[S] Terra Aeterna for Warband 1.134 (BETA 0.50) ~~NEW~~

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Alexandru as you remember we talked about it in the past it would be good if all the area of Queendom of Amazonia was designed as large tropical forest with high huge trees and palms trees. And battlefields in this area could be made up as fighting in tropical forests too.  I think it would be attractive and interesting.

Horses are too weak, they have few lives now and it should be increase in order they endure in fight. Terrain of map could be a little udulating even in desert areas and there could be some oasis with palm trees by the towns here.

Archers are very strong and another weapons maybe a little too and armors should be more protecting so as hero wasn't dead very fast as it is in this new version.  These are my experiences in the course of my short playing.  :wink:
 
Alexandru as you remember we talked about it in the past it would be good if all the area of Queendom of Amazonia was designed as large tropical forest with high huge trees and palms trees. And battlefields in this area could be made up as fighting in tropical forests too.  I think it would be attractive and interesting.

And you are very right on this one. Unfortunately to make this true requires alot of work, and unfortunately this mod is made by only two man... but be sure that in final version you will see tropical rainforests and battles in jungle. We will do it somehow ! :wink:

Horses are too weak, they have few lives now and it should be increase in order they endure in fight. Terrain of map could be a little udulating even in desert areas and there could be some oasis with palm trees by the towns here.

Making Palm trees is little complicated, because Thorgrim Map Editor supports only map icons from old M&B, and whenever there is need to edit the map, i need to translate the resources from M&B to Warband and then put back the original warband ones when playing. I am sure, howewer, that this issue can be fixed, for the next release the map will have many more additions.

Archers are very strong and another weapons maybe a little too and armors should be more protecting so as hero wasn't dead very fast as it is in this new version.  These are my experiences in the course of my short playing.  :wink:
, i
Problem with archer can be fixed in the coming patch in 17 august. About the horses, in my testings, the armies composed of cavalry where extremely tough and defeated with ease all enemyes. To somewhat balance the battles, i tried to reduce the hitpoints of the horses, to offer factions without cavalry (Nords, Rhodoks, Amazons) some chance to win in open field. It seems i have went to farr with the reduction of horse hitpoints.... i should bring them back to a level closer to vannila..

There are many raiders on the map, the Vlahatan Lotri, the Lukthara Headhuntresses, Black Khergits the Nabathun Raiders and the Black Knights. They are meant to be very tough (as each of them has a background and a storyline revealed in detail in future versions), but in my testings an average army with a decent amount of cavalry could handle most of them with no problem.

Thank you again for support, Rad, continue to tell me at whatever point you think this mod needs improvements. Even if it has reached a version 0.30, it is only at the very begining...
 
Firstly great work, loving the mod so far. I hope some of these suggestions and bug reports help.

Amazon war parties get stuck trying to get over the sea to the rhodoks on occasion. I am trying to remember off the top of my head the castle at the very back of their territory (begins with an M), that is where they, and I, assembled. They proceeded straight towards the rhodoks from there, crossed a few rivers and kept hitting the coastline, moving back a bit then moving towards the coast again repeatedly.

River bridges in that area look sideways, I am not sure if that is intentional due to the vectors.

Dark Knights - Need a tweak, they spawn a bit too frequently on some areas of the map, they almost put me off playing early game :smile:. If they were slower over the actual map it would be a good compromise, as early game once you see one group you’re already dead. I took out a few knights and put in a few archers in their place, giving the group some versatility in a fight but taking them down a notch or two. I couldn’t move from the Sarranids territory North without hitting a couple of groups early game, with the pathfinding skill it gets much easier, but early on you don’t have that luxury.

I know it’s been reported once but several Amazon units need their archery skill raising, there is a musket troop that has no melee skill as well. I couldn’t spot which faction it was going through the list a second time, but if you skim it in the troop editor you’ll probably see it.

Amazon Marriages – I say keep them like that, I know it is a bit odd hearing Sir and Lady, in reverse, but from their in game perspective it isn’t necessarily incorrect. If anything you could make all lords and ladies female.

Expensive Armors – Some of the better unique armors you’ve put in look great, but their stats often don’t match the standard armors and could probably use a boost.

Further Suggestions, stuff I tweak anyway:

1, An increased recruitment rate from villages, 50-100% is usually appreciated by most players, this is just so it doesn’t take repeatedly visiting 10 villages just to get a half decent fighting force.

2, I really liked the merc patrol additions. It would be nice to see some more neutral parties for variety. Perhaps traders, or a misc faction that doesn’t have any territory, here are some additional party ideas:

Religious pilgrims
War Refugee’s
A knightly order (using the teutonic, templar, or the order of Santiago etc for inspiration)
A neutral trade caravan that acts as a merchant but isn’t related to a faction, heavily guarded so it isn’t a freebie but offering bandits a neutral target.
A travelling Carnival, camels and exotic travelers.
Peasant or Noble Rebels, bring out the pitchforks and flaming torches! :smile:
Cannibals
Brigand Lords, organized brigands looking to take over the map!
Plague Victims, cast out by their fellow inhabitants.

2, An increase in the party sizes of regular bandits to match your new ones.  Especially the weak looters!

3, An increase in the leadership stat to increase party size (I usually set it to 10), and finally so nobody gets a free lunch, a small increase in AI Lord party sizes to balance this. You can just give them the same bonus to balance it out.

I hope some of that feedback helped, thanks for all the hard work.
 
Torrential, in first place, thank you for your good advices.

Amazon war parties get stuck trying to get over the sea to the rhodoks on occasion. I am trying to remember off the top of my head the castle at the very back of their territory (begins with an M), that is where they, and I, assembled. They proceeded straight towards the rhodoks from there, crossed a few rivers and kept hitting the coastline, moving back a bit then moving towards the coast again repeatedly.

This is indeed a problem, and i am afraid is because of the AI that is having trouble handling the movement on the map layout. The stretch of sea between the Amazon lands and Rhodok lands is very narrow at many points, and that is why i think they try to cross it. I will try to move some of their castles on the map, so that maybe their movement will improve.

I could add some landbridges or fords, howewer this creates alot more problems: many people have crashes with fords, and the parties would stuck even more. I will try to experiment in the coming time as much as possible to fix this issue.

River bridges in that area look sideways, I am not sure if that is intentional due to the vectors.

All riverbridges are unfortunately not very well placed... but this can be easily fixed, and will be fixed in future releases.

Dark Knights - Need a tweak, they spawn a bit too frequently on some areas of the map, they almost put me off playing early game :smile:. If they were slower over the actual map it would be a good compromise, as early game once you see one group you’re already dead. I took out a few knights and put in a few archers in their place, giving the group some versatility in a fight but taking them down a notch or two. I couldn’t move from the Sarranids territory North without hitting a couple of groups early game, with the pathfinding skill it gets much easier, but early on you don’t have that luxury.

The Dark Knights move very fast because theyr parties are entirely cavalry. I know unfortuntaly that they are not balanced at all, they are very strong... too strong... In future version i will add some infantry to their parties to slow them down a bit, and they will have a number of player-friendly party opponents to choke down their growth a little.

I know it’s been reported once but several Amazon units need their archery skill raising, there is a musket troop that has no melee skill as well. I couldn’t spot which faction it was going through the list a second time, but if you skim it in the troop editor you’ll probably see it.

There could be even more improvement here... also, there might be some imbalance between the new faction or the faction that have received new troops vs the faction which have remained relatively untouched yet (ex. Nords). Future version will bring in some more factions, and also great modifications in troop trees of the existing ones.

1, An increased recruitment rate from villages, 50-100% is usually appreciated by most players, this is just so it doesn’t take repeatedly visiting 10 villages just to get a half decent fighting force.

Agreed.

2, I really liked the merc patrol additions. It would be nice to see some more neutral parties for variety. Perhaps traders, or a misc faction that doesn’t have any territory, here are some additional party ideas:

I am planning for trading factions, merc patrols and even more... :grin:

Religious pilgrims
War Refugee’s
A knightly order (using the teutonic, templar, or the order of Santiago etc for inspiration)
A neutral trade caravan that acts as a merchant but isn’t related to a faction, heavily guarded so it isn’t a freebie but offering bandits a neutral target.
A travelling Carnival, camels and exotic travelers.
Peasant or Noble Rebels, bring out the pitchforks and flaming torches! :smile:
Cannibals
Brigand Lords, organized brigands looking to take over the map!
Plague Victims, cast out by their fellow inhabitants.

2, An increase in the party sizes of regular bandits to match your new ones.  Especially the weak looters!

3, An increase in the leadership stat to increase party size (I usually set it to 10), and finally so nobody gets a free lunch, a small increase in AI Lord party sizes to balance this. You can just give them the same bonus to balance it out.

All are very good idea,
You will see most of them inserted in next version.

For next version religion will be in and will play an important role, together with politics and warfare,
There will be some religions and philosophies of all sorts for each faction... I am planning to make for each faction a religious scholarly center on world map where player might go and get new quests, new items... the time and version when this will be in depends on how much free time i manage to make myself.  :smile:

thank you again for feedback and suggestions
 
I have found a bug the first of the two bridges to kudan is not set right so nearly all my troops get stuck there. AI lords etc. but if i cross it i can if i move a couple of spaces to the east.
 
I have found a bug the first of the two bridges to kudan is not set right so nearly all my troops get stuck there. AI lords etc. but if i cross it i can if i move a couple of spaces to the east.

Thank you for reporting, Soulshard.
I am assembling a list of all known and reported bugs to be fixed for future releases.
The bridge issue will be solved in next release, that is for sure.
There might be unfortunately more movement issues as the AI handles the new map layout, but hopefully, we will solve them :wink:

 
I think I may have found a bug It may have been mentioned but the "follow the spy" quest glitch the spy wont leave town. got the quest on the forth day now on the 40th day and still has not left?

It was taking in Angara if that means any thing.


Found anther bug the bounty hunter missions where you have to go to said village and kill a target the target will not spawn.

I'll keep searching  for bugs that are quest related.

when visiting Ibarimbay Village i got a "{!} Town ! Craftman" in stead of the elder when picking the "meet the Village Elder" option.
village will also not load just give's the peasants on the side of a hill when selecting the visit village center option

the village of cangara kemeltsi the village dose not load and the meet the elder option doesn't work instead i get merchents end; who has the same dialog as a bandit.

a another problem the other ruler of the rhodok's will not spawn after the take over, this was a problem in the original game as well.
you aslo do not get the victory chat after taking every thing over and the quest dose not finish you can't lose vassalage and are thos stuck.

looks like a great mod so far apart for the minor glitch's. 

if there are any part's you would like tested by a third party i help.
 
Redeclipse, thank you for the feedback and reports, :wink:

I think I may have found a bug It may have been mentioned but the "follow the spy" quest glitch the spy wont leave town. got the quest on the forth day now on the 40th day and still has not left?

I am afraid that this might be a Warband bug, not necesarily related to my mod... i will look into it.

Found anther bug the bounty hunter missions where you have to go to said village and kill a target the target will not spawn.

Hmm.. it depends here on many things,
You need to go in village on daylight, also, need to search all and everycorner of the village. Sometimes finding the killer is very, very hard.
But on the other hand, as you discovered, some of the new villages in the mod are buggy.

when visiting Ibarimbay Village i got a "{!} Town ! Craftman" in stead of the elder when picking the "meet the Village Elder" option.
village will also not load just give's the peasants on the side of a hill when selecting the visit village center option

the village of cangara kemeltsi the village dose not load and the meet the elder option doesn't work instead i get merchents end; who has the same dialog as a bandit.

This are indeed mod erors. There are some to be found also in a few villages from the other new factions, as well... they need to be corrected for future version.

if there are any part's you would like tested by a third party i help.

For next version (will come probably somewhere in autumn, october maybe if all things go well in my busy real life) i would very much need a beta tester.  :smile:
 
Also it would be nice for a bridge over to sais as running all the way round is very difficult for defending sias of attacking it as well. If this is how you want it its fine. Just kind of hard to take and keep. Also i would be happy to help test as well. But would have to work it round my job which can be demanding.

Soulshard
 
We will make that bridge, for the next version. Anyway, the southern area of the map might see some slight changes to ease the movement of troops.

About job, i know, i am also at university and is very demanding... or like now, when i am free, i cannot continue work due to other issues very little time for modding, unfortunately....
 
Hi ^_^ i have a little problem whit the mod,hope u can help me out.
Well today i downloaded this mod but every time i try to play the game i get  this error
( Unable to open texture File Texture/rouge_dds )

-----------------------------------------------------------------
:smile: i was eable to fix it by downloading the game again
sorry for the inconvenience
 
There's a buggy bridge near Khudan -it's vertical and I've seen people get stuck on it. I think its because dudes wnat to get over the bridge from both sides.
 
downloaded but there's an error when i try to enter the game "warning - hlsl_data_handles[45] is not valid.
I click ok an the game runs ok.

faulty installation.
it's ok now
 
I have issues with changing my culture, if I am a ruler of my own kingdom. The vanilla cultures are displayed, but all others I cannot chose from.
 
Hello. I'm a fr player. I have tested many mods for a long time and "Terra Aeterna" is overwhelmingly superior to the other complete solo mods i have tested. It is for a simple reason : distance between villages, distance between lord territories and distance between the different factions are excellent, instead of, for example, "The Ranger"s Apprentice", which shows too many void areas. This default is absent in your mod so the player is able, thanks to ideal distances you chose, to have interactions with the factions without any injury time ("temps mort").

Of course, moreover, there are a lot of factions, which is one great argument.

Though, black knights are a real problem which can easily ruin a game. Please look into the difficulty of your mod, urgently. These knights are so quick in the map, so unbeatable in the battleground.



P.S. : Please may i know my english mistakes ? :grin:
 
Found a bug.If you open a brewery and want to talk with the master brewer he sais :"surrender  or die. make your choice"
 
Dunkelheit1 说:
Hello. I'm a fr player. I have tested many mods for a long time and "Terra Aeterna" is overwhelmingly superior to the other complete solo mods i have tested. It is for a simple reason : distance between villages, distance between lord territories and distance between the different factions are excellent, instead of, for example, "The Ranger"s Apprentice", which shows too many void areas. This default is absent in your mod so the player is able, thanks to ideal distances you chose, to have interactions with the factions without any injury time ("temps mort").

Of course, moreover, there are a lot of factions, which is one great argument.

Though, black knights are a real problem which can easily ruin a game. Please look into the difficulty of your mod, urgently. These knights are so quick in the map, so unbeatable in the battleground.



P.S. : Please may i know my english mistakes ? :grin:
New suggestion : incorporate this content : http://forums.taleworlds.com/index.php/topic,129012.0.html .
 
My friends, curently i am in a foregin country, that is why i answered lately

I have issues with changing my culture, if I am a ruler of my own kingdom. The vanilla cultures are displayed, but all others I cannot chose from.

This is known problem, will be fixed when all the upcoming factions will be in.

Hello. I'm a fr player. I have tested many mods for a long time and "Terra Aeterna" is overwhelmingly superior to the other complete solo mods i have tested. It is for a simple reason : distance between villages, distance between lord territories and distance between the different factions are excellent, instead of, for example, "The Ranger"s Apprentice", which shows too many void areas. This default is absent in your mod so the player is able, thanks to ideal distances you chose, to have interactions with the factions without any injury time ("temps mort").

Of course, moreover, there are a lot of factions, which is one great argument.

Though, black knights are a real problem which can easily ruin a game. Please look into the difficulty of your mod, urgently. These knights are so quick in the map, so unbeatable in the battleground.
i know that they are too strong, they will be made slower on the battlemap and less dangerous in battle. Their strenght will grow, howewer, as the strenght of the player grows, to keep the balance.

There will be some more upcoming factions, my idea is that everybody should find a faction on its taste.

.
Dunkelheit
There will be new companions but specifically designed for this mod.
You will fight alongside new man and woman whith new storyes. Just to spoil a little, you will meet Talida, a Amazon Warrior, Constantine, a merchant from the lands of Vaegirs, Samir, a warrior from Makaristan, Berenger, a knight from an upcoming faction, Innes, a exiled princess of another upcoming faction, Olaf, a nordic warrior, Mircea, a vlahatan shephard, Thibault, a brave noble, Geoffrey, a soldier from a upcoming faction, Gianna, a woman whith great influence in Velluca, and many more. They will be like couples, for example a male charachter whith a female charachter and their dislikes will follow the same pattern. Each NPC will have qualities and defects, some will be good warriors, others will be good merchants, my policy is no useless NPC.
 
sounds cool, can you maybe try making lords have the option to make their own country if the defect? Like they can either join one or make their own? And if they are planning to make their own they can ask their friends to join him when he makes his new kingdom (and ask you also if you are a friend of his or something like that)? I think that would be a cool feature which would make me want to play this even more
 
Ty for your answer, Alexandru.

Amazone's bows are too powerful. As powerful as the most powerful bow, as fast as the quickest bow.
 
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