[S] Scaedumar Mod - Beta version released

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No problem :grin:
But i think Praven is one of the Citys which are nearly finished and that was really nice :smile:
But take so much time as you need :wink:
 
I wasn´t happy with my attempt to add all of the new Horses from the combined MoreHorses & MoreWarHorses Mod.
First of all i didnt liked every kind of retexturing done there and second i think quality is better than quantity.
While searching for ideas i stumbled across the Heavenly Horses Mod, which basicly added like 15 new horses - different for every faction regarding the stats.
I liked the idea of the unique flavour for each faction horses, and the amount of new models/textures was reasonable.

Based on this i added my own version of this, using models from MoreHorses / MoreWarHorses Mod and reworked the stats of the original mod a bit.

The most important change with this is that horses without visible armour no longer provide an armour stat.
There are still some common horses which can be bought all over Calradia, but each faction have its own kind of horsebreed.

from the original Heavenly Horses Mod 说:
Khergit horses are easy to handle, making them great for mounted archers; Sarranids like their horses fast, so they can ride down enemy cavalry, and Vaegirs like theis strong and tough, able to flatten heavy infantry. Swadians do not excel in any particular area, but field a great all-round mix of mounts.
 
Abhuva 说:
I wasn´t happy with my attempt to add all of the new Horses from the combined MoreHorses & MoreWarHorses Mod.
First of all i didnt liked every kind of retexturing done there and second i think quality is better than quantity.
While searching for ideas i stumbled across the Heavenly Horses Mod, which basicly added like 15 new horses - different for every faction regarding the stats.
I liked the idea of the unique flavour for each faction horses, and the amount of new models/textures was reasonable.

Based on this i added my own version of this, using models from MoreHorses / MoreWarHorses Mod and reworked the stats of the original mod a bit.

The most important change with this is that horses without visible armour no longer provide an armour stat.
There are still some common horses which can be bought all over Calradia, but each faction have its own kind of horsebreed.

from the original Heavenly Horses Mod 说:
Khergit horses are easy to handle, making them great for mounted archers; Sarranids like their horses fast, so they can ride down enemy cavalry, and Vaegirs like theis strong and tough, able to flatten heavy infantry. Swadians do not excel in any particular area, but field a great all-round mix of mounts.
Interesting idea, I am intrigued to see this.
 
While working on the horses i decided to implement another nice feature.
Desert Bandits are now using camels (at the moment they are the only ones, seeing them as a special kind of native desert tribe who specialices in using war-camels).
Horses will react to the camels, they will rear if they are in a certain range to them. I am using a modified and improved script (basis script is from the Camel Script  provided by Zarthas).
The riding skill will reduce this effect.
This will stop any kind of charge action - turning Desert Bandits in some unique kind of anti-cavalry cavalry.

I am not sure at the moment if i will introduce a new troop for the sarranids who uses camels too (it would be a high tier troop, hard to train and expensive - but with way lower stats than marmelukes).
 
Abhuva 说:
While working on the horses i decided to implement another nice feature.
Desert Bandits are now using camels (at the moment they are the only ones, seeing them as a special kind of native desert tribe who specialices in using war-camels).
Horses will react to the camels, they will rear if they are in a certain range to them. I am using a modified and improved script (basis script is from the Camel Script  provided by Zarthas).
The riding skill will reduce this effect.
This will stop any kind of charge action - turning Desert Bandits in some unique kind of anti-cavalry cavalry.

I am not sure at the moment if i will introduce a new troop for the sarranids who uses camels too (it would be a high tier troop, hard to train and expensive - but with way lower stats than marmelukes).
I remember somebody talking about camels making horses fear them, I did not actually think it was possible.
I think it would be a good idea to have a low abundance of them in stores and also faction specific to sarranids, so that the only way the player could get access to this "anti-cavalry cavalry" is by equipping a group of companions with them. It would make it hard/impossible to get a large force of them, apart from capturing and converting desert bandits
 
I also think its better to not include Camels in the Sarranid Troop Tree (it would be hard for the AI too, cause mixed camels / horses armies are a pain when not controlled in a smart way) - so for now Camels are only available through Desert Bandits and Companions ( Camels will be buyable in Sarranid Towns ).

Today i had a scripting spree =) implemented Sea Trades and Sea Battles - and i am now in the progress to tweak the scripts to fit my mod. This means you can now sail around, fight sea-pirates or act as a pirate yourself and raid those trading-ships.
 
To speed up the process with the scenes i decided to use the fix for native Polished Landscapes scenes, so basicly every village should be fixed now. I am just curious now, if i try to fix every scene possible, this could take a long time till the release.
So what do you girls and guys think, is it better to have everything cleaned up as much as possible (and waiting a long time for the release) or just finish the last bits of scripting and release it as it is now and throw out some fixes for the scenes later?
Basicly everything i want for the beta is ready and working - just not the scenes (and i have now over 650 scenes in total to take care off)
 
Abhuva 说:
To speed up the process with the scenes i decided to use the fix for native Polished Landscapes scenes, so basicly every village should be fixed now. I am just curious now, if i try to fix every scene possible, this could take a long time till the release.
So what do you girls and guys think, is it better to have everything cleaned up as much as possible (and waiting a long time for the release) or just finish the last bits of scripting and release it as it is now and throw out some fixes for the scenes later?
Basicly everything i want for the beta is ready and working - just not the scenes (and i have now over 650 scenes in total to take care off)
Well I think its better to release now, and work on the scenes then.
 
Crossbow Joe 说:
Abhuva 说:
To speed up the process with the scenes i decided to use the fix for native Polished Landscapes scenes, so basicly every village should be fixed now. I am just curious now, if i try to fix every scene possible, this could take a long time till the release.
So what do you girls and guys think, is it better to have everything cleaned up as much as possible (and waiting a long time for the release) or just finish the last bits of scripting and release it as it is now and throw out some fixes for the scenes later?
Basicly everything i want for the beta is ready and working - just not the scenes (and i have now over 650 scenes in total to take care off)
Well I think its better to release now, and work on the scenes then.
think so too :grin:
 
:grin: I am happy to announce that the beta version is finally available (Download Link at first page).

It is still far from finished but i am satisfied with the current state. Most scripts have been updated (newest versions of Diplomacy, Entrenched Camps, Prebattle Deployment, Order + Formations etc.)
Exhaustion system is reworked, taking way more things into account and feels overall more balanced (and can be turned off in menu-options).
Horses stats have been completely reworked (see manual for a table of the complete stats) - basicly each faction have different horses with unique stats, also horses without visible armours dont have an armour stat anymore.
Sea trade and battle have been implemented and scripts tweaked to fit my mod (no camping/entrenching on sea, no exhaustion on sea)
Foraging have been added (new character/party skill) to help with food supply for big armies.
Most of Polish Landscape and Polish Buildings models have added precalculated ambient occlusion now.
Village scenes should be mostly fixed (regarding misplaced trees)

I guess there is still lot of things i missed... if you find any bugs, broken scenes, imbalanced situations - feel free to post them here or give suggestions.
But most important: have fun playing, i for sure had fun creating it =)
 
Nice, I must try it out.  :smile:

I think it's sensible to focus on gameplay features, and take it slow with new scenes.
 
KeredCaltith 说:
seems a bit hard to recruit guys

Beside the changes Diplomacy mod did with the recruitment system, i didnt touched any of those - its may be a little more difficult with low reputation, charisma, renown (basicly only at the very beginning of the game) to recruit - but overall it seemed very ok to me. Just try to raise your rep a little bit (doing quests, raising your renown) and it should be ok.
 
Doesn't persuasion also affect recruiting? If it doesn't then I have been wasting my skill points in many games only to convince a few lords to hand over thier debts (since I rarely start my own faction)
 
@Crossbow Joe: I am pretty sure that Persuasion affects recruiting too (even in Native) - like i said, i didnt touched these scripts myself (but i use diplomacy mod as base - source code and things like recruiting got changed there) - but especially for diplomacy based mods the skill persuasion affects npc reactions way more than in native games.
 
Abhuva 说:
@Crossbow Joe: I am pretty sure that Persuasion affects recruiting too (even in Native) - like i said, i didnt touched these scripts myself (but i use diplomacy mod as base - source code and things like recruiting got changed there) - but especially for diplomacy based mods the skill persuasion affects npc reactions way more than in native games.
Oh good, though it was a waste for a second there. Great mod by the way
 
Bug report:

In one of the custom scenes rose petals are falling (hard to see but it's both in the foreground and in the village)
(Earlier that animation used to be flies, but was changed to rose petals for the wedding scene in Warband.)
 
Adorno 说:
(Earlier that animation used to be flies, but was changed to rose petals for the wedding scene in Warband.)

ahhh, my lovely flies^^ ... thx for pointing this out.
 
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