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| Viking Invasion 2 - Pre-release Thread; Current Vsn: Public Beta 1.0 | |
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| Tweet Topic Started: Jun 1 2008, 04:05 PM (3,209 Views) | |
| Aradan | Sep 17 2008, 10:47 AM Post #151 |
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Helot
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Wrong exp coded in EDB for Lithsmen and Buterscarles - fixed it and also tweaked a slight error in EDCT. Pal, sometimes I get the peasant weapon upgrade that people have been mentioning for Orcs. Must be an engine glitch with weapon upgrades; perhaps too many negative ones result in positive? |
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| palantir | Sep 17 2008, 12:31 PM Post #152 |
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Perioikoi
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Yeah, I don't know why that happens. It's something more research needs to be done on.... Your guess may have some truth to it. I played again to test it and although I got an automatic +3 weapon upgrade on a peasant in Leicaestir one turn I could not duplicate it by rebuilding recent buildings constructed (I moved a new peasant into the settlement (which did not upgrade automatically even before my building tests)). It seems like a glitch connected with building construction or the sequence thereof. I have the save game should you wish it (current files). |
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| uranos | Sep 17 2008, 01:04 PM Post #153 |
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Helot
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Thanks, working now
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| palantir | Sep 17 2008, 01:08 PM Post #154 |
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Perioikoi
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Great, Uranos...did you say you had some ideas for some more tweak to the map_regions.tga (border correcttions etc)? If so, do feel free to post it. Public release is looming
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| uranos | Sep 17 2008, 08:38 PM Post #155 |
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Helot
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<y last map submission: Changes to map regions: moved a bit province borders so taht there is a road between Dunachton and Dunad, and between Llangurig and Llandrillo, added port to Dunachton as it had sea border but no port. Map_heights - just adjusted som scottish island looking/spacing so that there is a bit more space between them for the ships. Map_ground_types - changed some dense trees to sparse trees and such so that there a bit more room for armies in several places and proper road creation. http://rapidshare.com/files/146135303/last...update.rar.html A question about UIs - Pal, what with the colour of ships Uis? - it is different now from land units UIs, same with spies and diplomats- now they are in RTW style - any plans for changes? |
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| palantir | Sep 17 2008, 09:50 PM Post #156 |
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Perioikoi
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I think the boats and agents and units proper are OK with differing styles to highlight their different natures. Diplomat small unit cards are a bit off but that was my recoloring for you
I'm open to suggestions though any work would need to be done within a week... Thx for the map stuff - I'll look at it as soon as I can. |
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| palantir | Sep 18 2008, 10:46 AM Post #157 |
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Perioikoi
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Map stuff looks OK, though corrected regions is reporting a disparity in western coast of Scotland so I'll probably add in those corrections... I think Aradan is going to look at them anyway so I'll hold tight until then. |
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| Aradan | Sep 18 2008, 01:06 PM Post #158 |
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Helot
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Yep, apart from the cost thingy everything looks great, just use the corrected_regions and we're fine. Wee, release approaching!! Any feedback on the campaign guys? At all? |
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| uranos | Sep 18 2008, 03:30 PM Post #159 |
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Helot
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Will play as Welsh tonight
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| palantir | Sep 19 2008, 12:38 PM Post #160 |
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Perioikoi
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Another problem with the script regarding the city I was having the siege bug with (and might be related)? Playing as Norwegians I have this: console_command create_building Dunachton governors_house added. Problem is that in-game the settlement is still a village. Can you remove all references to any core bldgs? Please test all the campaign script element types - remember, scripts are evil and must be used only in simple form
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| Aradan | Sep 19 2008, 02:38 PM Post #161 |
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Helot
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Scripts are evil, I'll remove core-bldgs. |
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| palantir | Sep 20 2008, 11:35 AM Post #162 |
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Perioikoi
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I'm going to add some religious buildings into the CS (possibly DS if suitable level) to reflect some of the known spread and specifics of monasteries, priories, churches, etc. Ireland seems to have had a plethora of monasteries but many were quite basic and so I will count them as abbeys and a few priories. I do not think other factions will be affected too much balance-wise. |
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| Aradan | Sep 20 2008, 11:52 AM Post #163 |
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Helot
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When you decide what to add, let me know, if any of them generate income or are close to regions that norwegians usually target from Dyflin, it will affect balance. |
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| palantir | Sep 20 2008, 12:30 PM Post #164 |
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Perioikoi
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Thoughts at present: ALBA Dunad +Priory NORTHUMBRIA Lindisfarne Abbey --> Priory WALES Cridiantun Shrine --> Chapel Dinas Emrys +Priory Llandrillo Abbey --> Priory Dinas Powys Abbey --> Priory ENGLAND Lundenwic +Church Bilmiga +Abbey Unitancaestir +Church Cantawaraburh +Abbey (or can assume it destroyed if better) Medeshamstedi +Abbey IRELAND Mumhain Priory --> Monastery Ulaid +Abbey Connacht +Shrine +Abbey Osraige +Shrine +Abbey Aileach Abbey --> Priory |
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| uranos | Sep 21 2008, 09:35 AM Post #165 |
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Helot
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I palyed h/h with all auto resolve battle. I have to say i really enjoed the campaing - in both visual and gameplay aspects
It's pretty hard (i guess it's even harder when you don't autoresolve battles when you siege settlements) - i'm short of money all the time, often in debt, andi had to build the dockyard very early to disband the fleets - they were costing me 400$ each turn, except the last 3 turns i had only one field army, and just waiting till Mercians will attack me
I like the tech tree very much - maybe because i don't play too much and some more complex systems are too complicated for me. btw. often when i was playing other mods i sent diplomats to others and offered alliance, map informations if they payed me 2-3000$, here both Mercians and Saxons refused the offer and in the next turn they only ageed to trade and map information - is it because of core attitudes in ds or something else? |
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I like the tech tree very much - maybe because i don't play too much and some more complex systems are too complicated for me.

8:33 AM Jul 11