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M&B Mod Community  |  Mount&Blade Expansion  |  Major Mods  |  A Song of Ice & Fire (Moderator: Clegane)  |  Questions / Suggestions
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Author Topic: Questions / Suggestions  (Read 7255 times)
HokieBT
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« Reply #15 on: October 17, 2008, 09:57:47 AM »


In terms of the companions I also agree that we need to get rid of the major characters.   This was discussed in one of the threads a while back and I think the general consensus was to turn some of the current companions into knights for each faction and then the companions would just turn into minor or randomly named characters.  Either we find VERY minor characters from the book or just create some random names using bastard last names and from large houses (Frey, Snow, Rivers, Sands, etc).   We had talked about some of them may be called 'Maester X' or 'Sir X' and they would have higher stats/skills and then others would just be low-level generic ones that the player can customize.
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Jheral
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« Reply #16 on: October 17, 2008, 10:29:11 AM »

Even very minor characters could be problematic. I'd suggest creating entirely new ones.

The discussion regarding companions is this thread, along with some discussion regarding the Lords: http://mbx.streetofeyes.com/index.php/topic,1274.0.html

Just thought I'd provide a link to it, in case anyone's interested. The relevant discussion is mainly on the first two pages.
« Last Edit: October 17, 2008, 10:54:07 AM by Jheral » Logged

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Clegane
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« Reply #17 on: October 17, 2008, 12:39:13 PM »

Ive been pondering about the RCM matter, i might not use it. Would prolly make the game too hard and bring up some troop balance issues.
« Last Edit: October 17, 2008, 12:43:17 PM by Clegane » Logged
Jheral
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« Reply #18 on: October 17, 2008, 01:07:27 PM »

Ive been pondering about the RCM matter, i might not use it. Would prolly make the game too hard and bring up some troop balance issues.

Oh, I see. Well, I have to say that's a little disappointing. I was rather hoping that it would still be in.

Still, it's your mod now, so you're the boss.
« Last Edit: October 17, 2008, 01:10:28 PM by Jheral » Logged

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Clegane
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« Reply #19 on: October 17, 2008, 01:10:19 PM »

Ive been pondering about the RCM matter, i might not use it. Would prolly make the game too hard and bring up some troop balance issues.

Oh. Well, I have to say that's a little disappointing. I was rather hoping that it would still be in.

Still, it's your mod now, so you're the boss.
Ive been pondering about the RCM matter, i might not use it. Would prolly make the game too hard and bring up some troop balance issues.

Its not definitive either.
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Jheral
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« Reply #20 on: October 17, 2008, 01:12:10 PM »

Fair enough.  :)

I guess I was just reading too much into that 'might not' part.
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« Reply #21 on: October 18, 2008, 04:54:57 AM »

i used troop editor to change vargo hoat to jalabhar xho, shagga to strong belwas, timett to nimble dick, pycelle to barristan selmy, and petyr baelish to orbelo the braavosi, i'm also considering hedge knights and landless knights or men of the night's watch (eg Ulmer), just some ideas
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Night Ninja
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« Reply #22 on: October 19, 2008, 05:52:17 AM »

That's even worse.

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tommylaw
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« Reply #23 on: October 19, 2008, 07:19:33 AM »

yeah, some were just done for want of someone better...
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Ron Losey
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« Reply #24 on: October 19, 2008, 07:41:30 AM »

In my opinion, RCM greatly overpowers certain equipment at the expense of others. Using it would entail rebalancing of all the items in the mod to better fit with Westeros.



The function of the RCM was to create realistic tactical application for particular equipment.  That is, large, heavy anti-armor weapons are going to be slower than lighter, shorter, and easier to use ones.  That plus removing utter absurdities that existed in Native to create balance, but instead just added strangeness.  It does create some balance issues, if you simply use it with Native loadouts and expect the game to balance the same.  However, it's not hard to plan troops around it - actually, you can do that from a history book, as a historically used weapon/armor combination should produce the same logical results.

But it was Native that over-powers certain weapons.  Specifically, the recurring theme that large, heavy weapons seemed to do a lot more damage, but still could be used at more than 90% of the speed of the lightest weapons in the game.  This produced an obvious imbalance - bigger weapon was always better.  (If this were true, everyone would have been fighting with telephone poles.)  The function of the RCM was to, in turn, balance this by making the heavier weapons realistically less convenient to use.  Also, Native greatly overrates the damage of the "couched lance", which was also balanced out.

But yes, it would require some re-outfitting the troops.  That's not a major deal, for the most part.  It's proven to be a lot easier than trying to get working balance out of the Native damage model.  (Ask Fujiwara about the balance problems in ONR back in .751 ... the RCM was originally created because those issues were found to be debilitating.)  Balancing a game around a reasonable model is some extra work, but it's still quicker than fighting perpetual imbalances that crop up because of a freaky model.  Call that experience.

Just putting that point back into perspective, before someone decides to create a LOT of work trying to avoid a little.
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Beleg Strongbow
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« Reply #25 on: October 19, 2008, 10:49:31 AM »

Well, 1.03 took care of a couple of my suggestions (soldiers that wear your livery and more advanced faction interactions). I would like to see a variety of horses; different colors, to be more specific. I hate that most horses in Native are all the same color; for example, all Saddle Horses, Coursers, and Hunters are the same color. Don't know how hard this would be to implement, but it's a small thing I'd like to see.

Also, I'd like to see more variety and options in the quests.
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tommylaw
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« Reply #26 on: October 19, 2008, 12:17:03 PM »

yeah i agree with the horses thing, maybe add in vargo hoat's 'striped zorse' as a unique loot item?

and i wanna see more ai activity, cities are rarely besieged, and when they are the besiegers are distracted by a caravan, they chase it, beat it and then go loot some village instead of continuing the siege
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HokieBT
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« Reply #27 on: October 19, 2008, 07:46:49 PM »


Ron - thanks very much for the summary!
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tommylaw
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« Reply #28 on: October 20, 2008, 05:51:49 AM »

so who's in charge of the mod now?
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Jheral
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« Reply #29 on: October 20, 2008, 11:16:09 AM »

Clegane is, from what I can see.
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