[M] Siege mod (beta 1.3 release)

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Humppa said:
I try to be online tomorrow too. I would love to play the new castles with a bunch of others :smile:
Great! Then we will be 6 players, at the moment of course. I will send a PM to Cavalier Francesco, may be he also will be able to play with us.
Send PM's to your friends too! :mrgreen:


SIEGE MOD MEETING, 09-05-2010 7PM GMT
 
And just to stop people before they start posting (yes I am aware of a tiny spawn bug where some attackers may spawn inside the walls.) This is a bug with the spawn system in 1.113 and not the maps. I'm looking into it.
 
I am playing this mod right now, so if someone want to come and play, it will be good!

EDIT:

mbwarband20100508212617.jpg
 
Annynduir said:
Of course.  All help is welcome.  Doing this for the community, not for myself.  It's not like anyone has anything to gain by helping.  You shouldn't need to learn too much of the 1.113 module system to get a map to work. :smile:
=P!

I need only the Quick scene edit from the MS..

Or...Can you give yours? XDD
 
THANKYOU all the people who appeared for siege sunday!  Please keep an eye on the server and join even if there is a low pop.  Low pop leads to a bigger pop eventually!  Glad you had fun.

I will try to schedule another release for next friday.

Same time again next week. 7PM GMT!
 
You'll be glad to know the spawning issue is fixed.
2 new factions are in, they are just getting tweaked and stuff tonight.
Every other faction is now split into offence and defence.
Fixed some map bugs and slightly changed some maps after the playtest.
Then if I've got time swing speeds and weapon lengths for various (Questionable) weapons shall be changed.
 
Siege mod sunday again this weekend, same time! (7pm GMT)

I'll update the download to beta 1.3 on friday night and I'll upgrade the server around the same time.
 
Here an incomplete list of weapon/armor changes and additions I supposed for the
rebalancing mod. I'll add the remaining factions later.
Maybe you can think about doing part of the changes for your mod as well.
Discussing some of it would be nice too, if anyone is interested in doing so.

Swadia

Swadian Infantry:
I think this class needs an 1hand option
against heavy armor. Swords don't cut it.
The other weapons however seem to be fine to me.
The armor selection is fine.

Weapons:

Footman's hammer:
1h
blunt 25
no stab
72 reach
94 speed
220 denar
(screenshot rrr_hammer1)

Sergeant's hammer:
1h
blunt 26
pierce 20 (stab)
76 reach
94 speed
460 denar
(screenshot rrr_hammer4)

Warhammer:
2h
unbalanced
weak crush block
blunt 34
no stab
90 reach
89 speed
750 denar
(screenshot lui_empirewarhammerc)

Knightly Warhammer:
2h
unbalanced
weak crush block
blunt 36
pierce 22
106 reach
87 speed
1280 denar
(screenshot lui_knightwarhammerbastard)

Swadian crossbowman:
Gets the lowest hammer.
Armor selection is fine too.

Footman's hammer

Swadian Man at Arms:
Gets the 1hand hammers and the morningstar.
Armor is fine.

Weapons:

Footman's hammer
Sergeant's hammer
Morningstar (had it in old M&B)

The short swords should be substituted by cavalry swords.

Cavalry sword:
1h
cut 25
pierce 20 (stab)
104 reach
speed 97
250 denar

Cavalry arming sword:
1h
cut 28
pierce 22 (stab)
106 reach
speed 96
450 denar

-------

Vaegir

Vaegier Spearman:
In my opinion the long bardiche price should be raised, making
the normal ones a comparable cheaper option.
One important thing for me is the power increase for the maces,
while the price of the better maces is increased in compensation.
Armor selection is fine.

Knobbed mace:
22b -> 23b
price stays 98d

Spiked mace:
23b -> 25b
152d -> 252d

Winged Mace:
24b -> 28b
212d -> 362d
speed 98 -> 97

Long Spiked staff:
speed 96 -> 94
21p -> 30p
264d -> 420d

Long hafted spiked staff:
speed 94 -> 92
24b -> 32b
310d -> 510d

long bardishe:
390d-> 520d

great long bardishe:
660d -> 900d


Vaegir Archer:
Is fine.

Vaegir horseman:
Is fine.

-----

Rhodok:

Rhodok Sergeant:
Morningstar gets bonus vs. shields and the falchion is added
as a low tier weapon.
Spiked staff gets nerfed.
An armor to fill the gap between the ragged outfit and the surcoat over mail gets added.


Weapons:

Falchion:
73 reach
96 speed
30 cut
no stab
price 50 d

Spiked staff:
speed 97 -> 95
price 122 -> 312 d

Morningstar:
get bonus vs shield


Armor:

Green version of light plate and mail gets added:
+32 body armor
+12 leg armor
price 980d


Rhodok Crossbowman:
Gets the light plate and mail.


Rhodok Horseman:
Gets the light plate and mail.
 
ooo interesting urist, I'll look it over.

Oh and people! SIEGE MOD SUNDAY! TONIGHT 7PM!

(thanks to 100+ people who have downloaded the mod and didn't bother to show up.  Thanks.)
 
Bugs I know about:

- swadia offence (the name doesn't display on scoreboard, investigating)
- swadia defence (flag texture is missing) (misspelled a texture, that's what I get for finishing it when I come home drunk :smile: )
- swadian banners need removed from some maps.
- Mirgaard castle needs some sort of thing for the winch to sit on.  Winch still works at the moment, it just looks a little silly.
- High cliff 1st gate bugs and stays open.  This is ok because there is a 2nd gate but I'll need to make a new gate script to handle multiple gates.
 
Hi,

I would like to know if this mod resolves that f*** bots in multi ? When I play they always stuck on the wall and they don't climb on ladder.. :/
 
No I don't really care about the bots, the AI is terrible, the maps are designed for players only.
With adding an offensive and defensive faction for every race im up at something like 16 factions.  So there is no way I'm doing the bots for all of those haha.
 
no probs matey, you could AI mesh the maps yourself if you want, it's not too difficult.  You would need to replace the moveable ladders with static ones too.
 
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