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| Topic Started: Feb 17 2009, 10:02 AM (1,723 Views) | |
| blackfang | Nov 4 2009, 01:21 PM Post #91 |
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Outworker
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it would be great if i could wish for peace with people yes:) but its not something urgent (only morte is attacking me with over 1 k soldiers at a time which takes alot out of me but i can manage:) |
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Nomy Cocain Damn its so addicting! | |
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| Charlesb96 | Nov 5 2009, 12:48 AM Post #92 |
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Outworker
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I have seen that 82 tweeks, but also saw that each mod has it in a different place and uses a different number to disable. I don't know if it would work in your mod or where it is. I will try it. I am not a modder, just a documenter, making lists and such. I am currently working on getting all the different ransoms for each level and unit, (Some units on the same level have a different ransom), and the weekly cost for each unit. |
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| Charlesb96 | Nov 5 2009, 01:00 AM Post #93 |
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Outworker
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How about including an actual wind spell. I saw one in the Shadow Rising mod to gather up the troops that are mobbing you and push them away so you are free to move again. Maybe an armor spell like the cat's grace, that up's your armor for a time. Also a non lethal spell to just knock them unconscious which is what I want to capture more prisoners or just that one guy (well, two of them, actually) for the spy mission. |
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| +Keedo420+ | Nov 5 2009, 04:09 AM Post #94 |
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All glory to the Hypnotoad!
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Adding new spells would definitely be awesome, but a lot of work. For example, I'd not only have to write the scripts for the spell(s), I'd have to modify all of the scripts for selecting spells in combat, create new icons that are displayed when you have the new spell selected, and so on. Maybe sometime down the road, but don't expect new spells anytime soon unless they are of the type that are cast outside of battle and can thus be scripted differently.
That spell already exists in native....CTRL-F4.... if you have the cheats enabled....
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| Charlesb96 | Nov 5 2009, 12:28 PM Post #95 |
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Outworker
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This is a long list of suggestions. Auto loot improved http://forums.taleworlds.com/index.php/topic,60097.0.html Battlefield tactics http://forums.taleworlds.com/index.php/topic,34685.0.html More Game play mod http://forums.taleworlds.com/index.php/topic,51290.0.html and http://forums.taleworlds.com/index.php/topic,63070.msg1637948.html#msg1637948 Spear bracing http://forums.taleworlds.com/index.php/topic,61051.0.html More magic, using items http://forums.taleworlds.com/index.php/topic,30512.msg784362.html#msg784362 Building outposts in your kingdom http://forums.taleworlds.com/index.php/topic,80871.0.html collect all taxes at once by just visiting one place http://forums.taleworlds.com/index.php/topic,48078.0.html being able to give cattle to your village at any time with out a quest to increase prosperity Since you already have gunpowder how about a thrown bomb weapon? |
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| +Keedo420+ | Nov 5 2009, 11:28 PM Post #96 |
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All glory to the Hypnotoad!
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I implemented the improved auto-loot and auto-sell into v2.0 last night and will be adding it to v1.23 soon as well.
I was planning to add this to v1.23, but it requires me to reorganize all of the spear weapons into a single group. This would force me to redesign the way the black markets choose spears. I have not completely ruled this one out, but it will be a hassle to add to v1.23. I definitely plan to add it to v2.0 however.
I have not read the thread for that one recently, but I am waiting for it to be "finished". Plus if I remember right, I would have to design outpost scenes for each terrain type (well, really just design one scene and duplicate it, defining a different outer terrain type for each one). I definitely want to add this one to v2.0 due to the lower number of settlements/centers and the longer amount of time needed to build up an empire. As for the rest, they are all possibilities. |
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| Charlesb96 | Nov 7 2009, 12:11 AM Post #97 |
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Outworker
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Suggestion. Allow companions to be garrisoned. this way you can have all 16 companions and just store the separate party's of 8 in a castle and only run around with 8 at a time, no complaints. Only need to take out all 16 if going on a siege because 16 companions, well trained and equipped are better than any army. |
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| Charlesb96 | Nov 7 2009, 12:24 AM Post #98 |
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Outworker
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Some mods have an actual 12 hour AM/PM clock in the corner as well as Dawn or Midnight. can that be put in? |
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| Charlesb96 | Nov 7 2009, 12:25 AM Post #99 |
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Outworker
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If I give an AI wand to a companion will they be able to learn magic? |
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| +Keedo420+ | Nov 7 2009, 02:20 AM Post #100 |
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All glory to the Hypnotoad!
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You used to be able to do that, but there were problems associated with garrisoning companions (I don't remember what exactly the problem was, but it needed to be prevented).
No. No way. Not a chance. Impossible!!! Well maybe. OK. Yes. It is possible. But I'll probably save that little extra for some time when there is nothing better to do.
They should use magic just like a regular magic troop. There is no way to teach the specific spells. On a related note, if you change commanders so you are controlling one of your companions instead of your main character, you can still cast any spells your main character knows. Edited by Keedo420, Nov 7 2009, 02:26 AM.
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| Charlesb96 | Nov 12 2009, 03:39 AM Post #101 |
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Outworker
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How about Knighthood orders like in Prophsy of Pendor? |
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| +Keedo420+ | Nov 12 2009, 04:26 AM Post #102 |
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All glory to the Hypnotoad!
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I've never played that mod, so you'll have to explain.
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| Charlesb96 | Nov 12 2009, 05:46 AM Post #103 |
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Outworker
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this is from the description of the mod. Knighthood Orders- The top tier troops can only be created at chapters of knighthood orders that are located at various castles and towns. Some Orders already exist in the game, others are defunct and are up to the player to discover and reestablish. You decide what orders to promote, destroy, keep or create and where. In addition you can enhance the skills and attributes of these upper echelon troops in the game. Also shouldn't the double pistol get two shots before reloading? |
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| +Keedo420+ | Nov 12 2009, 08:31 PM Post #104 |
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All glory to the Hypnotoad!
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Yeah, I'm already doing something like that for v2.0. Basically it will work like this. Once you have peasants in your settlement, you can choose to give them economic training (to make farmers, lumberjacks, etc to gather resources for your settlement) or military training. Choosing military training will give you the option to turn them into one of several types of Melee Recruits or Ranged Recruits. For Melee Recruits, you can make 1-Handed Recruits, 2-Handed Recruits, or Polearm Recruits. For Ranged Recruits, you can make Archery Recruits, Crossbow Recruits, Skirmisher Recruits (thrown weapons), or Firearms Recruits. Once the recruit has earned enough experience and upgraded to a Trainee, you can then choose to make that trainee one of several types based on what type of recruit they were. For example, a 1-Handed Trainee can become a 1-Handed Sword Trainee, a 1-Handed Axe Trainee, or a 1-Handed Blunt Trainee. Archery Trainees can only be made into Trainee Archers. Crossbow Trainees can only be made into Marksman Trainees. But Firearms Trainees can become Pistoleer Trainees or Musketeer Trainees. Once Trainees have leveled up to Trained, they can then be made into mounted troops, made into more specialized troops (a swordsman that only uses one specific type of sword, such as a Katana, for example), or you can just let them continue down the path they are on as generic troops. Regardless, each branch, starting from Trained (level 8) goes on to upgrade as follows: Experienced (lvl 12), Expert (lvl 16), Veteran (lvl20), Master (lvl 24), Grandmaster (lvl 28), and Legendary (lvl 32). Each race will have all of the same generic troop trees as well as their own unique troop trees that branch off from the Trained troops. While most of the unique troop trees will be available after getting a Trained troop of a certain type, other unique trees will require more advanced troops such as expert or veteran. And still others might only be available after upgrading one of the unique troop trees to a certain point.
I had not considered that, but I think it is possible, and would definitely make sense. |
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| Charlesb96 | Nov 13 2009, 12:00 AM Post #105 |
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Outworker
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I went into the item editor and gave the double pistol 2 rounds instead of one. While there I see that the Reaper cloak is marked merchandise which means you can buy it. You will have to remove the merchandise check mark to take it out of the merchants inventory. While in there I looked at the horses. Could there be more upper level, more powerful horses, with riding skill of 6 or 7? Higher armor, speed, maneuver, charge and hit points or combinations of them. Maybe one for each race? I agree with others, combine the Orcs and Goblins, take out the demon race and bring in the Dwarves. The bullets and cartridges do not regenerate after a battle unless I give them to a companion for a time, then they will go back up to maximum. Edited by Charlesb96, Nov 13 2009, 12:07 AM.
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