Look at the nexus mod site on Silverstag's page for v0.141. That was the last major update to Silverstag prior to implementing the mod's current recruitment system. Quartermaster / Storekeeper features were added prior to that.
Look at the nexus mod site on Silverstag's page for v0.141. That was the last major update to Silverstag prior to implementing the mod's current recruitment system. Quartermaster / Storekeeper features were added prior to that.
Intelligence gets reset with the skills reset option now (v0.26+) to prevent skill loss.
The second issue I haven't seen, but I'll look into it.
A note on reviews:
I really appreciate folks taking the time to review the mod as it goes a long way towards helping it gain visibility to the M&B community. One thing I ask is that you leave a few of your thoughts on the mod, good or bad, as to why you made that review. A poor review with no commentary is something I can't improve on. I have no illusions that everyone will enjoy our work, but I would like to know what took away from the experience for you.
For those not familiar with me, I'm very open to feedback of either type and actively try to guide the mod's development in a way to incorporate that input. For those who have left their thoughts behind, you have my thanks.
This is a known condition and will be fixed with the next update.
This appears to be an oversight and one we're looking into correcting with v0.27's update.
Certain ones do this through their abilities. Administrator and efficient have this effect.
I'm easiest to get a hold of via the Taleworlds forums through a PM as I am on there daily.
How:
Winning tournaments by a large enough margin.
Completing Silverstag quests.
Why:
You can reset any aspect of your character.
You can rapidly finish reading books.
You can lower the cost of troops in a location.
You can lower the cost of garrison training.
You can speed up the rate of upgrading garrison troops.
They were phased out in v0.24. The units still existed for save compatibility, but with v0.26 they are out of the mod.
Are you starting the game using the WSE Loader? An opcode 8 crash always means that for some reason WSE is not running / functioning properly.
I'll try to keep the next update from taking 9 months, though it promises to be a bit larger in scope and will probably need a longer testing period. Have fun. :)
I'd say that is subjective, but during the beta testing period no one seemed to feel any of the factions are underpowered at the moment. The Rhodoks had been before getting rebalanced and the Sarranids/Vaegirs were only just added in.
The newer Sarranids actually have some strong benefits in their favor. They have a few high tier cavalry that are far cheaper than they would be from other factions (Cheap ability).
My partner, Leifdin, handles the factions. I stick to mechanics so they're both being worked on in parallel.
Silverstag Wiki: Version 0.26 Patch Notes
Silverstag.wikia.com
It needs to go in your modules folder as if it was a playable mod. Then load the game using the WSE Loader application found within it.
Eventually I would like to add that, but that isn't on my worklist at the moment. Currently the next version will be devoted to creating a revamped Freelancer that works with Silverstag called the Oathbound System.
Auto-equip themselves how? If you give them a fief then they will manage it and build improvements there. They do receive income from the fief and use that to continue improving it or hiring troops as they need.
Yes, there will be tier 10 troops when specialty orders are implemented.
You need to use the WSE loader every time when you intend on running Silverstag. If you're going to run a different mod then you don't have to use it for that one. Which means those mods will run at the current warband version you have while Silverstag will run at 1.153 (WSE's last supported version).
Any version of warband from 1.153+ may be used. The copy of WSE that comes with the mod will force a 1.153 copy of the game to load, instead of whatever newer version you're are using, when you start the game using the WSE loader.
Move all of the files in the WSE folder to your main warband folder and see if that helps. For some folks that ends up needing to be done.
Sometimes WSE seems to have an issue with certain copies of Warband and sees them as altered. This could be due to patch updates over a longer period.
The first thing you could try to do is reinstall Warband fresh (steam or otherwise) so that files are new and up to date vs. patched several times.
The next thing would be to try using a standalone copy of Warband 1.153. You can download that [url=ftp://ftp.taleworlds.com/mb_warband_setup_1153.exe]here[/url]. This would be a secondary copy to use outside of your up to date primary one. So a non-steam copy if you're using steam. Your CD-key from Steam (or the packing material if you bought it directly) will be needed to unlock it into a full copy.
Option 1 might work. Option 2 should work.
It should be noted that the version linked above is more for development testing and is NOT a finished product. It has a number of problems currently that are being fixed. For folks interested in helping polish up the next update feel free to join in, but for people that wish a relatively bug-free release stick to v0.25.
I am not sure what you are asking. The map has had areas added, but they have not yet been filled out.
Future expansion. Right now they serve no purpose.
That would have to be pursued from A New Dawn's creator as it is not open source to my knowledge. Silverstag is.
Come over to the Silverstag Assembla development site and visit the "support tab". There are some files I'll need from you in order to best help and they're described on there as well as where to find them.
Support Page: Assembla.com
Thank you for the feedback. The Assembla site is also a good place if you have specific things you'd like to see changed and that helps me sort out suggestions a little better. The troop system indeed is still developing and has more work to go. The Sarranid & Khergit factions are due with the next major update. That would leave just the player faction awaiting a redesign and they'll be due for similar treatment.
My hope is that once all of them are done and balanced out accordingly that the mod will offer a style of play that is similar, yet different enough to be part of the attraction, instead of being simply a redressing of the base game.
Freelancer is incompatible with Silverstag's recruitment system. We have plans for making them work, but those are not ready yet.
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