mod since expanded gameplay.
 
Kolba 说:
Sounds nice, but Spong - can you show some screens, please?

Ask and ye shall recieve;

mountblade2007-08-2816-55-51-68.jpg

mountblade2007-08-2816-54-46-07.jpg

mountblade2007-08-2817-14-56-31.jpg

mountblade2007-08-2817-04-39-35.jpg

mountblade2007-08-2817-14-17-03.jpg

mountblade2007-08-2817-13-35-14.jpg

mountblade2007-08-2817-02-02-93.jpg

mountblade2007-08-0415-23-04-73.jpg


more:

http://i12.photobucket.com/albums/a209/Spongthe1st/mountblade2007-08-2816-45-48-53.jpg
http://i12.photobucket.com/albums/a209/Spongthe1st/mountblade2007-08-2816-47-47-18.jpg
http://i12.photobucket.com/albums/a209/Spongthe1st/mountblade2007-08-2816-43-47-20.jpg
http://i12.photobucket.com/albums/a209/Spongthe1st/mountblade2007-08-2816-43-00-10.jpg
http://i12.photobucket.com/albums/a209/Spongthe1st/mountblade2007-08-0419-56-06-23.jpg
http://i12.photobucket.com/albums/a209/Spongthe1st/mountblade2007-08-0419-52-24-10.jpg
http://i12.photobucket.com/albums/a209/Spongthe1st/mountblade2007-08-0419-51-58-81.jpg
http://i12.photobucket.com/albums/a209/Spongthe1st/mountblade2007-08-2715-27-18-03.jpg

Anyone else feel free to post up in this thread with screenies, vids, art...anything really.

Thanks for all the constructive feedback so far guys (and thanks to Grunwalder for your screens :smile:)

I just want to run a few ideas past you lot so here is a compiled list of proposed changes for v1.1:

1.) Reduction in damage on some of the heavier axe-type weapons; voulges,glaives,bardiche,great axes etc.

2.) Renaming of Vaegir troop types;

Voi Spearman/Archer >becomes> Opolchenie Spearman/Archer.

Grid >becomes> Druzhinnik (plural Druzhinna?)

Horse Archers >becomes> Druzhinnik Archer/Druzhinna Archers(?).

3.) Fix the issue with the black buckler.

4.) Change sword thrusting damage to piercing-type.

5.) Allow some differentiation between item names of same item type (such as swords) to avoid quest-related confusion.

6.) Change some swords to be purely one-handers.

7.) Adjust readme accordingly to new changes and clarify install instructions further (I've had several emails/PMs about this so I realise its an issue).

8.) Adjust other items and troops to have more realistic names.

9.) Change Salgurid Sultanate name throughout the mod to a more realistic version: al'Salguridun Sultanate (in mimicry of al'Murabitun(Moors), al'Fatimiyyun(Fatamids) etc.)

10.)  More horse Caparison and Shield textures for the Swadian Dukedoms.

Longer-term changes for later versions:

11.) Fix passive armies bug/issue with some faction parties being passive to certain bandit parties etc.

12.) Add quests and rank advancement for the new factions.

13.) Tweaking of some textures I'm not happy with.

14.) Custom main menu screen etc. - generally sort out the presentation of the mod.

I'd like to get general opinion of these proposals as to whether they should be done or not, or if there are any alternative suggestions,
particularly with reference to points; 1,2,4,6,9 and 10 as these are areas on which I'm not quite decided myself. Also if anyone has any entirely new ideas or suggestions then please continue to post them here.

I'd also like to make this the official thread for the mod (or Part One at least) - so if a moderator could close the old one please?
 
1.) Reduction in damage on some of the heavier axe-type weapons; voulges,glaives,bardiche,great axes etc.

Frankly, I think the you could keep the damage the same if you just made them heavier and slower. A little more awkward to use, but would have the power of momentum to make up for that.

3.) Fix the issue with the black buckler.

Nice. Because I really want to know what that thing looks like.

9.) Change Salgurid Sultanate name throughout the mod to a more realistic version: al'Salguridun Sultanate (in mimicry of al'Murabitun(Moors), al'Fatimiyyun(Fatamids) etc.)

Hmm... Sultanate of ab'Sagur, Sultanate of al'Saguradhin, etc... there's a number of ways you can pull that one off.


 
Grunwalder 说:
1.) Reduction in damage on some of the heavier axe-type weapons; voulges,glaives,bardiche,great axes etc.

Frankly, I think the you could keep the damage the same if you just made them heavier and slower. A little more awkward to use, but would have the power of momentum to make up for that.

Good point. I will have a play with the stats and see what might work better.


9.) Change Salgurid Sultanate name throughout the mod to a more realistic version: al'Salguridun Sultanate (in mimicry of al'Murabitun(Moors), al'Fatimiyyun(Fatamids) etc.)

Hmm... Sultanate of ab'Sagur, Sultanate of al'Saguradhin, etc... there's a number of ways you can pull that one off.

[/quote]

Any particular preference? :grin: The floor is open to everyone on that by the way - I came to the conclusion of Salgurid Sultanate by opening it up to suggestions and I'd like to do the same for a more genuine Islamic form.
 
Give me a little while...

I'm trying to bring my memory of Arabic and my limited Farsi back to mind. It's been seventeen years since I was last in Saudi Arabia and Kuwait. Give me time and it will come back.

But as of the moment, the latter sticks in my mind, however I know I can come up with better if need be.

:smile:
 
Well, I unzipped the file into my modules folder in great anticipation.  The files are there, but LBTS does not show up in my opening dropdown menu.  Hilfe!
 
You unzipped the folder, but not the mod's folder. Double click on the folder for the mod in Modules, then cut and past the folder inside it to the Modules folder.

Spong, some of the swords you have in game are also in The Last Days mod, as are the scabbards that the TLD staff made for them. If you send an e-mail over to whoever is the head of TLD, he may be willing to lend you some of them.
 
Great screenies, thanks for posting them.

Spong 说:
9.) Change Salgurid Sultanate name throughout the mod to a more realistic version: al'Salguridun Sultanate (in mimicry of al'Murabitun(Moors), al'Fatimiyyun(Fatamids) etc.)

Al-Salguriyin or Al-Salguriyun might be more accurate in Arabic. The adjective then would be "Salguri" or "Al-Salguri".

However since many Medieval Muslim states had a Turkic ruling family and military class ruling over Arab and/or Persian populations, maybe you could consider a Turkish pronounciation. Unfortunately I have no idea what that might be. :smile:

I would also drop the apostrophe and use a dash between the "Al" and the rest of the word. The apostrophe is usually used to represent the Arabic hamza or alef and/or the letter 'ayn, as in 'Ali, 'Omar or 'Abbas.
 
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