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| Topic Started: Feb 17 2009, 10:02 AM (1,724 Views) | |
| +Keedo420+ | Oct 15 2009, 11:26 PM Post #76 |
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All glory to the Hypnotoad!
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There's a limit of 916 items before the game crashes. At least in the current version of M&B. I'm at around 700ish. I forget exactly. So I'm being very careful about what I add.
Because no one has made any available in OSP packs and I'm no good at modelling.
The people that made the new orcs, did not make female versions of them, so naturally there were no female armors made. Female orcs are more human-looking than their male counterparts, so just give them something else for now.
Those armors are from the OSP armor pack, which did not include boots at all.
I'm pretty sure some elven troops have shields. Those that don't will most likely be using their bows or the two-handed elven swords.
I'm basically out of room for adding new races. I can add one more, but that's it. I've considered merging the elven and dark elven races but that would be complicated making sure elven troops don't look like dark elven troops. It's not impossible, but would require some extra work that isn't really necessary at this point. Plus...Someone would have to make models for the half-dragons. Any volunteers?
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| Zetril | Oct 16 2009, 09:24 PM Post #77 |
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Helot
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Hi Will there my suggestions noted or is it impossible to get these nice things? It would be nice to get this cause I love your mod |
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| +Keedo420+ | Oct 16 2009, 10:33 PM Post #78 |
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All glory to the Hypnotoad!
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Hi. Sorry, I missed your last post. All of those things are certainly possible if they've been done in another mod. I'm reluctant to increase the arena reward by too much though, since it could easily be exploited. |
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| Zetril | Oct 17 2009, 05:26 AM Post #79 |
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Helot
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Thank you ![]() the arena is now not usefull, for winning the battle you get 250. I think 500 are much more realistic. For 20 beaten opponents, I think 200 are good. For 500 you can buy some cheap stuff. At the beginning is this very important. Yesterday I can't buy arrows for my bow^^ Arena is useless, for 20 beaten opponents 60 denares... But the more important thing is, that it is possible to join a fight on the map.
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| Christiaan | Oct 27 2009, 11:38 PM Post #80 |
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Helot
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Hey, I downloaded the new version of the mod yesterday and played it for a bit. First, I want to say I love what you've done with the racial updates, especially the orcs (they finally look orc-like ). I also love the pirate town (forgot the name), although it seems a bit empty, but the fact you can make your own cities opens up a lot of potential for new fancy stuff. As far as merging the elven and dark elven races to make room for a new one is concerned; in my opinion you could better delete the new demon race, they look bad because their heads are way to big for their bodies, and they don't have any racial npc's whatsoever. Also, I like the difference between the elven fantasy culture and the more japanse like dark elven culture. Somewhere in the summer you also said you were gonna change the troop trees (I don't know if you've already done that with other races than the elves, but that's the only race I've played up until now ), if you're still going to do that, I think you should not make all races have similar troop trees like they do now. You could, for example, make the elves more ranged orientated with some fast and agile foot units and a few mounted units backing them up, and make the undead based around mounted melee with skeletal (they just look the best for this job ) foot rangers backing them up. Since you can't make models yourself, this will at least give some feeling that every race is unique and give them more culture. Since this is a fantasy mod, I'm sure people will like the feeling that their race consists out of the strongest, most bloodthirsty warriors in game, as orcs are in every fantasy universe I've seen untill now. Of course if you want the lore behind the races to be different from other fantasys you should make them that way, it's your mod .And, to finish, I'd like to say I love how much improvement there has been over the time I've played this mod. Keep up the good work .Edited by Christiaan, Oct 27 2009, 11:42 PM.
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| +Keedo420+ | Oct 27 2009, 11:52 PM Post #81 |
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All glory to the Hypnotoad!
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To be honest, it's not really finished. The docks look empty because..well, they are. I've been meaning to add more things that would, logically, be there. Such as stacks of crates that were offloaded from a ship, merchant stalls, and stuff like that. As far as people goes, well, there's little I can do about having more people wandering around. In the past, I tried increasing the number of town walkers, and while it worked...it also had some rather interesting side effects. The extra walkers would become hostile to the player. It was actually kind of funny seeing peasants just randomly start throwing rocks at me.
Well, I have taken a lot of time off since I said that and progress has been slow lately, but I am still working on it. And today I came up with a rather awesome idea that kind of changes all of my plans, but I don't want to say anything about that right now. ![]()
Thank you. I think when I release version 2.0, you'll be very pleased.... Ooops. Shhh!! I didn't say that.
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| Christiaan | Oct 29 2009, 11:04 PM Post #82 |
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Helot
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After playing some things came to mind First of all, the dialog you get when creating an undead character asks you what your dad was (as with all other races but it makes sense for them). If I were a necromancer I wouldn't give a damn about what the fathers of my new minions were, but I'd rather rate them on their usefulness. So my suggestion on this is (a cookie if you've already guessed by now ), change the dialog for undead into something like: what proffession did you have when you were alive. Also, there isn't enough mage armor avaible for players (that makes us look like a mage too). I have also played the magic world mod (the one that first invented magic), and it has a black robe like armor in it, that cover the player completely except for his hands, feet and lower part of his face. If you are allowed to, it'd be great if you added those (or if that fails, make the armor the npc mages wear avaible to players). The scepters of that mod also look good (they're bigger than wands so they make you look more powerfull ). And since you're already planning to change the way we learn magic (thank you very much for that, gathering all that wine is getting really boring, to say the least), I've nothing to add. |
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| +Keedo420+ | Oct 30 2009, 03:43 AM Post #83 |
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All glory to the Hypnotoad!
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Well there are two points to consider here. 1) An undead (in this mod anyway) is created by summoning a spirit to do the necromancers bidding. Forcing the spirit is possible, but it is much less stressful on the necromancer if he can convince the spirit to help willingly. He does this by giving them another chance at life. Many spirits jump at this chance because they either long to be alive, are jealous of the living, or feel they have unfinished business in the mortal realm. So the spirit's mental abilities will still be affected by the same factors as a living being. 2) The necromancer can choose the body they want to put the spirit into...usually. So in that respect, they can control the physical aspects of the undead created, but due to the first point, they have no control over the mental aspects (such as intelligence, skills, and weapon proficiences). But regardless, a new character creation system is in the works which will have different options based on your race, gender, and a small amount of randomness to make each new character somewhat unique.
There will be more robes in an upcoming version. Plus the Orcs have a very unique armor specifically for their male mages (aka shamans). But in the current version, you may have trouble getting it. As for wands, I may add more eventually. I personally prefer the crystals, but that is just me so I'll try to mix it up a bit. By doing things like having the wands give higher base damage, but have the crystals have greater mana regeneration. Edited by Keedo420, Oct 30 2009, 03:45 AM.
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| Christiaan | Nov 2 2009, 08:30 PM Post #84 |
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Helot
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This came to my mind when I bought my fourth boat on my third character. Give us the ability to buy pirate gear and the ability to name our boats, so we can be Jack Sparrow on the Black Pearl . Also, add several pirate fortresses, controlled by pirate lords, on small islands in the sea (most likely near Sanctuary and Seahaven, as that is where most of the boats that belong to the player will sail anyway) which we can capture. Pirates could even patroll around the islands to block any invaders from getting near. Although I don't know if it will like Seahaven all over again, lords running endlessly against the end of the map to reach the fortresses. And here's a thing that will give players the feeling we actually achieve something for a kingdom, instead of mowing everyone down with magic (like I do ), that I thought up.Add something that measures your standing with the kingdom you currently belong to (although I suppose the existing reputation system could also be used). It will increase when you defeat enemy lords, villagers or caravans, and when you plunder enemy villages and take controll of enemy cities or castles. And of course it will decrease when you attack your own kingdom, and maybe (maybe according to the race of your kingdom) when you attack kingdoms you have peace with. The rewards would be cheap but good gear from your kingdom (the black merchants could still sell it, but for much more money, as they have to try hard to get it). Another reward could be that you are more likely to get a castle or city after you've captured it, if your standing is high. It may also affect the way people adress you when you talk to them, and give you certain titles (like the magic titles). |
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| +Keedo420+ | Nov 3 2009, 01:19 AM Post #85 |
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All glory to the Hypnotoad!
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Well, you're already supposed to be able to do that, but the seahaven merchants don't want to work for some reason. As for naming your boats, that is probably possible since you can rename a party.
The main problem with this is that it creates a player kingdom that can't be conquered, unless I can find a way to get pirates to siege them. I would have to make them like Seahaven (on the water) or possibly connected by small land bridges like the Kingdom Of Morte's island. As for the rest of what you said, to be honest, I probably won't be doing any more MAJOR changes to v1.xx. There will be version 1.23 which will fix bugs, balance the troops, add the new character creation system, and change the way spells are learned. There will probably also be a v1.24 with some other fixes/changes/additions. But in all honesty, I am falling in love with Custom Settlements, so most of my mod work will now be on v2.xx of The Horde Lands. The kingdom system is, in my opinion, superior in almost every way to how it is done in native and in my mod. So I have been working on changing The Horde Lands into a Custom Settlements mod for the past several days. It will probably take me several weeks to port all of the items from the Horde Lands into v2.0, but I am making very good progress. I think 2.xx will be better than 1.xx, but I am making them separate mods in case not everyone likes the different style of play in 2.xx. Anyway, I'm rambling now.
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| Charlesb96 | Nov 3 2009, 05:42 PM Post #86 |
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Outworker
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I really love the flying broom you get from Faze. It would make any quiddich player drool with envy. But it still acts like a horse in motion. Is it possible to get it to fly straight and level like the speeder bikes in the Star Wars mod? Or is that just the way all mounts will act no matter horse, tiger, boar or broom? |
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| +Keedo420+ | Nov 3 2009, 08:02 PM Post #87 |
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All glory to the Hypnotoad!
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Well, if they did it in the Star Wars mod, I'm sure it could be done in my mod, but I have a feeling they did something different than making the speeder bikes horses. They may have created custom animation for their speeder bikes. But I wonder if they got rid of the horse noises as well? Anyway, I just tell myself that the brooms are animated by binding the spirit of a dead horse to it, similar to how undead are created. The horse spirit may not realize it is dead so it continues to act like a horse even though it has no legs...or head.
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| blackfang | Nov 3 2009, 08:22 PM Post #88 |
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Outworker
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i dont know if this is a suggestion or a question or both... anyway i need to start making peace with people (i got my own little kingdom right by the salt mine and i am at war with half the factions already without doing anything special other then conquering morte cities) so is it possible or do you have to mod it in? its really booring being unable to go sell my stuff other then after having conquered a huge city or traveled through a hostile kingdom or sneak in (i always get cought) |
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Nomy Cocain Damn its so addicting! | |
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| Charlesb96 | Nov 3 2009, 09:17 PM Post #89 |
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Outworker
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Another suggestion. Could you add, or actually get rid of, the interaction between companions so you can have any combination or even all 16? With the ability to recruit others as companions, a force of say 25 companions and just 3 or 4 of the other troops, this would be an awesomely unstoppable army. |
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| +Keedo420+ | Nov 4 2009, 07:21 AM Post #90 |
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All glory to the Hypnotoad!
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I'd probably have to mod that in. Native has a script that starts wars randomly and I'm pretty sure there's no way to request peace (though they sometimes offer it if you are kicking their ass). But there are other places to sell stuff... Sanctuary for instance. Also, there is a Black market merchant hiding in the attic of the Red Dragon Inn.
There is a way to disable it, but I forget how at the moment. Go to taleworlds and do a search for "disable companion arguments" or something like that. You should find how to disable it eventually. I think it is part of the "82 Tweaks" (or whatever) thread. |
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), if you're still going to do that, I think you should not make all races have similar troop trees like they do now. You could, for example, make the elves more ranged orientated with some fast and agile foot units and a few mounted units backing them up, and make the undead based around mounted melee with skeletal (they just look the best for this job

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), that I thought up.
9:11 AM Nov 28