[S] Scaedumar Mod - Beta version released

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This was why the post/file on page 16 still needed to be included on the front page since that was indeed the basic version containing all the files in the module folder (including the module.ini). All other updates came ontop of this version.
Great to now have a complete versions that gives a clean install when added to the scaedumar beta! Tis coming together very nicely. To add the add-on you now only need to add the lastest upload right? Ahuva can change this in the first post and then there also won't be the need to download different uploads nor semi complicated instructions about editting the module.ini.
All easy and clear =).

ps Does this contain the new weapons for Swadi infantry?
pps Any results from that?

EDIT: Robis's rely, #217 on page 15, contains the basic details of the reworked troops including a very nice explanation under the spoiler. Maybe we could include that description in the first post and link to the reply as reference? Then people will have some idea from the start without having to read up so they can decide on the frontpage.
EDIT II: Lol appears I haven't been on the first page for some time, there already is only one download, sorry! A link to the post on page 15 would be nice tho.
 
I've been playing around with the native Vaegirs, since they're based off the rus' and the rus' were excellent horse archers, i've been adding/modifing cavalry. I could post some screenshots of what i've done so far, if you're interested.
 
Well, if you give the Vaegers excellent horse archers, excellent heavy cavalry, good infantry and excellent archers. Little bit over-powered there, right?
 
jimbo4567 说:
I've been playing around with the native Vaegirs, since they're based off the rus' and the rus' were excellent horse archers, i've been adding/modifing cavalry. I could post some screenshots of what i've done so far, if you're interested.
You can show us screenshots of your Vaegirs though. I'm always open to possible inspiration suggestions.
 
Here are some I took really quickly, I can take more if you want them. If you do decide to use the ideas, can you mention me in the credits?









I also added a crossbow Cataphract for the Rodoks (pic 2). I've also been using items Narf's Rus Armor Pack, and Vikingr, I never intended to publish it.
 
Well, Rhodok can already use mercenary cavalries in their parties and if they get a so heavy armored mounted unit they would probably become very overopwered. Vaegir mounted archers were one of the possibilities I thought to add, even for Rus' inspiration, but, as I said, they are already one of the most balanced and effective factions in terms of alternatives, so I think it could not be necessary. Anyway, they could be added as a final tier archer as vaegir dvor mounted marskman if you really want it, but I'm not pretty sure, even if this will be save compatible.
 
in my game the nords and swadia seem to be a bit weaker than the other factions.

day 320 ingame

the rhodoks are the strongest faction
followed by the sarranid
then khregit and vaegir
swadia got kicked and holds only 2 cities and a few castles
nords only hold tihr and 4 or 5 castles

it seems like swadia and nords are not able to recover, without my help they would be nearly gone already. nearly all native cities of the first four faction have never been taken, only shariz got taken by the rhodoks a few days ago (rhodok king alone came with 500 soldiers and some other rhodok lords had a 200+ army)  , all four fight for the lost swadia and nord cities.

how strong are the factions in your game?
 
My game is still pretty balanced. Even if I'm only at day 50 :mrgreen:, no relevant towns or castles have been lost, just some border conflicts between rhodok and sarranids. Furthermore Rhodok were close to take Praven but I joined defenders and died, but this retarded the capture of the capital and ally forces came in help. Nords have declared war to Swadia. So Swadia is at war against two factions. Let'see how it will evolve.
I think it just depends on how diplomacy turns out.
 
I am around day 200;

Swadia is having a really hard time, partly because I joined the Rhodoks to get a foothold for my to be empire (pfft crown me queen? An empress I shall be!) Yet they declared war on Rhodoks while still at war with the Nords so Uxkhal got taken because of their two fronts. They also have been at war for at least 4 terms (2 war and 2 peace terms on my end) with two of those on two fronts. Dhirim got lost to the Sultanate.
Seems like poor diplomacy on Swadia's end to me and maybe their siege potential. The Uxkhal fight was 600 defenders vs 1800 Rhodok attackers, I joined in and just let AI do their thing to see how it would go. 600 losses on both end, while defenders should have an advantage. So I still worry about Swadi's siege strength, yet in the field I had my ass handed to me a couple of times now with pretty even numbers.
I feel that their central map location and the map terrain around Dhirim and Uxkhal puts them in a vulnerable spot at least for those last two cities/at the start.

Swadi did suffered a great loss when the garrison and I succesfully defended Uxkhal 200 vs 600.
Shariz also went to Rhodok because I played a bit of postman and returned those barbed arrows to sender. (Rhodok was attacking anyway)

Do the party skills of my medic extend to my allies, if so then even joining gives a huge advantage for army strength/survival after a siege/battle and can make the faction the player is with very strong over time with around 50% deaths.

In the end there are a lot of factors that influence the game and make the issue of balance a very complex one.

We'll see how it goes!
 
Try to give to swad infantry and vet infantry a two handed sword and a military pick. I'm a bit busy so I've not tested if this is an effective way to improve swad in sieges.
 
How hard would it be to integrate Freelancer (Enlist) into this mod?

Is it something a scripting noob could pull off?
 
Howitzer 说:
How hard would it be to integrate Freelancer (Enlist) into this mod?

Is it something a scripting noob could pull off?

I dont really know how to do it :smile:
 
The screenshots look absolutely awesome!
After installing the mod on my system, it doesn't look quite as good though... how can I make it look like that? Reflections for instance don't seem to work (even though the box is checked).
 
Freelancer seems a complex mod with a lot of options so I guess a lot of files would be affected.
If u have the sourcescoude from freelancer u could combine it with the sourcecode of scaedumar, which is available.
The community mob prolly won't be compatible with it tho.

Since u at least started scripting you could find the sections of Freelancer in the sourcecode (hope it will be well commented) and copy those into the source of Scaedumar. Run the module.bat
And then pray for compatibility.
Scripting is a tedious job, u'll have to sort a lot of things out, do debugging, especially if things don't work out right away.
Putting in the community mod will also be a bit of work, I believe a lot is added/modified with an editor and maybe even txt editting so no module files will be available for those.

Haven't gone into the scripting myself so Abhuva will be your best bet for good advice on this.

tl;dr: It would be hard. Lot's of time, lot's of sorting out.
 
DennisBergkamp 说:
The screenshots look absolutely awesome!
After installing the mod on my system, it doesn't look quite as good though... how can I make it look like that? Reflections for instance don't seem to work (even though the box is checked).

Which reflections do you mean?
The ambient occulsion (light reflections on the armors/weapons etc.) works for me on most settings.
The water reflections are affected by the fast water reflections afaik. Tick it OFF to get the realistic reflections in the water.
Dynamic lighting also affects the lighting a lot so make sure to have that on. Makes things come to live a lot more.

EDIT: Of course be aware that screenshots are mostly indicative and promotional so they probably will be taken on the highest settings with great lighting and from a nice angle. It will be highly system dependent if you can have the game look that good and still playable.
 
Robis 说:
Well, Rhodok can already use mercenary cavalries in their parties and if they get a so heavy armored mounted unit they would probably become very overopwered. Vaegir mounted archers were one of the possibilities I thought to add, even for Rus' inspiration, but, as I said, they are already one of the most balanced and effective factions in terms of alternatives, so I think it could not be necessary. Anyway, they could be added as a final tier archer as vaegir dvor mounted marskman if you really want it, but I'm not pretty sure, even if this will be save compatible.

I agree, they are actually very well balanced, but I was mainly looking at the realism, they claimed the Vaegirs to be based off the Rus', and I just didn't see enough there, and I also like horse archery a lot. Thanks for the feedback, and it is save compatible, I did all of that on one game.
 
@DennisBergkamp: Its exactly like mazth say, those screens are taken with highest settings enabled, depending on your system you might need to turn some things down a bit (like grass for example) - but i could walk around through scenes even with those settings on a 3 years old laptop with framerates around 18-20 fps. Only in battles i needed to turn down the settings a lot to have still a decent framerate.

Mostly confusing might be the water-reflections box. like mentioned by mazth you need to tick it off to have the more pretty effect appear.

@Howitzer: your best bet is just try your hands on it (even if you fail you will still learn alot during the process) - take the sourcecode from freelancer and go through it bit by bit, try to understand what was changed (dont know how good they commented their source) and include this into a copy of scaedumars source code. Most modders learned like this - tried their hands on something and advanced during the process =)
 
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