Have you guys touched devastation mechanic? It won't go away
Have you guys touched devastation mechanic? It won't go away
You are not alone brother, this is the last thing i will play on Warband.
You can modify weapon damage to your liking, join the mount and blade discord then the modding discord and then the modding channel of warband and they will tell you how to do it
love your work guys, cant wait for next news
every day i come to moddb just for you guys! cant wait until you have a discord so i could tell you face to face how much i admire your work!
bravissimo signiore
you guys know games workshop will probably ask for a halt of development right?
this one mod is literally the peak of warband modding in sp paired with deluge on mp. the things these guys did on 2014 made me think warband had no limits, but the only thing that had no limits was these people. Oh man i loved if they made a youtube video to explain how they did it just for curiosity. The proggression with renown was the most inmersive thing ive experienced in mount and blade, compared to the bloated bannerlord where you just see the screen full of numbers everywhere as it was some kind of devbuild.
hey seek i love your mod i wondered if you guys had a discord
Oh brother the golden age is behind us, the good time will end and the Bannerlord is a joke compared to its predecesor, we can only be thankful we were part of the unbelievable comunity that was warband from 2010-2019
cant wait ;_;
the battles of this mod are the most real ive seen on any game. Only things that would make it even more consistent imho.
- lances breaking at impact so cavalry ai takes secondary weapon making them more deadly at slow speed combat
- giving ai more divisions depending on faction. for example small halberd divisions around archers or crosbow cav to harass player inf formation (this would add a different taste to different factions, not only by stats and equipment but also behavioral).
For example depending on faction:
-burgundians have crosbow cavalry, you may move these to a different division and they will harass player infantry from the flanks and avoiding melee, also decreasing their bolt ammunition so they dont become useless when a battlefield requires melee.
- english are archer focused so moving a high tier melee unit that has anticavalry weps (halberds,pikes) on a separate division that stays either behind of archers or have different units on their flanks having the shielded inf+ nobles on the front shieldwall
- french: these i think are the most well done because they are cav focused and the ai mod that you brilliantly did really enhances it's division efficiency, i think creating another division with low tier cav to protect the crosbows
GUIDE FOR NEW PLAYERS! MUST READ!
1.What are the special controls in difference with native? (keys and their functions)
P while traveling opens a companion management screen
M key - map | Y key - raven | TAB key - set up camps/siege camp | O key - compass
While using the raven: Backspace to view the worldmap
2.Can we take castles and cities and how?
You can besiege towns/castles: First you must join an existing faction, then go to a city/castle of a faction that is at war with yours. Wars are set randomly at game start, but every time you travel there is a chance war will break out between the two nearest factions that aren't allied - centered around the player. You can also give a motive for an enemy faction to go to war by attacking a neutral faction while allied to an existing one. Pressing TAB when you are at an enemy castle/town will let you build a Siege Camp; from there you can talk to your companions to build siege equipments and start the assault.
3.Can you send nobles to take other castles?
Actually, I don't remember if you can do this in the Alpha. I used a lot of Native code as a placeholder for lord dialogues, if there's an option to send them to besiege they will probably do it 100%. But maybe you can just command them to follow you. (They will join in your sieges!)
4.How does the prisoner system Works?
Not Yet Implemented in the Alpha
5.If we are in war on a faction will they attack us straight away when we entre a territory which they are spawned?
Any enemies have to actually see you before they will attack. Some enemies will attack but initiate dialogue, if they hate you enough they will just attack
6.What happens when we die in combat?
If you are killed, you will take over one of your companions and must try to recover your banner from where you last died. If the companion you are controlling is killed, they will die permanently! And then you move to the next companion, etc. If your entire party is 'wiped', you respawn as your original character. If you leave an area while controlling a companion, without recovering your player banner, then you will continue to play as that companion, until your party is wiped and you get to come back as your OG char.
7.Can we be criminals inside cities robbering and such?
Not yet implemented in the alpha
8. How do i know if a fie fief being attacked?
The only way yet is to use the raven and look if there is smoke coming from the fief
9.How does food consumption system work?
In the Alpha, there is no food consumption, and no morale
END OF GUIDE
Questions about development.-
1.What are the feautures you are/ or you would be working on if the mod was in active development?
This could be a big one, I will try to be brief
I am trying to release another version asap. I want to include some gr8 features though.
Some things I think will work really well, is a new TAB menu. In the next version, pressing TAB brings up a context-related menu that has multiple options, like save&exit;, set up camp/siege camp, or things relating to your location/actions, for example a siege menu to build equipment instead of talking to a companion, things like that.
I also want to give some more interesting player death scenarios. Being captured/imprisoned, or waking up in a ~special~ location; and even dying permanently. With this I want to give players the option to start new characters after death, in the same game world they left behind. This could mean taking over from your old character as a companion, or creating a new char from scratch in a totally different part of the map. The only thing saved from character to character would be how much you uncover on the minimap...
I also added tons of new locations. Outposts, ruins infested with bandits or deserters, swamps, etc etc. A lot of the scenes for these come from the Scening Contests on the forums.
1.What are the special controls in difference with native? (keys and their functions)
P while traveling opens a companion management screen
M key - map | Y key - raven | TAB key - set up camps/siege camp | O key - compass
While using the raven: Backspace to view the worldmap
2.Can we take castles and cities and how?
You can besiege towns/castles: First you must join an existing faction, then go to a city/castle of a faction that is at war with yours. Wars are set randomly at game start, but every time you travel there is a chance war will break out between the two nearest factions that aren't allied - centered around the player. You can also give a motive for an enemy faction to go to war by attacking a neutral faction while allied to an existing one. Pressing TAB when you are at an enemy castle/town will let you build a Siege Camp; from there you can talk to your companions to build siege equipments and start the assault.
3.Can you send nobles to take other castles?
Actually, I don't remember if you can do this in the Alpha. I used a lot of Native code as a placeholder for lord dialogues, if there's an option to send them to besiege they will probably do it 100%. But maybe you can just command them to follow you. (They will join in your sieges!)
4.How does the prisoner system Works?
Not Yet Implemented in the Alpha
5.If we are in war on a faction will they attack us straight away when we entre a territory which they are spawned?
Any enemies have to actually see you before they will attack. Some enemies will attack but initiate dialogue, if they hate you enough they will just attack
6.What happens when we die in combat?
If you are killed, you will take over one of your companions and must try to recover your banner from where you last died. If the companion you are controlling is killed, they will die permanently! And then you move to the next companion, etc. If your entire party is 'wiped', you respawn as your original character. If you leave an area while controlling a companion, without recovering your player banner, then you will continue to play as that companion, until your party is wiped and you get to come back as your OG char.
7.Can we be criminals inside cities robbering and such?
Not yet implemented in the alpha
8. How do i know if a fie fief being attacked?
The only way yet is to use the raven and look if there is smoke coming from the fief
9.How does food consumption system work?
In the Alpha, there is no food consumption, and no morale
END OF GUIDE
Questions about development.-
1.What are the feautures you are/ or you would be working on if the mod was in active development?
This could be a big one, I will try to be brief
I am trying to release another version asap. I want to include some gr8 features though.
Some things I think will work really well, is a new TAB menu. In the next version, pressing TAB brings up a context-related menu that has multiple options, like save&exit;, set up camp/siege camp, or things relating to your location/actions, for example a siege menu to build equipment instead of talking to a companion, things like that.
I also want to give some more interesting player death scenarios. Being captured/imprisoned, or waking up in a ~special~ location; and even dying permanently. With this I want to give players the option to start new characters after death, in the same game world they left behind. This could mean taking over from your old character as a companion, or creating a new char from scratch in a totally different part of the map. The only thing saved from character to character would be how much you uncover on the minimap...
I also added tons of new locations. Outposts, ruins infested with bandits or deserters, swamps, etc etc. A lot of the scenes for these come from the Scening Contests on the forums.
more people need to support him on patreon, i've never seen anything like this on a community driven game like kenshi, arma or kenshi. This is extraordinary, just thinking about the possibilities makes me excited
Good job bro, sell this to warsword conquest lol
take Kingslanding, one of the most usefull cities to conquer Essos. Volantis have the best military and best ubication since the cities are all very close that makes them easier to defend. Is just a matter of time that they conquer Essos, it's late game faction rival for the player if he plays on Westeros
Why would you play this instead of Awoiaf? this mod has worse texture and none of the feautures, and you can actually speak to the dev and is a good person not like this scumbag, btw he stopped developing this mod
Hey man for the awoiaf submod did you add textures or reused the ones already on the main mod?
I can't believe after all this time the mod will be released. Do you make some Dev Blogs or something so we can engage with you?
Hey man, loved the textures! i'm looking to learn to make textures. Do you have somone i could contact or do you have the info like the programs are needed and such? ty and sorry for the long question
carlosdelsol
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