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modguys
modguys - - 7 comments @ BattlesMod for Warband

That depends on what you mean by "better".

The AI will use ladders and siege towers to attack the castles in siege mode. You (and other human players if you want) can join the defending team and the AI will fight to capture the fortress.

In Battle mode, the losing side will gain more units for the next round, thus winning three rounds in a row can be challenging.

As far as striking better or blocking better, not really. These are game engine items that are not altered.

Thank you for your interest.

Good karma+1 vote
modguys
modguys - - 7 comments @ BattlesMod for Warband

No. This mod is stand alone. A mod by itself.

Good karma+3 votes
modguys
modguys - - 7 comments @ BattlesMod for Warband

Poison apples are used by the Shaman unit in the Barbarian faction. The Grod unit is also an elite of the Barbarian faction. Start a Siege with 40 vs. 40 AI with the Barbarian as one of the factions. You should see the Shaman and Grod spawn. This also works for Battle Mode.
The two new castles should be in the list when starting a Siege Multiplayer game. You should have the v1004 installed first and the v1005 over the top. Let me know if you are still not seeing these castles.

Good karma+1 vote
modguys
modguys - - 7 comments @ BattlesMod for Warband

Update v1005 is released

Change Log v1005
Added two new castles for siege mode: Kursh and Barlocke
AI mesh and attack paths added for both new castles
Used realistic colors from Lucke189
Adjusted each stock castle for better AI defense
Fixed client crash caused from the Shaman Poison Apples
Poison cleaver should now be working
Adjusted equipment for the Grod unit
Tweaked the AI defender spawn rate for siege mode

Good karma+2 votes
modguys
modguys - - 7 comments @ BattlesMod for Warband

Update v1004 is released.

Change Log v1004
Gameplay changes:
Added Elite unit spawning for each faction for Battle and Siege mode. They will spawn 1 for every 10 units in Battle mode. Every 30 seconds in Siege mode. See readme.txt in the ReadMe directory for more details.
Adjusted equipment for Northern Tribes Leader.
Re-textured several armors and set new shaders.
The adaptive battle will now only add half of the living winning teams units to the losing team. This will grow the battles more slowly.
Altered some weapons and skills for each faction to enhance balance.

Good karma+2 votes
modguys
modguys - - 7 comments @ BattlesMod for Warband

We are glad you enjoy it. We will be releasing v1004 very soon. We are adding elite units that will spawn for each faction.

Good karma+1 vote
modguys
modguys - - 7 comments @ BattlesMod for Warband

Change Log v1003
Gameplay changes:
For now, we disabled the “Human Casualty only messages”. An unknown side effect was discovered. Usually we are in the same room or on the phone when joining our server so we did not notice that this option was causing chat to be disabled. As others were joining the server, this became apparent.
The Mongols were toned down a bit.
Added more weapons for the Barbarian Horde Leader.
Some textures were adjusted.

For Siege:
The AI walk and attack paths were adjusted. Now there is less chance for the AI to get stuck when assaulting the castles.
The auto balance default is now increased to accommodate more human players to join the defending team.
If no humans join the attackers, the AI will push the siege towers on their own. If there is at least one human on the attacking team, the human attackers will need to assist with the “pushing”.
The default time is 15:00 and best results seem to happen with 40 vs 40 for the AIs. Two of the castles are easy to defend. The others are quite challenging. Many times the defenders will lose in the last 60 seconds.

Good karma+1 vote