I'll probably wait until your Campaign gets a bit more polished before but your mod might be a fun one to submod in the future. ^^
I'll probably wait until your Campaign gets a bit more polished before but your mod might be a fun one to submod in the future. ^^
What is your stance on submods? I always do a bit of submodding for my own pleasure but whether or not I'll publish it in the future depends on your team's preference.
My submodding typically bolsters ranged units, grants various buffs to higher tier units to set militia and elites further apart etc.
Update on the missing battle.sd.xml file:
The file was missing in the data/ui folder as you are aware by now. I tried to 'borrow' the file from another mod and the issue seems to have been resolved. The mod I borrowed the file from was Europe Ancient (the Rome TW port mod). Everything seems to work just fine. I am not sure if any battle.sd.xml file will do but for me the issue was resolved by doing a simply copypaste from another mod's folder. Hope this helps other people, too. ^^
Is there a known fix for the issue? I am having the same exact issue. While the mod is still quite playable, using fancier things like special abilities and units formations is quite a bit trickier now.
Hello there!
I made a small submod for my own use that changes the namings of Volantis into that of Empire of New Valyria and buffs their archers. Just something I did for my own enjoyment. I can share it if submods are okay and you want me to share it.
I'd need to know more about the project before volunteering to help.
I am a planner (characters, worlds, stories) and a writer with experience in modding Medieval II Total War and Mount&Blade; Warband.
I have a good news and bad news.
Bad news is that I broke my dominant arm and typing is quite difficult at times to type which slows down my progress with the mod. Also, I won't be doing any preview or test streams until it's a lot less in pain.
Good news is that we now have a discord server, just created today: Discord.gg
You can't in this mod, not until/unless I update it for DaC v5 once it comes out.
Check my streams while it is WIP as I will test it on a weekly basis if you are interested in seeing some of the changes.
That's beyond me but if the types of arrow exist within DaC files I can add them to more archers. For example, I was thinking of making one archer unit shoot the flaming arrows of Rhûn but haven't decided on it yet.
I will be balancing it for 1.5 so enjoy it while it lasts. ^^
I think even the thrash militia-tier archers should be able to tear a goblin band apart without losing too many.
As I cannot do anything with scripts, they have remained unchanged. For now.
Also, my apologies if the balancing in 1.3 is ****. I was too focused on making Thranduil more fun to play and ignored to make it balanced. It will be fixed in a future release.
If someone is interested in seeing me stream test of version 1.4 (yes, I know that we're still a full week away from the release of 1.3 but I'm already working on the next one), I will be live approximately at 12 pm EET at Twitch.tv.
I know I said Erebor would be next but I, instead, opted to merge my Golden Dawn mod with this one (kind of) so AA is the current faction under progress.
In my version, Ents are recruitable in the final tier of garrison building. So, they cannot be recruited until after the barracks event. Where it comes to the culture requirement for getting Ents, the 99% culture take a lot of time and patience to achieve but I personally believe they are absolutely worth the wait. However, the version where my changes affect the WR won't be out until christmas day.
If the culture requirement (after you get the new version) is a problem for you, you can change it quite easily by editing a single line in the EDB file. Learning how to do it shouldn't take you any more than five minutes so you should be fine. I am not changing how I mod because someone doesn't like it. I do the mod mainly for my own pleasure and simply decided to share it. That is highly unlikely to change as long as I am working on the mod alone.
So, when you are unpacking the files and you have my mod's data folder (which includes all the files), just place it into the same directory where DaC's data folder is (the main folder). If you don't get prompted to override any files, you did something wrong.
That is exactly what I did to some units for the factions I have worked on thus far. I always hated the AOR mechanic and unless there's a compelling reason I won't use it in the edits I make. For instance, in the upcoming 1.3 WR can recruit Ents everywhere but they have 99% culture requirement. That is steep, I know, but Ents are just so powerful it felt like the right approach.
And, since you used DA as an example faction, they are a low priority faction to tinker with so I probably won't do any changes to them for a long time - if ever.
If this is about Arnorian units, they are available everywhere after the barracks event with the exception of trebuchets. Trebuchets for Arnor are available only at Tharbad and Annúminas. Where it comes to factions other than Arnor and Sindar, they aren't a priority at the moment.
Also, if you were requesting me to create alltogether a new building, that's a bit beyond my skillset in modding.
For anyone using version 1.1, I accidentally broke the win conditions file so either don't use it or deal with it. You can play without any problems even when there are no victory conditions but there are no end points for any of the campaigns while the win conditions are broken. The alternate campaign (Shattered Alliances works normally as I have not altered the win conditions file for that one. The issue will be fixed in version 1.2.
Furthermore, I have already started working on the next version which will include further changes (and fixes) to the win conditions file, rewriting some of the ancillaries and traits as well as some minor changes to the units. Yes, (if I can get it done properly) Arnor will have access to superior siege engines.
If you have some suggestions for 1.2, let me know. I will finalize the build on the 15th and and schedule it for a christmas day release.
New version is live. You might prefer the changes to the economy compared to the old version Pellevin
I check on the page very frequently, especially right after the first release so don't worry about it.
It's not like the king's purse I decided to start with has been set in stone. My personal preference is to play a slow-paced game without having to worry about economy too much. In a future version the amount of extra income might be adjusted.
It is on purpose, as Arnor you have a hard time pretty much always (unless you are actually a good player). It is also meant to reflect support from Bree when you are rebuilding a northern realm and from Elrond as you are his son-in-law. At some point if I can get some help with scripts, the plan would be to reduce it by 5k if either Aragorn or Elrond dies and by another 5k if Bree is destroyed.
If you want, I can make an alternate descr_strat file with a much lower purse. However, it's very easy to just adjust the purse in your own descr_strat file to suit your personal preference.
It is live as of a minute ago. Enjoy. ^^
Replenishment rates and recruitment pool sizes for most units will be increased in the first release. Just don't expect too much (if you are still watching).
The mod has been dead for a long time but it has been resurrected. I finally made the initial changes. I will conduct some testing and if that goes well I will finally upload tomorrow.
As a semi-professional elf-trash I hope there's an elven faction available even in the first smaller scale campaign. Keep up the good work. ^^
Just one question: if you are using custom music, is it stream friendly? The plan is that after I get around to seeing if I like your work, I might just stream it a bit next week so I figured asking this question would be prudent in advance.
While I have been taking a break from my YT stuff, the upcoming update sounds like something I'd very much love to stream. I've been looking forward to the Elves update. Good work as always.
Dammit, I might just have to re-install Warband and give Bannerlord some RnR. 3.9.5 looks spectacular.
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