[S] Scaedumar Mod - Beta version released

正在查看此主题的用户

and one more question about the wound system:

if i get wounded a second time at the same body part (before the first wound was healed), will the wound be permanent or not?

i read that the wound system will work that way but in the scaedumar manual it is not mentioned, all i can read there is that all wound are temporally, not matter how often i get wounded.
 
:oops: seems i have forgotten to explicit write it in the manual...
if you get wounded a second time with the same wound-type and you still recover from the first time, then the stat loss is permanent.
 
thx for the fast answer.

was hoping that there are no permanent wounds but i guess i can live with it.
 
Robis 说:
Here a gear fix for swadians, as suggested by Mrexpandable. Totally savecompatible.

gear fix http://www.megaupload.com/?d=PW4GZW42, that must be added to this http://www.megaupload.com/?d=2TM2FNY0, overwriting.

Too many things here :grin: They must be gathered together !
Wonderful, I'm going to try this and see what you have done with it!

I the meantime, I did my own personal rework on both the troops and the items. Some basic insights on this:

- I ensured that every non-specialized infantry unit carries a shield. This increases their survival chances against archers.
- I made javelins and other heavy throwing items devastating against shields. They now actually have a use again. This will make the Nord infantry the ultimate assault troops because they can tear up enemy shield walls.
- Increased the ammo of the arrow quivers a slight bit. Crossbow bolts get a mayor increase because they're smaller so that more of them could fit in a quiver.
- Reworked the Sarranid infantry tier. Basically they're now fast troops with skirmisher support. Their skirmisher tier produces cheap and fast ranged infantry capable of weakening their enemy, ideal for mountain warfare (Rhodoks behold) and quickly counterattacking an infantry heavy enemy.
- Reequipped the Rhodok infantry. They're the best equipped infantry in the game now, and almost on par with the Swadian Knights. Their only downside is that they're terribly slow.
- Did some balancing on the Swadian longbowmen. They should be just about right now.

I also reequipped the Kings of some factions. Will do the lords when I get some spare time.

Also, I thought it would be a nice idea to equip the later tier Rhodok infantry with darts to give them a chance to counter skirmishers and archers at range. But I fear that this would make them OP. Robis/anyone, got any suggestions on this?

I'll upload both the reworked troops/items in a few moments.
 
I disagree on Rhodok having throwing things. They shoudl have weak points :mrgreen:

If you did not change archer stats I'm going to use your next upload :mrgreen:
 
I'm sorry to say that I indeed have altered the archer stats, among other things. But I'm going to run a few tests during sieges and battles.

I tried to fight a Swadian enemy lord with 80 longbowmen. While they did quite some damage among low tier infantry and archers, they fell quickly in melee. Then I tried fighting against sea raiders with 40 against 35, and the sea raiders did manage to kill off some of my longbowmen before biting the dust. They can be very effective when supported by other troops, but archers are generally too fragile now to stand on their own.

So, I can assure you that I didn't change archers into PoP Noldor troops who can tear through 3 armies at once. They're pretty balanced now. :mrgreen:
 
MrExpendable 说:
I'm sorry to say that I indeed have altered the archer stats, among other things. But I'm going to run a few tests during sieges and battles.

I tried to fight a Swadian enemy lord with 80 longbowmen. While they did quite some damage among low tier infantry and archers, they fell quickly in melee. Then I tried fighting against sea raiders with 40 against 35, and the sea raiders did manage to kill off some of my longbowmen before biting the dust. They can be very effective when supported by other troops, but archers are generally too fragile now to stand on their own.

So, I can assure you that I didn't change archers into PoP Noldor troops who can tear through 3 armies at once. They're pretty balanced now. :mrgreen:

archers are supposed to don't stand in melee :grin: And they need to be supported in melee. I mean, if an arrow hits an enemy unit, even with my set proficieny, it should deliver a good amount of damage. Try a siege against sarranid kamandarans :grin:
 
Robis 说:
MrExpendable 说:
I'm sorry to say that I indeed have altered the archer stats, among other things. But I'm going to run a few tests during sieges and battles.

I tried to fight a Swadian enemy lord with 80 longbowmen. While they did quite some damage among low tier infantry and archers, they fell quickly in melee. Then I tried fighting against sea raiders with 40 against 35, and the sea raiders did manage to kill off some of my longbowmen before biting the dust. They can be very effective when supported by other troops, but archers are generally too fragile now to stand on their own.

So, I can assure you that I didn't change archers into PoP Noldor troops who can tear through 3 armies at once. They're pretty balanced now. :mrgreen:

archers are supposed to don't stand in melee :grin: And they need to be supported in melee. I mean, if an arrow hits an enemy unit, even with my set proficieny, it should deliver a good amount of damage. Try a siege against sarranid kamandarans :grin:
Yes, that was exactly the thing I was aiming for. Field battles are okay now with my set proficiencies as well, and I'm going to try sieges now. :smile:
 
Mr Expandable,

Could you upload your modifications as they are.
I'd like to test them now and just have a short window to do it.

Thanks.
 
It's always a bit painful to start a new game,but I really appreciate what you guys are doing to improve this mod and I wanted to play it with all changes.I've noticed a couple of minor things "at first glance" so I hope you don't mind to write them:
-Nord infantry shouldn't have any ranged weapons,they're already overpowered,throwing axes and spears make them almost invincible
-Vaegir infantry(don't know the name but top-tier unit) should have a bit higher combat skills
-Khergit Vet.horse archers shold have Horse archery skill 7-8(now they have 5) and Archery more than other archers(they have 145 now) because Khergit have no unit to rely on at the moment(comparing to other factions),so Veteran horse archers should be their strength
-it would maybe a good idea that only sharpshooters(crosbowmen) carry shields.That would make crossbowmen and veteran crossbowmen more agile on the field but more vulnerable to enemy attacks,though I don't know is it possible to make that :grin: 
Like I said,amazing work!
Cheers  :grin:




 
pino69 说:
Mr Expandable,

Could you upload your modifications as they are.
I'd like to test them now and just have a short window to do it.

Thanks.
Sure. I've made some changes after testing, but I think that it's ready for extensive communitytesting now.

Download link: http://www.megaupload.com/?d=MJHWCQB0

It includes both the reworked troops and balanced items. Have fun!

wrc 说:
It's always a bit painful to start a new game,but I really appreciate what you guys are doing to improve this mod and I wanted to play it with all changes.I've noticed a couple of minor things "at first glance" so I hope you don't mind to write them:
-Nord infantry shouldn't have any ranged weapons,they're already overpowered,throwing axes and spears make them almost invincible
-Vaegir infantry(don't know the name but top-tier unit) should have a bit higher combat skills
-Khergit Vet.horse archers shold have Horse archery skill 7-8(now they have 5) and Archery more than other archers(they have 145 now) because Khergit have no unit to rely on at the moment(comparing to other factions),so Veteran horse archers should be their strength
-it would maybe a good idea that only sharpshooters(crosbowmen) carry shields.That would make crossbowmen and veteran crossbowmen more agile on the field but more vulnerable to enemy attacks,though I don't know is it possible to make that :grin: 
Like I said,amazing work!
Cheers  :grin:
Thanks for the insight and advise. I'm going to test the Khergits and re-balance them accordingly. But I've already made some serious changes for the available download:

I took note of the fact that Khergits really needed something to rely on. That's why I've made them have superhuman riding skills and horse archery. I dare to say that a Khergit lancer can outmatch a Swadian Knight now. Their fast riding speed will allow them to pull off amazing speed bonuses, so as long as they don't lose their momentum, they can really pack a punch.

I'll also take a look at the Nords. I just fought as them, and tried to conquer a Veagir Castle with a garrison of 281 men. I have to say that this was the best M&B siege I had for a very long time. I lost alot of troops in the process of conquering the walls. Even when gaining key sections of the castle (towers etc.), victory was still very doubtful. It was especially the Dvor class soldiers who did most of the damage. By the time I finally beat them, I lost 437 men. But most of those kills weren't made by the archers, but by infantry. Even when climbing on the walls, I lost more of my men to axes and scimitars then arrows. So I think that archers really aren't that devastating even in sieges.
 
MrExpendable 说:
pino69 说:
Mr Expandable,

Could you upload your modifications as they are.
I'd like to test them now and just have a short window to do it.

Thanks.
Sure. I've made some changes after testing, but I think that it's ready for extensive communitytesting now.

Download link: http://www.megaupload.com/?d=MJHWCQB0

It includes both the reworked troops and balanced items. Have fun!

wrc 说:
It's always a bit painful to start a new game,but I really appreciate what you guys are doing to improve this mod and I wanted to play it with all changes.I've noticed a couple of minor things "at first glance" so I hope you don't mind to write them:
-Nord infantry shouldn't have any ranged weapons,they're already overpowered,throwing axes and spears make them almost invincible
-Vaegir infantry(don't know the name but top-tier unit) should have a bit higher combat skills
-Khergit Vet.horse archers shold have Horse archery skill 7-8(now they have 5) and Archery more than other archers(they have 145 now) because Khergit have no unit to rely on at the moment(comparing to other factions),so Veteran horse archers should be their strength
-it would maybe a good idea that only sharpshooters(crosbowmen) carry shields.That would make crossbowmen and veteran crossbowmen more agile on the field but more vulnerable to enemy attacks,though I don't know is it possible to make that :grin: 
Like I said,amazing work!
Cheers  :grin:
Thanks for the insight and advise. I'm going to test the Khergits and re-balance them accordingly. But I've already made some serious changes for the available download:

I took note of the fact that Khergits really needed something to rely on. That's why I've made them have superhuman riding skills and horse archery. I dare to say that a Khergit lancer can outmatch a Swadian Knight now. Their fast riding speed will allow them to pull off amazing speed bonuses, so as long as they don't lose their momentum, they can really pack a punch.

I'll also take a look at the Nords. I just fought as them, and tried to conquer a Veagir Castle with a garrison of 281 men. I have to say that this was the best M&B siege I had for a very long time. I lost alot of troops in the process of conquering the walls. Even when gaining key sections of the castle (towers etc.), victory was still very doubtful. It was especially the Dvor class soldiers who did most of the damage. By the time I finally beat them, I lost 437 men. But most of those kills weren't made by the archers, but by infantry. Even when climbing on the walls, I lost more of my men to axes and scimitars then arrows. So I think that archers really aren't that devastating even in sieges.

I'm very interested in how this job is going on ! :grin:

@wrc: it's exactly what I though about Khergits: they don't have a unit to rely on ! I tried to improve horse archers' versatily by giving them steel shields and one handed war axes to allow them being dangerous even on a melee ground. But I did no test them; I did not test anything that much really, and because of this I must thank Mr.Expandeable for his engagement in this ! For what concerns Vaegirs infantry proficiency, they are supposed to be very good in 2handed and a bit above average in 1handed. Why ? Because they have a very good weapon set: bardiches and elite scimitar plus shields, with archers relying on 2handed axes and bardiches too. As Mr Expandable tested, Dvor units and the previous tier are very damage dealers !

@Mr Expandeable: keep on the good work ! I appreciate your reworking on attributes, a thing I left almost untouched ! I'm a bit out of time now, but I promise to test all you have done by next week. I hope we can conclude with a common shared result in the end.  And I'm curious to know what Pino is doing with the mod :grin:. We can have a beta 2.0 :grin:
EDIT: nord and khergit archers are still unbuffed ! And 36 arrows and 46 bolts are probably too many ;D

Noob question: are you testing with cheat mode ?? Can I ask you how you gather all troops in a short time by using it ? :mrgreen: thank you :mrgreen:

 
Wow, so much stuff going on here =)
If you use the module-system i have uploaded to compile/test your stuff there is a simple option for getting some more cheat menus.

Open the constants.py  scroll to the end, and one of the last lines you will find :
  dev_phase = 0 ## 1 for turning on  dev tools

Just turn it to 1 and you will got some nice stuff for easier testing.
 
Abhuva 说:
Wow, so much stuff going on here =)
If you use the module-system i have uploaded to compile/test your stuff there is a simple option for getting some more cheat menus.

Open the constants.py  scroll to the end, and one of the last lines you will find :
  dev_phase = 0 ## 1 for turning on  dev tools

Just turn it to 1 and you will got some nice stuff for easier testing.

And if I don't use MS ? :grin: TUrning it to 1 will produce a change in a text file, right ? Can you upload that text file ?

Freelancer is not included and I'm not able to implement it. Some good modder should do this task. :grin:
 
I've uploaded my latest version of the reworked items and troops. I balanced the unit skills again, and hope to be done with it so that no-one will have to start a new game again when trying my mod.

Changes as of now:
- Reworked the Khergit troop tree. Added some armours and removed unarmoured horses in the heavy lancer class. Khergit foot lancers now wear exclussively spears and shields. Increased riding and horse archery skill as well. All khergit cavalry now have poor ironflesh.
- The Veagir Dvor class infantry now carry axes among scimitars to grant them some more punch. I also removed their war masks and replaced them with the Gnezdovo open helmets. They look pretty awesome now.
- Nord Veterans and Huscarls don't have superhuman strength and agility anymore.
- Finalized the Sarranid skirmisher troop line (I hope). I may change their melee weapons in the feature if they appear to be OP.
- Reworked some of the new items stats and costs, and tweaked the cost of the native items (always thought some of them were inbalanced).
- Numerous inconvenient item fixes for many troops.

Everything appears to be balanced and I've fought together with allied parties. against several enemy parties to test everything. I believe that that's the best way to test things. I hope that I'm coming close to a final version.

Download link: http://www.megaupload.com/?d=INUXKK4R

You will need to start a new game if you want to play with the reworked troop stats.

Also, I can't seem to let the Nord Huscarls use the Cuir Boulli anymore. They only wear the rus scale and banded leather when in battle.

Robis, I'm pretty sure that Nord archers are alot better now. They're comparable to Swadian yeomen in terms of archery skill, with the added trait of being very good in melee. And as I said previously, Khergits should be alot better now as well in my new version.
 
the good thing: the mod is beeing improved every few days

the bad thing: i have to start a new game every few days
 
possum 说:
the good thing: the mod is beeing improved every few days

the bad thing: i have to start a new game every few days
I realised that people would have to start over after each and every new troop stat change. :razz: That's why I tried really hard to finalize the stats, so that any feature changes from now would just be item changes. These changes are savegame compatible and take effect right after loading an old saved game.
 
I've try to add the pino armor pack 1 (i really like some armor in this pack, like the hauberk and the sarranid mail).

But Sadly, i'm too slow. I have do all that with the first version of Rubis improved. And i have just considered the appearence of the army, not the stat.

I also have add the possibility to throw war spear, shortspear and spear (only 2 for each), But it's only for the player.
 
If the MrExpandeble version is a sort of final one, from now every change, if any, could be worked to be save compatible: for instance, change of items and gear. It would be very nice if someone can implement freelancer.
Same question: how can I gather a lot of troops in a short time using cheat mode to let me test troops fast ?


edit: nord veteran archers have still 145 of proficiency . Is that the amount you wanted to set ?
 
后退
顶部 底部