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AlxGvr 说:
39. It`s realistic thing... You know, romans didn`t use their ranged weapons (pilums) to kill. They used it to damage enemy`s shields, and slow down their speed because of the weight. Also enemy couldn`t manipulate it in formation anymore (because of the pilum`s length) So they just dropped away their damaged shields with pilums stacked in to them. In M&B you can have a dozens of javelins, franciscas, and other ranged weapons stacked in your shield and it will not affect your shield speed anyhow. So if it is a realistic mod, may be there is some sense to slow down a bit your shield speed if you have such problems? There more you get, the slowest your movements will be.

Agree 100%. The goal of pilum was to damage (or actually break) a enemy's shields. Javelins (and angons, etc) should work in the same way in Brytenwalda. Much more damage to shields and (if possible) slow down the enemy.
Only one thing: the plural of "pilum" in latin is "pila".
 
marscamulus 说:
AlxGvr 说:
39. It`s realistic thing... You know, romans didn`t use their ranged weapons (pilums) to kill. They used it to damage enemy`s shields, and slow down their speed because of the weight. Also enemy couldn`t manipulate it in formation anymore (because of the pilum`s length) So they just dropped away their damaged shields with pilums stacked in to them. In M&B you can have a dozens of javelins, franciscas, and other ranged weapons stacked in your shield and it will not affect your shield speed anyhow. So if it is a realistic mod, may be there is some sense to slow down a bit your shield speed if you have such problems? There more you get, the slowest your movements will be.

Agree 100%. The goal of pilum was to damage (or actually break) a enemy's shields. Javelins (and angons, etc) should work in the same way in Brytenwalda. Much more damage to shields and (if possible) slow down the enemy.
Only one thing: the plural of "pilum" in latin is "pila".

It should be possible to increase the amount of damage javelins do to shields, but possibly not without also affecting axes and other weapons that do increased shield damage. Also I have seen no indication that javelins and angons are designed to be used in the same fashion as pila. The pila had an extended metal section designed to bend itself in an opponent's shield and render the shield and itself un-usable. These javelins do not have that quality. Javelins have traditionally been used by skirmishers to soften up a formation. I believe a better solution would be to adapt the shield skill so that it does not grant a bonus to shield size and instead simply increase the speed with which the shield can be raised and lowered. This would drastically improve combat I feel, not just because shields wouldn't present a full frontal protection, but also because more variable shield raising/lowering rates makes for a more dynamic melee.
 
* Make information windows appear when fief`s improvement is built and when sabotage is done (show what kind of damage is caused to this city. Now in 1.38 nobody knows what exactly spies are doing...) .

* Possibility to pay for many village improvements at one time, and when one is complete next will start automatically. Maybe this service should cost extra 500 shillingas for each improvement in the construction turn.

*  Add a new item - hay for horses. Horses should consume it like soldiers consume food. So horsemen will consume both - food and hay. If you are running out of hay they will be like wounded (will not participate in combat) or create new unit type - dismounted horsemen. Horses will die and horsemen will fight on foot (there is a mod which reassign dismounted warriors to "infantry" division automatically).

* The more recruits you hire in the village the less income it should provide. This is realistic. All men are fighting, no one left to do farmers work. Maybe there will be less wars in the game than...

* Make resistance to occupation. Write nationality of the city near its faith. If you are Briton and have conquered a briton city you will have slight or no resistance, if you are for example Saxon you will have riots, rebel armies on world map (like in total war series), decreasing of your garrison at nights (murders) and so on... So you will need more time and soldiers to suppress a rebellion. It should depend on your honor, nationality, faith, relation with this faction. Make some script events connected with occupation.
 
is really cool create your own lair, but it isn't useful as seems... probably more options
and would be awesome to found your own villages, taking peasants and using then to establish a village

being direct... i just want more options to act independently of other factions =P
 
lets say if i´m a poacher, a free man without a castle, a lair or something - just travelling around - it would be great to have the chance to hide my scillingas somewhere.

its really frustrating if you gathered a little treasure (for an army, a boat plus whatever) and then you´ll loose it because a bunch of (high speed travelling) danish raiders gets it.

maybe if you could bury it somewhere or something like that...
i know, not easy to realize, but would be awesome!  :wink:
 
Thorgil 说:
lets say if i´m a poacher, a free man without a castle, a lair or something - just travelling around - it would be great to have the chance to hide my scillingas somewhere.

its really frustrating if you gathered a little treasure (for an army, a boat plus whatever) and then you´ll loose it because a bunch of (high speed travelling) danish raiders gets it.

maybe if you could bury it somewhere or something like that...
i know, not easy to realize, but would be awesome!  :wink:

And you think burying your money will make it LESS likely that some raider finds it?
 
:lol:
There was recently a Saxon stash found in Britain by some random children. It included a sword and a lot of silver currency. Somebody must have forgotten where he hid his things...

Raiders are like squirrels. They hide their stuff, forget it, and find someone else's stash. Everyone wins.
 
imgran 说:
Thorgil 说:
lets say if i´m a poacher, a free man without a castle, a lair or something - just travelling around - it would be great to have the chance to hide my scillingas somewhere.

its really frustrating if you gathered a little treasure (for an army, a boat plus whatever) and then you´ll loose it because a bunch of (high speed travelling) danish raiders gets it.

maybe if you could bury it somewhere or something like that...
i know, not easy to realize, but would be awesome!  :wink:

And you think burying your money will make it LESS likely that some raider finds it?

as long as they dont have a metal detector, yes, i think so.
 
Hi there,


i wish we could just take the place of a king in a default kingdom w/o have to start over and create your own. I came to think about that when after several years of loyalty and a great renown + good relationship with the lord i wanted to be king. Problem was i had to quit the the very large kingdom and start my very little one... Maybe the feature already exists and i am blind, in that case, just excuse me ^.^.

If it doesnt exist maybe the option could be based on renown, right to rule, other lord relation ship and their mecontentement of the king.
 
* Add orders in the battle orders menu like "kill cavalry"  or "kill archers". It would be easier to neutralize enemy cavalry with your own then.
* Make player be possible to open second enterprise.
 
Lif 说:
AlxGvr 说:
Lif 说:
Or I would increase the damage thrown weapons do to a shield (maybe giving them the shield-destruction-bonus). That way it's possible to simulate, that the shields become useless with a lot of spears/axes in them, without having the difficulties writing a programm/algorithm of slowing down the shield speed.

They already have this bonus. Javelins, axes, throwing spears. If you hit the shield with 4 or 5 javelins it will be destroyed.

aren't 4-5 javelins a bit much? I'm no weapons expert, but I  can imagine that using a shield, stucked which 4 heavy javelins, is not that easy. If not even impossible.

Indeed. Agree with Lif.
Besides, according to me, the damage bonus to shields is not high enough.
 
First of all, I must say I love this mod, actually the best one I have been playing so far.
Here are my suggestions to improve it (LONG POST):

1) the map appears geographically upside-down when starting to play. I understand it's not a big issue, but maybe it's not too difficult to correct (if it is, well, I repeat, it's not a big issue).

2) spear bracing: it is incredibly overpowered, highly unrealistic and extremely annoying. Actually, it is the WORST FEATURE of the whole game. It works just as force-field, surrounding a soldier and killing every horse coming into it; in the meanwhile, the soldier is allowed to walk, use shield, charge and all.
I strongly suggest to try and implement the following:
- the soldier bracing a spear must remain stuck, unable to move (since the rear end of the spear must be firmly stuck on the ground, if you want to make an effective spear-wall. To end the bracing, you should hit again the hotkey; and maybe it should take some seconds before you could actually release the spear, a bit like shield-bash);
- the spear must hit ONLY the target it is facing, and only with its POINT, just like a normal blow (instead of acting as a horse-killing aura surrounding the soldier);
- the damage caused to horses must be proportional to the horse's speed, since the spear stays still and it is the horse that runs towards it (so, a very slowly advancing horse should suffer little or no damage);
OR:
if the above improvements are too difficult to implement, just add an option in the mod menu to simply DISABLE spear bracing (or just delete this feature). Too unrealistic. Heavily game impairing.

3) battle wounds: do battle wounds affect just the character or other lords too? If they affect the character only, I strongly suggest to simply delete this feature (I know, it can be disabled, but, IF it affects the character only, I don't see the point of such a feature. Don't take me wrong, it's basically a good idea, but, to be realistic, it should affect ALL lords).

4) merging with the "Pre-battle orders and deployment" (PBOD) mod; this mod is very useful ad realistic, because it lets you choose WHICH troops will follow you in battle. At the present it is almost random, it partially depends on the vertical order in the party menu, but the actual number of each fielded troop varies randomly from battle to battle (just like vanilla M&B-WB).

5) siege warfare: another heavily annoying feature. Basically it is a good idea (VERY good IMHO), but implementation is not as good.
Sieges became a nightmare, so that I simply avoid besieging castles and towns; I conquer only the ones with small garrisons, that surrender without fighting.
The continuous simulated fights inflict heavy casualties to your army and you can't do anything to avoid this.
Building a circumvallation (typical Roman technique) is realistic, but it takes too long (110 hours with an engineer skill of 5!!!). In 110 hours the whole world around you can drastically change, while you are stuck in the castle, suffering heavy and continuous casualties in simulated fights.
AI lords, on the contrary, usually conquer castles in less than 2 days.
I suggest to drastically decrease ALL the building times, decrease the frequency of all the sallies(->simulated fights) and replace them with REAL fights. Simulated fights are just frustrating.

6) Bows and javelins: too inaccurate, and remain inaccurate even at the highest levels of proficiency. It seems very unrealistic to me; if you are a born-master-archer (or javelinman), and train/fight a lot, you become deadly regardless of the quality of your bow (just as in every human activity).

7) Javelins and damage to shields: javelins (and the like) should cause much more damage to shields than they currently do (I know, you have already made an improvement from native M&B-WB, but, according to me, it's not enough yet).
Actually, Roman legionaries used to throw javelins ("pila") just in order to break the enemies' shields, thus leaving them defenseless against the following charge.
Maybe you could also raise the cost of javelins, in order to make them less easily accessible.

8 ) More about javelins: maybe you could try and implement a way to add speed bonus to damage, when throwing a javelin while running towards the enemy  (since this is actually THE WAY a javelin is thrown, you run and you throw, so the faster you run, the stronger will be the impact).

9) Gae-Bolga: it is underpowered if compared to the Cu Chulainn legend. I think that a throwing damage of 80 would be fair (in the legend, the weapon actually killed every enemy it was thrown to). Take in account that you lose it once you throw it, so it must be worth throwing it.
Besides, it is too short! Not very effective as a polearm. I think that a 280 length would be fair. Maybe you could make a tougher quest but also a stronger spear. Actually,we are talking about the best weapon in all Britannia, aren't we?

10) Sept women, hornmen, meirgeaches and the like: it's a bit unrealistic/illogical that these troops cannot be recruited and the only way to get them is to free them when they are being held captive by other lords. Where did these lords capture these troops? From other lords, of course. But these other lords must have freed them from some other lords. And so we can go on ad infinitum.
I suggest that sept women could be recruitable from a single village or a special location in the far north. Hornmen and the like, instead, could be hired randomly in taverns, just like mercenaries. Or recruited by constables, like spies.
Anyway, since these troops are quite useful IMHO and represent an innovation in to the game, I think the issue needs to be solved.

11) Bleeding and special hits: both of them are a very good and innovative addition to the game. I think that bleeding, anyway, is a bit annoying, since a single wound can mean you are doomed.
It is partially realistic, but in long battles it is very annoying. I say "partially",because the coagulation system of human body,together to and boosted by high adrenaline levels in battle,stops bleeding quickly (unless a major vessel is cut,which means a deep wound from a powerful blow).
Sometimes you fight a heroic battle, direct your troops perfectly, suffer only minor wounds, but at the end...you are knocked down by bleeding and maybe you also suffer a battle wound owing to this. So I usually disable it. Unfortunately it's not possible to disable bleeding without disabling special hits as well, which I think are VERY interesting.
So I suggest to find a way to improve the bleeding feature (for example, adding the chance for bleeding to stop and making bleeding probabilistic, unlikely to happen with minor wounds and more likely to happen with major wounds, say from 40 damage on with a single blow).
If the above features look too difficult to implement,I suggest just to separate the two disable/enable options (disable bleeding separated from disable special hits).

12) Fearless units: it often happens that all the enemies are dead but one, and this single soldier keeps fighting, manuevering and all. It seems highly unrealistic to me. Think of that soldier, alone, wounded, his officers dead or routed and he keeps fighting against a whole army? I can understand a lord can prefer being beaten rather than fleeing in front of other lords, but not the simple soldiers.
Maybe it's an issue of the game itself (and not of the mod), but someone could try and correct it.

Last: these are just suggestions, but the mod is great! So, a big THANK YOU to all the guys who have been and keep working for this mod!
 
marscamulus 说:
First of all, I must say I love this mod, actually the best one I have been playing so far.
Here are my suggestions to improve it (LONG POST):

1) the map appears geographically upside-down when starting to play. I understand it's not a big issue, but maybe it's not too difficult to correct (if it is, well, I repeat, it's not a big issue).

2) spear bracing: it is incredibly overpowered, highly unrealistic and extremely annoying. Actually, it is the WORST FEATURE of the whole game. It works just as force-field, surrounding a soldier and killing every horse coming into it; in the meanwhile, the soldier is allowed to walk, use shield, charge and all.
I strongly suggest to try and implement the following:
- the soldier bracing a spear must remain stuck, unable to move (since the rear end of the spear must be firmly stuck on the ground, if you want to make an effective spear-wall. To end the bracing, you should hit again the hotkey; and maybe it should take some seconds before you could actually release the spear, a bit like shield-bash);
- the spear must hit ONLY the target it is facing, and only with its POINT, just like a normal blow (instead of acting as a horse-killing aura surrounding the soldier);
- the damage caused to horses must be proportional to the horse's speed, since the spear stays still and it is the horse that runs towards it (so, a very slowly advancing horse should suffer little or no damage);
OR:
if the above improvements are too difficult to implement, just add an option in the mod menu to simply DISABLE spear bracing (or just delete this feature). Too unrealistic. Heavily game impairing.

3) battle wounds: do battle wounds affect just the character or other lords too? If they affect the character only, I strongly suggest to simply delete this feature (I know, it can be disabled, but, IF it affects the character only, I don't see the point of such a feature. Don't take me wrong, it's basically a good idea, but, to be realistic, it should affect ALL lords).

4) merging with the "Pre-battle orders and deployment" (PBOD) mod; this mod is very useful ad realistic, because it lets you choose WHICH troops will follow you in battle. At the present it is almost random, it partially depends on the vertical order in the party menu, but the actual number of each fielded troop varies randomly from battle to battle (just like vanilla M&B-WB).

5) siege warfare: another heavily annoying feature. Basically it is a good idea (VERY good IMHO), but implementation is not as good.
Sieges became a nightmare, so that I simply avoid besieging castles and towns; I conquer only the ones with small garrisons, that surrender without fighting.
The continuous simulated fights inflict heavy casualties to your army and you can't do anything to avoid this.
Building a circumvallation (typical Roman technique) is realistic, but it takes too long (110 hours with an engineer skill of 5!!!). In 110 hours the whole world around you can drastically change, while you are stuck in the castle, suffering heavy and continuous casualties in simulated fights.
AI lords, on the contrary, usually conquer castles in less than 2 days.
I suggest to drastically decrease ALL the building times, decrease the frequency of all the sallies(->simulated fights) and replace them with REAL fights. Simulated fights are just frustrating.

6) Bows and javelins: too inaccurate, and remain inaccurate even at the highest levels of proficiency. It seems very unrealistic to me; if you are a born-master-archer (or javelinman), and train/fight a lot, you become deadly regardless of the quality of your bow (just as in every human activity).

7) Javelins and damage to shields: javelins (and the like) should cause much more damage to shields than they currently do (I know, you have already made an improvement from native M&B-WB, but, according to me, it's not enough yet).
Actually, Roman legionaries used to throw javelins ("pila") just in order to break the enemies' shields, thus leaving them defenseless against the following charge.
Maybe you could also raise the cost of javelins, in order to make them less easily accessible.

8 ) More about javelins: maybe you could try and implement a way to add speed bonus to damage, when throwing a javelin while running towards the enemy  (since this is actually THE WAY a javelin is thrown, you run and you throw, so the faster you run, the stronger will be the impact).

9) Gae-Bolga: it is underpowered if compared to the Cu Chulainn legend. I think that a throwing damage of 80 would be fair (in the legend, the weapon actually killed every enemy it was thrown to). Take in account that you lose it once you throw it, so it must be worth throwing it.
Besides, it is too short! Not very effective as a polearm. I think that a 280 length would be fair. Maybe you could make a tougher quest but also a stronger spear. Actually,we are talking about the best weapon in all Britannia, aren't we?

10) Sept women, hornmen, meirgeaches and the like: it's a bit unrealistic/illogical that these troops cannot be recruited and the only way to get them is to free them when they are being held captive by other lords. Where did these lords capture these troops? From other lords, of course. But these other lords must have freed them from some other lords. And so we can go on ad infinitum.
I suggest that sept women could be recruitable from a single village or a special location in the far north. Hornmen and the like, instead, could be hired randomly in taverns, just like mercenaries. Or recruited by constables, like spies.
Anyway, since these troops are quite useful IMHO and represent an innovation in to the game, I think the issue needs to be solved.

11) Bleeding and special hits: both of them are a very good and innovative addition to the game. I think that bleeding, anyway, is a bit annoying, since a single wound can mean you are doomed.
It is partially realistic, but in long battles it is very annoying. I say "partially",because the coagulation system of human body,together to and boosted by high adrenaline levels in battle,stops bleeding quickly (unless a major vessel is cut,which means a deep wound from a powerful blow).
Sometimes you fight a heroic battle, direct your troops perfectly, suffer only minor wounds, but at the end...you are knocked down by bleeding and maybe you also suffer a battle wound owing to this. So I usually disable it. Unfortunately it's not possible to disable bleeding without disabling special hits as well, which I think are VERY interesting.
So I suggest to find a way to improve the bleeding feature (for example, adding the chance for bleeding to stop and making bleeding probabilistic, unlikely to happen with minor wounds and more likely to happen with major wounds, say from 40 damage on with a single blow).
If the above features look too difficult to implement,I suggest just to separate the two disable/enable options (disable bleeding separated from disable special hits).

12) Fearless units: it often happens that all the enemies are dead but one, and this single soldier keeps fighting, manuevering and all. It seems highly unrealistic to me. Think of that soldier, alone, wounded, his officers dead or routed and he keeps fighting against a whole army? I can understand a lord can prefer being beaten rather than fleeing in front of other lords, but not the simple soldiers.
Maybe it's an issue of the game itself (and not of the mod), but someone could try and correct it.

Last: these are just suggestions, but the mod is great! So, a big THANK YOU to all the guys who have been and keep working for this mod!

I agree with all points, except #2, injuries obviously affect neither lords nor NPC companions. Lords don't seem able to level themselves up, so it makes sense that they can't be injured. Since two consecutive hits makes all injuries permanent, all lords would eventually wind up with hopelessly low statistics. I also disagree with #5, in the sense that I don't believe the fix is to make sieges faster for the players, but rather to make them slower for lords. I think if realistic sieges are to be implemented, it's essential that the simulated effects of sieges effect lords. Also, since the player cannot leave the siege menu to react to threats while laying siege, and lords can, this also needs to be fixed. It seems the ideal way to do this would be to make the siege menu persistent, and give players the option to leave the siege. Timers for builds could be persistent, so the player is free to roam in a limited radius around the town or castle, and return to the castle to open the siege menu. An alternative is to simply prevent AI lords from reacting while laying sieges. In regard to #6, I think bows and javelins ARE too inaccurate as the game stands, even at very high level of archery/throwing skill. That said I don't feel that they need to be made too powerful, it'd just be nice to be able to hit what I aim at with some degree of consistency. Finally in regards to #7, if it's possible to increase the javelin bonus to damage to shields without also affecting axes and other weapons with the trait, I think that's the way to go. Otherwise I can live with it as it is. Or you could remove the trait from axes, I don't really think they need it, I can't see why an axe would do more damage to a shield than to flesh, if a sword does not.

If I could add a few additional points of my own:

13) Spears need balancing for speed. They're too slow. Yes you can get around it by dropping your shield and using the spear to make strafing swipes, but you shouldn't have to. Frankly, banging someone with the side of a spear shouldn't work, if they have any armour at all.

14) First tier units suck. I don't think they're realistic either. They should have a cheap shield, a spear, and a seax at the very least, atleast for germanic units. I think irish units would more realistically fight as light skirmishers. The approach of taking farmer equivalents just does not work for me however.

15) I think the shield skill needs reworking. As it stands, the shield skill increases the radius a shield covers significantly. I propose that instead of this, the shield skill should increase the effective speed of a shield, allowing you to raise and lower it faster. This would make a lot more sense given the period and aid fighting in a shield wall.

16) Obviously naval combat needs fixing but I know that's being worked on.

This is a really great summary of most of the problems in the mod. Idibil, you wanted a list of priority suggestions, here it is I think.
 
I agree with the two posts above. If you guys can find the time, and will, to implement all of these things and fix all those issues it'd be a huge improvement.
 
Add target to battle menu so I can tell Cavalry to concentrate on Archers only or cavalry.
One short-key - disengage and assume previous stand would save some button pushing

More random events - I probably have no teeth by now, ate a ton of porcini mushrooms and sent my lieutenant to die so many times, that it's just annoying. The last event makes no sense now since I am married.

Does AI use spies? If it doesn't maybe it should.

Ability to send emissary without going to your residence. Since all the heroes are in your army - what's the point?

More options with sending a messenger - offer a private meeting maybe?

Stop one-man parties raiding villages - put a lower limit of at least 20 on raiding villages.

Rework income for castles and villages and make it more transparent if possible. The village should be able to support the castle garrison - that's basically a historical reality. Troop costs maybe need adjustment so we won't have to use gimmicky ways like mercenary captains to lower costs.

Allow promotion of bandit leaders and ship captains to mercenary captains.

Allow sending messenger to merc captain telling to come to you

Allow spies to attempt to free an imprisoned noble (for a hefty sum of course)

Allow heroes to lead their own parties.
 
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