Suminagashi
Veteran
I've noticed that there are a variety of specific suggestion threads, but I didn't see any dedicated Q&A-like thread, so I hope it's okay to throw a bunch of questions I have in this one. Hopefully most of my questions aren't wasting your time with a bunch of repeats previously posted.
I really do enjoy this mod in any case. Thanks for any info you can provide.
[list type=decimal]
[*]I actually haven't tried an arcane spellcaster yet, as I've been enjoying some of my other characters for the time being, but I wanted to ask something about arcane spellcasting before I try it. Do different spells have a Magic Power prerequisite? Or are all spells available for use with just one rank in Magic Power?
[*]Is there a way for NPC companions to use the Entertain skill? I think the first time I recruited Traril on one of my characters, I thought, "Well, this guy is pretty devoted to his deity, so I'll give him some Faith skill points and later have him learn divine spellcasting. He keeps mentioning dancing, too, so I think I'll give him points in Entertain so he can be the party's Bard, maybe sort of a dervish fighter." Well, a few points into Entertain later, and I still saw no city options related to Entertain, although the party list does display his level of the skill on the left side, as if it should somehow benefit the party. I assume Entertain just plain doesn't work for NPC companions, and is more like a Leader skill than a Personal skill, similar to how Persuasion is? If that's the case, might it work as a Party skill in a later version of the mod? I can understand why Entertain on a companion might be bad, though, since it wouldn't make a whole lot of sense for the player to gain renown and such from the companion's efforts; I was just hoping to use it to boost morale, but that didn't work out.
[*]We've got the Gauntlets of Ogre Power that enhance the Strength ability score, but are there any plans to have magic items that increase the other three attributes? We've also got equipment that can boost our Stealth and Magic Power skills. Might there be magic items that enhance other skills as well? I imagine a big restriction for magic items is the fixed amount of equip-able regions, since it is far less specific than D&D's many item categories.
[*]I've noticed that my two orc characters look fairly similar other than hair and skin tone just because none of the sliders on the right side do anything. Are there plans for the new races to have more customization?
[*]One of the things that drew me to this mod was the prospect of it being similar to this old Mount & Blade fantasy mod called The Horde Lands. There was this one location in the Horde Lands mod that featured a dungeon. Might we see something like that in the future?
[*]Is it possible to give undead and demon units some measure of damage reduction like in D&D? For example, zombies could have DR5/Cutting and skeletons could have DR5/Blunt, or something along those lines. I don't know if there are any hidden damage types beyond Cutting, Piercing, and Blunt, or if the engine allows for creating more, like how in D&D there are several types such as Magic, Cold Iron, and the like. Even so, I'm unsure if you can even assign damage reduction values to units, or if you can only "fake it" with armor values.
[*]I've seen the tournaments in Mage Tower, which seem to try to compensate for most mages being physically weaker by having it purely staves and stones, which most mages would have a proficiency in. Might there be an actual mage tournament of sorts later down the road where arcane prowess is tested?
[*]This is probably less about this mod and more about the mod that adds sea travel, but... might we be able to purchase more than one ship? I know we currently cannot, but I'm more questioning if the coding would allow for more than one ship at a time. Usually it feels like any time I'm near a coastal city and could really use a ship, it's halfway across the map somewhere.
Or maybe if we can't buy another ship, might we be able to pay for fares to be transported to another port city? We could perhaps pay a fee, choose from a list of applicable destinations, then be on an automatically moving ship that takes us to another city, similar to how a bandit can drag the player around should he or she fall in battle. Maybe the automated voyage is perfectly safe and the corsairs and sea raiders don't attack, or maybe we might have to defend ourselves along the way should a sea battle happen.
[*]Similar to the above idea, if it's at all possible to board a ship as a passenger, perhaps the Mage Guild NPCs could also offer a teleport service. The fee would likely be hefty, and there might be a chance of mishap, such as missing the target destination by a variable distance, but it could potentially transport the player to a selected location instantly. Maybe all locations are available, or maybe it's a limited list that varies per NPC, based on distance or where they (NPC or player) have been before.
[*]Travelling Village Farmers on the map, Village Elders, Farmers that show up in taverns to recruit a hero, and sometimes the city Guild Masters, Tavern Keepers, and Tournament Masters (in arena) are human in non-human lands. Might we one day have more consistency with races in regards to their nation? I believe that Horde Lands mod had some, if not all of their farmers as varying races, so I would think it must be possible.
[*]My relations with the NPCs in the Four Ways Inn seem to fluctuate. Now, I'm sure our relations with the FWI NPCs probably doesn't currently affect anything, but I'm very curious as to why my relations with them keeps changing. I don't know what would make the numbers go up or down, but it's peculiar that it's always changing.
[*]How does the Holy Avenger work in the hands of companions? Is the bonus damage based on the leader's Honor score, or the wielder's, which I presume to be permanently 0 for everyone else?
[*]I'm sure Warband must have some random factor and maybe even a constant value involved with the success rate of sneaking into an enemy city or castle, but not being a modder myself, I've no idea. As for this mod, does the Stealth skill have any affect on sneaking into enemy locations? If not, should it? I can see this going both ways. On the one hand, being stealthy and being good with disguises are not at all the same thing, and sneaking into an enemy's base definitely has more to do with the disguise department. But on the other hand, a roguish character typically is adept in both sides of remaining undetected. What do you think?
[/list]
[*]I actually haven't tried an arcane spellcaster yet, as I've been enjoying some of my other characters for the time being, but I wanted to ask something about arcane spellcasting before I try it. Do different spells have a Magic Power prerequisite? Or are all spells available for use with just one rank in Magic Power?
[*]Is there a way for NPC companions to use the Entertain skill? I think the first time I recruited Traril on one of my characters, I thought, "Well, this guy is pretty devoted to his deity, so I'll give him some Faith skill points and later have him learn divine spellcasting. He keeps mentioning dancing, too, so I think I'll give him points in Entertain so he can be the party's Bard, maybe sort of a dervish fighter." Well, a few points into Entertain later, and I still saw no city options related to Entertain, although the party list does display his level of the skill on the left side, as if it should somehow benefit the party. I assume Entertain just plain doesn't work for NPC companions, and is more like a Leader skill than a Personal skill, similar to how Persuasion is? If that's the case, might it work as a Party skill in a later version of the mod? I can understand why Entertain on a companion might be bad, though, since it wouldn't make a whole lot of sense for the player to gain renown and such from the companion's efforts; I was just hoping to use it to boost morale, but that didn't work out.
[*]We've got the Gauntlets of Ogre Power that enhance the Strength ability score, but are there any plans to have magic items that increase the other three attributes? We've also got equipment that can boost our Stealth and Magic Power skills. Might there be magic items that enhance other skills as well? I imagine a big restriction for magic items is the fixed amount of equip-able regions, since it is far less specific than D&D's many item categories.
[*]I've noticed that my two orc characters look fairly similar other than hair and skin tone just because none of the sliders on the right side do anything. Are there plans for the new races to have more customization?
[*]One of the things that drew me to this mod was the prospect of it being similar to this old Mount & Blade fantasy mod called The Horde Lands. There was this one location in the Horde Lands mod that featured a dungeon. Might we see something like that in the future?
[*]Is it possible to give undead and demon units some measure of damage reduction like in D&D? For example, zombies could have DR5/Cutting and skeletons could have DR5/Blunt, or something along those lines. I don't know if there are any hidden damage types beyond Cutting, Piercing, and Blunt, or if the engine allows for creating more, like how in D&D there are several types such as Magic, Cold Iron, and the like. Even so, I'm unsure if you can even assign damage reduction values to units, or if you can only "fake it" with armor values.
[*]I've seen the tournaments in Mage Tower, which seem to try to compensate for most mages being physically weaker by having it purely staves and stones, which most mages would have a proficiency in. Might there be an actual mage tournament of sorts later down the road where arcane prowess is tested?
[*]This is probably less about this mod and more about the mod that adds sea travel, but... might we be able to purchase more than one ship? I know we currently cannot, but I'm more questioning if the coding would allow for more than one ship at a time. Usually it feels like any time I'm near a coastal city and could really use a ship, it's halfway across the map somewhere.
Or maybe if we can't buy another ship, might we be able to pay for fares to be transported to another port city? We could perhaps pay a fee, choose from a list of applicable destinations, then be on an automatically moving ship that takes us to another city, similar to how a bandit can drag the player around should he or she fall in battle. Maybe the automated voyage is perfectly safe and the corsairs and sea raiders don't attack, or maybe we might have to defend ourselves along the way should a sea battle happen.
[*]Similar to the above idea, if it's at all possible to board a ship as a passenger, perhaps the Mage Guild NPCs could also offer a teleport service. The fee would likely be hefty, and there might be a chance of mishap, such as missing the target destination by a variable distance, but it could potentially transport the player to a selected location instantly. Maybe all locations are available, or maybe it's a limited list that varies per NPC, based on distance or where they (NPC or player) have been before.
[*]Travelling Village Farmers on the map, Village Elders, Farmers that show up in taverns to recruit a hero, and sometimes the city Guild Masters, Tavern Keepers, and Tournament Masters (in arena) are human in non-human lands. Might we one day have more consistency with races in regards to their nation? I believe that Horde Lands mod had some, if not all of their farmers as varying races, so I would think it must be possible.
[*]My relations with the NPCs in the Four Ways Inn seem to fluctuate. Now, I'm sure our relations with the FWI NPCs probably doesn't currently affect anything, but I'm very curious as to why my relations with them keeps changing. I don't know what would make the numbers go up or down, but it's peculiar that it's always changing.
[*]How does the Holy Avenger work in the hands of companions? Is the bonus damage based on the leader's Honor score, or the wielder's, which I presume to be permanently 0 for everyone else?
[*]I'm sure Warband must have some random factor and maybe even a constant value involved with the success rate of sneaking into an enemy city or castle, but not being a modder myself, I've no idea. As for this mod, does the Stealth skill have any affect on sneaking into enemy locations? If not, should it? I can see this going both ways. On the one hand, being stealthy and being good with disguises are not at all the same thing, and sneaking into an enemy's base definitely has more to do with the disguise department. But on the other hand, a roguish character typically is adept in both sides of remaining undetected. What do you think?
[/list]