You may have too many modules installed. If that's the case, just make a new folder in there and plop some of the ones you aren't playing in there until you want to use them again.
You may have too many modules installed. If that's the case, just make a new folder in there and plop some of the ones you aren't playing in there until you want to use them again.
MG42? Kalashnikovs? Katyusha? Are you guys invading 1923 from the future?
This looks incredibly promising. Loved the original, can't wait to try this.
Wait, was spice a food item in the original Gekokujo? I realize I can change that myself with Morgh's, (which I might, seeing as my troops are eating up hundreds of koku of spice each day) but if anyone remembers/knows if it was so in the original...
Damn, I was JUST playing a bunch of Nova Aetas and had to quit because pretty much all of the Swadian and Rhodok Lords were stuck outside of Zendar. Perfect timing!
Personally, I don't think I'm ever going to stop playing Warband entirely, regardless of how good Bannerlord is, and I'm going to play the **** out of this mod if it comes out on Warband. However, if you decide to put off putting out the full version, or move it entirely to Bannerlord because of it being open source/new/whatever, I'll play and support it as well.
You're making something awesome regardless, keep up the good work.
You're right. Can't believe I forgot Signiferi.
Ooooh. Sounds like fun! *evil grin*
I'll grant you it doesn't look particularly good at first glance, but I actually played this mod when if first came out and it's actually a seriously good mod. Features include:male face pack, diplomacy team, improved battle morale and routing code, formations and formAI, additional weapons, native siege scene expansions, new town and arena scenes, new female combat sounds, a camp to look around, new meshes, new female sounds and faces, tavern animations pack, new map icons, working Eyelashes, new hair and aged textures for corprus faces, long caparisoned horses, and a lot more. And yes, some adult content that you can enable if you want to see warband boobies and run a brothel. I believe there's even more, but I can't really remember right now, and I pretty much just ripped the above info from the credits in the mod folder.
Tl;Dr, give this mod a shot. It looks really stupid on the cover, I know. But it IS good.
Oh, I see. It's whether the player kills them or not. Guess that works.
That's one of the Four Horsemen, dude! You know, war, famine, pestilence, death? Bible and all that?
...No idea how he got into your party if you don't remember hiring him, though.
I'd kind of like to see the zombies get a boost in ironflesh, personally. Enough to make it feel like they're undead, anyway. Right now they die just as quickly as their human forms.
How is it determined whether a killed unit is resurrected as an undead unit, or simply becomes a skeleton? Is it a flat percentage chance, or a ratio, or...?
Also, I took a look at the unit files using Morgh's editor, and I noticed that there were a lot of undead versions of units I wouldn't expect a player would have the chance to "recruit" to their party. Townwsmen, prison guards, arena fighters, things like that. Do you have some kind of way to add them to our party when they're killed, or did you just create undead versions of every unit?
This patch doesn't seem to fix a few bugs for me in regards to the New Republic; Imperial heroes don't spawn in Shadow Hand, and NR still can't be played in the ICW campaign. Everything else seems fine.
No, there actually isn't. Antivirus programs are often very overzealous in blocking mods. I've encountered the same problem dozens of times before with mods, and it's never actually been a virus.
You need a merchant space station on a planet that can produce capital ships. Kuat, Rothana, Sullust, etc.
Dreadnaughts and Marauders are your friend. Dreads are decent ships that build fast on any planet with a space station, and marauders are long range missile ships that can kill hardpoints through shields. It's definitely very hard to play as the rebels in GC, but not impossible.
Scratch all of that, I think that it's intentional. The rebels actually have a pretty ridiculous carrier of their own called the Blue Diver. I say it's ridiculous, because it drops X-Wings, E-Wings, Y-Wings, B-Wings, K-Wings, and T-Wings... And I don't think I've ever seen it STOP dropping ships. It's only 4500 credits, builds really fast, is a decent combat ship, and is available very early on from the Galactic Market Station. If you rush to even just one of those, you can trample the AI pretty hard.
Okay... I didn't really take you seriously at first; I figured you were just using crap tactics or economy or something and that you were exaggerating.
Just played a skirmish against the Empire as the Alliance, and... Wtf. I think they filled up their entire pop cap with fighters within 5-6 minutes.
*EDIT* Okay, I think the problem is the Superiority Fighter Escort Carriers, and I think it may be a bug. They drop in 19 squadrons for 2000 credits. Four of those squadrons are normal, (two LN, one interceptor, one bomber), but the other 16 are all variants of the experimental TIE project from X-Wing Alliance. None of them have proper descriptions, which is what makes me think this is a bug. I'll ask in the bug forum.
Or at least increase it. Flat doubling the value of the planet he's on might be overkill.
Would you be open to some advice in regards to the... Romanism of your Romans? For example, a Roman standard bearer would be called an Imaginifer, Vexillarius, or an Aquilifer, depending on their rank. A Veteran Legionar(y) would be called an Evocatus, an artillery operator would be called a Ballistarius, and a Roman Archer would be called a Saggitarius.
Not gonna go full historian or anything. There's other modules out there that go for the full historical accuracy thing. But there's more than a few bits that caught my eye, and wondered if you'd like some input.
In my imagination, I would be an Admiral in command of a small fleet that volunteered his mercenary army to the service of the Republic. upon the Declaration of a New Order, I'd stay and serve the Empire, because it does some great things early on. Remember, the decision to transform the Republic into the Empire was a generally popular one. Pirates, raiders, and criminals were crushed under the boot of the Imperial Army, and the Outer Rim knew a period of peace not seen for a long time. Obviously, corruption becomes widespread later on, but the early days of the Empire were days of justice and honor. They're why people like Crix Madine and Jan Dodonna took so long to defect, and why people like Terrinald Screed didn't defect at all.
Later on, however... As power is consolidated into the hands of power-hungry Moffs and Grand Admirals, I doubt I would stay for long. Once the Empire stops caring for the little people and I see more Moffs taking advantage of people than taking care of them, I'd probably desert or retire, depending on how **** things were in my particular posting. (Hopefully there wouldn't be many Stormtroopers under my command, because I doubt they would be particularly happy with any rebellious deciscion I made.) If things are relatively okay, but the galactic situation as a whole was not good, I'd retire and pay for my initial fleet and such things myself. If corruption were rampant, I'd just take my ships and loyal men and desert. I would gather those loyal to me and become a wanderer or vagabond. I wouldn't officially fight the Empire, but I definitely wouldn't fight *for* it. Hunting pirates and raiders, maybe "correcting" the occasional Imperial Governor that is *particularly* corrupt, things of that nature.
When things get really ****, like federally ordained terrorism I.E. the Tarkin Doctrine... I'd likely start to actively oppose particularly horrible Imperial forces; raiding military shipyards and attacking isolated patrols. I'd capture as many ships as I could get my hands on from them and recruit those I could. Not because I'm particularly naive, and think I could get through a war without killing, but to increase my military strength while bleeding the Empire as much as I could without drawing too much attention. Maybe I'd eventually join the Rebellion. ...Eh, I'd probably work for them as a mercenary, and go back to wandering once the New Republic was formed.
To be totally honest, I doubt that I'd survive this if this wasn't own story I wrote, giving me plot armor and all. The Empire would probably crush my little force the moment it defected. But that's how I would want it to go.
Thanks for reading my text wall, if you made it this far. I've been working on this... I guess you could call it fanfiction, but that's not quite right. Anyway, this fanfiction that I've been working on for the past 6-7 years or so. It's about this character named Octavian, who basically wanders across all sorts of fictional universes leading a force of mercenaries called Rogue Force. The idea is that physically, he's a normal human in all regards, but he's lived for millenia, so he's seen a lot of ****. After a few thousand years of humanity's best and worst acts, he's taken a Byronic Hero/Anti-Nihilist stance towards life. (I actually didn't know that these things were tropes until after I'd been writing the thing for 4 years or so.) I've never posted any of it online or anything, it's just a thing I imagine to kill time or relax when I'm upset.
Wow. I'm looking at the reviews for this, and... ... ... DOWNLOAD FASTER, DAMN IT.
You're going to have to give actual information if you want things to change. "You ****** it" and "no balance" doesn't really give any clear idea of what should be "fixed".
Yeah, you're trying to run the standard Mount and Blade version. The "click to find and install patches" link at the top of the page will take you to where you can download a patch that will make it work for Warband.
Celtic Noble Warriors are a top-tier Celtic unit, and are a bit stronger than even Veteran or Armored Legionaries. My first suggestion would have to be that you need to have a force more comparable to the one you're facing. Tactics are great, and can get you victory with less cost, but if the enemy have both numbers and troop quality on their side, then your enemy can just steamroll through your plan regardless. You're also fighting in Gaul, which can have some thick forests that work to the Noble Warriors' advantage.
In my experience, there's no real perfect casualty-free counter to tough, well-equipped heavy infantry in Warband. The closest things to a counter are crossbows and heavy cavalry to the rear, and even those are far from perfect. Both of those things are also pretty hard to come by in this mod, particularly in a hostile Gaul, in the cavalry's case. You've got to have a force that is as tough as theirs, and has comparable numbers, and you have to be willing to accept casualties.
Infantry formations can't get fixed fast enough XD
But seriously, changes look great. Particularly like the idea of the Cretan and Rhodesian additions.
Get some cavalry, shield infantry from elsewhere, or archers of your own. Having an army of just infantry is just asking for serious trouble in any Warband module. Even if you're pledged to the North, you don't have to stick with just their troops.
I've seen far worse in many an alpha. This mod's off to a decent start; all it needs is to work out the kinks, and find out how to make this mod truly scream "undead".
I don't see how people posting about their issues is causing you any sort of harm, even if they aren't going to get any help.
Flameroran77
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