B Native Musket Era [WB] Renaissance Mod - Beta Released

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thomasNL01 说:
feels great, runs great, but the overworld map takes a tad bit long to load.
Do you mean going from menus (like town menu, village menu...) back to the map? If that´s the case it happens to me too, up to 5 seconds.
 
Tried a custom battle earlier, I noticed that parrying with the zweihander was very buggy, sometimes only being able to parry down no matter how gently or wildly I moved my mouse.
 
Commander Shepard 说:
Articulo34 说:
thomasNL01 说:
feels great, runs great, but the overworld map takes a tad bit long to load.
Do you mean going from menus (like town menu, village menu...) back to the map? If that´s the case it happens to me too, up to 5 seconds.
Me too


... I have similar trouble, but I don't know why. I actually got used to it through testing.

That's why I appreciate the feedback.

We may need the help of some gifted coder or performancer on this one.
 
GABRILDURO 说:
Bayard-X 说:
Mesdames et Messieurs, pour votre plus grand plaisir, nous vous présentons:


(click:smile: THE RENAISSANCE MOD (V.0.8 - Beta)

......Released??? :shock:

BRAVISSIMO!!!!  :mrgreen:

I promise I ll find the time to try it!  :wink:
Gabby

Thanks, Gab! :grin: It's an honour to get your Bravissimo !






MC_RIBS 说:
Tried a custom battle earlier, I noticed that parrying with the zweihander was very buggy, sometimes only being able to parry down no matter how gently or wildly I moved my mouse.

Whom have you been playing and how (mounted/foot)?



Evil Cereal 说:
Öre thöy öre

Wilhelm von Ostmark, Lord of Ergellon Castle, and a lord of the Holy Roman Swadian Empire


Meine kleine Armee



Grand !  I love these shots, they actually look nicer than mine. I really have to put that big new beard also on my characters.


I'm positive about integrating diplomacy. But I'd feel better if we could delegate the whole coding to someone who knows better about it than I. I'm very cautious at coding and so big changes don't happen very rapidly.

Just one feature changed to diplomacy: May we omit the screens anouncing treaties between parties? I'd rather like messages prompting.



@ Northcott:

That's some awesome read.  :grin:

Northcott 说:
1) Weapon & Armour Balance Issues
a) Sword Stats: [...] something needs to change. Perhaps the damage and weight needs to be reduced on the new swords, or the old swords need some tweaks. Perhaps both. Native made bastard swords fairly slow to begin with, compared to one-handed variants such as the arming swords. They're shockingly agile weapons.

I agree: In the progress table, I noted that the balancing was frozen, actually, because I lost tracks with all the stats. (This is also very much true for the Highland shields which I completely forgot  :oops: ... )

For tweaking that, and other item balancing, we could use google-docs tables. :grin: I'm setting a google-docs-stuff up for us in the new year. How about it?


b) Guns: As it stands, guns are like a lottery. Your odds of success suck, but if you do hit the mark it's a kill switch. Massive damage means nothing lives.

Right. Especially if one character has firearms beyond 120, every shot gives a kill. I thought, however, that low precision was characteristic for old guns. I agree with the plates - having in mind the scene in Mestiere delle Armi where Giovanni snips a flattened bullet of his plate. Maybe we should make something like "malus against plate" or something...

c) Highlander Armours (not Highlandish, if you're looking to mimic the real world): The doublet provides less protection than the Highlander brigandine look-alike (which makes sense), but costs significantly more. That should probably be adjusted.

Unfortunately there's no other way to say "social status".  :oops:


2) Issues with models
a) The black leather boot model has no shins. When put on, there's an invisible space between the top of the boot and the character's legs.  It needs to be fixed or removed.

Known and part of the heritage. Maybe roto-scale-translate in OpenBRF can do, but a test is necessary. I'll find out throughout the break, I guess.

b) A few of the helmets have issues. The barbut (without nasal guard) seems to leave a line drawn an inch or so below the helmet -- so when worn by a lord talking to the PC, for example, it looks as if somebody drew an outline of the helmet in the air just below where the actual helmet is.

Known. This problem is due to the multi-mesh-nature of this helmet. (Parts of multimeshes won't fit...) I'll try to fix it during the Holidays. However, it's still a great item and I'm very happy that Dejawolf made it.


The morion and cabassete have an odd discolouration in the air around the tops. Like a wire frame from the 3d program has followed them into game, and is semi-transparent.

That's actually intention - it's the trade off of having them made hair-hiding hats i.e. hats with the character's hair sticking out. The discolouration is the effect of the alpha-cone. Maybe the alpha is not pure... we'd have to see a screenshot.


c) A super minor quibble: some of the armours have really "dainty" forearms compared to the body structure of the models. Highlander doublet and the half-plate armours are the ones I noticed this on.

I'm confused what you mean, because there are so many half-plates... we'd need to see screenshots, too. I guess I know what you mean, but a picture tells me more than some words.



That's everything I've noticed so far, in just a little playing around. The mod, as a whole, is excellent. I love what you've done with it, and the armours are gorgeous. Even those I mentioned above, my critique is small compared to the overall quality of the work on those models.

Thanks a lot, man! I'm absolutely fond of your participation. :grin:


Suggestions for future versions

1) The Swadian Empire name could stand some shortening. Between that and the very long names given some of the lords, their info boxes take up half the screen when the mouse hovers over them.  It's a bit unwieldy.

I know what you mean but we should make more thoughts here, then.


2) Some changes to companions would be nice. You've got a new Renaissance setting going on here, with some changes to game play. Companion changes would be great to see. Perhaps even entirely new characters.

It's intended, however, we were lacking the time to make character development for the beta.

Just for fun: Have you already found the two special characters?

3) If you can figure out how to do it, it might be worth tweaking the Lord characters so that a number of them have quality equipment. The kings having Lordly quality armour and weapons, for example, will make them Hell on the battlefield -- even if the king in question isn't exactly a warrior. (Seeing a king who doesn't have uber-warrior stats, but depends on one or two strong nobles of the most loyal personality type would be interesting: the king may have a huge army, but his right hand man is the type who will kick you around the battlefield like a rusty tin can)

:arrow: We need a coder. :wink:


4) Character generation: I love what you've done in making the characters more competent at the beginning, matching how you've beefed up the common soldiers. It creates the feeling of walking out into a world where people trained to be soldiers, both PC and NPC, are actually competent... and so more dangerous.

Thanks! It was a necessity. Having those guns and heavy armours and striking elite units around made the Mod frustrating for starting players. It got better at a certain level which needed to be there at the beginning, then...


To that end, the Looters could stand some beefing up
 

And all the other bandits. (Except Sea Riders who have already been beamed into the year 1521 ^^)

[...] There's a "bravo" character type in the module set, for example, that takes the place of 'squire' -- gearing the character up for life as a mercenary. It adds more dimension to character generation.
[...] why not add some cultural touches? [...] Small choices like that at the beginning may serve to deepen immersion into the game world.

Agreed despite the unwieldy code that needs to be made for it. I could already do that, but I cannot promise because it's really messy code - already in Native.

Overall, loving the mod. It's got a great feel to it. :smile:

Reading your comments made my day even better! :grin:
 
We definitely need to get you sub-forum status for this so we can do a Dev thread! :grin:

Spoiler full of dev stuff.
I agree: In the progress table, I noted that the balancing was frozen, actually, because I lost tracks with all the stats. (This is also very much true for the Highland shields which I completely forgot  :oops: ... )

For tweaking that, and other item balancing, we could use google-docs tables. :grin: I'm setting a google-docs-stuff up for us in the new year. How about it?

I think that's a great idea. It gives easy access for tweaks, and lets us bounce around ideas. When I was looking at The Last Days mod, I started thinking about a basic system for creating consistent armour weights and protection values -- so that armour would have weight and protection according to the material it was made from, and how much of the body it covered. With little adjustments here and there for the intent of one culture having superior and/or heavier armour, etc. 

Right. Especially if one character has firearms beyond 120, every shot gives a kill. I thought, however, that low precision was characteristic for old guns. I agree with the plates - having in mind the scene in Mestiere delle Armi where Giovanni snips a flattened bullet of his plate. Maybe we should make something like "malus against plate" or something...

Reduced precision is certainly an expected trait of them. However, it was also possible for soldiers to be notable for their aim. I think there's room for a happy middle ground.  You certainly don't want them being too accurate, especially if they're high damage weapons -- however, they should seem advantageous over the crossbow, which is currently more deadly simply because it hits more often.

I think if we scale back the deadliness of crossbows a little, that'll take care of them without our having to inflate the value of armour to compensate. Then scale the precision of the guns up some more -- with pistols being lower than long barrels, of course -- keep the missile speed good and high so they've got superior range, and drop their damage values way back down so that they present the kind of danger that crossbows do in vanilla M&B.

That should sort out the problems nicely.  We won't have to inflate armour values, skewing the gameplay of melee combat, and it'll still be possible for a character to survive a random hit from a bullet in combat -- though it'll probably still take them out, and if not it'll do scary damage.  Plate of proof will mostly protect against bullets, save at closer range where they'll prove deadly. It'll also make a character an absolute tank in melee combat, but very slow (as it got very heavy during this era -- part of what was required to be bullet proof). This makes the agile combatant and the slower heavy armour combatant two very different fighting styles, perhaps even moreso than vanilla M&B.

c) Highlander Armours (not Highlandish, if you're looking to mimic the real world): The doublet provides less protection than the Highlander brigandine look-alike (which makes sense), but costs significantly more. That should probably be adjusted.

Unfortunately there's no other way to say "social status".  :oops:

I agree that the armour's certainly pretty enough to merit extra coin, but having inferior armour cost the same as superior armour would get that across. Survival is king! People will want to live through fights, so the armour shouldn't be too far out of it's effective price range. Unless it ends up bearing some kind of awesome perk like a leadership bonus when worn... but that requires code knowledge.

c) A super minor quibble: some of the armours have really "dainty" forearms compared to the body structure of the models. Highlander doublet and the half-plate armours are the ones I noticed this on.
I'm confused what you mean, because there are so many half-plates... we'd need to see screenshots, too. I guess I know what you mean, but a picture tells me more than some words.
[/quote]

I'll catch a couple screen shots when I can, and sketch out the difference so that there'll be a visual reference.

Just for fun: Have you already found the two special characters?

No! I hadn't! I should have ctrl+clicked my way around the map instead of just riding around! Now I'm curious.

(In reference to lords having superior items)
:arrow: We need a coder. :wink:

I found out how to do it when I was monkeying around with character generation for my own purposes, in how to change the equipment the characters get. There's got to be a way to set something similar for the lords. It would be a nice (if freakin' scary) touch to have, for example, Victorinus riding down on the PCs wearing lordly full plate, baring a mastercrafted sword, and riding a champion charger. :grin: That's a recipe for pain!

Re: beefed-up soldiers and player characters...
Thanks! It was a necessity. Having those guns and heavy armours and striking elite units around made the Mod frustrating for starting players. It got better at a certain level which needed to be there at the beginning, then...

Which makes me wonder if it's possible to slow down experience gains for the player to make the PC gain levels slower. Draws out that stage where you've got to work for everything.

[...] There's a "bravo" character type in the module set, for example, that takes the place of 'squire' -- gearing the character up for life as a mercenary. It adds more dimension to character generation.
[...] why not add some cultural touches? [...] Small choices like that at the beginning may serve to deepen immersion into the game world.

Agreed despite the unwieldy code that needs to be made for it. That I could already do, but I cannot promise, because it's really messy code already in Native.

I might be able to pull it off, but I rather suspect I'd still be in over my head. Now I'm curious, though. :grin:  I'd been thinking about some of this stuff for a mod idea I'd been floating around myself.
 
Northcott 说:
We definitely need to get you sub-forum status for this so we can do a Dev thread! :grin:
Given that there's a publicly available playable release, the thread is eligible to move to the Caravanserai if Bayard-X so desires.

As to a sub-forum, it isn't likely that such would be given immediately upon release. Group PMs, etc, can function quite well for dev business. Even most mods with sub-forums don't conduct most of their dev communication in a thread on the forum.

EDIT - and how rude of me: Congratulations on your release! Looks quite good.
 
Wow this looks incredible. I remember seeing this thread a long time ago and then forgot about it. Now I just stumbled across it, and if it weren't 5 am I would be on this so fast, but its time to pass out now. Tomorrow I shall hit the mighty blunt and spent a few hours pike n shotting some fools. Looks great, can't wait
 
Caba`drin 说:
Congratulations on your release! Looks quite good.

Thank you very much :grin:




bsapaka 说:
Wow this looks incredible. I remember seeing this thread a long time ago and then forgot about it. Now I just stumbled across it, and if it weren't 5 am I would be on this so fast, but its time to pass out now. Tomorrow I shall hit the mighty blunt and spent a few hours pike n shotting some fools. Looks great, can't wait

Have fun!
 
Northcott 说:
We definitely need to get you sub-forum status for this so we can do a Dev thread! :grin:

Spoiler full of dev stuff.
I agree: In the progress table, I noted that the balancing was frozen, actually, because I lost tracks with all the stats. (This is also very much true for the Highland shields which I completely forgot  :oops: ... )

For tweaking that, and other item balancing, we could use google-docs tables. :grin: I'm setting a google-docs-stuff up for us in the new year. How about it?

I think that's a great idea. It gives easy access for tweaks, and lets us bounce around ideas. When I was looking at The Last Days mod, I started thinking about a basic system for creating consistent armour weights and protection values -- so that armour would have weight and protection according to the material it was made from, and how much of the body it covered. With little adjustments here and there for the intent of one culture having superior and/or heavier armour, etc. 

Right. Especially if one character has firearms beyond 120, every shot gives a kill. I thought, however, that low precision was characteristic for old guns. I agree with the plates - having in mind the scene in Mestiere delle Armi where Giovanni snips a flattened bullet of his plate. Maybe we should make something like "malus against plate" or something...

Reduced precision is certainly an expected trait of them. However, it was also possible for soldiers to be notable for their aim. I think there's room for a happy middle ground.  You certainly don't want them being too accurate, especially if they're high damage weapons -- however, they should seem advantageous over the crossbow, which is currently more deadly simply because it hits more often.

I think if we scale back the deadliness of crossbows a little, that'll take care of them without our having to inflate the value of armour to compensate. Then scale the precision of the guns up some more -- with pistols being lower than long barrels, of course -- keep the missile speed good and high so they've got superior range, and drop their damage values way back down so that they present the kind of danger that crossbows do in vanilla M&B.

That should sort out the problems nicely.  We won't have to inflate armour values, skewing the gameplay of melee combat, and it'll still be possible for a character to survive a random hit from a bullet in combat -- though it'll probably still take them out, and if not it'll do scary damage.  Plate of proof will mostly protect against bullets, save at closer range where they'll prove deadly. It'll also make a character an absolute tank in melee combat, but very slow (as it got very heavy during this era -- part of what was required to be bullet proof). This makes the agile combatant and the slower heavy armour combatant two very different fighting styles, perhaps even moreso than vanilla M&B.

c) Highlander Armours (not Highlandish, if you're looking to mimic the real world): The doublet provides less protection than the Highlander brigandine look-alike (which makes sense), but costs significantly more. That should probably be adjusted.

Unfortunately there's no other way to say "social status".  :oops:

I agree that the armour's certainly pretty enough to merit extra coin, but having inferior armour cost the same as superior armour would get that across. Survival is king! People will want to live through fights, so the armour shouldn't be too far out of it's effective price range. Unless it ends up bearing some kind of awesome perk like a leadership bonus when worn... but that requires code knowledge.

c) A super minor quibble: some of the armours have really "dainty" forearms compared to the body structure of the models. Highlander doublet and the half-plate armours are the ones I noticed this on.
I'm confused what you mean, because there are so many half-plates... we'd need to see screenshots, too. I guess I know what you mean, but a picture tells me more than some words.
I'll catch a couple screen shots when I can, and sketch out the difference so that there'll be a visual reference.

Just for fun: Have you already found the two special characters?

No! I hadn't! I should have ctrl+clicked my way around the map instead of just riding around! Now I'm curious.

(In reference to lords having superior items)
:arrow: We need a coder. :wink:

I found out how to do it when I was monkeying around with character generation for my own purposes, in how to change the equipment the characters get. There's got to be a way to set something similar for the lords. It would be a nice (if freakin' scary) touch to have, for example, Victorinus riding down on the PCs wearing lordly full plate, baring a mastercrafted sword, and riding a champion charger. :grin: That's a recipe for pain!

Re: beefed-up soldiers and player characters...
Thanks! It was a necessity. Having those guns and heavy armours and striking elite units around made the Mod frustrating for starting players. It got better at a certain level which needed to be there at the beginning, then...

Which makes me wonder if it's possible to slow down experience gains for the player to make the PC gain levels slower. Draws out that stage where you've got to work for everything.

[...] There's a "bravo" character type in the module set, for example, that takes the place of 'squire' -- gearing the character up for life as a mercenary. It adds more dimension to character generation.
[...] why not add some cultural touches? [...] Small choices like that at the beginning may serve to deepen immersion into the game world.

Agreed despite the unwieldy code that needs to be made for it. That I could already do, but I cannot promise, because it's really messy code already in Native.

I might be able to pull it off, but I rather suspect I'd still be in over my head. Now I'm curious, though. :grin:  I'd been thinking about some of this stuff for a mod idea I'd been floating around myself.
[/quote]

Thanks again, I read this and actually think that this is the way we should proceed in the new year. :smile:

We should continue making and changing items, start the google-docs, which will most likely provide us some support in continuing the development.


@ all:
So, Victorinus should keep his name like it currently is?

 
You're in charge of the mod. I'll follow your lead. :smile:


As for Victorinus: I think your initial impulse was right. The name needs some kind of tweak. From what I understand, you envisioned a formidable, rather idealistic young ruler in him. A very knightly sort. He should have a formidable sounding name or title to him.

If Victor (Viktor?) means "the conqueror", perhaps attach an appellation such as Magnus (the great).  Emperor Viktor Magnus? Eh. Or not. I'm not sold on it, but I thought I'd throw it out there.
 
Northcott 说:
You're in charge of the mod. I'll follow your lead. :smile:


As for Victorinus: I think your initial impulse was right. The name needs some kind of tweak. From what I understand, you envisioned a formidable, rather idealistic young ruler in him. A very knightly sort. He should have a formidable sounding name or title to him.

If Victor (Viktor?) means "the conqueror", perhaps attach an appellation such as Magnus (the great).  Emperor Viktor Magnus? Eh. Or not. I'm not sold on it, but I thought I'd throw it out there.

:grin: Yeah, he's in the wake of Francis and Maximillian. Viktor Magnus sounds Swedish. Calradia finally run by Nords  :shock: :wink:
 
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