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Comment History  (0 - 30 of 44)
Mechoyu
Mechoyu - - 44 comments @ Warzone-Acron

woah! this came out of no where, cool stuff! lots of nice work im seeing so far :D

do you gada join a faction to recruit there troops? this settler line gets overpriced and under equipped real fast. poor tier 2 watchmen don't even have guns to go with there ammo lol

Good karma+3 votes
Mechoyu
Mechoyu - - 44 comments @ World of Vasnar

welcome~!

Good karma+2 votes
Mechoyu
Mechoyu - - 44 comments @ Struggle for the Iliac Bay

also might be more personal preference but making there armor more uniform on the better gear end might help them out, those aesthetics you did for them are great and i do feel like i remember them being described as fairly prolific smiths, if not just pretty good

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ Struggle for the Iliac Bay

yah! a nice solid javalineer/shielded infantry hybrid unit-line for the front. long and two handers to sapport from behind or be used as a cav replacement for flanking. maybe even have them go from more defensive long axes to shorter faster aggressive 2 hander axes as they reach that berserky end tier

Good karma+2 votes
Mechoyu
Mechoyu - - 44 comments @ Struggle for the Iliac Bay

weeell if i remember right, them and horses don't get along, sooo id say more infantry options and throwing weapons
maybe a spear throwing and 1 hander branch of shield boys, a dedicated regular 2 hander to long axe branch that comes off that(maybe give them the option for throwing axes) and i like how the ranged guys are kind of a mess right now, but if you move all the throwing to the melee guys you could make them more dedicated to long range with there bows,keeping there 2hander axes and spears to keep that guerilla skirmisher feel about them?

Good karma+2 votes
Mechoyu
Mechoyu - - 44 comments @ World of Vasnar

alright then, a separate steppe nomad cav line might add more flavor to them later on tho, if you need ideas~
as for that 5 noble troop in your human factions, id sayyy,
a tr2 greatsword for weldhauf
a lesser tr2 2hander before the armor breaker for Stygia
a lighter tr2 pistaleer or dragoon before the dregoon in Nelia
maybe a halberdier or other such polearm guard in tr2 for kregan
a lighter tr2 foot pistoleer for ebonhof before the current one
same deal for Bruvik's rapier'n'buckler heavy
and a heavier tr3 horse archer for proekylov!
your mega religious faction has so much going on i don't think they need anything else lol
some quick observational spit fireing if it helps :)

Good karma+2 votes
Mechoyu
Mechoyu - - 44 comments @ World of Vasnar

your new eastern/slav flavored faction, Proekylovia's troop tree has a good foundation in place already for adding onto and making them a more cav-heavy force, if you where planning on adding one to the mod!:D
they feel like the poor kids on the edge of town right now. not a whole lot to them besides the aesthetic

id say similar about Sentinel and Dragonstar in your ES mod, but i don't know how common horses/camels are supposed to be in redguard lands in that setting or your iteration of it

love your mods by the way! keep it up!

Good karma+2 votes
Mechoyu
Mechoyu - - 44 comments @ Struggle for the Iliac Bay

sure don't make it easy to run an orc company right now do ya? :p is there a reason there recruits are so expensive? supply and demand maybe?
id love to make edits to there troop tree as well since there kinda lackluster at the moment, but for some reason your mods never play nice with Morgh's editor

Good karma+2 votes
Mechoyu
Mechoyu - - 44 comments @ Age of Heroes

cool deal!:D eager to see all that develop. with troop wages seeming a tad higher than usual maintaining armies sounds like its gunna be a challenge till then without all the loot. unless the trading/bounty hunting/gladitoraling/fantasy encounter adventuring, is meant to back you up more financially

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ Age of Heroes

is the lack of loot after battle intentional? only fought bandits so far. it does feel like you get more money from combat so figured it might.

besides the uncertainty, i like the feel and look of what you've done here! the map feels condensed and doesn't take forever to navigate. the troop trees are simple yet uniformly functional and realistic. its cozy and feels right! :>

Good karma+2 votes
Mechoyu
Mechoyu - - 44 comments @ Shokuho Mod Update

curious how your gunna balance ranged combat with the absence of shields in this, givin the ai is loads better at aiming here than in warband, making armor more tanky? bows less accurate somehow? cavalry far more available than it was in this time period for balance to counter them better? whenever someone inevitably makes a deployable pavise script for, lat/high medieval period mod number 935, i so hope you guys pick it up to put into tate shields for the gunners/archers in this. seeing an arrayed line of clan-crest-emblazoned mini walls with a buncha gunpowder smoke and arrows flying out from behind them before the mass charge of fancy spearheads and banners would ad so much to the atmosphere of this mod's field battles :D

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ Native American: Submod The American Civil War Mod

i keep getting RGL warning loading errors when displaying the new gear, perhaps i installed it wrong or there's a setting it doesn't agree with?

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ Surprise attack

Aaaaa you updated the mounts toooo! <3 this update might actually bring me out of my bannerlord hole for a good while

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ Brute force wins the day

them lizards'n'bling is cash money!..how twiggy n sticky some of those weapons look next to there big brawny bodies? not so much :p nothing a simple resize wouldn't fix one day

also, i know most of the heavy polearm units GW slaps shields on isn't something that'd translate well into the WB engine cus of how big they usualy are, but with how temple guards shields are shaped, they might be a good candidate for slapping them onto the side of there armor's elbow joints like how you did with empire halberdiers~ : o

Good karma0 votes
Mechoyu
Mechoyu - - 44 comments @ RaW 2 6 Beta - 02/02/2020 Update

so in this version and the last for me when two shield wall or rank formations of infantry meet the two bars do this weird circling thing while they stab at each other, exposing there backs to the apposing missile troops and getting tangled into a big mess, guaranteeing both sides get thoroughly mauled n take horrendous casualties. is this a known problem?

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ A few more armors for v. 3

maybe its just cus its been a while since i looked at your stuff but these are starting to look a lot nicer than what i remember from last time~ :o

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ A World of Ice and Fire (Game of Thrones)

oh good, cus there's no way id put up with a mod that threatens you with permanent stat debuffs if you didn't stop everything you where doing to run allllll the way back to a friendly major city on this massively sprawled out map every time the game randomly decides a hit injures you <u>;

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ A World of Ice and Fire (Game of Thrones)

but then does the mod also allow companions with high medical skills to heal wounds?..

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ A World of Ice and Fire (Game of Thrones)

yeah the scripts this was built off of had options to turn the injury system off if i remember right...where'd that option go?..

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ The Way of War

poor Koreans, i hope there amazing distance archers because even the northern step tribe's armies seem to be a good deal more armored than them

Good karma+2 votes
Mechoyu
Mechoyu - - 44 comments @ The Way of War

oh forgot this doesn't update in real time XD. and cool to hear~ i cant imagine east Asian warfare without organization on the battlefield

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ The Way of War

ok found him again, it happens to Tibetan trained footmen, they even get the little court hats sometimes to :p

Good karma+2 votes
Mechoyu
Mechoyu - - 44 comments @ The Way of War

there's a Tibetan mid'ish tier infantry type out there wearing Song officer level body armor somewhere, just FYI XD also, you planning on putting anyone's formation scripts in? ~

Good karma+2 votes
Mechoyu
Mechoyu - - 44 comments @ Tohlobaria

there's this indescribable satisfaction looking at armor sets that seem to evolve in tier with the troops there part of instead of the troop deciding to change fashion completely sometimes from level to level, great work on them in general all-round, good bro-sir-man~ :p only thing that bugs me in this mod so far is the WF&S style formation system since i've become so spoiled with Motomataru's in mods. :V i've gotten far enough to see the way the AI uses WF&S's in this mod has been added on to which is awesome though. cant wait to see how bigger battles play but, just wish there was a way to get units in formations to not clump different tiers of troops up in that random native way, especially since different tiers seem to be a lot more specialized to the point where you might want some in the front and others that belong to the same troop branch behind them at curtain points of a battle due to stuff like some not having shields/some having shorter weapons etc : V. out of curiosity is there a reason you choose one formation system over the other? scripting clashes maybe?

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ Calradia 1050 A.D.: Mercenary Uprising

also sorry, i should prolly be putting things like this in the forum instead of the comment section, no clue if its still being used :p

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ Calradia 1050 A.D.: Mercenary Uprising

i see~ interesting bit about the two handed algorithms. speaking of 2h or more precisely 2h axes, sometimes if i go in to edit things in mods every once in a while I'll completely convert them all to pole-arms ,class and animation-wise due to the grip looking more secure on all the attacks and idle stance for it(i dont remember if your mod already does it since im always tweaking things in mods as i see fit). but since there gripping farther up the handle does that effect the weapons reach in any way in game or is the set number values absolute on everything regardless if what your seeing? also would doing so improve the engines inclusion of shields for them?

as for skirmishers, how exactly to you fined yourself using them? as an independent Branch in there classical frontal harassing and screening role? mixed with the infantry to give them more bulk and some added versatility threw ranged attack? mixed with the archers to help defend them against cav? or does it depend on which skirmishers from which faction your playing?

and to combine both subjects out of feather curiosity, would you ever consider giving Veagir skirmishers or possibly any other skirmishers you'd see it fitting with the shorter, cheaper, lighter variety of 2h weapons, axes, maces, what have you? i think it'd be interesting to see. maybe make the type you do give them to a more capable independent element from the other branches, give them some added protection against cav that can catch them n possibly make them more usefull as a flanking force against the enemies infantry line perhaps?~

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ Calradia 1050 A.D.: Mercenary Uprising

been playing off and on with this mod now. loving the new stuff as expected. been playing lots as Vaegirs(kinda a fan for some reason) and noticed there available units as a whole seem immensely more defensive as an army than id expect. especially compared to warband Veagirs where everyone and there horse had a two handed axe,as over-kill as that was. and maybe its just the Vaegirs but Ive found myself phasing there skirmishers out of my army all together since even the kergiz seem to have better foot-javalans available to them

i don't know how close vanilla was to properly representing slav armies of the time but are these changes representative of some difference in tact for armies from that region during the time period represented in this mod?

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ Dickplomacy

ah ok~, ited be neat to see different levels of these stats be enough for different people of different levels of social status (village peasant might be more easily woo'd than a town tavern patron and even harder to impress companions and nobles)but its pretty cool that there's mechanics to it in the first place

do relations with towns/companions/ladys/lords play a role into it to?

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ Dickplomacy

what exactly are all the diferent perimeters you have to meet for consensual funtimes? i went forever building a heavy CHA character and testing to no avail before finally giving up and cheating all the social stats up to high hell before anything happened

Good karma+1 vote
Mechoyu
Mechoyu - - 44 comments @ Dickplomacy

so i guess everythings working...though the map seems realy barren of bandits for some reason was this part of normal deplomacy or did i just goof and mess something up?

Good karma+1 vote