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  #1  
Old July 29th, 2009, 05:11 PM
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Burnsaber Burnsaber is offline
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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Quote:
Originally Posted by Stavis_L View Post

I'll just throw this out there; I assume you've already tried a Google search on "Frankish names"? Because that returns a whole slew of historical and genealogical references (not to mention baby naming lists )
Yeah I did (lots of those are already implemented), but apparently managed to miss the "Build your own Frankish name" thing. Apparently the adal- prefix means "noble" Then thre is a small list of second elements. Apparently -ger menas "lance". Thus Sir Adalger has a name meaning a "Noble Lance"

Thaks, I'm sure to have lots of fun with this.
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  #2  
Old July 29th, 2009, 05:41 PM

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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

[quote=Burnsaber;703617]
Thus Sir Adalger has a name meaning a "Noble Lance"
/QUOTE]

Sooooo many double meanings...
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Old July 30th, 2009, 10:17 PM

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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Just had a chance to fire up the mod, and it looks really good.

I did notice a couple of minor things:
(1) "outrider" not capitalized in name of Yeoman Outrider.
(2) The Duke is a magic being. Is this intentional?
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Old July 31st, 2009, 02:49 AM

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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

2) Yes. The grail knights are also magical. By drinking from the grail the knights are made into something that's not quite human anymore. This is represented by making them magic beings.


Excellent work on the mod burnsaber. And you got it out so quickly, I'm impressed. A few things. One of the commanders, dukes I believe, has in their flavor text something about attracting courtiers? But they don't Are you going to mod that in at some point? If not I think it would be better to remove that line because it gives the impression that they do, considering everything else works as advertised. Also I think your morale values are almost too directly based on warhammer values compared to the other warhammer mods. For example, compare Temple Guards with Grail Knights. Temple Guard have 18 morale to a Grail Knight's 14, despite Grail Knights being immune to psychology and having the same leadership. If anything I think Grail Knights should have even higher morale than temple guard on account of their special rule. I think the bretonnian knights have less morale in general than they probably should have as far as normal dominions nations go. It would also be nice if knights errant could have a somewhat lower resource cost in comparison to knights of the realm to represent their being easier to muster, but this is probably just a pipe dream (I would be in favor of them having the same gold cost as KotR). And I'm not sure how you feel about this but personally I think pegasus knights should be even more expensive (80+ gold), but also have a second hoof attack.
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Old July 31st, 2009, 05:13 AM
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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

analytic_kernel, thanks for the typo report, added to the fix list.

Quote:
Originally Posted by rdonj View Post
2) Yes. The grail knights are also magical. By drinking from the grail the knights are made into something that's not quite human anymore. This is represented by making them magic beings.
Hit the nail right on the head there.

Gamleplay wise, it also allows me to restrict the guys who can lead them. +thematicness!

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Excellent work on the mod burnsaber. And you got it out so quickly, I'm impressed.
Thanks. I had a lot of days off, because seniors started to come back from their summer vacations in my job.

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Originally Posted by rdonj View Post
One of the commanders, dukes I believe, has in their flavor text something about attracting courtiers? But they don't Are you going to mod that in at some point? If not I think it would be better to remove that line because it gives the impression that they do, considering everything else works as advertised.
Yeah, I need to polish up the description a bit. It's a part of the explanation why they have so high resource cost. It goes a bit like this.

1) Duke is called to war and he of course comes, but he has lands to manage and needs a Steward.
2) Courtiers start pestering the Duke, seeing a shot of finally owning some land (even for a short while, unless should something happen to the Duke....), wasting his time and resources.
3) Dukes absolutely hate this mess, but it has to be done, because they need their steward to be at least somewhat trustworthy. (knights do not really think highly of Courtiers, just recruit some and see their "nicknames").

Quote:
Originally Posted by rdonj View Post
Also I think your morale values are almost too directly based on warhammer values compared to the other warhammer mods. For example, compare Temple Guards with Grail Knights. Temple Guard have 18 morale to a Grail Knight's 14, despite Grail Knights being immune to psychology and having the same leadership. If anything I think Grail Knights should have even higher morale than temple guard on account of their special rule.
Hmm. Kinda true. I'll probably up the morale to 16, the standard effect should take care of the rest. Added to the fix list


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Originally Posted by rdonj View Post
I think the bretonnian knights have less morale in general than they probably should have as far as normal dominions nations go.
They all have the small standard bonus. Sure the effect is pretty small, but when you stack a lot of them on top of one other..

The nobles are much more courageous when in presence of other Nobles. I mean, think of the ridicule in the courts should the word spread that you fled from an battlefield! You might even lose your fief!


Quote:
Originally Posted by rdonj View Post
It would also be nice if knights errant could have a somewhat lower resource cost in comparison to knights of the realm to represent their being easier to muster, but this is probably just a pipe dream (I would be in favor of them having the same gold cost as KotR).
Well, I rather like it the way it is now. Most people might prefer KotR's, but there are times when you just absolutely need as many lances on the field as possible (like against giants, who can damage even on shield hits, negleting the skill difference).

Besides, you can summon them from the Errantry War spell, so that makes them more common too.

Quote:
Originally Posted by rdonj View Post
And I'm not sure how you feel about this but personally I think pegasus knights should be even more expensive (80+ gold), but also have a second hoof attack.
Don't know. At least in my testing I always went for Grail Knights when I had the gold. A cost increase would just make the difference just too much.

Perhaps I should lift the "cap only" status from them, but limit them otherwise (high res cost?)
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Old July 31st, 2009, 05:51 AM

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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

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Hit the nail right on the head there.

Gamleplay wise, it also allows me to restrict the guys who can lead them. +thematicness!
Yeah, grail knights should NOT be lead by anything other than damsels, dukes, and grail heroes.



You're right, I wasn't factoring in the standard bonus. So you can ignore what I said about the knight's morale... I think making the knights errant cheaper on resources would be slightly more thematic, but I agree that it's not necessary, and the errantry war spell will help a lot with the thematic feel of knights errant.

Making pegasus knights not cap-only seems like a good idea. They're should be rare, but if you have to choose between them and grail knights I think they're going to be a little too rare. Using high resources to keep their numbers down is probably a necessity though to keep the player from massing them.
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Old July 31st, 2009, 09:37 AM

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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

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Originally Posted by Burnsaber View Post
Quote:
Originally Posted by rdonj View Post
2) Yes. The grail knights are also magical. By drinking from the grail the knights are made into something that's not quite human anymore. This is represented by making them magic beings.
Hit the nail right on the head there.
Gamleplay wise, it also allows me to restrict the guys who can lead them. +thematicness!
Fair enough. I had actually overlooked the fact that Grail Knights are also magic beings, and so I thought the tag on the Duke was a copy-and-paste-related artifact. My discomfort with the tag was related to the fact that they could take double damage from weapons with #dt_magic. But, I guess if they're "not quite human", then it's a moot point.
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