Original Post

There's only one "race" slot left, what kind of humanod creature would you like for it?

  • Demons

    选票: 26 25.2%
  • Minotaurs

    选票: 16 15.5%
  • Ogres

    选票: 1 1.0%
  • Giants

    选票: 11 10.7%
  • Goblins/Hobgoblins/Bugbears

    选票: 10 9.7%
  • Kobolds

    选票: 4 3.9%
  • Trolls

    选票: 12 11.7%
  • Draconians

    选票: 19 18.4%
  • Something else (post your suggestion)

    选票: 4 3.9%

  • 全部投票
    103

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guspav

Section Moderator
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Things to do (contributions are welcome):
- make proper scenes for each of the new cities and villages
- more textures for races
- expand/change map to something bigger, more interesting
- make undead spawn from specific spawn points like: shadow plane portal, old battlefield, ancient graveyard, etc
- fix info so male non-humans aren't addressed as females
- more spells, possibilities include: cause fear, sleep, finger of death, meteor swarm, death, flame arrow, stinking cloud, cloudkill.
- explore the possibility of adding ogres, minotaurs (maybe something else)
- make clay golem texture
- more magical items (stone horse, holy avenger sword, rod of lordly might, vampiric dagger), might need WSE for that
- explore the possibility of merging some diplomacy mod functions
- make a couple of new quests
- make new projects (with their corresponding new items) for Berembert
- adjust and make more options for character background based on race and gender

 
Stating that things are from an OSP is not sufficient crediting :wink:

Make sure you properly name those that contributed to the mod once you put up a download. It will save you much unncessary trouble.
 
Done! (that thing about the credits) and also the file has been uploaded to the Nexus.
Have fun!
As always constructive criticism is very welcome, whining and *****ing isn't :wink:
 
Neat!!
Edit: I noticed that the Tourney bets are set kind of high.  Not sure if this was intended to balance other things or if it was an oversight.  Lots of fun! Great Job!
 
first magic fantasy mod to warband and people complaining about ...quests? really?

Ok, i've been playing it for little time now. At the very moment is buggy as mattress in kernel, but it DOES have potential, assuming dev won't get bored and quit. I'm wondering, could you share your plans with us?
A general view on how you plan this mod to look like, a list of things-to-do would help you with attracting people who would be capable of helping you with certain parts, from advanced things like fixing fireball code, through custom map, finishing on balance issues and text typos...

Good luck and...endure  :smile:

PS: Is it just me, or all new 'races' are shorter than default human model?
Minor things; magic missiles deal very little damage to stronger enemies. Also, are magical staves actually useful for a mage?
 
Broken 说:
Neat!!
Edit: I noticed that the Tourney bets are set kind of high.  Not sure if this was intended to balance other things or if it was an oversight.  Lots of fun! Great Job!
Yes, like I wrote earlier, that was made on purpose to be able to afford good equipment for all NPCs (if you hire them all that makes a total of 32).
zwierzor 说:
PS: Is it just me, or all new 'races' are shorter than default human model?
Minor things; magic missiles deal very little damage to stronger enemies. Also, are magical staves actually useful for a mage?

All playable races excepting the orcs are shorter than humans. If they don't look too weird I might add minoutars and ogres later. The current method I am using for the skins is plain old skin scaling, which is a little bit buggy, however, if I plan on adding larger humanoids, they can't be too large and they have to have roughly humanoid bodies or else I will have to build custom skeletons and animations which will be much too time consuming.

Just like in D&D, magic missiles are only useful for knocking down weaker (unarmored) enemies, for stronger enemies you'll have to use the more powerful spells, hide behind stronger troops or go melee.

Mage staves currently offer no benefits, but later they'll have a function to empower them and will also contribute to the magic damage bonus.
 
Great job, mod has potential.
You could easily make it even better by merging it with Diplomacy Mod or some mods from Floris Mod pack.
Almost every kind of gameplay expansion is covered by [OSP] mods except adding magic - this is very comfortable situation.

I'm wondering if there is a way to alter particle effects it would great if existing spells could get new one.

Keep working  on this mod plz.  :grin:
 
Arsakes 说:
Great job, mod has potential.
You could easily make it even better by merging it with Diplomacy Mod or some mods from Floris Mod pack.
Almost every kind of gameplay expansion is covered by [OSP] mods except adding magic - this is very comfortable situation.

I'm wondering if there is a way to alter particle effects it would great if existing spells could get new one.

Keep working  on this mod plz.  :grin:
I have been tempted on using Diplomacy's modifications, however, I believe it needs WSE to work and since WSE isn't being developed anymore and the new 1.155 patch is coming soon (supposedly) I wouldn't be able to update the mod, so it would be stuck in version 1.153... it's complicated.

I would love to add new custom particle effects, however, I still consider myself pretty green on that subject.

EDIT: Thank you all for the compliments.
I have been adding/fixing quite a few functions and features to the mod in the last two days, stay tuned for an upcoming patch in a day or two. Sadly, saves won't be compatible, since the troops file had to be pruned and optimized.
 
The 0.25 patch is up!

changelog for this version:
- Corrected the fireball-lightning bolt script bug
- made mage staves enter the magical damage calculation. Also on the alternate attack mode (by pressing X) the staves will cause damage when they strike based on staff kind and magic power score
- Added cleric-type troops. These troops will heal nearby damaged troops of the same team every once in a while.
the current cleric-type troops are: Blazing hand infantry, Blazing hand inquisitor, Drow Priestess, Drow High Priestess, Jeremus, Cleric of Moradin, High Priest of Moradin and (the Calradian) Cleric
- Higher tier troops now all have a moderate magical resistance so you can't wipe armies of knights with a few fireballs anymore.
- Added 5 villages for each of the new factions, this seems to correct the indictment-changing-names bug.
- Penalized the use of necromancy: undead have a chance of turning against you in battle, the necromancer's staff and a high necromancy score help. Also when reputation reaches bellow -200, all neutral and good factions will outlaw you (make you their enemy)
- the orcish horde event is now up and running, they are very likely to take a few khergit and sarranid towns before they run out of troops
- elf, drow and dwarf lowest tier troops are no longer recruitable in taverns
- programmed the necromancer's staff to have several interesting functions: it gives a magic power bonus when using spells, it gives a score bonus to necromancy when determining whether undead will turn against you and last but not least, has a chance of charming undead troops it strikes
- adjusted the rivendell tiara and gave it to the elven queen
- adjusted some troops' stats
- renamed Orc Raider Leaders to Bear Warriors, they can now be acquired by upgrading orc terrorists
 
One of the things I thought was missing was the lack of cavalry for the elf (outside of the horse archers which you need the female elf's for)/drow/orc/dwarf factions.  I know this is very well done conceptually but not kinda is annoying in how slow you move with their units.  I didn't get far enough to notice if the other new factions had cavalry. 
Something I thought would be interesting is to reduce the damage for the AoE spells and remove the magic resistance feature, or just have it be based on armor.  I also think the single target spells need to have a damage increase.  I first started this with a hacked character to try out some of the new features and did no damage to some of the random bandits and had maxed out magical damage.  On this note, how do staffs effect spells and will their be a healing spell?

guspav 说:
- elf, drow and dwarf lowest tier troops are no longer recruitable in taverns
Are you going to remove the mage troop tree from the taverns as you can get them in towns now?  Also, can you going to remove one of the m/f mage troops types or change one of them?  How do you get the female elf units (also nuns and golems) now? 
A bug I seem to have is a repetition of a faction's leader losing face because they didn't respond to a new faction's provocation.
Have not used necromancy yet, but I am surprised that since keeping in line with the D&D theme you have not mentioned the possibility of the maximum number of undead you can create with it will be based on some equation like level*necromancy skill.
guspav 说:
- Added 5 villages for each of the new factions, this seems to correct the indictment-changing-names bug.
Are you planning on adding more villages/towns castles for any of the factions?
I also liked the ability to recruit from towns you are allied with.  Have not yet done this in the new patch but is it always going to stay at 10 troops?

Aside from my criticisms above (I did expect a lot of issues as this is still in beta and just was released) I really like this mod.  Good job.
 
When i start to load an game it says: Load error: invalid number of troops 18939. And then the game crashes
 
mercav 说:
One of the things I thought was missing was the lack of cavalry for the elf (outside of the horse archers which you need the female elf's for)/drow/orc/dwarf factions.  I know this is very well done conceptually but not kinda is annoying in how slow you move with their units.  I didn't get far enough to notice if the other new factions had cavalry. 
Something I thought would be interesting is to reduce the damage for the AoE spells and remove the magic resistance feature, or just have it be based on armor.  I also think the single target spells need to have a damage increase.  I first started this with a hacked character to try out some of the new features and did no damage to some of the random bandits and had maxed out magical damage.  On this note, how do staffs effect spells and will their be a healing spell?
Currently, there aren't many cavarly troops, elves have only the horse archers, the necromancers have the unholy knights and the clerics have some knights.
Drows, dwarves and orcs are infantry based. I might add some cavalry to drow and very probably to orcs later on.
There's also the Calradian troop tree, they are for balancing out armies for a relatively low cost. They do have capable cavalry as well that will not conflict with any faction morale-wise.

That is odd about the single target spells doing little damage, take note that mage robes, staves and hats have a large influence on the magical damage (they all add to the multiplier), while almost all other armor causes a very large penalty to magical damage. I'll check the numbers and see what I can do to rebalance the whole thing if needed.

There is already a healing spell (though the AI doesn't know how to use it), it's the white bolt, it causes damage to undead and heals targeted living creatures. The vampiric bolt also falls into this category.

Are you going to remove the mage troop tree from the taverns as you can get them in towns now?  Also, can you going to remove one of the m/f mage troops types or change one of them?  How do you get the female elf units (also nuns and golems) now? 
A bug I seem to have is a repetition of a faction's leader losing face because they didn't respond to a new faction's provocation.
Have not used necromancy yet, but I am surprised that since keeping in line with the D&D theme you have not mentioned the possibility of the maximum number of undead you can create with it will be based on some equation like level*necromancy skill.
I am not sure if I should remove the mages from taverns, since all factions do use them to some degree. Perhaps I should make a lower powered mercenary mage unit for this purpose.
There is a feature to hire faction troops directly in the faction cities, but you need to have a positive relation with the city of at least 10 for the menu option to appear, male and female elves can be recruited this way. Note that the higher your relationship with the faction and city, the higher quality the troops will be.
Golems aren't recruitable as of yet, I thought them much too powerful to get very easily, but perhaps in the mentioned menu they could be recruited for a heavy sum.
That message about the leader losing face needs still to be rooted out to get it adjusted to the mod. It did get a bit less frequent with the latest adjustments.
Necromancy is based purely on the necromancy skill, the higher it is the more powerful troops you'll get. You'll also get a reputation hit and sustain heavy damage from using it.  There's no current limit to the number of undead you can recruit as long as you have enough hit points for the "ritual".
Are you planning on adding more villages/towns castles for any of the factions?
I also liked the ability to recruit from towns you are allied with.  Have not yet done this in the new patch but is it always going to stay at 10 troops?
I might add more towns castles and villages, but for that I'd need a new map, since there isn't much room for that currently.
Taking into consideration that one can recruit 10 troops a day from cities, I believe that is sufficient for the moment.

FinnishKnight 说:
When i start to load an game it says: Load error: invalid number of troops 18939. And then the game crashes
Yes, that is because the troops file (and some others also) were updated heavily. As I stated before, this version is not save game compatible with the last one.

Thanks for the feedback, that is the best way of really improving the mod :smile:
 
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