sjcroft1

sjcroft1

Joined Member # 2453533
3 Posts 7 Replies 395 Reputation

I have just cleared out the Plagued Lands and would love to make use of the territory within. However, it is still designated as wild lands despite having slain all the denizens. Mousing over my quest objectives I'm given the instruction to "Clear the scarred tiles to heal this diseased land" which is all well and good but I can't cast any spells in the area to "clear" the scarred tiles, I have no idea what scarred tiles even look like.

7 Replies 9,225 Views

[quote who="Galactic_Hunter" reply="2" id="3362106"] Well all that sounds quite sensible. Not exactly how I would do it, but better than vanilla. I would like to give it a go when you are done.[/quote]I am more than happy to adjust what I have to any suggestions. I have changed armour now so that there's no initiative penalties but when there was one it is replaced by a reduction to dodge. Wish there was a way to limit plate mobility without reducing

3 Replies 4,174 Views

Essentially I am hoping on making cavalry play differently to just being "fast" units on the field. So far I have made it so mounted units Have a dodge penalty - your attacks will more likely connect on a larger target Grant their riders extra health - attacking the rider directly isn't always possible Give a movement bonus Charge bonuses at the start of combat But what I really want to do is add it so tha

3 Replies 4,174 Views

I would like to parrot what Galactic Hunter has said and even offer my knowledge in the development and effectiveness of classical to industrial era weapons to the process of this mod. I was developing one on my own and encountered serious complications with equipment interacting with each other. The vs. mounted component has been resolved but I was hoping on giving weapons and armour specific tasks - such as being effective against other weapons. A prime example bei

73 Replies 123,152 Views

I hope you don't miss the edit to my post above. I understand that there is no actual loot 'table' in the game, rather the CoreWeapons and CoreArmor file is used to determine what stuff drops. My hypothesis is that the location of the class attributes being added to the weapon occurring before the weapon's actual in-game name and not alongside other attributes is removing them from the games internal "loot table". Noticing that mounts don&#3

145 Replies 92,739 Views

[quote who="Heavenfall" reply="127" id="3288522"]The weapons aren't activated, it breaks the drop system when I do unfortunately.[/quote]Just to clarify. You're saying that, for example, modifying the weapon file so that axes give the unit wielding them a sort of "is axeman" quantifier results in the game's loot system throwing a wobbly? Because that seems strange considering the item will only be, essentially, gaining an extra unique ability - much like armour pen

145 Replies 92,739 Views

Wow, that's quite brilliant. Wish I had the time to comb through everything here and find gems like that. I take it I should place those files into my Data\English folder or just those in the CoreReplacementFiles folder? I've checked your mod thread but I don't see any "installation" instructions for the files, but that doesn't mean you've already mentioned it. I apologise in advance if you have.

5 Replies 3,937 Views

The damage % reduction to trained units is a good idea for more than just the obvious reason of removing insane numbers - an entire body of men can not simply swing at the same time at the same target. Two armies clashing shouldn't be over in a matter of seconds, it's going to turn into a slogging fest. That being said, you will want to consider giving every weapon type retaliation otherwise swordsmen will carve up anything in melee, but it will also simulate the value of flanking.</p

43 Replies 61,599 Views

At the moment I am assuming that Dodge only effects melee attacks and Ranged Dodge only effects physical ranged attacks. However - I could be wrong and Dodge could also potentially add to a unit's ability to dodge a physical ranged attack. I ask this because I'm presently juggling with weapon balance and want to make each weapon very distinct yet also with realistic flavour (maces have armour penetration, swords are versatile offensive & defensive weapons, shortbows are fa

5 Replies 3,937 Views