[S] Scaedumar Mod - Beta version released

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possum 说:
is noone else getting no loot and group exp after supporting other warparties in battle?

I've almost established my velvet monopoly through out Calradia for some 'basic' income and will lend me, myself and...army to the Nord steamwaltz shortly to verify.

EDIT:
@Fidelity: I had the same problem, make sure the brf files are loaded in the module.ini file. And u'll have to have the Pino pack installed ofc.
These are the lines:
load_mod_resource = pino_peasant_armors
load_mod_resource = pino_rough_armors
load_mod_resource = pino_banded_armors
 
Pffft...problem solved...I almost started a war because those beer chugging vikings kept on partying...the peacemongers.

@Fidelity: I guess it worked huh ^^

EDIT:
I just discovered a large stash of flax at Sargoth; linen they say....hmhm...whiskey they mean!
 
I noticed that swadian infantry is seriously underpowered respect to rhodok one. In a siege, while defending, an army of 414 rhodoks annhilated 474 swadian defenders. I dunno if it's a problem of party composition, but I saw swadian infantries falling down as flees . Does anyone notice that too ?
I gave a bastard word to infantry and a military pick to veteran .. let's see if it changes
 
Robis 说:
I noticed that swadian infantry is seriously underpowered respect to rhodok one. In a siege, while defending, an army of 414 rhodoks annhilated 474 swadian defenders. I dunno if it's a problem of party composition, but I saw swadian infantries falling down as flees . Does anyone notice that too ?
I gave a bastard word to infantry and a military pick to veteran .. let's see if it changes
Well, it was my intention that Rhodoks would do extremely well in sieges, but Swadians shouldn't drop like flies. Their Sergeants were equiped with morning stars already so I thought that they could give a good account of themselves. I will see as well and test them in sieges.
 
Then it could be a matter of party templates, but swdian parties seem very balanced to me .. Maybe they would need more cavalry on open field, if any ..

edit: however, rhodok infantry works very good !
 
Swadian infantry work well on open fields, when supported by pikemen and cavalry. They're pretty durable.

I seem to have a small problem myself. When I disable the AI formations, AI lords just charge directly into battle. They would usually just form a line and advance slowly, or stand defensively on a hill. Anyone who knows the cause of this?
 
It happens to me when they outnumber the enemy. I went into a fight of 1000 swadians agaisnt 400 rhodoks. Swadians charged, Rhodok formed lines. Result: swadian got slaughtered more than needed, with a huge massacre and a small nonsense victory. And this is a native AI issue (or at least this is what I know).
 
I was outnumbered in almost all of my battles today, and both my allied lords and enemies just charged each other.

And it doesn't always happen that in native, the AI just charges when they outnumber the enemy. They would mostly form a line as well.
 
I've been wondering about the AI lately too.
I had Spear Bracing and Formations on for the AI during the time I was fighting bandits only. After that I turned it off since they just stood there to be slaughtered. With these options off they just charged into battle, whether or not outnumbered.
Atm I've joined in with the Rhodoks to set up a sea side residence and finally appoint a butler to do my biddings, because bothering with the details of a household is no job for an upperclass lady commander.
Anyhow, with AI formations and bracing off, the AI parties do consistently form lines and engage is some kind of courtship display or medieval synchronized swimming on the field for aaaaaages before heading into battle, again whether outnumbered or not.

I don't know why I haven't tested the effects of the options separately, might do that later.
Which setting do you guys have enabled for the AI?
Do you know what the scripts are supposed to do or how they should work?
---
With regard to the Rhodoks in sieges I just did a Rhodok vs Sawdi, resp. 200 vs 600, defend where I hoped to be a hero but died pretty soon so my influence was limited and the AI just slaughtered the incoming Swadi's like no tomorrow, it was just ridiculous. Proly also because the insanely stupid (attacking) AI, army comps and location (Uxkhal). My guys were even clumped together falling off the wall into the courtyard and getting back up just to fall down again ad inf. eventually killing themselves (it was like a bad game of lemmings), but the attackers just charged and died, wasn't even funny, maybe lost around 100-125 men total on the defenders side.
So despite or even considering the circumstances the whole felt quite uneven.
 
If anyone else wants to install the community add-on/patch, I made quick explanation of how to do it in case your as clueless as I was. When Abhuva comes around again he could add this to the front-page.

1. Download the add-on.
2. Extract to your Scaedumar root folder.
3. Find your module.ini and add these three lines. If you don't, some armor will be invisible, so it'll be pretty easy to see if you mess this up.

load_mod_resource = pino_peasant_armors
load_mod_resource = pino_rough_armors
load_mod_resource = pino_banded_armors

Where you put them doesn't matter a ton, but I put them under the last block of resource files. In the future there could be more armor/weapon
packs added, so make sure you update your module.ini file if you add anything to the resource folder.
 
THank you lightfooot

About swad inferiority respect to rhodoks, it s pretty strange and I think it could be a matter of equipment, since their skills cannot make all that difference.  I added a bastard sword to the infantry and a military pick to the veteran infantry. let see how it works, cine armors are pretty good.

edit: i was defending with swadian and this is much stranger, since attackers have the disadvantage of attacking with just 1 ladder. In fact I was thinking to make use of a siege pack. But I need to test the little equipment change.
 
Turning of terrain advantage might help with that. Anyway, all the armors from Pino's armor pack are invisible in my game with the community add-on. Any help here?

I'm using 1.143 here.

please help whats wrong!!!!!!!
 
DR.SCHIWAGO 说:
Turning of terrain advantage might help with that. Anyway, all the armors from Pino's armor pack are invisible in my game with the community add-on. Any help here?

I'm using 1.143 here.

please help whats wrong!!!!!!!
Did you follow the instructions and add these lines to the module.ini?
插入代码块:
load_mod_resource = pino_peasant_armors
load_mod_resource = pino_rough_armors
load_mod_resource = pino_banded_armors
 
I actually needed to include the module.ini with the pack as well. I forgot this since I simply updated the pack of Robis' zipfile with new content, and I think that his pack didn't had the module.ini file either.

I'll re-upload the whole pack again so people will not have issues in the future.

Edit: Alright, here's the full addon with the module.ini file included: http://www.megaupload.com/?d=PZPF780M
Abhuva, could you update the first post with this latest download link?

Also, here is the new module.ini file for people who already downloaded the version without the module.ini: http://www.megaupload.com/?d=5CM3VLXB
You may want to make a backup of your old module.ini file just in case. I *could* have screwed up somewhere, though everything works fine to me. :razz:
 
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