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  #121  
Old December 14th, 2009, 10:10 AM
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Default Re: Bretonnia, Knights of the Grail v.0.92 - Now with grammar!

I finally had a chance to modify this mod to make it fit into my super mod and work well with Bogarus.

This mod is a lot of fun. I like the farsummons and the units. The graphics are really nice.

One thing I noticed is that the few mages you do have are very powerful. I think this is supposed to be offset by the high lab costs? Very early in the game a point is reached where the more expensive lab is a trivial matter using standard settings. I play with a gold modifier that is roughly about half the standard, so it did have an effect on my game.

Even though the mages are very powerful, really they are not much different than Tien Chi's mages, so I wouldn't mess with them.

Overall the mod seems fairly balanced to me. Powerful in the early game, evening out later on.

One more thing I noticed is there are several typos in the descriptions. I didn't make note of any specific one, but many of the descriptions I read had misspelled words.
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  #122  
Old December 21st, 2009, 09:16 AM
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Default Re: Bretonnia, Knights of the Grail v.0.92 - Now with grammar!

Quote:
Originally Posted by Sombre View Post
One thing I noticed in the sign of the hammer game was that Bretonnia is HARD AS NAILS to siege. I'm not sure if this was intended, but with their freespawning of troops I couldn't get anywhere near cracking their walls, even with my own freespawn as Tomb Kings. This doesn't really fit with Bretonnia imo. I mean I get that forts are huge for them and maybe that they should have more of them, but unlike Dwarfs for instance, they shouldn't be so great at digging in behind the walls. I mean they're an agricultural society.

One thing you could try is making peasant level Breton troops animals. That's certainly how the nobles see them anyway.
Hmm. That's a real problem. First, I'll take a look at their castles and see if I can give them castles that have ridiciliously poor supply and defence values. This should make using freespawn for castle protections hard.

That animal thing would look kind of odd, and make the peasants suspectible to animal awe, but it is an option if I can't tune the castles.

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Originally Posted by Foodstamp View Post

One thing I noticed is that the few mages you do have are very powerful. I think this is supposed to be offset by the high lab costs?
Yeah, Grail Damsels are very powerful, mostly for thematic reasons. Grail Maidens are sort of necessary evil you have to recruit for research, they have poor combat paths and are very expensive researchers.

The high lab cost is mostly to make it hard for Breton to get good research going (afterall, they are quite backwards nation).

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Originally Posted by Foodstamp View Post
One more thing I noticed is there are several typos in the descriptions. I didn't make note of any specific one, but many of the descriptions I read had misspelled words.
Hmm, and I just implemented Stavis's typo fixes. Could you please elaborate?
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  #123  
Old December 21st, 2009, 10:05 AM

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Default Re: Bretonnia, Knights of the Grail v.0.92 - Now with grammar!

I don't think the fort defence and supply values will make that much difference, the issue is more they're getting free wall repairers spawned within the castle as an economy entirely apart from castles and territory.

I'm thinking of taking freespawn out of skaven in most cases even, because this whole spawn economy just causes too many problems. I'll leave them with spells and allow giant rats to be spawned though.
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  #124  
Old December 21st, 2009, 11:25 AM
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Default Re: Bretonnia, Knights of the Grail v.0.92 - Now with grammar!

@foodstamp: Couldn't the problem be related to you playing an undead nation? I mean undead suck at seiging, right?
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  #125  
Old December 21st, 2009, 12:31 PM

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Default Re: Bretonnia, Knights of the Grail v.0.92 - Now with grammar!

I think you meant to reply to me.

The answer is it doesn't matter what the sieging unit is, whether undead or mindless or whatever. That only matters when repairing walls.

See this thread for the full formula courtesy of lch:

http://forum.shrapnelgames.com/showthread.php?t=37875
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  #126  
Old December 21st, 2009, 12:34 PM

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Default Re: Bretonnia, Knights of the Grail v.0.92 - Now with grammar!

Burnsaber - I forgot that the #animal tag does not factor in the siege formula, so there would be no point making peasants animals.
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  #127  
Old December 21st, 2009, 08:37 PM
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Default Re: Bretonnia, Knights of the Grail v.0.92 - Now with grammar!

Burnsaber:

I will do even better. I will try to list as many as I can find for you.

DISCLAIMER: Some of the corrections I suggest may not apply because of the minor differences in English in Europe.

Mounted Yeoman:
dishonourable ---> dishonorable
Labour --> Labor
manoeuvres ----> maneuvers
Armour ---> Armor

Knight Errant(2756):
Labour --> labor
vigour --> vigor
colourful --> colorful

Grammar: The are out to make a name for themselves, hoping to be granted a fief for their bravery. (The should be They)


Knight Errant (2757):
Honour --> Honor
Same grammar error as Knight Errant

Pegasus Knight:
Pegasii --> Pegasi

Brettonian Pegasus
Same as Pegasus Knight

Yeoman Outrider:
Maneuvers is spelled wrong again


Brettonian Lord:
anough --> enough

Marquis:
neighbour --> neighbor
Knight Errants ---> Knights Errant

Grail Hero:
Pegasii --> pegasi


Grail Maiden:
Magics ---> Magic


Grail Damsel:
Rumour --> Rumor
splendour --> splendor

Lady of the Lake:
Channelling --> Channeling

The Green Knight:
Bastonge --> Bastogne (Unless Bastonge is the proper name in WH?)


The Last Druid:
which allowed him to fend of the Ermorian invaders and build the Kingdom of Bretonnia. (of should be off)

Beastmaster (Should this be Beast Master?):
Pegasii --> Pegasi

Battle Gryphon:
agression --> aggression

Grail Crusade:
judgement --> judgment

Ride the Winds:
suprise --> surprise

Virtue of Nobility:
swordarm --> sword arm

Mist:
Bastonge --> Bastogne

Nation Description:
artefact --> artifact



Those are the ones I have found with a quick glance. I did not list the words that had extra Us like honour etc beyond the first instance because they may be intentional UK spellings.

Also I noticed the scout costs 0 gold. I changed it to 20. Was that intentional, maybe a CBM thing?

I hope that helps!
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  #128  
Old December 21st, 2009, 08:37 PM

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Default Re: Bretonnia, Knights of the Grail v.0.92 - Now with grammar!

I think #animal does count doesn't it, at least for sieging if not repairing? I remember learning that it counted and realising my years of using Call of the Winds for sieging had been futile.
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  #129  
Old December 22nd, 2009, 07:09 AM

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Default Re: Bretonnia, Knights of the Grail v.0.92 - Now with grammar!

All those listed below are British English spellings. Not 'errors'.

Quote:
Originally Posted by Foodstamp View Post
Mounted Yeoman:
dishonourable ---> dishonorable
Labour --> Labor
manoeuvres ----> maneuvers
Armour ---> Armor

Knight Errant(2756):
Labour --> labor
vigour --> vigor
colourful --> colorful

Knight Errant (2757):
Honour --> Honor

Yeoman Outrider:
Maneuvers is spelled wrong again

Marquis:
neighbour --> neighbor

Grail Damsel:
Rumour --> Rumor
splendour --> splendor

Lady of the Lake:
Channelling --> Channeling

Grail Crusade:
judgement --> judgment

Nation Description:
artefact --> artifact
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  #130  
Old December 22nd, 2009, 07:11 AM

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Default Re: Bretonnia, Knights of the Grail v.0.92 - Now with grammar!

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Originally Posted by llamabeast View Post
I think #animal does count doesn't it, at least for sieging if not repairing? I remember learning that it counted and realising my years of using Call of the Winds for sieging had been futile.
Nope, not according to lch. He has been in the code - see the thread I linked to above.

Call of the winds does suck for sieging, but not because they are animals. It's because the small hawks have an intrinsic -1 to their siege score. The entire call of winds has a siege strength of 6. The equivalent of 6 str 10 militia. Note this only applies to sieging - they are great at defending a siege.
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