Gustav Mahler,
Done. French hand gunners included in the next patch.
Sandy
Gustav Mahler,
Done. French hand gunners included in the next patch.
Sandy
Congrats on the release, Sandy. Looking forward to playing it.
Great mod, I will continue ''catching'' your updates.
Last edited by Gustav Mahler; February 20, 2017 at 06:19 PM.
I've played about 50 turns with Flanders. Here's my feedback(v1.25) :
-Let me begin by saying I like the looks. UI/loading screens set the tone very well for this type of mod. Liked it from the moment the first loading screen came up. Conjured up the thought this mod is not for pansies. Not sure if the engine allows this kind of thing, but it would be great to see even more loading screens.
-Campaign started out bad for me, but I mean that in a good way. Turtled up, build up my income and slowly built a decent army to take on Ghent , only to have it turn rebel on its approach. Gasp! Only then did I check my faction leader and learn his authority is one. For a moment I felt like the historical count of Flanders in those days : abandonned, unloved , dirt poor and shut out of Ghent.
It took me quite by surprise. But good to see the potential for rebellion is there. Keeps you on your toes as a player. Too bad only armies can rebel, and not provinces like in the first Medieval Total War.
- Pretty fast paced campaign. Unfortunately I only have played around 50 turns so it's still too early to comment on the general pace. Things just got started with me finally conquering Ghent and the French declaring war. But it's nice to start with some decent troops, instead of once again having to start out with town militia. Will let you know more in the future.
- French did really well on the campaign map. Took me quite a few times by surprise by appearing somewhere, but not to attack the nearest well defended town, but to push on through into less well-defended territory. Need more 50+ turns gameplay to really comment further, but a little voice keeps telling me 'This will be a pretty nasty campaign'.
-Is there a breeding bonus in the game, and if so , have you been fiddling with it? So many babies get born!
-I have a crash loading one of the battles: save
LaMuerte,
Glad to hear from one of the original DLVelopers! I didn't touch anything baby birth related. It could be due to the fact that there are too few generals at the start of campaign, which gives bonuses to birth and adoption rates (i think).
I found the source of the crash. Its the Italian Crossbowmen mercenaries in the French army. Fixed in the upcoming patch.
Sandy
Hai Sandy,
I wanted to try out your mod and had this ctd pretty much at the beginning with playing navarra. The ctd occurred after some graphical glitches at the UI.
Spoiler Alert, click show to read:
Salva_,
Have you patched it to 1.25? I resolved the UI glitch related crash at the start of campaign. I fixed a few other things and will release a new patch soon.
Sandy
Yeah I patched it to 1.25. Hmm, might be me, because I was messing arround if some native files.
I will reinstall it and report back if the problem still occurs. By the way, I like very much the DLV
influences in your mod.
Salva
Thanks Sandy. But I'm afraid I'm not one of the original DLVelopers. I just playtested a whole lot of Battlefield Balance versions and did a manual. Just setting the record straight because I've been contacted by a few mod teams for permissions, which are not mine to give. Anyways , keep up the good work. Looking forward to the next update.
Hey Sandy,
I tried out Burgundy for ~50 turns. First of all, the battles are great!
But I am kinda confused with the Generals loyalties. Is it intended
that every General gets only 3 points in "loyal"?
Glad you like it! Yes, its intentionally set to 3. In other mods generals would get 5 starting loyalty. If nobody ever rebels, it defeats the purpose of loyalty in the game. In fact, I am thinking to reduce it to 2, but offset it with Lord titles such as Earl, Count, Duke of this and that etc, which each give loyalty bonus. Thus, you decide who to give these precious titles to. Anybody with a Disloyal trait would likely rebel.
What about the economy? Is the balance ok? Do you find that late game your settlements generate too much income? I had 10k per turn in London before. I suppose the investments paid off.
Sandy
Personally, I like a lot of income and the income in this mod seems to me to be nicely balanced.
I've always argued that these types of games should take away income altogether and allow the player to build automatically in cities and castles, and the recruitment of soldiers to be dependent on population. Realistic building and recruiting times should be used; certain building projects would take many, many, years to complete. (My humble opinion).
Honestly, I lost momentum since the last patch. Rest assured, I will continue the development soon.
I appreciate your feedback. Good to know the current balance is working out for you. Income is an important game mechanic that adds an extra dimension to gameplay. I would not remove it in this game genre. I love history, but too much history can ruin gameplay - just my opinion. I tried to get a nice balance here, mostly focusing on gameplay without any debilitating and frustrating "historical" restrictions on the player. Although, I have to admit, this mod could use more historical features. But that's not the priority. I will try to expand the map first and let someone else perfect the historical bits later, if anyone is up to that task.
Sandy
Great Mod Sandy.
Why would you recommend Medium/medium difficulty? Is it unbalanced on vh/vh?
This is really cool, awesome!