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- Tournament Play Enhancements 1.5 (Complete Overhaul)
This mod completely rebuilds the native tournament system from scratch with an entirely different style to how it is handled. For players that do not like the changes it can be disabled leaving the native tournament system completely intact. Below lists all of the various settings players have access to as I have tried to make customization as transparent as possible. It should be noted that this will significantly increase the difficulty of your tournament experience, but the kit is very easily customized via constants to suit your mod's needs. You can see an example of this kit in action in the latest Floris Expanded Mod Pack (2.5).
Modmerger Kit: This has become a modmerger kit for easier installation and updating. Please ensure you have modmerger installed before attempting to install this kit. Installation instructions are now included in the kit and on the mbrepository page so I have removed the source posts below. Please let me know if you encounter any trouble installing or running this.
Point Based System
The entire way that tournaments are handled has been altered to improve the challenge while reducing some of the more frustrating aspects of native tournaments.
[*] Placement in tournaments is now based upon earning points based on your performance instead of being the last man standing. You earn points by elminating opponents (+1), surviving the current round (+2) or being a member of the highest scoring team (+1).
[*] The participant with the highest cumulative score wins the tournament.
[*] The second and third place ranked participants also win lesser rewards.
[*] After each round of combat the player will be directed to a "post combat ranking screen" displaying the ranking of everyone in that round as well as the tournament as a whole.
[*] Being knocked out in a round will no longer result in disqualification from the tournament. You cannot leave the round either until only a single team remains to allow your team to potentially win the team score reward.
Players have been given a number of options to customize tournaments to their preference.
[*] The equipment the player has available in each round. Three options are given to select between weapons or "enhancements".
[*] These equipment options can be left for random choice as determined by the touranment design system described below.
[*] The ability to custom set these same equipment options for companions within the player's party.
[*] The player can choose to prevent specific companions from joining tournaments if desired.
[*] The number of teams participating in the next round or leave it random.
[*] The size of the teams participating in the next round or leave it random.
[*] Which team the player will be on each round or leave it random.
[*] The ability to set a bet amount that will be applied each round instead of having to select it between rounds.
[*] The option to see the damage dealt by teammates.
[*] The option to view when achievement awards are earned in combat.
[*] The option to see when points are awarded to any team.
[*] The option to see when points are awarded to each participant.
Changes have been made to give the troops a better responsive way of fighting, a more unique look and greater diversity of options.
[*] Opponents are now uniquely named troops. Some are "veteran" difficulty while a few are "champion" difficulty.
[*] The AI troops are significantly more powerful in combat compared to native.
[*] An option to further increase their difficulty using "level scaling" if desired.
[*] AI troops will randomly select from the same equipment and enhancement options as the player receives.
[*] AI troops will more dynamically switch between melee and ranged weapons in combat if they have both.
Tournament Design System
An original criticism of the TPE overhaul was that it removed the faction specific flavor of tournaments. The aim of the tournament design system was to restore this as the player chooses.
[*] Players can select exactly which weapon types are available in each center.
[*] Players can select the appearance of weapon types. Swords vs. axes, throwing axes vs. javelins, etc.
[*] Players can select the frequency that each type of weapon is used or if it is used at all.
[*] Players can elect if a given tournament is completely mounted, unmounted or somewhere between.
In Combat Display
A new combat heads up display tracks things going on in the current tournament round.
[*] Scores and remaining number of members for each team are tracked.
[*] The top five scoring individuals of the round are tracked.
An entirely new system of betting has replaced the native version. You now bet on whether your team will "win the round" or not.
[*] Bets are automatically placed each round based upon your option setting.
[*] Winning bets are paid to the player each round.
[*] The odds calculated take into account the next round's difficulty setting and number of teams present.
Performance achievements can be earned each round based on specific criteria. Each achievement awards a small amount of experience (scaled with your level) and renown. These achievements are listed after each round on the post-combat ranking display. The achievements that currently exist are:
[*] Swiftest Cut - Awarded for scoring the first defeat in a round.
[*] Fiercest Competitor - Awarded for scoring the most defeats in a round. (min: 3 players)
[*] Dominant Presence - Awarded for scoring 25+% of defeats in a round. (min: 12 players)
[*] Legendary Presence - Awarded for scoring 50+% of defeats in a round. (min: 10 players)
[*] Mythical Presence - Awarded for scoring 100% of defeats in a round. (min: 10 players)
[*] Cautious Approach - Awarded for surviving a round without scoring any points.
Rewards are paid out to the participant with the highest total score. A lesser reward is paid to the participants that finish in second or third place.
[*] Final experience and renown awarded for winning a tournament have been increased due to the increased difficulty.
[*] The magnitude of the experience reward is based upon cumulative difficulty throughout the tournament. The harder you set each match the higher the reward will be. A level scaling cap is applied to prevent too much experience being earned at lower levels.
[*] Money awarded is also determined based upon cumulative difficulty.
[*] Winning a tournament will gain you reputation with the town it is being held in. Each win in that town will increase the size of the reputation gain.
[*] (Disabled) Items are awarded for winning the tournament. This is left disabled by default as the reward items need to be defined for your specific mod.
[*] Lords within the town will react to your win based upon their personality type, your gender and their relationship to you. Their reaction will alter their relation with you.
[*] Ladies will react to your win based upon their personality type, your gender and their relationship with you. Their reaction will alter their relation with you.
A new quest as been added with this kit that automatically triggers when an active tournament is available to attend.
[*] Depending on the player's renown they will either hear of it or be invited.
[*] The quest lets players know where a tournament is being held and how long before it expires.
Tournament Options Panel:
Tournament Design Panel:
In Combat Display:
Post Combat Ranking Panel:
Main Access Menu (under the "camp" menu):
Tournament Play Enhancements 1.5 - Modmerger Kit
Note: If you want a lesser version that gains the equipment choices, but doesn't create a complete overhaul the TPE 1.2 lite version a couple of posts down will work.