Oh my goodness, I can't believe it is already past the middle of June. I'm currently on a slow modding roll but I've stayed away from heavy duty coding until I'm how I exactly want the economy to work. Most of my time has went into Medieval research the past few months. I've watched documentaries, read books, read articles, read reports, and even played games dealing with the Medieval period. At the end of it all I still find myself a bit frustrated of it all and not too sure how I want to proceed when it comes to converting real life mechanics and translating it to game play.

Warband, is the medieval period on acid & speed in terms of pacing. What should take years in real life only takes days to do in Warband. Situations like castle sieges are a good example of it. Castles were difficult to take, and take days to siege. I learned that if an offensive army has a better chance of waiting things out during a siege than attacking in most cases. Also the lifespan of people during these times were really short. This fact can conflict with the pacing of my population system for SoD, as population growth is very slow.

On the upside of my learning I have a much clearer understanding of all social classes of the medieval period. Even learned that outlaws aren't really portrayed very correctly in Warband. I'll have to make lots of changes based on the things I've learned about the different social classes. I know you might be wondering why I'm not focused on more typical mod things like combat, but a lot of that stuff is pretty much set out already. I'm currently trying to better the role play aspects of the mod; the downside is that it is taking me much longer than I expected because I didn't know anything before about living in the medieval period. All that has changed though now. I know enough about the various duties of people during this time to come up with some fun way to convert what I learned into a major part of SoD.

I have been very active the past few weeks though, since it takes me awhile to get back to coding after being off of it for a while I've been slowly easing back into it by doing other things like texture work and adding new models that don't necessarily concern the combat portion of the game. So far I've made some new male faces that the M&B community hasn't seen, I've also added 20 sky boxes to the mod. Now I'm focusing on adding new flora to the mod. If they come out better than the default flora I'll have them replace the old flora instead.

So I'm trying some new things, and will continue to rewrite a lot of things too. Also the troops might end up going into a total facial code make over. I'm content with the new faces I selected so those will end up being reordered into the game as soon as I add face paint variations to the game. I'd love to start working on the User Interface but that may have to wait. As far as the in-game voices go I'm won't be ready to integrate those just yet until I make sure the advanced formations are working, and that I have the formation mod working smoothly in-battle.

So I'll continue to work quietly until the new economic system is showing some progress. That feature will be the thing to look forward to for the next major release.

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computica

7 comments

  1. DarkEarl
    DarkEarl
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    I really liked the aspect of Lords and knights dying that was part o the original mod and am wondering if that could be ported to your mod as well. The fact that new rulers come into powr in the existing factions adds muc more too the overall game play.
  2. Qurion
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    then i will very much look forward to the day of release
  3. computica
    computica
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    Thank you Qurion, I couldn't have said it better myself. All of which you mentioned are things I want to change. Over the next few months I'll be doing my best to make the next release a good one.
  4. Qurion
    Qurion
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    and sorry for this very long reply
  5. Qurion
    Qurion
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    i dunno about that for sure, iam mostly in the oblivion/skyrim section

    but in recoding it dependen a lot on how many "modules" you use
    i never really took my time to mod M&B but with one point you just stated i very much agree

    "in which just about every mod feels the same"

    the concept of M&B is rather doing battles and the goal is becoming powerfull/conquering calradia for your own faction/lordship but what i miss is often gameplay.
    modder usually replace the nations, give soldiers different armor, add some prefeatures made by others and thats it, boring
    There never had been much of a point in M&B to be a merchant, except you want to get money quick and here you do get money too fast again
    the Citizen are rather dull, they never really say much otherwise then "nah didnt heard many rumors" or other things... couse it really feels like i dont even make a difference, i mean, cav is overpowered in this game, i have 150 cavs and the enemy comes with 320 men and i win with 70-120 wounded/losses if the enemy has lots of upgraded/mounted soldiers

    and even if you do that, you never hear from a citizen that they heard from it, i mean, you defeat an army that is twice as big and nobody really cares
    the lords also feel very unrealistic, there are 4 character types: arsehole, goodboy, loyalist and tyrann and often you just feel "good lord" and "evil lord" unless you are queen/king yourself and try to cinvince them to join you
    quests dont really vary at all, and once you ask you have majorly only 2 options, accept and do or loose Relation
    i mean, you ask a friend if you can help him/her.... then he/she replies yes and asks you to do something you really hate to do (capturing prisoner for exchange....) and if it was kept in rather proper matter, it wouldnt affect your relation to somebody if you replied thatyou would prefer not to


    when warband was released i looked forward especially to 3 features, Women and Men are beeing treated differently, King/Queen and last marriage. then i played it and it was dissapointing, couse at first wuth a newly made cha they dare you (4 character type scene again) then you import your cha with max strenght and they all admire you :/

    beeing queen usually ends up with people calling you "lord"... which is usually a title for men, neither can you marry kings, some give a good arguement, but even kings are only men and they can fall for you netherless

    well thats for the roleplay

    the combat itself is usually rather annoying, just 150 units max without editing, which is really bothersome when fighting with your allies against a hostile army which would be about 2000-2500 soldiers in total, about, 1,2k on each side

    the AI feels simple, which is good and bad, good becouse it decreases lag, bad becouse they are stupid, in 1.43 they actually kept jumping off the wall and rushing the enemy after the enemy climbed up the ladder once... even archer, coused me to cheat becouse it pretty much bothered me, i would have held the castle if they hadnt
    oh and cav is overpowered
  6. computica
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    Actually the re-coding part is semi easy. Almost all of the code that was ported from the original SoD: Gold had to be re-designed upon importing because it was quite limited and broken. Much of the ported code and Warband's default code is too simplistic to offer interesting gameplay features. What I'm faced with now is that i want to extend the game past the usual gameplay of Warband in which just about every mod feels the same.

    I have things set up so I can easily re-design old code and features without much of hassle since I have a great understanding of how the game operates.
  7. Qurion
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    i was already wondering if this received an update
    and iam not sure if "recoding" is a good idea, well iam sure that it is in most cases a bad idea
    becouse it is usually much easier to begin again from scratch becouse it isnt working very well to try to recode everything, becouse then about a million incompatibilitys and erros and crashed will pop up and wants you to suffocate :p
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