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-   -   Mod: Bretonnia, Knights of the Grail (http://forum.shrapnelgames.com/showthread.php?t=43680)

Burnsaber July 29th, 2009 11:11 AM

Bretonnia, Knights of the Grail
 
Thread moved. See more info about the mod here.

Ballbarian July 29th, 2009 02:16 PM

Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
 
Thanks Burnsaber! The sprites look great. :)

Trumanator July 29th, 2009 03:17 PM

Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
 
YES!!!!!! DLed now. Can't wait for the updates!

Small personal thing- The nation description seems to have a few odd turns of phrase and wording. I'll just copy-paste below with what I think might be better wordings. Hope you don't mind, just trying to help!

"The glorious nation of Bretonnia rose like an immortal Phoenix from the ruins of Maverni. The first King, Gilles of Bastogne, and a few of his closest knights almost singlehandedly drove out the Ermorian legionnaires with a strength and courage that had never been witnessed on the face of the earth. Since that day, Bretonnia has been constantly expanding. Their well-organized feudal system keeps unrest to a minimum and their brave knights are well known for their skill and courage. The mysterious Grail, an artefact of unknown origin, allows the bravest of them to tap directly into the power of the awakening god. Recently, the waters of the sacred lake have been stirring. Monsters are on the move, harassing peasants. Sacred visions from the mysterious Damsels call for the mustering of all brave knights of Bretonnia. The petty squabbles of the nobles over their fiefs have now ended, and the whole nation is now united and determined to fight for the cause of the awakening god."

Burnsaber July 29th, 2009 04:20 PM

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

Originally Posted by Ballbarian (Post 703589)
Thanks Burnsaber! The sprites look great. :)

Thanks for the compliment. I took extra care for quality, since being pretty is one of the main selling points of Bretonnia in WHFB. Judging from downloads, it's working here too.

I really enjoyed doing the graphics. Drawing heraldy is just so easy and fun. When I have all the time in the world, I might quickly whip up an additional "skin" for the nation with different heraldy and color schemes.


Quote:

Originally Posted by Trumanator (Post 703603)
YES!!!!!! DLed now. Can't wait for the updates!

Well, to be fair, there probably won't be too many updates other than balance changes for a while. I have CPCS, Holy War & UWGEM to update, There's that metal nation too.

Quote:

Originally Posted by Trumanator (Post 703603)
Hope you don't mind, just trying to help!

No I don't mind. I appreciate all help on the grammar & readability section.

Also, I'd like to remind that I'm lacking in Knight names. I have 71 at the moment, but I'd be more comfortable with 100 names. So if anyone has any suggestions for Frankish Knight names, I'm all ears. Suffixes are also good (Like "Sir Frank the Mighty").

Stavis_L July 29th, 2009 04:44 PM

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

Originally Posted by Burnsaber (Post 703609)
Also, I'd like to remind that I'm lacking in Knight names. I have 71 at the moment, but I'd be more comfortable with 100 names. So if anyone has any suggestions for Frankish Knight names, I'm all ears. Suffixes are also good (Like "Sir Frank the Mighty").


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 :smirk: )

In case you haven't, here's a few likely looking ones from the first page of results:
http://www.s-gabriel.org/names/french.shtml
http://www.geocities.com/mariamnephi...es/franks.html
http://www.gaminggeeks.org/Resources...val/Franks.htm
http://www.eupedia.com/forum/showthread.php?t=24316

Burnsaber July 29th, 2009 05:11 PM

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

Originally Posted by Stavis_L (Post 703615)

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 :smirk: )

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.

Trumanator July 29th, 2009 05:41 PM

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... ;)

analytic_kernel July 30th, 2009 10:17 PM

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?

rdonj July 31st, 2009 02:49 AM

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.

Burnsaber July 31st, 2009 05:13 AM

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 (Post 703809)
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.

:up: Hit the nail right on the head there.

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

Quote:

Originally Posted by rdonj (Post 703809)
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.

Quote:

Originally Posted by rdonj (Post 703809)
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 (Post 703809)
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


Quote:

Originally Posted by rdonj (Post 703809)
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 (Post 703809)
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 (Post 703809)
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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