SP Native Woodlands Mod

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Alright. Sounds good.

Also, might I suggest that instead of one gathered faction, you could make different woodsmen clans spread around the forests. Some are allied, others fight against eachother. All of the fight against the Swadians and Vaegirs, I guess. Except for one, which has underthrown themselves to either Yaroglek or Harlaus.
 
That is a pretty nice suggestion. I was thinking originally of more of a "renegade" kind of faction that you would have to beat to re-unite the kingdom and fight the incoming invaders from Swadia and the Vaegirs. Having more than too woodsmen factions wouldn’t really fit on the map, so the only solution would be to have the first part of the mod in a new forests only map where you would have to fight to unite the kingdom, but that wouldn’t make much sense since you would have to downgrade to an edited Native map in part two, where you start fighting outsiders.
 
Well...he edited out the rest of it, on my advice. Not I'm not quite sure...what he should do. I just don't even know.

I just looked back, and this is a neat little village you have going!

Hallequin 说:
testvillageqc3.jpg
 
im not certain of the technicalities involved in modding, but i was thinking that instead of improving an archers overall equipment you could improve on their a.i. At least have 2 choices of archers. one with good overall stats + equipment, the other with improved a.i and better bows. by improved a.i i mean accuracy, aggressiveness and trigger-happiness. archers are usually quite happy to have a go at an armoured horse with nothing but a butter knife. maybe make them more cautious, i.e. retreating to other hardier infantry instead of engaging in melee combat. If possible take away the tendency for them to take aim, move around a bit, stop and take aim once again and effectively not do anything. As for the other type of archer, o.k armour, decent ranged, capable of acting as light infantry when required. is it possible to implement a "retreat" command where ranged units will back off when opposing units come too close?
oooh oooh this is purely aesthetic, but i think itd be cool if archers would fire in coordinated volleys... meh i may be asking way too much, but you cant say that any of these ideas are BAD can you?
 
Well all your ideas about AI are basically impossible with the module system in the current version. Hopefully we will see an improvement in AI action and controllability in future M&B releases.

As for the two types of archers, well I'm planning to have them all as both amazing marksmen and light/medium fast infantry. They will mostly be wearing light armors, rarely ever something as heavy as chain mail and will have increased speed and stats to compensate for the lack of protection. I don't think that I would make well armored ones unless they would be some extremely rare and elite units.
 
Sounds good. The only problem I can think of is that archers in Mount&Blade love to teamkill...
 
hi i saw you had talked about attacking towns using the sieges sisten this is too easy to attack towns like a castle(scripting)  :grin: and i can help you whit some scripts (and the archers in the sieges love to bring the enemy down of the ladders)
 
Any help is really appreciated, and I'd love to see how I could use any of those scripts. I just don't know if I'll have the time for it.
 
Unfortunately, they are, and my progress will keep slowing till around June 2. Then, I'll be a free man! :grin:

And here's the hall that I got to work in-game. It needs a better texture, but I'll be working on an interior for it next.

hallingamerl5.jpg
 
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