What are your personal tweaks?

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prava

Sergeant at Arms
Although POP is great already I make it better suited to my taste with some minor tweaks. I would like to hear about what tweaks you made for yourselves. There might be good ones I can use!

For example here are mines
- Slightly adjusted some companion's stats. I used to nerf Ediz(until he was officially nerfed in a recent version) and boost Donavan. I don't use either of them though. lol
- Also raised weaponmaster skill for the 3 high-leveled Sirs and Lethaldiran. They start with level 38-45 and can't levelup much, but I wanted some feeling of progression from them. This change allows me to "feel" their progression without overpowering them.
- Lowered food consumption rate. Not too much. Like 30%.
- Increased the number of reinforcement waves. (and the troop threshold too)

Well, that's all, excluding Battlesizer.
Now I'm thinking about nerfing archery damage at long distances.

What are yours?
 
I like to have all 20 companions in party, so i use the tweak for them to not leave (i hope it still works) :smile:
 
I don't use any besides Battlesizer, but i would like to know how you change the number of reinforcement waves?
 
Lange 说:
I don't use any besides Battlesizer, but i would like to know how you change the number of reinforcement waves?

Basically you need to edit some numbers in mission_templates.txt but for now you can just use TweakMB, since the latest version supports PoP3.41.

TweakMB
http://forums.taleworlds.com/index.php?topic=101731.0
 
prava 说:
Lange 说:
I don't use any besides Battlesizer, but i would like to know how you change the number of reinforcement waves?

Basically you need to edit some numbers in mission_templates.txt but for now you can just use TweakMB, since the latest version supports PoP3.41.

TweakMB
http://forums.taleworlds.com/index.php?topic=101731.0

thanks m8 :smile:
 
mayjori 说:
macxxx 说:
but with more waves archers will dry their quivers in the middle of the fight ;P

not if your getting reinforced with more archers too  :roll:

But your archers from beginning or early wave becomes useless after they are out of ammo, since most of them are crappy at hth combat, so this can seriously nerf player combat capabilities ;P
it would be better if they had more arrows in quivers.
 
NicotiN 说:
I don't have any, i'm not a cheater

I dont messs with the occult, the only tweak ive ever made to my game was the "we hang deserters" to native module, to me it doesnt make sense that you cant keep like at least 14 because a leader of a warband should be able to bring together a bunch of different people with different minds and keep them together, despite their differences. But the way around it...... make everyone lords!!  :mrgreen:
 
Tweaking doesn't mean cheating.
And it's an occult only when you don't know what you are doing. It's not an occult when you know what you are doing.
 
I changed the rate at which experience is awarded to all units to accelerate the game, and changed the rate of enemy lord escape after battle.  I changed Griffon Knights slightly to only feild with their morningstars and substituted the dark helm for the open barclay models for cosmetic purposes.  I reduced the level and stats of all of the companions I used so I could tweak them better during play and fitted them with the heraldric harness.

In retrospect changing the xp gain rate of rank and file troops ( ie: Pendor archers, or Nobles) was too strong.  You gain troops very quickly, like giving you a virtual unending stream of Hero Adventrurers...which are powerful.  Changing the XP rate for player and companions was great, as it makes the begining of the game more exciting.  Especially after I have done it half a dozen times.

Did not change the companion limit thing.  There are some funky things going on there...and hey I have enough immortal soilders as it is :smile:.  I also played with making qualis gems merchandise and multiplying their value by 4.  That actually was fun.  Oh you can buy them, but it hurts.  I would not recomend a change like that for the first play through, but it was fun for later ones.

prava 说:
And it's an occult only when you don't know what you are doing. It's not an occult when you know what you are doing.

Its always occult.  Actually that is literal...as in 'the source is unseen'.
 
One minor tweek and one biggie. I make a custom banner based on my own(and admittedly awesome, it's got a wolf in it) family crest and I change the Pendor troop tree. I don't change any of their stats, but I make 3 extra soldiers and change two of em. I don't like the randomness of the pendor swords men and man at arms. Sometimes they have shields some time not. So I make a separate line.

The Pendor Swordsmen and Man at arms are now solely two hander troops. Pendor Footmen can now also become Pendor Infantry then Pendor Guard. Which are identical to the Swordsman and Man at arms except they have shields and one handers. Recently I wanted some polearm troops so now the Pendor Infantry can become Pendor Veteran. Same stats as man at arms and guard but with a veteran polehammer. I haven't tested the veteran out yet though. I'm looking forward to trying them out on Cavalry.

I also swap out some of their armour and replaced it with a cooler looking one but with the same or similar stats. Also the one hander troops I give them the chance of using a Military Pick. A fantastic weapon that I think gets over looked a lot. A balanced one can hold it's own against anything. There's nothing like bringing it down on the head of some heavily armoured knight.

I use an Infantry/Archers only army and so far it hasn't un balanced the game. They're not the best soldiers, but they're cheap and quick enough to train. Which is as good an advantage as elite troops in the long run I think. I just like the Pendor line and thought it could use more variety.
 
Wild_Colonial_Boy 说:
One minor tweek and one biggie. I make a custom banner based on my own(and admittedly awesome, it's got a wolf in it) family crest and I change the Pendor troop tree. I don't change any of their stats, but I make 3 extra soldiers and change two of em. I don't like the randomness of the pendor swords men and man at arms. Sometimes they have shields some time not. So I make a separate line.

The Pendor Swordsmen and Man at arms are now solely two hander troops. Pendor Footmen can now also become Pendor Infantry then Pendor Guard. Which are identical to the Swordsman and Man at arms except they have shields and one handers. Recently I wanted some polearm troops so now the Pendor Infantry can become Pendor Veteran. Same stats as man at arms and guard but with a veteran polehammer. I haven't tested the veteran out yet though. I'm looking forward to trying them out on Cavalry.

I also swap out some of their armour and replaced it with a cooler looking one but with the same or similar stats. Also the one hander troops I give them the chance of using a Military Pick. A fantastic weapon that I think gets over looked a lot. A balanced one can hold it's own against anything. There's nothing like bringing it down on the head of some heavily armoured knight.

I use an Infantry/Archers only army and so far it hasn't un balanced the game. They're not the best soldiers, but they're cheap and quick enough to train. Which is as good an advantage as elite troops in the long run I think. I just like the Pendor line and thought it could use more variety.

Very interesting! Thanks for sharing it.
 
I like to have my companions wear the mercenary helm for pure cosmetics (and the slight + to body armor).  So I usually up the abundance a little to get a bit better chance of them showing up in the shops.  Also I like the look of the Pendor Knight Armor so ditto there with slightly raised abundance.  Also have made a variety of custom banners for my own use.


I might have to try the idea of downgrading some of the companions so that you can build them up from scratch.  Alyssa comes to mind. 
 
  I use a tweak that keeps companions from leaving and getting mad at each other, because I like to train my companion lords as early as I can along with my companion fighters. I only keep a reasonable amount, and I don't keep any jerks(Sir Alistair).
  I also tweaked Marleons Heavy cavalry to use Marleons Heavy Plate and Marleons Ornate Heavy Plate, cause its a shame to let those armors go to waste.
  In my current savegame, I also tweaked the Ruby glaive so it can be wielded with a shield and swung as a one hander, for roleplay purposes(It stilll has the default 35% nerf when used onehanded).
  I also have battlesizer and I tweaked the stupid tax inefficiency to be capped at 25%, but I may remove it completely.(Corrupt people and those who don't pay their taxes weren't just allowed to go on with it, the King needed his money and had enforcers.)
 
About the only tweaks I use are the Battlesizer and changing the escape rate of enemy lords, because it pisses me off when I personally knock out Lord So-and-So in a battle, only to have him 'escape' straight after :evil:.
 
Lange 说:
I don't use any besides Battlesizer, but i would like to know how you change the number of reinforcement waves?

you have to edit script files.... It has some negative effects: max 50/55 renowns for each battle, and your soldiers would run out of arrows very soon. It also makes siege awful because you'd really have to beat all 1000000 garrison guys in order to take the town or castle  :evil:
 
n00b 说:
Lange 说:
I don't use any besides Battlesizer, but i would like to know how you change the number of reinforcement waves?

you have to edit script files.... It has some negative effects: max 50/55 renowns for each battle, and your soldiers would run out of arrows very soon. It also makes siege awful because you'd really have to beat all 1000000 garrison guys in order to take the town or castle  :evil:

the reinforcement waves is specific to each battle type, so you can increases it for x but not for siege.
just FYI.
 
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