I have considered it. At first I thought it was a bit too much but it sure has some awesome features which I bet a lot of people can not play without anymore. So if people want to, I can take a look at it.
I made a few banners for those who want to show support. I may make more later but for now I felt I should focus on other stuff. Many thanks to 10thgaming for inspiring me and showing me how to make them. Also thanks to dcoold for telling 10thgaming about me.
Swadia: Originally swadian infantry had shields but having shields, swords and polearms became a mess with the AI when I wanted them to be mainly polearm infantry so I removed swords and shields. So when the archers got their crossbows back (originally they had bows) I gave them shields to compensate for the infantry and distinguish them from rhodok crossbowmen. Also, swadian cavalry got shields and they are good on both foot and horse so they can easily act as heavy shield infantry.
Vaegir: They only have one infantry troop which is a hybrid bow and polearm type. The cavalry all got shields though.
Sarranid: They already have shielded infantry though.
Necromaners: Pretty much the same yes, except that they trade stats for unkillable status
I got working scripts now that allows troops to increase the skills of the player, giving them a non-combat purpose.
(Thanks to this thread and the modders who helped me)
http://forums.taleworlds.com/index.php/topic,153886.0.html
So before I start assigning troop effects I thought I would see if anyone wants to give me their personal opinions of which troops should have which effects. What I can do right now is to make a certain number of a certain troop give a certain amount of increase of the player's skills or party size. I could make ordinary troops increase skills as well but for the moment I only planned to make special troops have any effects. I would also like to hear if there are any new special upgraded/unupgraded special troops/mercenaries I should add.
Example
1 Hersir, Paladin and/or Ranger = 1 Surgery
3 Hersir, Paladin and/or Ranger = 2 Surgery
6 Hersir, Paladin and/or Ranger = 3 Surgery
10 Hersir, Paladin and/or Ranger = 4 Surgery
15 Hersir, Paladin and/or Ranger = 5 Surgery
All undead troops currently increases party size by 1 which means they do not take up any party slot.
Also, I have added screenshots and information about Khergit Centaurs and Barbarian Scavengers. I added them into their faction military section which is were you have to look if you are interested.
I type their code names which are nearly the same as their ingame names to make it easier to copy into the scripts.
Current troops with the skills I plan to give them for now. They are for sure not going to end up like exactly like this though even with my current thinking.
Special troops: swadian_paladin - Leadership - Tactics
swadian_priest - First Aid - Persuasion
vaegir_druzhinnik - Leadership - Tactics
vaegir_elephant_rider
khergit_swordsman - Prisoner Management - Leadership
khergit_heavy_swordsman - Prisoner Management - Leadership
khergit_centaur - Trainer - Tactics - Wound Treatment
nord_hersir - Trainer - Leadership
nord_shieldmaiden - First Aid
nord_valkyrie - First Aid - Leadership
rhodok_mounted_crossbowman - Tactics - Spotting
rhodok_elite_guard - Trainer - Tactics - Prisoner Management
sarranid_janissary - Trainer - Prisoner Management
sarranid_dervish - First Aid - Leadership
revolutionary_officer - Trainer - Tactics - Leadership
revolutionary_dragoon - Path-finding - Spotting
barbarian_berserker - First Aid - Leadership
barbarian_shaman - Tracking - Wound Treatment
barbarian_pyromancer - Tracking - Spotting - Wound Treatment
ninja - Spotting - Persuasion
onna_bugeisha - First Aid - Wound Treatment
black_horseman
death_knight
necromancer - Surgery - Leadership - Trainer
lichlich - Surgery - Trainer
elven_druid - Path-finding - First Aid - Wound Treatment
elven_scout - Spotting - Path-finding
elven_ranger - Tracking - Spotting - Path-finding
teutonic_priest - First Aid - Persuasion
teutonic_cleric - First Aid - Persuasion - Leadership
dark_elf_witch - First Aid - Wound Treatment
I got working scripts now that allows troops to increase the skills of the player, giving them a non-combat purpose.
(Thanks to this thread and the modders who helped me)
http://forums.taleworlds.com/index.php/topic,153886.0.html
So before I start assigning troop effects I thought I would see if anyone wants to give me their personal opinions of which troops should have which effects. What I can do right now is to make a certain number of a certain troop give a certain amount of increase of the player's skills or party size. I could make ordinary troops increase skills as well but for the moment I only planned to make special troops have any effects. I would also like to hear if there are any new special upgraded/unupgraded special troops/mercenaries I should add.
Example
1 Hersir, Paladin and/or Ranger = 1 Surgery
3 Hersir, Paladin and/or Ranger = 2 Surgery
6 Hersir, Paladin and/or Ranger = 3 Surgery
10 Hersir, Paladin and/or Ranger = 4 Surgery
15 Hersir, Paladin and/or Ranger = 5 Surgery
All undead troops currently increases party size by 1 which means they do not take up any party slot.
Also, I have added screenshots and information about Khergit Centaurs and Barbarian Scavengers. I added them into their faction military section which is were you have to look if you are interested.
I type their code names which are nearly the same as their ingame names to make it easier to copy into the scripts.
Current troops with the skills I plan to give them for now. They are for sure not going to end up like exactly like this though even with my current thinking.
Special troops: swadian_paladin - Leadership - Tactics
swadian_priest - First Aid - Persuasion
vaegir_druzhinnik - Leadership - Tactics
vaegir_elephant_rider
khergit_swordsman - Prisoner Management - Leadership
khergit_heavy_swordsman - Prisoner Management - Leadership
khergit_centaur - Trainer - Tactics - Wound Treatment
nord_hersir - Trainer - Leadership
nord_shieldmaiden - First Aid
nord_valkyrie - First Aid - Leadership
rhodok_mounted_crossbowman - Tactics - Spotting
rhodok_elite_guard - Trainer - Tactics - Prisoner Management
sarranid_janissary - Trainer - Prisoner Management
sarranid_dervish - First Aid - Leadership
revolutionary_officer - Trainer - Tactics - Leadership
revolutionary_dragoon - Path-finding - Spotting
barbarian_berserker - First Aid - Leadership
barbarian_shaman - Tracking - Wound Treatment
barbarian_pyromancer - Tracking - Spotting - Wound Treatment
ninja - Spotting - Persuasion
onna_bugeisha - First Aid - Wound Treatment
black_horseman
death_knight
necromancer - Surgery - Leadership - Trainer
lichlich - Surgery - Trainer
elven_druid - Path-finding - First Aid - Wound Treatment
elven_scout - Spotting - Path-finding
elven_ranger - Tracking - Spotting - Path-finding
teutonic_priest - First Aid - Persuasion
teutonic_cleric - First Aid - Persuasion - Leadership
dark_elf_witch - First Aid - Wound Treatment
How will be the Elephant on the Battlefield? Should the Mod Use Iron Launcher? or The size will be the same as a Horse & Rider? Can they get Hit when you charge against them with a Cavalry Spear?
I tested riding elephants in another mod, and it was:
-Hard to do a proper couched lance hit
-Hard to see (But this elephant, telling from screenshots, probably won't have the same problem)
-Almost impossible to use a melee weapon, but with this one, it probably will be impossible.
-Not so hard to use a long lance, this one probably will be a bit easier.
-Not really hard to shoot with a bow.
-Really easy to run over infantry and do charge damage.
You should add some very special very rare Buffer type of troops that increase the Powerstrike/Powerdraw/Ironflesh skills of all allied troops (and yourself) on the battlefield
You should add some very special very rare Buffer type of troops that increase the Powerstrike/Powerdraw/Ironflesh skills of all allied troops (and yourself) on the battlefield
I do not know how to make troops that increases skills for npc. It would be cool to have scripts though to make some troops caste enchantments or trigger abilities like bless or berserk. For now it remains a very humble mod when it comes to magic.
Cherek Lycanus said:
My Question.
How will be the Elephant on the Battlefield? Should the Mod Use Iron Launcher? or The size will be the same as a Horse & Rider? Can they get Hit when you charge against them with a Cavalry Spear?
No Iron Launcher and I may take the time to make a Barbarian Horde banner.
Regarding elephants: I will be busy during most of the weekend but I will when I can, post detailed description of how they work right now in the mod when I get the time.
Bremmelgod said:
Did you try giving the infantry a one handed polearm and a shield?
Do you mean the swadian infantry? They are inspired my medieval english infantry. Bills and stuff, and one handed polearms would make them hoplite types which does not suit them very well.
The only mod where i have seen Chariots is Wedding Dance, i iwsh they where in this too but im afraid their quite difficult to get to work and make to mods
I only found out about this mod today but I must give my compliments to GunFred, I really like what I've read so far and see regarding the mod's setting.
I'd also like to second the already mentioned PBOD, the troop trees look perfect for a more tactical approach, gameplay-wise I think the mod would benefit from it and give it more depth in battles.
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