[SUBMOD]{WIP} "Periphery of Pendor": Progress reports. <BETA available>

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I've been down with an illness and working on the best part of this mod that nobody will get to see.  :iamamoron:

Here's some WiP Vecavi male-slave stuff.

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/e

WiP Drake, the Dragon KO seargant. Gonna work on their custom arquebus next.

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WiP drake arquebus. Could do with someone actually capable of original artistic endeavors to texture it tho.  :facepalm:

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For some reason they like to kiss it. xD
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It's actually got two barrels, but I understand the confusion. Wouldn't mind turning it into a blunderbuss but that would require multi-projectile code.

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Dead?
If you need help with the code, then I think we can help.
The project looks interesting, I would not want your work will wasted.
If you abandoned this submode, could you post the already ready textures?
 
I'm alive. It just so happens that my interests change around every three months. This time I fired ceramics in a mud kiln with the clay from my property.  :iamamoron:

But I'm back to work on this now. Still a few graphical things to finish, but the work left is mostly tedious number crunching and organization so I probably won't give any updates this development cycle.
 
Some items are replacements, most are additional variants of existing models. 60% of banners I'll replace, no new ones will be added.

edit;

I originally did not intend to do anything with Pendor troops at all, but now I have been working on them for the past week and oh boy can I not wait to show you... But the awesomesauce drop will come with release, so just take my word for it, for now.  :twisted:

edit;

Faction troops 95% done. I'm working on mercenaries, vigilantes, women and adventurers. That will be the end of graphics and design. A week or two for this, then two weeks or four for number crunching and the first release should be ready.

edit;

Since the Orders get new armors Ravenstern and Sarleon Knights get a tiny upgrade too.
Ravenstern uses pointy bascinets, Sarleon uses rounded. They look great in this getup imho.

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"Overhaul", huh? It was just supposed to be a handful of changes for my personal playthrough but I guess it did snowball like Eyegrims doomstack.

Bandits are an integral part of early game so they got a proper troop tree. Here's their archers line:

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e/

Pimped yo Maiden Noble.
Now recruited from Ladies in Waiting and Ladies at Arms. Maybe.
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e/

Male and female adventurers as well as outlaw leaders got a 6 tier upgrade trees.
below the bandit line; Notorious Outlaw, Ambitious Outlaw, Outlaw Leader, Outlaw petty Knight, Outlaw Petty Lord, Outlaw Petty King.
Anyone up for smashing outlaw armies?

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Some troop stats left, a bit of item stats and flags, a couple dshar bandits, party templates, compiling everything and then writing the release post. Just a couple of weeks away.
 
Finally I've uploaded a beta. Sadly not because it was ready for it.  :roll:

I was having trouble with motivation and thought that with it out and with feedback it'll be easier to get through it.
If you are interested get it here:
https://www.moddb.com/mods/periphery-of-pendor/downloads
https://www.nexusmods.com/mbwarband/mods/6304/?tab=files

Let me know if there are files missing  :lol:

edit;
BETA 2 fixes all missing file warnings and adds cheatmenu support for all added items.
Known issue: Spectral items missing shader.

Started adding some previews on Moddb.
Here's the Kingdom of Pendor tree:

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Could you take one of the new (not edited, but added from scratch) Pendor soldiers and try to autoresolve any battle?

I suspect that autoreslove score for freshly added units is 0 as this score is assigned during source files compilation. If it is 0 then all AI world is screwed and submod is rather unplayable. 
 
I saw a test result not too long ago where peasants obliterated some newly created units (that had decent stats and equipment) with no casualties. Can't remember if it was here or on the Wikia. But newly added troops really have 0 autocalc power.
 
The autocalcu system of PoP also helps balance troops in PoP.

Troop tree in this submod looks interesting but certainly have some problems, like Ravenstern highlander troops have only 170 prof and 5-4-4-4 skills as lvl 35 troop, even its autocalcu value is not 0, it’s still a lvl 20 troop with lvl 35 troop’s cost.

PoP uses Templates to create troops, e.g. lvl 35 commoner troops should have 7-6-6-6 skills, not 8-8, not 6-6, not 5-4-4.

Also be aware of giving “warhorse” to commoner cavalries, armor in PoP works more significant, same goes charge damage.
 
Indeed there's a lot of problems with the balance, which I am hoping to address in some part while fixing the autocalc issue. In case of the Highlanders I couldn't decide whether I wanted them or the Kierguards to be the Ravenstern tier 6 infantry and I'm still not sure about that. Any suggestions?  :iamamoron:
 
You cannot fix the autocalc values unless you overwrite the troop that's currently in game. Adding new units will destroy world balance.

So you know, again.
 
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