The new Subversion.

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YourStepDad said:
F.F.C._fritz said:
**** me, that's a lot of new stuff! Bravo, Tomas!


New Stuff? Me Likey!

So what's added?

"New troop trees. Not all of them are totally finished. So names are not final.
Currently they are only available when playing with the lance recruitment
system.
Lance recruitment system changes:
1. lances update rate adjusted
2. castle and town garrison have new management options for garrison size.
3. castle and town garrison upkeep have to be paid by the player.
4. Mercenary system reworked.
5. Crusader states can also recruit crusaders
6. New mercenary recruitment for NPC. Same faction NPC's now share the same
mercenary pool with the player.
Regional manor system improvements:
1. New manor - monastery. Only buildable at Catholic towns.
2. Monastery can either be as a book shop or it can be given to a crusader order
and in such, can be used as a recruitment center for them.
3. Fortified manor should also invite crusaders now, but the feature did not
undergo any testing.
4. New scene for monastery manor.
Essential core scripts adjusted and rewritten:
1. Troops are now equipped by scripts and not the game engine.
2. With the new scripts, troops are now equipped as they are intended.
Important changes to the basic game, increasing realism:
1. Spears now have a chance to break(no way to avoid this).
2. Lances are now realistic length.
3. Both spearman and swordsman(infantry) units now carry spears. Only when the
spear breaks, the troop will take out his sidearm. The difference between
spearman and swordsman is that the former troop have a higher skill in polearm
and the later higher skill in one-handed weapons.
4. In open battlefields troops will prefer using spears(and in such spearman
will be the "better" troops in this scenario) and in sieges troops will prefer
using one-handed weapon(and in such infantry(Swordsman) will be the "better"
troop in this scenario).
5. Archers should now take out there meele weapons correctly when the enemy is
close.
6. Some tweaks to the skirmishing scripts.
Optional English troop and faction translations added in the language folder.
Some other tweaks and changes."
 
F.F.C._fritz said:
YourStepDad said:
F.F.C._fritz said:
**** me, that's a lot of new stuff! Bravo, Tomas!


New Stuff? Me Likey!

So what's added?

"New troop trees. Not all of them are totally finished. So names are not final.
Currently they are only available when playing with the lance recruitment
system.
Lance recruitment system changes:
1. lances update rate adjusted
2. castle and town garrison have new management options for garrison size.
3. castle and town garrison upkeep have to be paid by the player.
4. Mercenary system reworked.
5. Crusader states can also recruit crusaders
6. New mercenary recruitment for NPC. Same faction NPC's now share the same
mercenary pool with the player.
Regional manor system improvements:
1. New manor - monastery. Only buildable at Catholic towns.
2. Monastery can either be as a book shop or it can be given to a crusader order
and in such, can be used as a recruitment center for them.
3. Fortified manor should also invite crusaders now, but the feature did not
undergo any testing.
4. New scene for monastery manor.
Essential core scripts adjusted and rewritten:
1. Troops are now equipped by scripts and not the game engine.
2. With the new scripts, troops are now equipped as they are intended.
Important changes to the basic game, increasing realism:
1. Spears now have a chance to break(no way to avoid this).
2. Lances are now realistic length.
3. Both spearman and swordsman(infantry) units now carry spears. Only when the
spear breaks, the troop will take out his sidearm. The difference between
spearman and swordsman is that the former troop have a higher skill in polearm
and the later higher skill in one-handed weapons.
4. In open battlefields troops will prefer using spears(and in such spearman
will be the "better" troops in this scenario) and in sieges troops will prefer
using one-handed weapon(and in such infantry(Swordsman) will be the "better"
troop in this scenario).
5. Archers should now take out there meele weapons correctly when the enemy is
close.
6. Some tweaks to the skirmishing scripts.
Optional English troop and faction translations added in the language folder.
Some other tweaks and changes."

I'm not getting any sleep tonight, sh*t =/ ....
 
Tried a few battles in a new game after updating and I noticed something really weird - the AI cavalry seemed to have become even more stupid. Middle east, lower tier saracen cavalry/desert bandit. They would simply walk around trying to follow one another and half the time completely ignoring me when I get close to poke them. Other times they seem to behave normally (chasing and all) but they'll poke the air with their sticks randomly - as long as I'm close enough (I can be like meters BEHIND them) they'll start thrusting the air in front. I've also noticed quite a number of times they would run pass me to try and poke their own people. (it's not they tried to poke me but missed - they actually got pass me leaving me several meters behind, charge towards one of their friendlies and poke) :lol:
 
The Mamluks are somewhat bugged in defending sieges, at the siege of Al Arish, the tower closest to the ladder, anyone inside that wont fire arrows .
 
VOIEVOD said:
gongo said:
ehi, there is a new release? but we have to start a new game?

To avoid unpleasant surprises, yes!

Thank you, Dr Tomas.

acc....... I reached 30 lvl!.... the last time I updated the game my old game became the rocky horror picture show.....women with beard and muscular man with female face...ahhaha
thx thomas
ok now I start a new game....but you stop for some months to update the game eh?  :mrgreen:
 
Earende said:
Tried a few battles in a new game after updating and I noticed something really weird - the AI cavalry seemed to have become even more stupid. Middle east, lower tier saracen cavalry/desert bandit. They would simply walk around trying to follow one another and half the time completely ignoring me when I get close to poke them. Other times they seem to behave normally (chasing and all) but they'll poke the air with their sticks randomly - as long as I'm close enough (I can be like meters BEHIND them) they'll start thrusting the air in front. I've also noticed quite a number of times they would run pass me to try and poke their own people. (it's not they tried to poke me but missed - they actually got pass me leaving me several meters behind, charge towards one of their friendlies and poke) :lol:

because of a mistype and some lances have super length right now.  :mrgreen: I'll do a patch when I get home :smile:
 
Say, is the XP from waiting intentional? ...Because it's actually brilliant, in my opinion  :lol:
It works wonder at giving a sense of grownth outside of combat. I mostly escort caravans so that kind of feels fair to have extra xp I won't get from combat
 
<< And on another side note, I'm still interested in feedback about the lance recruitment in general. Is it good? Bad? Ideas how to improve it? No feedback - no idea how to improve things. >>

DrTomas,

I am very happy with the new Lance system; it works great. The only feature I am missing badly is the possibility to manage castle/city Garrisons. With the native system if I went to war I used to take the troops from my castles/cities taking the risk of leaving them more vulnerable (quite like it was historically). In peace time I had the choice to maintain a reasonable army at half wage.
Now after a long war I have a strong army that I am sorry to disband because I cannot distribute it to my cities/castles for future wars.

Hope I have bee of help for feedback (this is my first post).

rgds
alberto
 
GodHandApostole said:
Say, is the XP from waiting intentional? ...Because it's actually brilliant, in my opinion  :lol:
It works wonder at giving a sense of grownth outside of combat. I mostly escort caravans so that kind of feels fair to have extra xp I won't get from combat

No. It should have been fixed since yesterdays hotfix :razz:
 
Awwwww! I liked it :razz:
Guess I won't update... Though it could be a nice addition, to have like 1 xp given for every hour of travel you make  :smile: as a mean to .. erhm... show a certain gain of life's experience through journeys instead of just combat :razz:
 
I recruited two companies of latin mercenaries in Venice. Now I can't find any others, neither in France or in England. Bad luck or what? I can still recruit in towns, but the only option the is "go back".

ps I LOVE the mercenaries' companies. Big army faster.
 
F.F.C._fritz said:
I recruited two companies of latin mercenaries in Venice. Now I can't find any others, neither in France or in England. Bad luck or what? I can still recruit in towns, but the only option the is "go back".

ps I LOVE the mercenaries' companies. Big army faster.

No, npc hires them too fast for whatever reason :mrgreen: . I just probably have to seperate npc pool of companies from the players.
 
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