Native Improved Mod for M&B 1.011. V.1.3 released on 30/10/08.

正在查看此主题的用户

Nice work you're doing here. Makes sense.
You write long explanations, which require much patience to get through :wink:

Two details I changed i my personal M&B (didn't release as a mod of any sort), but see if it agrees with your concept.

1.Vaegirs:
-Knights and Lords and heavy inf. got new v.1.x lamellar armour, while I completely removed it from Khergits.
-Knights and lords and heavy inf got "Boyar helmet" (its in there among the items if you look)
-Tear shaped kite shields for Vaegir faction only (seems most "old Slavic")

2. Nords
-To make them seem more "Norman" to me I gave the higher tiers horses
-Equipped them with Norman kite shields only (removed those from everyone else)

Worth giving a thought...
 
thanks again for the feeback guys

Version 1.2 released: YOU DON't NEED TO START A NEW GAME IN ORDER TO UPDATE FROM 1.1 TO 1.2, just overwrite the files with the new one and reload the older game if you so wish (everything will be fixed even inside those old games you started in 1.1).

You can download it from the same link.

I will update the start of the thread later


REPLY TO WANUVAS

You are right.. i didn't keep in mind that due to the courser higher speed with the same charge it would get actually an higher one!

Imho it is balanced if at max speed the courser has the same trample of heavier horses (not only phisic wise, but also because, gameplay wise, it's still an horse for melee infantry, not for horse archers), but, what wasn't fair, was that at low speed a lighter horse had the same charge power of an heavier one: solved in version 1.2

(tell me if you think the new values are ok: courser 17 charge, hunter 20 charge, warhorse 23, charger 27)


for LOSTKNIGHT:
1. warbow: you are right, without pourpose i removed the "merchandise" tag from the warbow.. now it's back on in 1.2
anyway vaegir marksman already had and still ahve warbow (while in native i think that no troops used warbows)

2. i didn't want to increase booty and stuff.. but probably just because I've given to some troops an higher variety of items, now they have chance to drop out more loot..  dunno what could be done to fix that..  but please tell me if you just noted it on sea riders to whom i've given all those shield types, or also in other troops.

for TRIGLAV

I didn't find any "boyar" helmet in my itemkinds txt (i've byzantion, rus, magiar, and others non used in the game that are at the end of the list, yet i tried them out and they had glitches at the neck, that's why i didn't use them and that's why i think they were "hidden" in native).

for nords i think that in native they aren't normans, they are vikings, that's why i kept them a foot army, and the traditional nordic round shield (and huscarl shields for huscarl).


Thanks everyone for the help :smile:







 
cremo, I'm not sure, but I think I might have caught a bug. I was fighting a group of Sea Raiders and when I won and got to the looting screen there was the usual asortment of ragged leather jerkins, some chipped swords and axes, a spear or two, a few nice-looking kite shields together with some standard nord shields. All good so far, right? Not quite, aside from the things I mentioned above (which is pretty much the standard loot from these guys, save for the new kite shields, I haven't seen those before :smile: ) the whole "loot side" of the screen was filled with Nord shields, all the way to the bottom... And this happened two times in a row, once when fighting 13 and once fighting 9 of them... Sure a guy could keep a spare shield, but something like 5 per man?  :shock: I don't think so... :wink:

I'm not using any other mod combined with yours, and I haven't gotten this "feature" when playing pure native, so I'm assuming it comes from you... :wink:

I like your mod though, just wanting to help out. :smile:
 
Hi

This is a great revision of the faction troops, I find the balance is well maintained and makes for very interesting strategies on what troops to use in different situations  :smile:

I have also been having the same problem with the sea raiders excessive amount of shields, I've fought every type of bandit so far and they are the only ones having this problem, all others are dropping loot as normal    :smile:

keep up the good work
 
The things mentioned above is the only thing that bugs me, otherwise this feels very clean and well balanced, I love it! 
 
hi all

The readme has been adjourned (check the first page of the topic) with some new content (especially on the known issue and on the future implementations i would like to add).

You can check there about everything you've asked here (loot abundance, especially on sea riders - horses revamp statistics adjourned and so on).

I would especially like to hear what you think of the economic things I've talked about in the first page: you think, like me, that economically wise the game needs a reballance (especially about troop wages since the player too easily can afford 50 knights armies even without a fief)?.


Also the 1.2 version downloadable from the repository has been updated with the new readme (but the 1.2 version is still the same, aside a minor change to sumpter horse hp, that if you want to change you just have to overwrite the itemkinds with the new one, still being able to play with old savegames).

 
stormrage 说:
How Swadian Champions fall in sieges with Siege Towers? Like Recruits.


As i've said Swadian champions are there just to "test" if a charger-equipped troop is balanced in the game or it's just too overpowered.

Swadian champions aren't designed to be used in sieges (since they use a 2h weapon, yet due to their heavya rmor they shouldn't be THAT bad), you are better off leaving them at your castle or putting them at the bottom of your troop list so that they'll eventually join up when you are already figthting on the walls.

 
Finally a mod maker who tells about EVERYTHING he changed. I frigging hate when new mod comes out with notes like "changed pretty much everything, find out yourself lol".

Did a quick test and liked pretty much everything so far.
 
You have done a great job Cremo and I’ll thank you for that has everyone surely have done before me.  Again, great job and thank you! 
 
I really like this mod, I love the attention to details and troop balancing. Here are some suggestions that I have for the next installment:

- New troops for each factions. Rhodok, Kherghit, and Nords are really only 2 troop factions. I hope that you will add more variety and branches to each side. Playing a Rhodok army of just Sergeants and Sharpshooter makes the battle and army composition very uninteresting.
- Incorporate the new items from the Unique Armoury mod. It has some cool items that you use to equip those new units and none of them are fantasy stuff.


One bug I did found is that the claimant to the Kherghit Khanate is shirtless, not sure if that's intended.
 
后退
顶部 底部