[S] Scaedumar Mod - Beta version released

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I just had quick question about Prophesy of Pendor, since figured you would be more likely to read it here then over at the main forums... Since you're doing the scenes for PoP will they be compatible with Polished Buildings or not?
 
MrExpendable 说:
Guys,

I wanted to inform you that I came across a bug. It seems like the maximum limit for powerdraw has been set to 6 for the player. This means that the Masterwork Warbow (8 powerdraw) cannot be equipped by the player. I bypassed this problem by lowering the warbows' powerdraw requirements to 3 instead of 4. Since the Strongbow also has this requirement, I don't think that this change would conflict much in terms of balance.

I've also edited the prices of some of the Rus' helmets. Seems like they were underpriced a bit.

Link for the download: http://www.megaupload.com/?d=V62WNASI

This hotfix is fully savegame compatible.

Edit: Seems like I've got it all wrong with the Masterwork modifier, which increases powerdraw requirements with 4 instead of 3. Which makes the masterwork warbow requires 8 powerdraw and the strongbow 7 powerdraw.

I could remove the masterwork modifiers for bows altogether, or get my hands dirty and find the according lines for de powerdraw limit in the source files and change it. What do you guys think? The first one is a whole lot easier for me. :lol:


8 different skills are affected:

ironflesh max 7
power strike max 7
p.throw max 6
p. draw max 6
shield max 6
athletics max 7
riding max 7
horse archery max 5

all can be changed/corrected with the tweak mb program

http://forums.taleworlds.com/index.php/topic,101731.0.html

load the warband module (load->continue->pick the right module)
open skills
 
i changed the max for all skills to 10

not sure which file has been changed, so i uploaded all files which has also been backed up by tweakmb

http://www.megaupload.com/?d=ARD5QPVX

just overwrite the files in the scaedumar folder, i only changed the skills, nothing else. did not use the last mrexp. update. masterwork warbow powerdraw req is still 8.
 
Is the arrow strike still X number of points times (power draw - bow draw required -or- 4, whichever is higher)?

If you can only reach power draw 6 then would you hit harder with a 2 bow than a 3 let alone a 4?
And the 2 bow being doubtless a faster pull....

Wouldn't it be smarter to allow power draw 8 or higher and just cut down on bow hit points and arrow bonuses?

Is there a weapons effectiveness spreadsheet out that would make results clear without subjective playing battles?

 
Fidelity 说:
I just had quick question about Prophesy of Pendor, since figured you would be more likely to read it here then over at the main forums... Since you're doing the scenes for PoP will they be compatible with Polished Buildings or not?

Scenes build with native scene-props will be fully compatible with PB, but none of the models from PB will occur in any of those scenes. The cause is that PB uses entirely different models, so scenes need to be build extra for this mod.
That is the main downside of this lovely scene-prop modification, the models are really awsome, but its only a modders - resource. A lot of extra scene-work is needed before people can see them ingame.
 
I setted the limits of player proficiencies (see the very firs posts), Did not think about this issue.
 
Well, I reversed the proficiencies back to 10 as well, see to possums' post for the download. Thanks for your contribution, possum. I'll upload the edited files including my own last changes in a few moments.

It was something I wasn't aware of when I edited the unit stats. Some units had proficiencies set above these maximums after my little tweaking. This would cause balance issues among factions, especially so with Khergits (who really are reliant on their 7-8-9-ish riding and horse archery skills).

Robis, Would you personally like to keep these limits? Or do you wish to have another alternative? I would say that we could reverse back to all proficiencies set to 10. It's the easiest way to overcome the balance issue, and I also noticed that this approach is totally savegame compatible.

Edit: Allright, here's what I've got: http://www.megaupload.com/?d=Q59I74EJ

I've also given the Vaegir Dvor infantry some heavier equipment, like lamellar gauntlets, a new helmet, and mailed boots. To distinct itself from the Vaegir veterans.

Everything is savegame compatible.
 
Ah, I understand. But I think that the game will be harder alltogether, thanks to the fact that even the lowliest bandits turn out to be stronger stat-wise than the player during the start. :wink:

Oh, and talking about bandits:


GIANT SAUSAGE OF DEATH
 
It's the result of 60 longbowmen firing at a horde of bandits, stacked op in a row due to the layout of the village and poor AI pathfinding. They had no chance even if it were 60 Swadian Skirmishers. I recently had to battle with 40 longbows vs 90 bandits infested in a village, this time they were alot less concentrated and it resulted in a slaughter on both sides. :???:

Anyways, I think that it would take quite some time for players to raise a force of 60 longbowmen without cheats. :mrgreen:
 
the game is much harder than before.

i never have been kicked so often by looters before during the first days.
 
i remember someone wrote that there was a no group xp and no loot bug after battles which has been fixed.

i fought 19 vaegir militae deserters near curaw, after we won, there was no loot and no shared group xp. one of my companions told me the "good that we have companion xy in our group" right after the fight, maybe that was causing some problems.
 
possum 说:
the game is much harder than before.

i never have been kicked so often by looters before during the first days.
I agree with this. It basically has to do with the fact that bandit parties have been increased in size and carry better weapons and armour.

I've decreased the minimum size for looters to 5 and for all other bandit parties to 10 in my game. It seems to make the start of a new game much easier, but is still challenging enough to keep you occupied.

I'm also having problems with not receiving any loot in some cases. Don't know how to change this.
 
MrExpendable 说:
I'm also having problems with not receiving any loot in some cases. Don't know how to change this.

the bad thing is that there must be a serious bug in the game.

four battles in a row, all without loot and group xp. first the vaegir militae, than 18 sarranid cavalry (was nearly crying for not getting the loot :wink: ) and two times desert bandits.

i am losing a  lot of money due to that bug. could someone try to fight in the desert and report if he got any loot?
 
possum 说:
MrExpendable 说:
I'm also having problems with not receiving any loot in some cases. Don't know how to change this.

the bad thing is that there must be a serious bug in the game.

four battles in a row, all without loot and group xp. first the vaegir militae, than 18 sarranid cavalry (was nearly crying for not getting the loot :wink: ) and two times desert bandits.

i am losing a  lot of money due to that bug. could someone try to fight in the desert and report if he got any loot?
Yes, this is the case with desert bandits. I didn't receive any loot as either.

What's even more strange, is that desert bandit lairs don't seem to disappear after I've cleared them. They just keep being on the campaign map, and when I try to go in again, it send me right to the victory screen. Didn't receive any loot from the lair as well.

And finally, I made a mistake with the Rhodok infantry: I equiped them with those small butcherers' cleavers instead of a soldier cleaver. I will have to fix this and re-upload the troops.txt file. Again. :???:

Sorry guys.
 
robis

you made some fixes for the missing loot bug. can you pls take a look at the files again? maybe your fix get lost due to the many updates and fixes.

i remember that i got the loot until the last few updates, cant tell which because i did not play untile the last update.
 
possum 说:
robis

you made some fixes for the missing loot bug. can you pls take a look at the files again? maybe your fix get lost due to the many updates and fixes.

i remember that i got the loot until the last few updates, cant tell which because i did not play untile the last update.
And I want to add to this Robis, that if you're able to solve this problem, to pm me and send me your fix. I want to add my fix for the Rhodok infantry, as well as a fix for the Reyvadin scene.
 
Hm. I think the problem was in the script.txt file. I replaced it but maybe in your last upload you touched something in the file. Let me take a look at this. The solution was not hard, I would be able to find it again.

edit: here the solution http://forums.taleworlds.com/index.php/topic,162354.msg3947313.html#msg3947313 . A modify in scripts.txt was needed. I suppose the problem is there, since it's how I fixed it last time. So, overwrite with this file http://www.megaupload.com/?d=ZE59G9TI and let me know if it works properly now
 
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