Search Members FAQ Portal
  • Navigation
  • In the shade
  • →
  • Hosted Mods.
  • →
  • Viking Invasion 2
  • →
  • VI-2
  • →
  • Viking Invasion 2 - Pre-release Thread
Welcome Guest [Log In] [Register]
Welcome to In the shade. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Locked Topic
  • Pages:
  • 1
  • …
  • 10
  • 11
  • 12
Viking Invasion 2 - Pre-release Thread; Current Vsn: Public Beta 1.0
Tweet Topic Started: Jun 1 2008, 04:05 PM (3,209 Views)
Aradan Sep 17 2008, 10:47 AM Post #151
Helot
Posts:
111
Group:
Members
Member
#12
Joined:
June 1, 2008
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?
Offline Profile Goto Top
 
palantir Sep 17 2008, 12:31 PM Post #152
Perioikoi
Posts:
338
Group:
Members
Member
#7
Joined:
May 31, 2008
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).
Offline Profile Goto Top
 
uranos Sep 17 2008, 01:04 PM Post #153
Helot
Posts:
61
Group:
Members
Member
#21
Joined:
June 4, 2008
Thanks, working now :)
Offline Profile Goto Top
 
palantir Sep 17 2008, 01:08 PM Post #154
Perioikoi
Posts:
338
Group:
Members
Member
#7
Joined:
May 31, 2008
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 :D
Offline Profile Goto Top
 
uranos Sep 17 2008, 08:38 PM Post #155
Helot
Posts:
61
Group:
Members
Member
#21
Joined:
June 4, 2008
<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?
Offline Profile Goto Top
 
palantir Sep 17 2008, 09:50 PM Post #156
Perioikoi
Posts:
338
Group:
Members
Member
#7
Joined:
May 31, 2008
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.
Offline Profile Goto Top
 
palantir Sep 18 2008, 10:46 AM Post #157
Perioikoi
Posts:
338
Group:
Members
Member
#7
Joined:
May 31, 2008
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.
Offline Profile Goto Top
 
Aradan Sep 18 2008, 01:06 PM Post #158
Helot
Posts:
111
Group:
Members
Member
#12
Joined:
June 1, 2008
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?
Offline Profile Goto Top
 
uranos Sep 18 2008, 03:30 PM Post #159
Helot
Posts:
61
Group:
Members
Member
#21
Joined:
June 4, 2008
Will play as Welsh tonight ;)
Offline Profile Goto Top
 
palantir Sep 19 2008, 12:38 PM Post #160
Perioikoi
Posts:
338
Group:
Members
Member
#7
Joined:
May 31, 2008
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 :P
Offline Profile Goto Top
 
Aradan Sep 19 2008, 02:38 PM Post #161
Helot
Posts:
111
Group:
Members
Member
#12
Joined:
June 1, 2008
Scripts are evil, I'll remove core-bldgs.
Offline Profile Goto Top
 
palantir Sep 20 2008, 11:35 AM Post #162
Perioikoi
Posts:
338
Group:
Members
Member
#7
Joined:
May 31, 2008
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.
Offline Profile Goto Top
 
Aradan Sep 20 2008, 11:52 AM Post #163
Helot
Posts:
111
Group:
Members
Member
#12
Joined:
June 1, 2008
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.
Offline Profile Goto Top
 
palantir Sep 20 2008, 12:30 PM Post #164
Perioikoi
Posts:
338
Group:
Members
Member
#7
Joined:
May 31, 2008
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







Offline Profile Goto Top
 
uranos Sep 21 2008, 09:35 AM Post #165
Helot
Posts:
61
Group:
Members
Member
#21
Joined:
June 4, 2008
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 :unsure: 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.

Posted Image

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?
Offline Profile Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Free Forums with no limits on posts or members.
Learn More · Sign-up for Free
Go to Next Page
« Previous Topic · VI-2 · Next Topic »
Locked Topic
  • Pages:
  • 1
  • …
  • 10
  • 11
  • 12

Theme: Zeta Original Track Topic · E-mail Topic Time: 8:33 AM Jul 11
Hosted for free by ZetaBoards · Privacy Policy