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  #91  
Old October 29th, 2009, 10:16 PM

Trumanator Trumanator is offline
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Default Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!

Llamabeast does have the gold to do so. Once I'm dead in Sign I'll go into greater detail re: my thoughts on Brettonia and Skaven. For now though, suffice it to say that free troops+unrest reducing commanders+good scales+good 20+ pd=lots of pd wherever you need it.
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  #92  
Old October 30th, 2009, 07:08 PM

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Default Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!

I have had sufficient gold by virtue of not recruiting any mages all game though.

It is certainly quirkily tough PD, but for the moment I like it. It is an interesting and fun feature of the nation. It might be possible to abuse though, I'm not sure.
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  #93  
Old October 30th, 2009, 09:32 PM

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Default Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!

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I have had sufficient gold by virtue of not recruiting any mages all game though.
How could you manage doing that?
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  #94  
Old October 31st, 2009, 05:17 AM
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Default Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!

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Originally Posted by llamabeast View Post
It is certainly quirkily tough PD, but for the moment I like it. It is an interesting and fun feature of the nation. It might be possible to abuse though, I'm not sure.
I'll wait for Trumanator's big pos before deciding, but the mounted KotR gain could be reduced to 1x per point of PD.
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  #95  
Old October 31st, 2009, 06:17 AM

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Default Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!

Redeyes: For most of the game so far I had two provinces and was fighting for survival. It's not a good strategy.
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  #96  
Old November 11th, 2009, 07:13 AM
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Default Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!

Okay, my next move in the modding front is to get this mod updated. So if any of you have any suggestions, this would be a great time to share them so that I can squeeze them to the version 0.9.

Here's a list of changes I'm already committed to doing:
Code:
- Check if the KotR unrest reduction is bugged, if so, take action (probably by incresing the patrolbonus)
- Outrider to 0 gold (like in Sombre's mods)
- Fix the black pixel in the Battle Pilgrim sprite
- Make Q.Knights poorleader again
- Improved "Call of the Quest", likely by making it summon a few Grail Knights.
- New King sprite, based on Calchet's excellent alternate King sprite
- Something extra. Beastmaster hero, perhaps?
- Put spells at the bottom of the .dm file -> improved llamascript compactibility?
- Mounted KotR gain to 1x per point for 20+ PD.
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  #97  
Old November 11th, 2009, 07:31 AM

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Default Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!

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Originally Posted by llamabeast View Post
Redeyes: For most of the game so far I had two provinces and was fighting for survival. It's not a good strategy.
I totally agree, the only nation I have done so with some success was as MA ermor - but not really, because I still bought mages but used them all for reanimating. I figured Bretonia might be similar
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  #98  
Old November 17th, 2009, 01:37 PM
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Default Re: Bretonnia, Knights of the Grail v.0.83 -- Finally a stable release!

Over the past week or so I have been in a King Arthurish mood. Watched Excalibur and King Arthur with the wife because she had never seen either one. Anyway, I want to give this mod a spin but I have a few questions before I try it out.

Will I face any problems integrating this mod with my uber mod I use? It's no problem for me to change IDs to make sure units, items and even the nation do not overlap.

I thought I read somewhere in this thread that you added spells that overlap another nation's spells. Which spells are overwritten, why are they overwritten and what would I lose by disabling the spells if they cannot be moved to the modding range of spells?

How playable is this mod in it's current state? I've noticed a lot of modders now they never actually put a 1.0 next to their mods. Is this nearly a 1.0 version that will only see minor changes in the future or is this a mod that will undergo many updates and changes, making it look completely different than it does now? The reason I ask this is if the mod gets radically changed from now until a 1.0, I don't want to do a lot of leg work updating a modified version of it.

Thanks again for your efforts, I especially love your spriting .
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  #99  
Old November 17th, 2009, 04:12 PM
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Default Re: Bretonnia, Knights of the Grail v0.9

New version!

Changelist form 0.83 to 0.9
- Outrider to 0 gold (like in Sombre's mods)
- Fixed the black pixel in the Battle Pilgrim sprite
- Made Q.Knights poorleader again
- Removed "Call of the Quest", included "Grail Crusade"
- New King sprite (with special thanks to Calchet)
- New Hero: Beastmaster

This version is pretty final, I have no plans for further additions. I'm keeping the 0.9 version number to have some "room" for balance updates. I'm saving up the 1.0 version number for absolutely finished product.

As for the KotR unrest bug, I tested it and found out that there is no bug. The unrest reduction works fine, it is just calculated *before* the unrest from taxes is added. So, basically, Kotr and the Knight Commanders can keep unrest at a certain level, even if the taxation is high. Which is pretty cool, since it's quite thematic (sure the peasants complain, but won't rise against their masters). It's also a good gameplay balance factor that you don't get full use of the province you overtax (since the unrest reduces resources).

I'd also like to ask if there is any intrest for EA and/or LA version of the nation. Just scouting up what might be ahead after Rockon is completed..

EA Bretonnia would likely be less techy (knights have poorer armor, Pegasii haven't been bred yet for war and Destriers haven't been perfected yet) but more "heroic" (better stats on knight commanders, Grail knight recruitable everywhere, Q.Knights Cap only). Peasants would also be a bit more expensive, but have higher morale (the Virtue of Empathy is still alive and the noble knights treat the peasants better). Also Damsels would be even more powerful in S/E, but Maidens would be even weaker.

LA Bretonnia would be a lot darker (as per the era), drawing from the curse of Mousillon and the legend of the false lady and the bloody grail. Grail Knights aren't recruitable anymore, but are repalced by black knights. Damsels would be a lot weaker, but Maidens would get B/D picks due to the influences of the bloody lady. Peasants would be dirt cheap, but have even weaker morale and suffer from misformations (start with afflictions). Knight commander would not decrease unrest anymore (and have poorer stats, due fall of heroism), but have high patrol bonus to allow for a bit more cruel way to keep taxes high. Breeding has gone farther and Dukes now ride Griffons and trade their awe for fear. Heroes aren't recruits anymore, but summons. Basically it's a sort of fallen Bretonnia that might get its glory back with summons (if you take a pretender for it).



Quote:
Originally Posted by Foodstamp View Post
Will I face any problems integrating this mod with my uber mod I use? It's no problem for me to change IDs to make sure units, items and even the nation do not overlap.
Should work fine. Just be careful with the numereous autosummon spells, it's pretty easy for them to go haywire if you forget to change their #damage value .

Quote:
Originally Posted by Foodstamp View Post
I thought I read somewhere in this thread that you added spells that overlap another nation's spells. Which spells are overwritten, why are they overwritten and what would I lose by disabling the spells if they cannot be moved to the modding range of spells?
Yeah, the nation overwrites about 10 LA Bogarus national summoning spells and uses a name slot normally reserved for Bogarus. Justification = I really care more about saving 10 spell slots than single age compactibility with a nation I really don't fancy that much.

If you remove the overwritten spells, the Knight Commanders won't autosummon troops in battle.

Also, you should note that this mod should be listed last in your mod, since it seems to produce mystical crashes when it is loaded before certain mods (like CBM).


Quote:
Originally Posted by Foodstamp View Post
How playable is this mod in it's current state? I've noticed a lot of modders now they never actually put a 1.0 next to their mods. Is this nearly a 1.0 version that will only see minor changes in the future or is this a mod that will undergo many updates and changes, making it look completely different than it does now? The reason I ask this is if the mod gets radically changed from now until a 1.0, I don't want to do a lot of leg work updating a modified version of it.
This mod is now quite finished. I have no planned content additions, just balance changes (you know, gold costs and stuff).
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  #100  
Old November 17th, 2009, 04:57 PM

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Default Re: Bretonnia, Knights of the Grail v.0.9

Hmm, not quite sure about the EA and LA versions. I quite liked the idea that Marverni was EA Bretonnia. The LA one seems to refer to some stuff I don't know, so it's hard to judge.

What I would like more would be another Warhammer nation. How about some elves? We are very short of elves.

But really, everything you turn out is pretty awesome and the point is to have fun, so make what you fancy!
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