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Messages - trueten

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The Last Days / Re: TLD 3.01 - Bug Reports
« on: November 14, 2011, 02:47:21 AM »
I think female battlecries can be borrowed from one mod... I forgot which one uses them. Whether it's Wedding Dance or Blood and Steel.

The Last Days / Re: Combat Damage Model
« on: November 10, 2011, 06:16:47 AM »
To answer GA, the problem with these number was the following:
you had basically the impression to fight armored tanks. Swords were next to useless, even two-handed long swords, you had to use a mace for the blunt damage.

I remember starting playing 1257 AD mod, when I tried to hit armored seargant with my sword and caused him minimum damage. The problem of M&B engine is that there is no armor classes you can set, like 'leather', 'mail' and 'plated'. M&B devides those classes by numbers. If defence stats reach 35-40 it counts like mail. More - plated.
It's not officially though, only my own assumption (but I see I'm not the only one) based on several fights in 1257 AD and cRPG mods.

I felt really useless when playing cRPG I tried to hit some plated 'tank' with my sabre, that causes 32 (swing?) damage, and I heared this 0 resault hit. It has its' certain sound to notificate if you even didn't scratch your opponent. And I'm sure if he had armor stats like 25-30, and my sabre could cause 10-15 damage, there would be this 'swing' sound and he would pretty sure felt my hit.

Now the bigger problem is that one-handed swings in M&B 1.011 usually cause zero damage, unless you spin aside pretty hard with your computer mouse. It feels like this was fixed in Warband. I never play one-handed in M&B because of this, but I surely can play it in WB.

And now lets take a look at TLD ME world - 80% of all troops use swords and sabres, although one-handed fight mechanics pretty sucks in M&B. And now if you will change most armor stats higher than 40, the one-handed sword fights could turn out to be a big pain.

On the other hand it's not the reason to stop or change your stat rebalancing work, Ron. I'm pretty eager to see how will it look in TLD. It's just I felt I need to share my concerns and I hope I'm wrong with all these theory.

The Last Days / Re: Combat Damage Model
« on: November 10, 2011, 03:05:36 AM »
Never played with any type of RCM, but I hope the stuff's stats won't get far from Native one's. Like in 1257 AD Warband mod, where most swords cause 50-60 damage; armours have 80-100 points of protection; bows have +3-6 damage, but arrows have +30-40 damage >:^(
Hate that.

What's the problem with numbers, if the effect and feeling from combat will be correct? Numbers are pure secondary

The Last Days / Re: TLD 3.0 Suggestions
« on: November 05, 2011, 05:02:40 AM »
@Conners: Duh, I prolly misunderstood your post. I thought you mean the time-limit out - you lose. And that's the part I didn't like :)

I think TLD should have a lot of random events. The only random thing we have now is lord's death :)
Randomness adds much fun to the gameplay.

Anyway, I've been thinking about one neat feature:

There's a great mod for WB which is called Custom Commander. One of the features it adds - you can set the amount of reinforcement waves per one battle in the mod option menu. By defualt M&B has 3 reinforcment waves per one battle stage iirc. But this feature allows you to set 5, 6 or more waves per one battle.

 1. Timesaving. Due to TLD being more unstable, people who had to switch their battlesizer down a bit suffer from the increased amount of battlestages they have to fight now. It is really annoing when you have to destroy a 100 enemy partie in two or even more stages.

 2. RAM saving (methink). Dealing with one big host in one stage saves you from loading another battle scene, thus preventing another hard time to your PC.

 3. CTD preventing. One of the biggest issues of M&B 1.011 is unit spawn. Each spawning unit adds a lot of pressure on your system and might end up crashing. Increased amount of waves decreases the numbers of spawning - if you don't lose enough troops, none reinf wave shall come from your side. But right now regardless the previous battle stage losses, you and your troops will spawn again in next battlestage, although you could've avoided it with this feature.
In addition. If you have battle advantage the more troop spawn near you, and that's a lot more worse for you PC then if more troops would spawn on the enemy side. The biggest problem I suffer now is when during a big battle last stage starts with, for example, 10 enemy units and 69 of my units. And because I couldn't deal with those 10 bastards in previous stage, I have to suffer from more spawning units in next stage. Poor PC, he could've avoid it.

 1. If your surgery skill level is pretty high, another battle stage might help you to play with more HP and troops, that are healed after first battlestage. With this feature you will partly lose this advantage.

 2. It might be impossible to implement this feature in M&B 1.011 at all :)

But if you are interested in this feature, you can take a look at it here - http://forums.taleworlds.com/index.php/topic,111808.0.html

CC mod contains its' source codes.

The Last Days / Re: TLD 3.0 Suggestions
« on: November 05, 2011, 03:48:00 AM »
How about a Time-Limit, till Frodo is going to Destroy the Ring?
I'm not sure if it is a good idea, but if it will be taken in to account I might add something to this.

Time-limit is fun, but it should depend on which side you're playing. If you play for bad guys, then, for example, you have 300 (200?) days to destroy enemy factions. If not - Frodo destroys the ring.

If you play for good guys, you have 300 (200) days to destroy your enemies, if you fail to do it in time - Frodo is captured and Sauron gets the ring.

The bad side of this idea is that you depend a lot from your ally lords, who are responsible for sieges and achieving victory overall. Thrie retardness usually will be the reason why you didn't make it all in time.
Yeah, any timelimiting would unleash a whole storm wrt any inconsistency in strategic AI, however small :D Ofc this can be mitigated to some extent by giving player more decisionmaking powers when he is on timelimit

The Last Days / Re: TLD 3.0 - Bug Reports
« on: November 04, 2011, 03:37:54 PM »
chased down about 7 groups and killed off more of the already engaged ones... yet still the quest giver (Galadriel) seemingly doesn't notice it.
I had a similar quest to eliminate 4 Khand Raiding Parties. I eliminated about 5-7 (half of them were killed during a massive battle with bunch of other bad folks) of them and the quest was finally finished. It won't inform you about the success, you must go to the quest giver and the line will appear in his dialoge.
So it is finishable (go out and kill as much as you can), but it really needs a counter, like the one with "rescue x prisoners".

Btw, just had a fight where me and my ally Prince Imrahil (i.e. a 'good' guy) killed some orcs in a huge battle and he lost only one interesting unit:
Note, the Warg Rider prolly survived :)
fixed in next patch

The Last Days / Re: TLD 3.0 Suggestions
« on: November 04, 2011, 03:55:51 AM »
Erm, will some traits be reworked? I found some of them non logical.
For example, I've reached 12th rank in Gondor and the trait I got is cheaper troops and some command features. Well, second feature is might be useful, but, honestly, cheaper troops is not a valid achievment when you reach 12th rank. By that time you don't even know where to spend your resources, not to mention that at this point there's a lot of enemy troops whom have a lot of prisoners and I can easily fullfill my partie by rescueing them.
I've noticed if you play for Rohan, you recieve the same trait.

Although I can't suggest something decent instead. The first thing that came in my mind is that trait could allow you to hire this fellas:

Forgot their names, but I didn't notice any way I can hire them, so...

Another idea would be pretty argueable, but it could really increase the difficulty and motivation for a player to reach the top rank - the Player (playing for Gondor for example) cannot hire any cavalery troops (or those troops are pretty limited, say their top tier would be Veteran Squire), but after reaching the higher rank you unlock eccess to the elite cavalery troops (Gondor Knight and higher).

The bad thing is that it sounds good with Gondor, but I can't figure out options for other factions (mostly because I didn't play for them yet).

The Last Days / Re: TLD 3.0 - Bug Reports
« on: November 03, 2011, 10:00:06 AM »
Not even a bug, but I hope this will be fixed - being in Pelargir I've noticed some wall textures are turned upside down.

You can notice it by the shadow being up, not down.

The Last Days / Re: TLD 3.0 - Bug Reports
« on: November 02, 2011, 04:11:50 PM »

Two elven items with different parameters, but have the same price.

Btw, why all of the stuffs have no requirements (except horses)? Armours and swords do not require any level of strength attribute, bows do not need any power of draw lvl.
elven bows do ;) Items are very much under revision for quite some time to come. No requirements so that everyone can test everything

I'm sure requirements add some RPG elements and additional challenges to the player. As an example, I'm on a 17th level and wearing a pretty neat armour, and my strength attribute is pretty low. That's cheating :)

The Last Days / Re: TLD 3.0 Suggestions
« on: November 02, 2011, 08:21:36 AM »
Bring back the rooster's scream/wolf's howl when night/day ends pls :)
Yes, certainly. It's a bug actually, meaning I forgot to code it in at the last moment :)

The Last Days / Re: TLD 3.0 FAQ - Ask your questions!
« on: November 02, 2011, 03:38:01 AM »
So it is written that the Player cannot initiate sieges on his own. Then the question is - do I need to put points into my engineering skills, or it'll be simply useless?
If it is completely useless skill, then it'll be good if it was disabled at all.
Good point. We have some ideas for its usage later, but now engeneering is completely useless, yes.

The Last Days / Re: TLD 3.0 - Bug Reports
« on: November 01, 2011, 10:34:49 AM »
Not much of a bug, but the clicking sound (when you click in the menu, upgrade troops, etc.) is to low. Prolly it has been poorly converted to .wav.

I sure hope it'll sound loud enough in the future patches :)

TLD.808 / Re: TLD: Bug Reports and Technical Help [2.4]
« on: June 03, 2011, 08:20:38 AM »
Has anyone tried to convert .ogg sound files in old 0.808 version? I wonder if it works there too :)

TLD.808 / Re: TLD: Suggestions
« on: September 19, 2010, 04:14:05 AM »
It's marvelous.

But I think the horse should be more... simple though. Too much details. It's something close to Middle Ages, so...

TLD.808 / Re: TLD: Official Porting FAQ
« on: August 15, 2010, 02:08:13 AM »
What's wrong with DaBlade? Why is he "guest" ?

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