[S] Scaedumar Mod - Beta version released

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Robis 说:
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 ?
This version is quite good.I like the new item stats,it seems that some armors now have head protection,if I remember correctly,that wasn't the case before! :smile:
Considering fast troop gathering(tick Enable Cheats in Start menu):
-Go to Character menu and keep hitting Ctrl+x until you improve your character to decent level(let say 25),improve his leadership to at least 5
-Then all you have to do is teleportation  of your character by using Ctrl + left click on the map,near some village to recruit some troops
-Go to Party screen,click on the recruits and hit Ctrl+x to upgrade them,same procedure to further upgrade until they become top-tier troops.Half of the recruits upgrade to archers the other half to infantry etc.Teleport your character across the campaign map near villages of every faction,it's easy way to get recruits of all factions in a very short time for upgrade-test and decent army as well!
I hope this helps! :grin:
 
It helps sure ! Thx !

Waiting for an asnwer about nord veteran archershaving the same proficiency stats equal to my last modification.
 
Robis 说:
edit: nord veteran archers have still 145 of proficiency . Is that the amount you wanted to set ?
Oops, I guess that my latest upload didn't include the Nord archer fix. I'll re-pack my latest version and upload it again. I'm very sorry for this people!

Here's the new tweaked file: http://www.megaupload.com/?d=MNE7NVUY

I raised the proficiency of the nord longbowmen to 130, and the veteran longbowman to 175. I thought this would be the best balance. I also tweaked the powerdraw of the archers. They seem to be pretty balanced overall.

I'm going to give you guys the time to test everything, so that my next version will fix any possible bugs. So regard this version as the finalized one.

wrc 说:
Robis 说:
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 ?
This version is quite good.I like the new item stats,it seems that some armors now have head protection,if I remember correctly,that wasn't the case before! :smile:
Only the Churburg plate armours have been given head protection. They're the very best (and most expensive) armours in the game now.
 
MrExpendable 说:
Only the Churburg plate armours have been given head protection. They're the very best (and most expensive) armours in the game now.
That's right,it has something about 60 and more body protection,thanks.
I tried a couple of battles against Rhodoks using Swadian knights and that was a complete massacre of my entire army.Those guys with big cleavers(or whatever) literally decimated about 40 Swadian knights in a half minute.So,I used to play mostly with cavalry before,which could solve all problems on the field and now I have to use mixed units(especially to include infantry) against different opponents.I like that so far,it brings a more challenge to the game,excellent job! :grin:
 
You deleted bardiches in vaegir infantry, veteran and dvor infantry equipment :mrgreen:

ok, 2 notes:

1) don't guarantee ranged weapons to ranged INFANTRY, like sarranid javelliners or vaegir lancers or nord ranged fyrdmen, otherwise AI will count them as archers and this will inhibit a good functioning of their tactics. They have equipeed an amount large enough of throwing weapons that you don't need to guarantee the ranged, since they will 95% get it.
2) I noticed that if I enable AI formations and/or Spear Bracing they die faster, since their troops tend to just stand and don't fight. If I use native AI, they fight harder. Anyone is experiencing this ?
 
wrc 说:
I tried a couple of battles against Rhodoks using Swadian knights and that was a complete massacre of my entire army.Those guys with big cleavers(or whatever) literally decimated about 40 Swadian knights in a half minute.So,I used to play mostly with cavalry before,which could solve all problems on the field and now I have to use mixed units(especially to include infantry) against different opponents.I like that so far,it brings a more challenge to the game,excellent job! :grin:

Did you try dismounting the knights before engaging?

@Abhuva -- thanks for uploading the source.

@All -- these new changes are all add-ons right? Kind of mod the mod things?

 
Toredain 说:
wrc 说:
I tried a couple of battles against Rhodoks using Swadian knights and that was a complete massacre of my entire army.Those guys with big cleavers(or whatever) literally decimated about 40 Swadian knights in a half minute.So,I used to play mostly with cavalry before,which could solve all problems on the field and now I have to use mixed units(especially to include infantry) against different opponents.I like that so far,it brings a more challenge to the game,excellent job! :grin:

Did you try dismounting the knights before engaging?

@Abhuva -- thanks for uploading the source.

@All -- these new changes are all add-ons right? Kind of mod the mod things?
I wanted to try same tactics like before and it's not working,so like you said now you have to dismount mounted units or to recruit some infantry and let them charge first.
Yes they made changes about troop-trees,unit-stats,some units now wear different armors and weapons etc.
 
Aye to that.

Player character can only lead so many troops though. I'd rather have more or all mounted for a number of reasons.

Against Rhodoks or Nords my mounted troops can get around to battle position much faster on most maps. I have a better chance to pick my spot. I have better initiative. If I could set multiple waypoints instead of "move there", I could do even faster and smoother.

Against mounted enemy I mostly want to be mounted. But I want a good amount of mounted archers and javelins behind the heavies. My best heavies tend to be Companions somewhere along in the game. I'd love to see elite troops able with many, many experience points able to graduate one here and there to become Companions.

From posts about Rhodoks with glaives here it seems that there is finally something approaching actual pikes vs charging cavalry, though I don't know how much is because of armor and weapon tweaks and how much due to organized AI. The Swiss pike squares ended heavy cavalry domination before guns took over but it was the tightly drilled organization that made them so effective, more than the pikes or armor. But with AI as they are, what can you do anyway?

I hope to dig into the code and see what I can do but after a bad wreck and deep complications I don't hope too greatly. It's a lot of code and while the system seems clean I am not sure I can hold enough picture to do more than fumble small changes. I look at what has been done with AI and do see there is much possible though!

 
It seems that Balanced Jousting Lance only knocks out,even with couched damage,you can't kill with it anymore.Maybe I changed something in options but don't know what,I would restore previous settings!
 
mrexpendable

will you upload a new version with the fixes mentioned here :

Robis 说:
You deleted bardiches in vaegir infantry, veteran and dvor infantry equipment :mrgreen:

ok, 2 notes:

1) don't guarantee ranged weapons to ranged INFANTRY, like sarranid javelliners or vaegir lancers or nord ranged fyrdmen, otherwise AI will count them as archers and this will inhibit a good functioning of their tactics. They have equipeed an amount large enough of throwing weapons that you don't need to guarantee the ranged, since they will 95% get it.
2) I noticed that if I enable AI formations and/or Spear Bracing they die faster, since their troops tend to just stand and don't fight. If I use native AI, they fight harder. Anyone is experiencing this ?

and is it possible to order my crossbowmen to deploy the pavaise shields?
 
Robis 说:
You deleted bardiches in vaegir infantry, veteran and dvor infantry equipment :mrgreen:

ok, 2 notes:

1) don't guarantee ranged weapons to ranged INFANTRY, like sarranid javelliners or vaegir lancers or nord ranged fyrdmen, otherwise AI will count them as archers and this will inhibit a good functioning of their tactics. They have equipeed an amount large enough of throwing weapons that you don't need to guarantee the ranged, since they will 95% get it.
2) I noticed that if I enable AI formations and/or Spear Bracing they die faster, since their troops tend to just stand and don't fight. If I use native AI, they fight harder. Anyone is experiencing this ?
Robis, I deleted the berdiches because I wanted to issue exclusively one-handed weapons for standard infantry. I felt that common infantry shouldn't include shock type weapons. They're still being used by the cavalry though.

I could however issue the long berdiches to the Veagir lancers as well. Pike formations always included some halberdmen and zweihanders to kill off any cavalry who landed inside their formations; I could imagine two-handlers being used in Veagir/Rhodok/Swadian formations as well. What do you think on this?

On your notes:
1) Thanks, I will take this into account and take a look into these units. But I personally would want to have Sarranid skirmishers as archer-type units. This is for 2 reasons: 1. I absolutely want these guys to have ranged weapons to ensure their role as skirmishers and 2. I don't want them to partake in infantry formations. They're alot more effective when operating outside of them.
2) I noticed this only with formations. The spear-bracing script seems to be working as intended, though I'm not very sure on this.

I'm also re-working the equipments for lords. Always felt they looked out of place in this mod, with their Native armours. :razz:
 
MrExpendable 说:
Robis, I deleted the berdiches because I wanted to issue exclusively one-handed weapons for standard infantry. I felt that common infantry shouldn't include shock type weapons. They're still being used by the cavalry though.

I could however issue the long berdiches to the Veagir lancers as well. Pike formations always included some halberdmen and zweihanders to kill off any cavalry who landed inside their formations; I could imagine two-handlers being used in Veagir/Rhodok/Swadian formations as well. What do you think on this?

On your notes:
1) Thanks, I will take this into account and take a look into these units. But I personally would want to have Sarranid skirmishers as archer-type units. This is for 2 reasons: 1. I absolutely want these guys to have ranged weapons to ensure their role as skirmishers and 2. I don't want them to partake in infantry formations. They're alot more effective when operating outside of them.
2) I noticed this only with formations. The spear-bracing script seems to be working as intended, though I'm not very sure on this.

I'm also re-working the equipments for lords. Always felt they looked out of place in this mod, with their Native armours. :razz:

i will wait till the next release before i start a new game.

its going to be a hard time.
 
possum 说:
MrExpendable 说:
Robis, I deleted the berdiches because I wanted to issue exclusively one-handed weapons for standard infantry. I felt that common infantry shouldn't include shock type weapons. They're still being used by the cavalry though.

I could however issue the long berdiches to the Veagir lancers as well. Pike formations always included some halberdmen and zweihanders to kill off any cavalry who landed inside their formations; I could imagine two-handlers being used in Veagir/Rhodok/Swadian formations as well. What do you think on this?

On your notes:
1) Thanks, I will take this into account and take a look into these units. But I personally would want to have Sarranid skirmishers as archer-type units. This is for 2 reasons: 1. I absolutely want these guys to have ranged weapons to ensure their role as skirmishers and 2. I don't want them to partake in infantry formations. They're alot more effective when operating outside of them.
2) I noticed this only with formations. The spear-bracing script seems to be working as intended, though I'm not very sure on this.

I'm also re-working the equipments for lords. Always felt they looked out of place in this mod, with their Native armours. :razz:

i will wait till the next release before i start a new game.

its going to be a hard time.
Like it was being said before, any feature changes made to troops in terms of equipment and such are savegame compatible. So you don't have to restart the game when I upload a new version anymore, as I'm not planning on rebalancing the unit stats.
 
MrExpendable 说:
possum 说:
MrExpendable 说:
Robis, I deleted the berdiches because I wanted to issue exclusively one-handed weapons for standard infantry. I felt that common infantry shouldn't include shock type weapons. They're still being used by the cavalry though.

I could however issue the long berdiches to the Veagir lancers as well. Pike formations always included some halberdmen and zweihanders to kill off any cavalry who landed inside their formations; I could imagine two-handlers being used in Veagir/Rhodok/Swadian formations as well. What do you think on this?

On your notes:
1) Thanks, I will take this into account and take a look into these units. But I personally would want to have Sarranid skirmishers as archer-type units. This is for 2 reasons: 1. I absolutely want these guys to have ranged weapons to ensure their role as skirmishers and 2. I don't want them to partake in infantry formations. They're alot more effective when operating outside of them.
2) I noticed this only with formations. The spear-bracing script seems to be working as intended, though I'm not very sure on this.

I'm also re-working the equipments for lords. Always felt they looked out of place in this mod, with their Native armours. :razz:

i will wait till the next release before i start a new game.

its going to be a hard time.
Like it was being said before, any feature changes made to troops in terms of equipment and such are savegame compatible. So you don't have to restart the game when I upload a new version anymore, as I'm not planning on rebalancing the unit stats.

I thought Vaegir infantry to rely on 1handed weapon + shield but on bardiches too, since bardiches are their releative advantage on enemies and balance their mid level stats. Bardiches have been thought as their main weapon with scimitars.
About javelliners. Put 5 javeilns items in their gear and they will have it equipped 100%. Furthermore, they can work supporting infantry easily: it's enough to assign them to a new unit type called "skirmisher infantrY" or whatelse, in place of "unnamed troop 1".

Finally, before go on with only save compatible changes, you should upgrade bandit and sea riders archery proficencies to a reasonable level compared to that of faction units !
Furthermore, I try a last hint for archers: what about reducing their proficiency of about 30 points for high tier archers and 15 for medium tier ? They should be more effective than my first proposal and, at the same time, not a headshot machine as in yours. An quivers for bolts and arrows can be reduced to standard amounts :grin:

Finally, Go on with lords gears ! :grin: If you want, tomorrow evening I can find some time to take care of 1 faction lords. I was thinking to Rhodoks or Nords. Let me know !
 
Robis 说:
MrExpendable 说:
possum 说:
MrExpendable 说:
Robis, I deleted the berdiches because I wanted to issue exclusively one-handed weapons for standard infantry. I felt that common infantry shouldn't include shock type weapons. They're still being used by the cavalry though.

I could however issue the long berdiches to the Veagir lancers as well. Pike formations always included some halberdmen and zweihanders to kill off any cavalry who landed inside their formations; I could imagine two-handlers being used in Veagir/Rhodok/Swadian formations as well. What do you think on this?

On your notes:
1) Thanks, I will take this into account and take a look into these units. But I personally would want to have Sarranid skirmishers as archer-type units. This is for 2 reasons: 1. I absolutely want these guys to have ranged weapons to ensure their role as skirmishers and 2. I don't want them to partake in infantry formations. They're alot more effective when operating outside of them.
2) I noticed this only with formations. The spear-bracing script seems to be working as intended, though I'm not very sure on this.

I'm also re-working the equipments for lords. Always felt they looked out of place in this mod, with their Native armours. :razz:

i will wait till the next release before i start a new game.

its going to be a hard time.
Like it was being said before, any feature changes made to troops in terms of equipment and such are savegame compatible. So you don't have to restart the game when I upload a new version anymore, as I'm not planning on rebalancing the unit stats.

I thought Vaegir infantry to rely on 1handed weapon + shield but on bardiches too, since bardiches are their releative advantage on enemies and balance their mid level stats. Bardiches have been thought as their main weapon with scimitars.
About javelliners. Put 5 javeilns items in their gear and they will have it equipped 100%. Furthermore, they can work supporting infantry easily: it's enough to assign them to a new unit type called "skirmisher infantrY" or whatelse, in place of "unnamed troop 1".

Finally, before go on with only save compatible changes, you should upgrade bandit and sea riders archery proficencies to a reasonable level compared to that of faction units !
Furthermore, I try a last hint for archers: what about reducing their proficiency of about 30 points for high tier archers and 15 for medium tier ? :grin:

Finally, Go on with lords gears ! :grin:
I intend to keep the Veagir infantry changes. They already have their archers equiped with twohanded weapons and they would be kinda imbalanced if I ever choose to equip them with bardiches.

I'm going to try and add the 5x javelins for skirmishers. Thanks for the tip. :smile:

On archers, yeah I think it would be nice to try and reduce their proficiency to your said stats. I've increased their powerdraw recently so they might be kinda OP. I'll also increase the proficiency and powerdraw of the bandits (totally forgot them lol).

So I really really hope that this will be the final stat change. I just found out that I had to start a new game whatsoever, because the lords' equipment wouldn't appear changed after editing them. I hope to have the next release done this evening.
 
I got the Nords and Rhodok lords already done, as well as the Vaegirs and Swadians. However, I still have to do the Khergits and the Sarranids. I could send you my troops.txt file and you could equip them if you want.

I personally want all of the lords to wear some very good armour. Hint: last tier soldiers' armour with some additions. Furthermore, a shield to increase their survivablity, and a onehanded weapon if they haven't been given one already. Also, some lords may be given a twohander in my opinion. That's what I had planned for now, but I'm open to suggestions of course. :mrgreen:
 
if i decide to change some troops on my own, adding different weapons for example. can there any problems occur with the following updates?

what can i change without causing any problems? i am not a modder, all i can do is playing with the troop/item editor (morghs m&b editor) and tweak mb.
 
possum 说:
if i decide to change some troops on my own, adding different weapons for example. can there any problems occur with the following updates?

what can i change without causing any problems? i am not a modder, all i can do is playing with the troop/item editor (morghs m&b editor) and tweak mb.
It would mean that you can not entirely overwrite your troops.txt file with the feature updates. You'd have either overwrite your own troops.txt with the updated text from the new troops.txt file (tediousness inbound), or take the updated troops.txt and add you changes again via Morghs Editor. The last bit could also get tedious based on the amount of things you changed/tweaked.

I uploaded v1.6 of my reworked troops&items mod. It includes a hell lot of fixes and tweaks, including:
- Lords wearing different equipment.
- Sarranid and Khergit lords have better riding and horse archery skills, to reflect their style of warfare.
- Tweaked the archer troops one last time. They are now in between my personal preferences and the suggestions brought by Robis.
- Armours/stats for kings have been finalized. King Ragnar is now slightly better than Huscarls in terms of skills and equipment. Sanjar can has been buffed to match his elite soldiers in terms of riding skills. And King Harlaus is now the only lord in the game to wear a Winged helmet, this is to signify his status as a king.
- Sarranid skirmishers are now infantry units.

Download link: http://www.megaupload.com/?d=F8FBRCFP

I'm getting pretty tired of the skill tweaks now. I just want to play the game and don't have to start all over. Any skill changes made means a restart for both me and anyone who decides to download my tweaks, so I really hope that it's done for now. :razz:

..Although I never get tired of headshotting the bandit in the streets during the start with my crossbow.. :twisted:
 
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