SP Other The Gathering Storm - A Wheel of Time Mod (Beta) Latest Version: V0.2.7d

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zelig said:
Out of power ammo. - once i counted how much MAXIMUM of bolts you can fire and its... 255 bolts ... so 5000 its=modulo(5000)256=5000-[whole part of (5000/256)]*256=136 that you have :sad:
so if you want really infinite ammo you need to put "Connection to the Source" weapon+"one power" ammo and after second or two (or after each shoot) to put this string:
(agent_refill_ammo,":shooter"),
it does matter on sieges because there you have not inventory

Can i request to change flight model of cartridge on something else( after longish attacks on pack enemies there remain forest of long blurish spears of one power :lol:)
Thanks for that tip, zelig.  I changed the max ammo for the One Power weapon to 255.  I think I like the weapon without ammo simply because it allows your character to have an additional weapon equipment slot.  In open battles, you can just click "I" if you run out, and in sieges, well, I'm not sure if you can still click 'I' or not. Maybe someone can test for me.  But, if you use magic 255 times and still haven't died or won the battle, then perhaps you should just be 'too tired' to keep using magic.  Grab a sword and go do it the hard way.  Technically, channeling shouldn't be infinite anyway.  And 255 is a pretty generous limit considering all the other ranged weapons.
Negro of Serbia said:
@mat Tnx for the reply, I will continue to test when I have time, and report anything I find that needs correction... By the way, I'll try experimenting with scening and/or module, so if I manage to understand how everything works I'll help you then...
I have an idea, just found this script http://www.mbrepository.com/file.php?id=2295 which should allow to "enlist" in a lord's party...take a look at its description and the script itself and see if you want to implement it in this mod...  :idea: It could enable a player to play as individual soldier, not outright captain (up to the moment of decision to abandon the party)...looks like it has some bugs for now and the author made it for M&B, but I guess you could transform it into Warband script just as he says...  :grin:

EDIT: As for the variety of troops in factions, maybe a solution would be to divide those factions, but not into 20+ factions, but by some other criteria (f.e. geographically)...ofcourse, not all of them - some of them...just an idea, don't want to interfere with your vision of this great mod :smile:
Good luck with the scening.  A very simple place to start would be the scene 'Malden' in multiplayer.  Just go team deathmatch, no bots, and ctrl+E when you are in the scene.  Right now, it should look like a half started castle, with an aqueduct that runs over to a lake.  If you are familiar with the series, then you probably have some sort of idea what this should end up like.  Feel free to mess with that one, but do remember that if you save the changes when you exit (hit ctrl+E again) then Malden will be changed forever.  It's wip tho, so don't worry.

I'll have to consider the enlistment option.
zelig said:
What about air shield - it can be weaved like seeker and will follow the channeler and will push out any enemy on some specific range. So unravel will work also on it... For arrows shooting i think only about increasing of armor... But i could not found how(may be equipping with thing that have armor 100/100/100 and that will be unequipped on unraveling). May be two ways: first to put script on cloths that somehow increase armor, second to rise mesh that will physically stop any shoot. As for attacking weave you can put in any of that kind first of all if there is it enemy air shield. If yes - so it would be check: if attacker is more knowledgeable or less that defender on One Power...

-may be on some weaves it may be wise to put agent_set_no_death_knock_down_only because not all weaves are deadly.
-and certainly you were  right - killing of enemies by the weaves shouldn't bring experience( only channeling by itself).
Nice weave ideas.  I think the current patch I'm working on won't change any weaves.  Actually, I'm not totally sure what all I will update.  But, perhaps next time.
Tumetsu said:
Can you make the one power secondary attack like jarids. Such as this:

71949470.jpg
So you want to play Zeus do you? :smile:
 
Hehe, found few good ones
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Oh well, I guess if you guys are having fun playing while I poke around making updates, then it was good that I released when I did. 
Definitely! Playing unfinished mod is the most fun because it never gets boring.

 
Tumetsu said:
Hehe, found few good ones
mb96.jpg
mb95.jpg
Oh well, I guess if you guys are having fun playing while I poke around making updates, then it was good that I released when I did. 
Definitely! Playing unfinished mod is the most fun because it never gets boring.
Yes, I've found that asking questions about relationships is the best way to find Darkfriends.  They soon find themselves caught in their web of lies.  :wink:
Caba`drin said:
Gamender said:
At least, add callandor with secondary attack of the one power :mrgreen: Rand is very similar to Zeus anyway :smile:

Pish.
Rand is Tyr, Mat is Odin and Perrin is Thor. They are all much more Norse than Greek :wink:
Zeus meaning throwing jarid lightning bolts.  But all in all, they are more like the Norse gods.

I gotta think up some really cool weaves to add to rare sa'angreal like Callandor.
 
I think you got me wrong. What i said is more like throwing fireballs (or lightning  :smile:) while swinging a sword. Thus, we wouldn't have to use 1 slot for the one power. Press X sword, press X again the one power.
 
One word: why? It couldn't be a good sword because it's free item. If, for some reason, it would be good where would you need other slots then. One slot for amazing ranged/melee weapon and perhaps other for shield.
In fact I'm carrying more weaponry here than in any other mod because ranged weapon takes only one slot.

Current way is closer to the one in books.
 
Swordplay is one of the most important part of wot so, i thought it would be cool. Besides, Rand always uses his sword with his powers, Moiraine uses her staff, Ashamans are trained for sword...
Anyway, i laughed so hard when i saw this  :grin:
http://img262.imageshack.us/img262/6410/mbwarband20110109025721.jpg
You should fix this man, i can't find Aiel ladies. They're all vassals of al'lan Mandragoran(how?) and when i ask for them, Borderland lords say "I don't know where she is"  :mrgreen:
 
I love the mod.  I kind of cheated a bit just to see what it would be like to be a powerful Asha'Man and ohmygod. Stood atop a siege tower in Fal Dara and laid waste to the trolloc hordes. It was amazing.

Some nitpicks from someone who has been reading the series since middleschool.
It's Agelmar Jagad, not Jagar. I know it's small and dumb but I followed him around for a month going "I don't think that's right."

Borderlands need more roving trollocs.
Some stronger brigand troops would be good too, once you're past the intro troop levels theyre more of an annoyance.
I found it odd that all of the characters were in in the positions they held at the end of the latest book but Rand apparently hadn't taken Callandor yet.
The troops are really easy to level up and get higher tier troops. Maybe it's because I've been playing the Pendor mod, but it just seems too easy to get high level troopers to me.
I know that this is only a beta and it sounds like you're doing a lot of this on your own so I don't want anything to sound overly critical. Just offering my 2 cents.
 
Here's what I've been working on today...

Tumetsu: How are you uploading full images and not just hotlinked thumbnails?  Thanks for the help!
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I know the links are annoying, but I think most of you will like what you see.  Because of the comments concerning Andor lords and Andor castles/towns having tons of foreign troops in their armies.  I have now made it so all the southlander and borderlands lords and towns should have garrisons of primarily the troops from their own country.  If you see an Andoran lord with a few troops from Tear or some other country represented in the Southlander Alliance, well that because they still have to keep up appearances, even though they don't really enjoy serving with those guys.  (Actually, I coded it that way.)

Basically, look at the screenshots to understand what I'm saying.  It's still probably not perfect, (ie, not a faction for every country), but hopefully it will make things seem a little more realistic.

Let me know what you think,
mat

Got the name changed for you in the working files iceman.  (picky, picky)  :grin:
 
mat2rivs said:
Here's what I've been working on today...

Tumetsu: How are you uploading full images and not just hotlinked thumbnails?
















View the picture and then take the direct link from the right, but I just noticed
mb114.th.jpg

mb114.jpg
These are urls of those images.
Code:
http://img232.imageshack.us/img232/1547/mb114.th.jpg
http://img232.imageshack.us/img232/1547/mb114.jpg
I removed those th's from your pictures and they are showing full sized now. I guess that's the fastest way to post lots of pics.
 
Hi, I'm enjoying this mod but I found a weird bug (I don't know if anyone else found it):
I started the game in Bandar Eban and I accepted the job from the merchant (rescuing his brother from bandits); after finding the companions I want to take with me, I found the kidnappers' hideout and I attacked it. Everything went fine until I killed the last bandit as at that point I suddenly found myself in the point where the last bandit was, with my equipment and my full load of javelins and my companions started attacking me.
After being knocked out, the message was the same as when you are knocked out by the bandits. I tried again, this time remaining behind my companions, taking their shields away from them, and when one of them killed the last bandit they attacked me once again. This time I survived and I noticed someone trying to leave the battlefield but unable to do it. I run to him and, big surprise, it was me: same name and equipment.
I beat myself senseless  :razz: but I was able to leave the area only going to the border, with the final result to having failed, once again, the rescue. Before leaving I checked the battle results (clicking Back Space) and it appears I was now an ally of the bandits (not one of them).

I'm curious to know if someone else had the same problem.

Thanks for your work
Luciano

______________________________


Edited to add:

After closing the game I opened it again and I tried again the assault to the hideout.
This time I did nothing and my companions didn't attack me after killing the last bandit but, unfortunately, there it was no way to end the action. TAB wasn't working and leaving the area resulted in a failure of the mission.
 
Lucius Emilius said:
Hi, I'm enjoying this mod but I found a weird bug (I don't know if anyone else found it):
I started the game in Bandar Eban and I accepted the job from the merchant (rescuing his brother from bandits); after finding the companions I want to take with me, I found the kidnappers' hideout and I attacked it. Everything went fine until I killed the last bandit as at that point I suddenly found myself in the point where the last bandit was, with my equipment and my full load of javelins and my companions started attacking me.
After being knocked out, the message was the same as when you are knocked out by the bandits. I tried again, this time remaining behind my companions, taking their shields away from them, and when one of them killed the last bandit they attacked me once again. This time I survived and I noticed someone trying to leave the battlefield but unable to do it. I run to him and, big surprise, it was me: same name and equipment.
I beat myself senseless  :razz: but I was able to leave the area only going to the border, with the final result to having failed, once again, the rescue. Before leaving I checked the battle results (clicking Back Space) and it appears I was now an ally of the bandits (not one of them).

I'm curious to know if someone else had the same problem.

Thanks for your work
Luciano

______________________________


Edited to add:

After closing the game I opened it again and I tried again the assault to the hideout.
This time I did nothing and my companions didn't attack me after killing the last bandit but, unfortunately, there it was no way to end the action. TAB wasn't working and leaving the area resulted in a failure of the mission.

I haven't seen that error before.  You might want to rename your 'The Gathering Storm" mod and try re-downloading it.  Some of the files could have gotten corrupted during the download or unzip.  Also, just to be sure, you are using V0.2.3 of the mod?

The only time I ever saw myself somewhere else on the map was when I was debugging the Balefire weave.  I shot myself, (and killed myself obviously) and then the code took a look at the history of the shooter (me) and saw that he recently killed someone (me) and respawned him where my old guy died.  Unfortunately, the new player was not controlled by me.

Let me know if you keep having issues, but I don't think that has been reported before.

 
Some kind of troop tree would be nice. I think one problem with current upgrade system is that there is too many choices of end units. Are every one of them really so different? Aiels for example, I have no idea what differences are between Red Shield and Knife Hand. I'm guessing some of them are more oriented to archery or throwing while others being hand-to-hand specialists but now when every guy is "archer" I don't know which are which.
Different Southlander countries have very similar troop selection. There's so many of them that it's impossible to make all of them different, but I'd like to hear are there any troops that are particularly good.

What are different countries strengths and weaknesses? I found those Shienar horsemen and Mayene winged guard are also quite good, but are there other famous units?

-Tumetsu out
 
I have added a troop tree to the original post.

I realize the large number of troops makes things a little confusing.  I am currently working on a fix that hopefuly will eliminate all the basic hatchet and pitchfork troop types that cause a lot of confusion.  Hopefully, you will be able to start at the Andor recruit/Shienar recruit level and advance from there.

There will be a lot of duplicate troops other than armor and shields simply because a lot of the southlander are fairly common.  I tried to set up their armies like they were described in the books, but I'm sure I fell short in many areas.

As far as which troops are the best....

Borderlands:
Stronger than southlander equivalents
Shiener- Heavy Cavalry
Arafel- Infantry
Kandor- Infantry
Saldaea- Cavalry

Aiel:
All max level troops will be strong.  (best mixed infantry in the mod) Look at the troop tree to see what weapons they have.
Wise ones are channelers. (more defensive)

Southlanders:
Mayene- Queens guard
Cairhien- lancers and pikes
Illian- Infantry
Murandy- Infantry
Altara- Royal guard and skirmishers
Arad Doman- Infantry

Tear- Heavy Cavalry/Defenders of the Stone
Andor-Infantry and Queens Guards
Ghealdan- Royal Guard
Far Madding- Crossbows
Tarabon- Lancers
Amadicia- Pikes
Whitecloaks- Well rounded

White Tower:
Guards are infantry
Warder Trainees- infantry/cavalry
Aes Sedai are elite (and they spawn warder)
You'll have to play with the different Ajahs to see who you like.  Most are more defensive than aggressive.

Legion of the Dragon:
Legion- Well rounded
Band of the Red Hand- pikes, fast crossbowmen
Two Rivers- Longbowman (best archer in mod)
Ashaman- channelers (aggressive)

Seanchan:
Well rounded army
Suldam- spawn damane (aggressive channelers)

Shadowspawn:
Darkfriends are near southlander levels
Trollocs are strong infantry (myrddraal is elite and has horse)
Draghkar is weak but has special kiss power
They have pretty nasty channelers also (aggressive)
 
Thanks for the troop tree. I was looking for some ranged troops, other that Two River's or Red Hands, and I'm going to try Far Madding crossbows.
I am currently working on a fix that hopefuly will eliminate all the basic hatchet and pitchfork troop types that cause a lot of confusion.  Hopefully, you will be able to start at the Andor recruit/Shienar recruit level and advance from there.
That would be awesome if you can get it done. As I have probably told already, I'm fighting lots of armies nearly full of recruits and that doesn't feel very challenging.


mb120.jpg

 
Here's where I'm at concerning updating the recruting system:

When you visit a village, you will no longer see the option "Look for Volunteers" (or however it's worded)  Instead, it will say, "talk to the village elder" (or guild master, if you are in a town).  In towns and villages, you will be able to ask for volunteers just like before.  These volunteers will be based on geographical location (ie, cairhien recruits in cairhien) and will not change if the village/town changes faction.  The two seanchan owned locations will give seanchan recruits.  The number of available 'normal' recruits will recharge as usual.

For those of you who hate going from village to village getting one recruit, this addition is for you.  You now have the opportunity to bribe, (or pay extra money) to get some more of the locals to join you.  Currenty, you will pay 25 gold to get recruits this way.  The number available will recharge over time, and it is based on the prosperity of the town/village.  Higher prosperity = fewer willing to accept a bribe.

So how do you recruit 'Band of the Red Hand' or 'Legion' since they don't have land on the map?  You will also see an option to recruit from the outlanders who have moved into the area.  What outlanders are available depends on what faction controls the town/village.  Eg. right at the start, if you recruit in a village in Shienar, you should also be able to recruit Kandor, Arafel, and Saldaea recruits as outlanders.  The higher the prosperity of the town/village, the more outlander recruits available.

No recruiting from castles at this point.  (Since they are more fortresses and not really where village people live.)  And I think you will find that your volunteer shortage problems are over.  At least if you have the money.

Recruiting channelers:  You should see a new conversation option in towns and villages where channelers are available.  It might not jump out at you, but I think the way it's worded fits the general attitude concerning channelers in the series.  (At least at the beginning of the series for sure.)  It will probably remind some people of the methods used by the Black Tower to recruit.  You will get different channeling recruits based on the faction who owns the town/village you are recruiting from.

------ Things after this point aren't implemented yet --------

Trollocs:
I have some ideas for how to recruit these guys, but they aren't implemented yet.  It has something to do with prisoners.  (Note: Prisoners will now pray that you just ransom or sell them.)

------ Thoughts ------

Does this sound good so far?
When I get the trolloc stuff working, do you want a patch?  Or should I keep working on some of the other items on the list?  The list keeps growing as you guys give feedback.

(Side note:  remember that town/castle garrisons and lord armies will now be dependant on the nationality of the ruling lord.  Basically, with the next patch, you won't be seeing many 'worthless' recruits running around.  It should make battles more enjoyable.)

mat
 
We want patch! We want patch!


What about taking player's persuasion and charisma into account when calculating the number of new recruits, and maybe channeling proficiency too when recruiting channelers (IIRC the Black Tower guys showed all kinds of cool tricks to attract people when they were recruiting)
 
Releasing patch too often isnt a good idea. But i think that everytime something big as been made, it could be a good idea to release it for some testing purpose.
 
Downloaded and played for a few days but a few things have me going back to Feral's Shadow Rising at the moment, mostly to do with channeling.

One of my favorite things to do with Channelers in Shadow Rising was setting them up to hold some hill overlooking the battlefield, where they would blast hordes of trollocs with weaves while archers stood right next to them shooting arrows at the same targets. But in your mod the channelers seem to wait until the enemy is right in front of them to start using the one power, and even more frustration their weaves seem to kill more teammates then enemies.

Also the crossbow animation for channeling looks pretty bad, why not the one hand extended like in the other mod? Maybe a resource permission thing, not sure, just curious.

The world map is nice, it looks more accurate then Shadow Risings, but the sky box around the world map borders takes away from it, why not extend the ocean?

Besides that I love all the improvements you added, especially the weapons and armor. Thanks for all your effort in making this mod.
 
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