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Author Topic: Let's Play Rigale mod for Mount & Blade: Warband - Take Two  (Read 5964 times)

EuchreJack

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Upon advise, I've decided to restart in a new thread instead of continuing in the old one, found here.  It has been two years...

The world has changed, or have I...  The Continuing Saga of Baron Euchre of Jack!

Things seems to have changed since last I spoke.  Apparently, I hit my head or something.  I seem to have forgotten all the skills I had before, but my four of my most loyal solders are still with me, whom I've appointed as my personal bodyguards.

Spoiler (click to show/hide)

I've found a companion and bought him a horse.

Spoiler (click to show/hide)

What to do now?  What skills should I learn?  I hear that some of the locals seek to set up a new colony...

EuchreJack

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Re: Let's Play Rigale mod for Mount & Blade: Warband - Take Two
« Reply #1 on: May 18, 2014, 06:48:25 pm »

I won't be using the fatigue fix patch, because it ruins the town text on my saved games.

scrdest

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Re: Let's Play Rigale mod for Mount & Blade: Warband - Take Two
« Reply #2 on: May 19, 2014, 03:13:40 am »

Skills: DEFINITELY camping, maybe wandering too; bard is pretty fun, and some sort of food-gathering skill would be nice.

E: I've seen the deserter army you posted on TW xD
« Last Edit: May 19, 2014, 05:13:27 am by scrdest »
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EuchreJack

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Re: Let's Play Rigale mod for Mount & Blade: Warband - Take Two
« Reply #3 on: May 19, 2014, 11:13:24 pm »

E: I've seen the deserter army you posted on TW xD

I actually defeated it with my Rigale-Knight Heavy army.  The key was not to get ambushed...

scrdest

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Re: Let's Play Rigale mod for Mount & Blade: Warband - Take Two
« Reply #4 on: May 20, 2014, 01:08:48 am »

E: I've seen the deserter army you posted on TW xD

I actually defeated it with my Rigale-Knight Heavy army.  The key was not to get ambushed...

Ah, it's never an issue for me, I started using very infantry-heavy armies due to the Civil War in Russia mod (sadly unfinished) - it does actually have cavalry, but infantry tactics were more fun to play with, and I've stuck with that playstyle in Rigale.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

EuchreJack

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Re: Let's Play Rigale mod for Mount & Blade: Warband - Take Two
« Reply #5 on: May 20, 2014, 01:28:50 am »

E: I've seen the deserter army you posted on TW xD

I actually defeated it with my Rigale-Knight Heavy army.  The key was not to get ambushed...

Ah, it's never an issue for me, I started using very infantry-heavy armies due to the Civil War in Russia mod (sadly unfinished) - it does actually have cavalry, but infantry tactics were more fun to play with, and I've stuck with that playstyle in Rigale.

Check out the various settlement troops.  Lots of different types of infantry to chose from, and no restrictions in the current version.

scrdest

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Re: Let's Play Rigale mod for Mount & Blade: Warband - Take Two
« Reply #6 on: May 20, 2014, 02:01:13 am »

E: I've seen the deserter army you posted on TW xD

I actually defeated it with my Rigale-Knight Heavy army.  The key was not to get ambushed...

Ah, it's never an issue for me, I started using very infantry-heavy armies due to the Civil War in Russia mod (sadly unfinished) - it does actually have cavalry, but infantry tactics were more fun to play with, and I've stuck with that playstyle in Rigale.

Check out the various settlement troops.  Lots of different types of infantry to chose from, and no restrictions in the current version.

I know, I actually have two settlements built already, one in the mountains near the Rhodok-Sarranid borderlands, the other in the frozen wastes by the world border mountains in Vaegir lands.
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BFEL

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Re: Let's Play Rigale mod for Mount & Blade: Warband - Take Two
« Reply #7 on: May 20, 2014, 03:08:01 pm »

So EJ, have you considered that maybe you shouldn't constantly update your mod while doing an LP? I mean sure new features are cool, but having to redo your progress over and over and over isn't fun, for you or the people watching.

Just a tip.





...just to see how it feels :P
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EuchreJack

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Re: Let's Play Rigale mod for Mount & Blade: Warband - Take Two
« Reply #8 on: May 20, 2014, 06:55:32 pm »

So EJ, have you considered that maybe you shouldn't constantly update your mod while doing an LP? I mean sure new features are cool, but having to redo your progress over and over and over isn't fun, for you or the people watching.

Just a tip.





...just to see how it feels :P

Well, my LPs of Rigale has always been about showcasing the Rigale mod, so if an update has new features, I'd like to show them off.

That said, note the last update on this LP was two years ago.  Consider this topic more a revival rather than an update.

But for you, we'll try to get farther along before I update this version of the mod.

BFEL

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Re: Let's Play Rigale mod for Mount & Blade: Warband - Take Two
« Reply #9 on: May 21, 2014, 06:25:05 am »

Well I understand the wanting to showcase it, I'm just saying you aren't showcasing much by showing the exact same thing happening over and over again like in the former thread.

Also does Rigale have the thing Floris does where it lets you order your spearmen to brace their spears and such? Loved that about Floris (ok, I love everything about Floris), it made combat more then "EVYWERN CHERGE" and made less cavalry heavy armies feel actually viable.
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scrdest

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Re: Let's Play Rigale mod for Mount & Blade: Warband - Take Two
« Reply #10 on: May 21, 2014, 08:53:29 am »

Well I understand the wanting to showcase it, I'm just saying you aren't showcasing much by showing the exact same thing happening over and over again like in the former thread.

Also does Rigale have the thing Floris does where it lets you order your spearmen to brace their spears and such? Loved that about Floris (ok, I love everything about Floris), it made combat more then "EVYWERN CHERGE" and made less cavalry heavy armies feel actually viable.

I'm not sure about spear bracing, but it definitely has another thing that lets you fight cavalry with infantry - ambushing. This coupled with the fact that all parties (except yours) will stop for the duration of the night to simulate rest makes it a completely valid option to go infantry.

Besides, infantry against cavalry is a completely viable tactic even in native - the key is to pick the right terrain and a ludicrous amount of Stand Closer orders.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

EuchreJack

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Re: Let's Play Rigale mod for Mount & Blade: Warband - Take Two
« Reply #11 on: May 24, 2014, 11:09:35 pm »

Update/New Feature Showcase: Building a settlement

Spoiler (click to show/hide)

There are two ways that this feature is broken, and I'm going to employ the community to fix these flaws:

1) Problem: Eventually, settlements can earn 1000 denars every few days, but they only cost the 10 gold plus food specialist.  Way too much profit for so little cost.
Fix: After the first, all subsequent settlements must be proposed by the community.  Name and region must be decided by popular vote.  The slooooow pace of democracy should keep our settlement expansion reasonable.

2) Problem: In the current version, every settlement can recruit any and all troop types, once recruits become available.  Obviously, we weren't suppose to be able to recruit settlement knights a few days after establishing the settlement.
Fix: The community must decide which troops to recruit.  I'm sure you'll be more interested in seeing all the troop types than in creating an effective fighting force.  I'll provide a list of troop types before recruiting any troops.  They can be recruited in batches of four, so top four votes win for Recruitment Round 1.

scrdest

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Re: Let's Play Rigale mod for Mount & Blade: Warband - Take Two
« Reply #12 on: May 25, 2014, 05:17:51 am »

I disapprove how far from the mountain, which is RIGHT THERE, you decided to put Boatmurdered.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

EuchreJack

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Re: Let's Play Rigale mod for Mount & Blade: Warband - Take Two
« Reply #13 on: May 25, 2014, 11:01:29 pm »

I disapprove how far from the mountain, which is RIGHT THERE, you decided to put Boatmurdered.

There was a village at the base of the mountain, and player settlements need to be a certain distance from villages/castles/towns.

But yeah, my bad.  I could rename it, and set up a "true Boatmurdered" in some mountain range.

scrdest

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Re: Let's Play Rigale mod for Mount & Blade: Warband - Take Two
« Reply #14 on: May 26, 2014, 04:58:29 am »

I disapprove how far from the mountain, which is RIGHT THERE, you decided to put Boatmurdered.

There was a village at the base of the mountain, and player settlements need to be a certain distance from villages/castles/towns.

But yeah, my bad.  I could rename it, and set up a "true Boatmurdered" in some mountain range.

Rename the current one to Kayakmaimed :P

Rhodok lands are good for mountains, although less snowy, and the very border of the map in Vaegir lands are an completely uninhabited giant fucking mountain.
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