![]() As in Native Warband, it becomes a grind. Once the player character has found the best equipment, conquered a couple of factions, and taken out most of the Unique Spawns, there isn't all that much of interest left. My view is that, by the time CKOs become truly great most players will have burned out on PoP. It takes years of game-time to get something going that is only 10% better than what we can get within the first year or so. ![]() ![]() For example, I captured both Elf-lords and unlocked their equipment, but wasn't impressed with the selection when my CKs finally had the stats to equip it (the armor was Noldor Ancient Plate, which wasn't even Reinforced let alone Lordly). And we can unlock equipment for our CKO as well (some of which is unique), but it isn't much better than what top-tier Adventurers have. It's something like a 10 million outlay to develop Knights that aren't much better than top-tier Adventurers. units with their Horse Archery 9, Power Draw 9 and Ranged Weapons 500. What happens is, we assign companions to auto-train them for months on end after which, we throw money their way to progressively up-tier their stats. With a force of 200 HAs, there is no army - unique spawn or not - that we cant. By that I mean, we don't get to actually train our custom Knights on the battlefield. This mod is designed for fans of the mods Prophesy of Pendor and Perisno. While the Knighthood Orders are a passable concept, the CKO for the player is not implemented well.
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