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Comment History  (0 - 30 of 32)
akbarogo
akbarogo - - 32 comments @ Castellan's Visual Enhancements & Overhaul for Divide And Conquer

I think you should. The extra variety is great and it would nice to see these models in an official update perhaps. I have noticed a repetition in some of the DaC designs.

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ Golems (Dwarves of Orzammar Tier 3)

I think their formation should be looser

Good karma0 votes
akbarogo
akbarogo - - 32 comments @ Divide and Conquer

Thank you for replying.

I think I have heard your name as being on the development team for DaC? Not sure.

Ive been thinking about my comment and that given the amount of effort and time put into DaC I have sort of exaggerated some of the problems I have with it given all of its amazing features and quirks that makes it so good.

I understand that bodyguard spam is a bit of a cheat in Medieval 2, but to do so is at the users own discretion. I have never made general armies in Medieval 2. If it is an AI concern then I feel like there is a good reason to change it, but to change it because some players enjoy cheesing seems a bit unnecessary to me.

Something I feel like mentioning is that DaC should chose between lore accuracy and gameplay function, not strangely somewhere in between like there currently is.

Dorwinion for example is essentially a fan faction. There is little to no detail about them in the books as far as im aware. Why change the entire core identity and functionality of factions for the sake of accuracy when the mod is not particularly accurate to begin with? - and it is perfectly fine that way. LOTR is fantasy, and a mod for a game diverting from that fantasy is perfectly fine.

Harad and Rhun are 'not yet unified' yet they are perfectly so for the AI. Again, with Dorwinion and the Khand script, lore accuracy is not really a good justification for these changes in my eyes.
Fighting rebels over and over and over has become stale over the years, and I would much rather start with a more complete realm and spend my time fighting the actual enemy with an identity, instead of grey guys all the time.

And yeah, to be honest Angmar isnt a particularly big deal, but I just think that the roster was more interesting before the swap.

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ Divide and Conquer

EliteDwarf you appear to be active here frequently.

DaC is the best M2TW mod to date full stop.

There really isnt a mod that comes close in quality and immersion and polish.

That being said though, I feel like DaC often takes steps back in some ways every patch, with many things being removed or changed over the years, seemingly without good reason. I can't say that V4.5 is much better than V2 for example. There arent really any great improvements, just alot of changes.

There are things about the older versions that I really miss, often small things, but some large.

The removal of the Ents for example makes perfect sense, but alot of changes are made that seem rather sporadic in the greater scheme, and placement of time and effort has been put in strange places.

I find it kind of weird how much effort was put into writing completely new lore for the Nazgul, pop ups with pages worth of quality backstory for each when there are still quite a few spelling mistakes and general errors in troop and building descriptions...

Personally, I was content with the Nazguls mini backstory traits in the first place, and liked the idea of making up the rest of their story yourself as you go along.

I also feel a bit frustrated about the final solution on cavalry bodyguards where only select factions still have them. These Rhunnic generals look a bit silly waddling around with their spear and shield boyz.

Umbar being renamed to something very lore descriptive makes it less accessible to your average player. You can no longer play as the corsairs of Umbar, you have to play as Ar-Ardunaim. Not really a faction people will recognize or care about as it is named if they arent familiar with the Silmarillion and such, which most likely, (and for good reason) people are not.

A similar change was made for Angmar recently, where the vast majority of the faction consists of Hillmen. Orcs are now limited to a few units. The combination of mostly Orcs and minority Hillmen was far more interesting. I really dont feel like entire factions should be reworked because their current image is inaccurate. Things should not be changed for lore sake at the expense of gameplay.

In addition, the shrinking of Rhun and Harad for the player to a single region seems like an unnecessary change, where now I have to spend dozens of turns fighting rebels to have access to the full roster. I want to fight the men of the west, not the men of Far Harad and ****. I have been playing Medieval 2 for years and years, and have become a bit sick of Rebel farming.

I understand that Medieval 2 has hardcoded restrictions on amount of units and regions, etc, but however I have noticed that some units that I really like have been removed. "Peacekeeprs" were my favorite early unit for Gondor. A really necessary bridge between Militia and Infantry that gave you a minor competitive edge against Mordor, a faction that seems to become more and more powerful every patch, at Gondors expense.

I was banned some time ago on DaC's discord server for complaining about a change made in Edhellond's battle map that broke the AI for it, preventing them from sallying forth.
A change was made to the map that made it less playable than it was before. I feel like that whole debacle represents DaC at the moment.

DaC is a brilliant mod, but I have come to really dislike many of the changes in recent patches, and kinda wished that the mod would focus on adding and improving existing things, instead of changing them.

Fin.

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ Concept Art

Star Wars Conquest

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ Portugal Mod Redux

Its a good mod but it has a few problems.

Alot of the units are OP when they shouldnt be. Merchant Crewmen are a bit overpowered.

Why are Besteiros still 80 men?

For some reason I lose crew for each my ships after a battle despite not losing any crew in the actual battle..

In addition auto resolve massively underestimates the power of these ships, meaning I have to fight every battle with a crappy kobaya.

Good karma0 votes
akbarogo
akbarogo - - 32 comments @ [Obsolete] Divide & Conquer: V4.5 - Eriador Rises

The voice acting for all the units is extremely unnecessary and it sounds awful. The audio isnt mixed properly either and it sounds like the guys mic is in his mouth. Peirces the soundscape and the speech slide doesnt affect it.

Pointless change.

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ gondorHeavyArmour

T-34

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ Rhun Heavy Spearmen Concept

Personally not a fan of the shield design

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ World map

I cant say I recall the crusaders making it Kazakhstan, yet there it is.

Good karma+2 votes
akbarogo
akbarogo - - 32 comments @ Calradia 1417

Thank you for patching the mod!

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ Warsword Conquest

Amazing mod but there seems to be a few balancing issues.

The Empire and Tomb Kings are usually dogshit. Doesnt help that Empires special units refuse to wear helmets and that translates very poorly with Warband.

The Vampires and Skaven appear to be very overpowered with no sufficient counter.

Also fix some of the bloody custom maps. Most seiges are won by the attacking AI having to fight the crappy map design.

Reminder that the AI in M&B sucks, so stop making these ridiculous defence maps where bots get caught on stuff constantly.

Good karma+2 votes
akbarogo
akbarogo - - 32 comments @ Warsword Conquest

Great mod but what do you have against capital letters? Its really annoying.

Youve gone out of your way to lower case a bunch of ****.

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ Calradia 1417

Thank you.

And on the topic of troop count and balancing. I believe that if two large armies fight eachother then the first two waves will consist of the best soldiers, so the balancing factor of knights being overpowered should theoretically be countered by fighting other knights.

On the whole though, I do understand the need for balance. Sound design doesnt affect the gameplay half as much as making knights the kingpin of every battle.

And about the sound design, all of the other sounds are good. Its just the spanking sound that comes from hitting troops. The metal clanks sound good.

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ Calradia 1417

300, 150, Regardless, dozens of naughty spankings personally deserve to be heard in a brothel not on the battlefield.

The case on player-troop balancing and realism can loop back to wanting the slash of a sword to be satisfying for the player, not a spank.

Ultimately these are suggestions. I do really think that heavy armors need a bit of a buff personally, perhaps not dramatic if that compromises the efficiency of lesser troops and archers, but after all in reality that was the result on the battlefield.

Im only writing all this because this mod has enormous potential here. I still enjoy it despite these issues and annoyances, but I think not just for balance, but distinction, satisfaction and actual realism some things in the mod need a bit of a notch.

Perhaps if you are firm on the spanking maybe if you are willing to do a patch in the future you could include the native hollywood slash sound for those who do not approve of the cloth spank.

Good karma0 votes
akbarogo
akbarogo - - 32 comments @ Calradia 1417

Lets not automatically assume every player who is reporting issues with your mod has a terrible computer or has botched an installation or the like.

As I said, some text is misaligned, ultimately a minor issue but after totally reinstalling the mod it is still present.

The sword spanking sound is not realistic. Warband is not a realistic game and this mod is not realistic. In many ways, Deliverance is, but its simply not possible to emulate that game using Warbands engine, not to any efficiency. On an audio level a constant spanking sound on every hit is really quite painful pretty much objectively to listen to, it really dries up the fast paced battle combat dramatically, makes every hit feel weak. I like to play on 300 (my computer can easily handle it) and hearing that spank sound spanning across dozens of soldiers at once really isnt pleasant to listen to. Although you may agree with it, I highly doubt anyone else who plays this mod will.

Admittedly I have not fought someone wearing full plate armor using a sword, but considering how easy it was to take down someone wearing mail im assuming that the increase in armor stats for the plate wont be enough to reliably counter sword attacks.

Considering that you want to make the mod seem much more realistic, I really do think that swords and lesser ranged weapons should be less effective against heavy armor.

In addition, this was a fresh character with about 100 for one handed.

By custom scripts I am referencing some of the new OP Companions who will freely join your army after a little bit of dialogue. I think perhaps there should be an expansion on their story and origins and perhaps a decent pay barrier so as to prevent having an army of invincible sergeants at the start of the game.

In relation to the backspace, that was my bad, I must changed the key to something else a long time ago and forgot.

Good karma0 votes
akbarogo
akbarogo - - 32 comments @ Calradia 1417

A few bugs/issues:

- Some of the text is not aligned, the command menu in battle is an example.

- The command menu voice acting doesnt include archers.

- Some models dont have proper textures. One of the noble uniforms had a single shade and one of the Hauberks was a single shade of black.

- The flesh/cloth hitting sound is really bad. It sounds like spanking meat and really does take you out of the action. Fight an army of looters with peasants, you will see what I mean. The other sounds seem to be pretty good.

- The random events need work.

- This is more of a personal thing really, but I think that armor levels need to increased universally, its too easy to take down a mail and plate armoured foe using a crappy sword.

- The custom writing and scripts need some redoing.

- Need backspace map

Again, great mod. Love the historical focus, but I think some things need some polish imo.


Good karma0 votes
akbarogo
akbarogo - - 32 comments @ Calradia 1417

Especially the sound against flesh

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ Calradia 1417

I phrased it wrong. Late 1400s-1500s is what I meant.

I snooped through the item list (very nice to have that there btw) and saw that some of the Full Plates had somewhat underwhelming stats and are a bit weaker than should-be inferior armors.

There are 5 of them with the same stats and in the item list come around the same as the Yalenese plates. Realistically they provide the most protection of all the armors in the game and yet seem to have pretty low stats.

57 Body
18 Leg

Compared to the ones after it with 24 leg.

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ Calradia 1417

Some weeds in battle maps have a collision mesh that causes Horses to neigh.

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ Calradia 1417

I know you have stated that most of the models are not yours but this mod deserves high praise in that pretty much every single peice of armor looks juicy asf and the troop trees do genuinely look historically accurate to the time period. Compared to BannerPage that everyone is blabbering on about, with its Great Helms on 15th century Brigandines and the like, looks ridiculous.

Looking at some of these items I think the late sort of 1500s full plate armors need a pretty hefty buff, as they have worse stats than the somewhat more exposed Churburg and mail sets.

I finally managed to get bloody WSE working and im going to get stuck in with this. Great work.

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ Calradia 1417

I like the vanilla music. It sucks but that doesnt matter. The beautiful simplicity perfectly sets the tone for this game, that along with the nostalgia factor.

Hearing Two Steps From Hell in mods really, really ****** me off. Its such pretentious tripe that grinds the eardrums. Doesnt work with anything.

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ Calradia 1417

If you download Morgh editor you can change every little nook and cranny about items and troop trees, without a doubt you can turn a one hander into a semi or two hander.

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ Calradia 1417 - v2.0 (full version) WSE NEEDED

Okay well, thank you, but as I said before. Version 1.0 is not version 2.0.

I am saying this because similar to the guy above WSE is kicking up a massive fuss about a million different things when I have followed every rule and solution by the book. It just refuses to run, now citing that it cannot open core_materials in commonres as an excuse not to work.

Good karma0 votes
akbarogo
akbarogo - - 32 comments @ Calradia 1417 - v2.0 (full version) WSE NEEDED

Neither is posting a link to it. "WSE is needed" is very vague, which version? In addition it would be a pretty reasonable assumption that the installation wouldnt be the same as in previous versions.

And no actually, there is quite a lack of information about WSE, and youtube videos made a few years ago with broken links reinforce this.

WSE is an essential component of your mod. A link is not much to ask.

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ Calradia 1417 - v2.0 (full version) WSE NEEDED

Doesnt really matter what version of WSE I use or anything, it always complains about something being wrong like an unsupported version or a file missing. Doesnt help that you havent provided it in your download or provided a proper link.

Good karma-1 votes
akbarogo
akbarogo - - 32 comments @ Calradia 1417 - v2.0 (full version) WSE NEEDED

Thank you for updating this mod!

Please post a link for an up-to-date WSE file.

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ A World of Ice and Fire (Game of Thrones)

Thats ****. And no, you are wrong. I picked the Vale. I can use both. Its definately a bug.

To add insult to injury, the forcible recruitment doesnt work either.

The phrase is 'associated with'. I dont see why a peasant in his homeland will have access to faction armor yet a diet-foreigner with lordship cant.

Good karma+1 vote
akbarogo
akbarogo - - 32 comments @ A World of Ice and Fire (Game of Thrones)

Well I have the unit count around 350 I believe and it seems to be one of the best mods for stability in-battle.

I believe you may need to disable the scenic town view in the camp options, if that doesnt work, youll have to remove that insane body count and unit size. The game doesnt support it, and im sure whatever intergalactic super computer you are running this poor game on will prefer it.

Good karma+2 votes
akbarogo
akbarogo - - 32 comments @ A World of Ice and Fire (Game of Thrones)

the game doesnt technically support more than 150 troops for a reason

Good karma+1 vote