Holy camel! That trailer looks amazing!
​
Will it also be available outside Steam Workshop though? I have the GOG.com version of the game.
​
Also, what time period is it based on? I'm guessing the First Crusade but I might be wrong.
The mod is called Warsword conquest
It is set in warhammer fantasy, (not AOS).
It’s pretty solid. A bit more of a faff to install than most other mods though, but that is because it does a lot more than most mods (has a working magic system, trolls, ogres and demons
Press export character in the character menu, find the text file in your mount and blade folder in documents, edit the stats you want to change(in this case that would be prisoner management), and then go back to the game and press import character in the character menu and select the txt file you just edited. You can change any stat to any value you want.
Here is a more in-depth tutorial: https://www.moddb.com/groups/mount-and-blade-community/tutorials/importing-character
Edit: Apparantly you can't put skills higher than 10, so my comment is pretty useless for accomplishing what you wanted, but if you could somehow work around that limit this would work.
I don't know if I'm spoiled by other games' open development (most recently Paradox games, Stellaris specifically) but I really thought that they'd be more open with Bannerlord.
I mean, they were talking about a possible early access last year! I know it's better to hold if off if it's not ready and would cause a bad first impression, but that should mean they have at least some, if not most, mechanics done, at least in design. They should be able to talk about them, no? Or at least share screenshots?
The last blog post was in July 2016... I really don't understand this extreme silence :(
Wanted to see if this was in fact one of the first results on google for "viking warrior", and yeah, it was the third one.
But also, someone stole it and they are selling it at amazon as a "hand painted" poster...
Yeah I'm out right now but I will and edit this post
VILE BEGGAR VERSION: https://mega.nz/#!KlBlGaDK!xWxLL9ZP4KWJFidlWzVPMDZlVdDbjDqwWTa2AsuVIqw to install replace your "sounds" folder in your M&B Directory
DO THIS YOURSELF FOR OTHER FILES:
Find the file you want
Create a new folder
Copy and paste it into the new folder until there are 393 copies
Download "Advanced Renamer"
Open it and import your normal sounds directory files into the program (Mount & Blade\Sounds)
Select all (CTLR+A) the imported files and save as .CSV file list
Remove the files from the program
Import your new files (sound and their 393 copies)
Import the .CSV file and ignore the error.
Select 'Name and extension' (new filename in the list should now be different to the old filename)
Start batch
Replace all the Sounds in your old sounds folder with the new ones. Open a few up to test.
Found this:
"The topography of the map is not entirely consistent with Warband, in fact Bannerlord's map is somewhat more mountainous. The effect of this is an increase in the number of choke points. It will be hard to avoid conflict, for instance, when traversing narrow passes through mountain ranges that may be riddled with ambush spots or enemy patrols. Tactically, the map offers many more options for controlling areas that serve as trade routes. Battles are often fought in the game to contest key choke points with the goal of securing passage for trade caravans and other parties. "
​
Sounds promising!
​
King: "Good job Ser Alexander, you hath saved my kingdom from vicious snake cultists. You have also proven to be quite the tactician, so anything you want, I shall give you."
Alexander: "Helmet."
King: "Erm.. what was that?"
Alexander: "Helmet."
King: "A helmet? W-what sort of helmet?"
Alexander: "All of the helmets."
King: "Umm..."
Silverstag! It is the king of quality of life improvements. I'm still raging that it dropped out of the hall of fame, it's a damn good mod. As the Dilmah guy says, do try it!
Empire is actually indiginous to the continent
https://www.taleworlds.com/en/Games/Bannerlord/Blog/45
>A thousand years ago, the Calradoi were one of a dozen tribes living in the hill country between the southern sea and the Battanian woods. Over time, they subjugated their neighbours, forcing them into a confederation of city-states.
Tablut and its derivatives play out very different with a competent AI.
For that I can recommend the free Hnefatafl App by Philippe Schober (Also available for IOS, apparently). It has several variants including Tablut, and the competent AI and options for online and offline multiplayer take the strategic depth much further, and make it a fun game to show to others.
TLD awareness seems to run in waves. ;) I've been too busy to do anything on the mod for a few months, but Swyter and CppCoder have been fixing bugs and stuff, releasing small dev patches, which you can download now.
https://trello.com/c/FeQVrumj/58-look-here-for-mod-installation-instructions-quick-fixes
Hopefully I'll find some time soon, we had a few last changes planned for a bigger patch (yes, sieges too), but as always - no idea on when that'll happen. (if at all)
I think the Pendor guy said he wouldn't make it for Bannerlord but that he would make his own standalone game? I think? It was a while ago.
Last Days ought to be working with the Kingdoms of Arda team, anyhow.
Final Invasion i'm pretty sure is going for Bannerlord.
other than that idk, but take a look by yourself: https://www.moddb.com/games/mount-blade-ii-bannerlord/mods
>Personally I really want full unit customization (e.g horses, armor, and weapons) that way you can have your own units instead of pre-designed ones.
I modded it into Warband, I'll mod it into Bannerlord too. And with Bannerlord it's apparently much easier to combine mods!
> Bannerlord is set 200 years before Warband. Players who followed Warband's lore will recall that Calradia was once an empire, which declined and was supplanted by successor states -- tribal confederations-turned-kingdoms -- much as the Western Roman Empire was supplanted by early medieval states. Bannerlord lets you join those rising kingdoms at an early stage in their development, and it also lets you join the Empire.
Yes, we have fixed it. Sorry about that. We created lots of new siege scenes + new Siege AI, but wasnt able to test ALL siege scenes when we launched that updated. This lead to the 'blobbing' that occurred.
So we tested EACH AND EVERY SIEGE SCENE in the mod, and that is quite a lot. InVain, our scener, made the necessary fixes. You can see how we tested each one here: Trello
I also made available "Native" siege AI, for those who do not like our advanced Siege AI. You can use enable it through the TLD options Menu.
> they're running out of significant content to tease us with and are now just showcasing any minor change they can think of (see "Conversation Camera").
That means the game is almost done...
...^(right?)
​
I made this mod on the side for Halloween once for a bit of fun. It makes it so that instead of recruiting, you have to kill people and then you get to add undead versions of them to your army. Also adds special horsemen of the apocalypse companions that join your party automatically over time and have unique combat abilities. Troops you and your horsemen kill you get as undead versions of themselves, those your minions kill come back as skellies. It's a bit of dumb fun that increases the pace of the game as your undead army grows pretty exponentially.
Mount & Blade II: Bannerlord takes place in the fictional world of Calradia. While the series draws heavy inspiration from our history, it is in no way a 1:1 replica of it. Comparing that universe to any time period in our history will get you no where in the end. Saying x wasn't invented yet but y was creates the same problem.
Things are in the game because they're cool and work well. Other things are not because they either:
What we do know from various screenshots, videos, and art pieces is:
If I missed something obvious, comment down below.
The bug was introduced in today's patch to VC 2.049. I posted some details here: https://www.reddit.com/r/mountandblade/comments/b735vt/bug_in_todays_viking_conquest_patch_2049/
Since it is too late to block the auto-update, you have 3 options:
1) Wait for the VC devs to release a patch.
2) Or try to find the old VC 2.044 version files (for example, steam has prior versions of some games as beta opt ins, but not sure if that works for warband)
3) Or install a large mod built on VC 2.044 that is save compatible with vanilla saves (so by installing the mod, you will roll your version back at the same time). I always feel like a hack when I link my own mod, but it's the only large VC mod I know of that has that save compatibility with vanilla: https://www.moddb.com/mods/vc-balance-mod
Whichever option you choose, I'd suggest continuing from a save made before today's update.
>bannerlords engine has only been finished up in the past year or 2
They confirmed in a recent blog that the engine wasn't finished as early as last month.
Viking Conquest DLC is the overall best developed, and in turn has mods for it (listed here https://www.moddb.com/games/mount-blade-warband-viking-conquest). It focuses on the Great Heathen Army invasion of Britain, and so the map focuses on the British isles. It includes only a small part of Scandinavia, with very little going on there.
The Sword and the Axe is a mod that instead focuses on Scandinavia: https://forums.taleworlds.com/index.php?topic=296240.0 . It includes diplomacy. Less developed by far, and less attention to history, but it offers the chance to campaign within Scandinavia.
I somewhat vote for Gekokujo sine it has no shields and makes combat that much more decisive when choosing your Army composition and types. For ranged, it's either muskets/bows. Both have their positives and negatives. For being the best combat wise thou of all mods that I have played, I couldn't recommend one. Sevenheart RPG has an unique combat system for AI making one on ones even harder than native. https://www.moddb.com/mods/sevenheart/videos However it's still in beta and I would not make the recommendation to it just yet until release / 0.9 beta.
Are you tired of sieges always ending with your troops falling from the thin, weak ladder? Stressed because your archers can't pick off those nasty Nords off the walls? Then this mod is for you!
https://forums.taleworlds.com/index.php?topic=210501.0
It adds more ladders and fixes AI meshes, as well. I personally can't siege without it. Also this mod, if you have an OK rig: https://www.moddb.com/addons/towns-nords-swadia-vaegirs-sarranids-partial
Check the talewords forums and also moddb, just scroll about a bit, I think that will often get you further than asking here. (No offense) Anyway, guessing it's Tainted Paths, this one have fun!
Sturgia are based on the Rus people, which is an easter-euope group that had a lot of immigration from Scandinavia (vikings) and are where the Varangians come from.. I think you have it confused by calling the Vlandians for Varangians tbh. Vlandians are based on the normans, but also the french. They're just psuedo dark age western europe. They have a history of being mercinaries for the Empire as the dev blogs explain, but they are not Varangians.
Dev Blog on Sturgia: https://www.taleworlds.com/en/Games/Bannerlord/Blog/39
"The Sturgians are based on the federation of city-states known as Kievan Rus, located in today's Russia, Belarus and Ukraine."
That doesn't really mean anything though. They might be going just for PR, show an updated siege demo or some combat gameplay and I wouldn't really feel satisfied with it. If they wanted to keep the community up to date, they would have done it through dev blog posts or new videos on their youtube...
Or at the very least, they could finally update this "Features" page on their website.
It isn't specifically the Russian Civil War, but The Red Wars might scratch that itch of yours.
I played it a while back and really liked it. It looks like it's still being updated and have a bit upgrade to version 2.0 coming soon, so that could be even better.
I did a little digging for the old blog about children in game.
https://www.taleworlds.com/en/Games/Bannerlord/Blog/87
> Her beautiful face was derived from the features (facekeys) of her father and mother, with a small amount of randomness thrown into the mix. And thus, she has a unique face(key) which will retain traits of her parents into adulthood. And, it is not just the facial traits that she will inherit from her parents, but also our wealth and lands too, which we worked tirelessly to accumulate through entirely legitimate means.
As she grows, we will be able to spend more time with her, interact with her, share our experiences and skills with her, and develop her into a fine young woman.
So definitely some sort of schooling and skill development, but nothing definite about companionship and vassalage for the grown-up kids. Well, gotta save something for the actual release, whenever that maybe.
Well they mentioned in the Imperial Declines devblog that >Weapons, armor, clothes and architecture should date from around 600 to 1100 AD, rather than the 13th century.
They probably did this to give themselves a long period of time to take creative liberties with certain things.
Age of Arthur - children can be companions, lords, or playable character after your main character dies.
A World of Ice and Fire - children as companions / lords
The bug was introduced in today's patch to VC 2.049. I posted some details here: https://www.reddit.com/r/mountandblade/comments/b735vt/bug_in_todays_viking_conquest_patch_2049/
Since it is too late to block the auto-update, you have 3 options:
1) Wait for the VC devs to release a patch.
2) Or try to find the old VC 2.044 version files (for example, steam has prior versions of some games as beta opt ins, but not sure if that works for warband)
3) Or install a large mod built on VC 2.044 that is save compatible with vanilla saves (so by installing the mod, you will roll your version back at the same time). I always feel like a hack when I link my own mod, but it's the only large VC mod I know of that has that save compatibility with vanilla: https://www.moddb.com/mods/vc-balance-mod
Whichever option you choose, I'd suggest continuing from a save made before today's update.
If you missed the chance to block the auto-update but want to continue your save from Vanilla VC, you have 3 options:
1) Roll back your Viking Conquest install to 2.044 (not sure how to do this, some games have steam beta opt-ins that can install a prior version, but haven't tried with warband.)
2) Or wait for the VC devs to release a patch.
3) Or install a large mod built on VC 2.044 that is save compatible with vanilla saves (so by installing the mod, you will roll your version back at the same time). I always feel like a hack when I link my own mod, but it's the only large VC mod I know of that has that save compatibility with vanilla: https://www.moddb.com/mods/vc-balance-mod
Whichever option you choose, I'd suggest continuing from a save made before today's update.
The above is for current vanilla VC saves. If you already were using a large mod already, just reinstall it and you should be fine.
FYI "Burger" is still the modern dutch word for citizen (which as a word, is french in origin, but take a look at the first part of the word it replaced "burh"sittend, appears to have the same root)
I would suggest playing Diplomacy Litdum. Its closer to the vanilla game and offers a lot of the features that Floris does, while being a lot more stable.
> I know vocation affects starting equipment, but after the viking attack I lost all of it. Why have that be a thing at all?
It's for use in sandbox play, where it is kept.
> Second I noticed different dialogue options appear based on personality... and "prudence"? (maybe its wisdom) how much does this affect gameplay?
The dialogue options don't matter much, but they can result in a few more or less relations points during storyline, and different roleplaying experiences.
The big effects of virtue choice are:
1) Stats. In Vanilla Viking Conquest, the character creation choices give different amounts of stat points, including virtue choice. Since stat points in VC only come once every 5 levels, the difference between using spoilers to pick the best character creation choices vs just picking on your own can be around 20 character levels of stat points.
In Vanilla VC, "Justice" gives 1 more stat point than the others, so 5 character levels worth.
If you use VC Balance Mod, then all character creation choices except starting age yield the same total number of stat points (just different distributions).
2) Effectiveness of a few minor game functions. Forcible religious conversion, for example, is much more or less effective based on virtue choice. This doesn't matter at all, because you are unlikely to want to do forcible religious conversions anyway.
BTW, I'm completely biased, but I'd suggest you check out VC Balance Mod. It has a couple hundred changes, ranging from balance improvements to bugfixes for Vanilla VC bugs: https://www.moddb.com/mods/vc-balance-mod
Everyone experiencing crashes - read the PDF guide that's bundled with the mod (or on the ModDB page), specifically the optimization section.
Also, we've patched up many bugs already, you can see what's been reported and fixed on the trello page:
https://trello.com/b/ntzYNdEA/the-last-days-of-the-third-age-warband-port
The fix files are usually linked in the specific card's comments, in the Done section.
Rome at War 2 - Intended as a MP mod. It's set in the late republic. There is a SP mod but it's a little barebones.
There's also Bellum Imperii which is more developed and set in the Roman Empire however it's very dense with Roman factions.
> Has this happened to anyone else?
The bug was introduced in today's patch to VC 2.049. I posted some details here: https://www.reddit.com/r/mountandblade/comments/b735vt/bug_in_todays_viking_conquest_patch_2049/
Since it is too late to block the auto-update, you have 3 options:
1) Roll back your Viking Conquest install to 2.044 (not sure how to do this, some games have steam beta opt-ins that can install a prior version, but haven't tried with warband.)
2) Or wait for the VC devs to release a patch.
3) Or install a large mod built on VC 2.044 that is save compatible with vanilla saves (so by installing the mod, you will roll your version back at the same time). I always feel like a hack when I link my own mod, but it's the only large VC mod I know of that has that save compatibility with vanilla: https://www.moddb.com/mods/vc-balance-mod
Whichever option you choose, I'd suggest continuing from a save made before today's update.
Dark age mostly is graphics enhancement isn't it? Beautiful btw, maybe there is a few tweaks here and there...
Blood Eagle was fun but I had a few problems with save corruption.
Anyway answer is: neither. Most up to date polished version of VC is the Balance Mod.
You can also download the Dark Age graphics enh pack and patch it up to the Balance mod. Just download both + compatibility patch VC Balance Mod and Dark Age and follow the instructions.
I had to set several variables in the start game. So, sadly, to my knowledge, no they aren't. However, I didn't change (as in renaming lords or anything like that.) major party entries, or castles, towns, villages, etc. So what you could do, and I can't stress this enough, back up the save first. Is use a tool called the Mount & Blade SaveGame Editor & Converter. It should work with porting saves over, as my mod does not as of now, modify the native lord / party troops or anything like that. so you can try that. here is the link: https://www.moddb.com/games/mount-blade-warband/downloads/mount-blade-savegame-editor-converter
I honestly, have not tested it. So use at your own peril.
Armagan has said that he was inspired in part by Sid Meier's Pirates, I haven't played it, but maybe it's worth a look. Don't know about pirate mods. Warsword Conquest has a pirate faction, that's all I can come up with.
There was a mod about the hundred years war that was one of the best mods ever made. Custom animations, great details and you could even visit historical landmarks.
It's in French but there is also an English translation. I'll try to find the name of the mod.
Edit: 1429 : la Guerre de Cent Ans - Steel Edition
https://www.moddb.com/mods/1429-la-guerre-de-cent-ans-steel-edition
I'd recommend giving Silverstag a try. One of the main features of the mod is a system of abilities that you can pick in order to turn yourself into a silver-tongued and efficient trader.
Once you join a faction as a vassal, you can try to buy other Lords' fiefs against full bags of cash, or influence them into recommending you as the most deserving candidate for the next fief distribution (even though you didn't do jack shit).
Once you got your hands on a few decently positionned fiefs, you can build improvements in order to maximize their trading potential, set up patrols to negate bandit threats, use companions to act as Captain of the Guard or Castle Stewards who, depending on the chosen companion, can encourage trade or reduce tax inefficiency.
SS really is a nice mod. There are tons of other features I didn't mention, and it might feel a bit too exotic at times with a radically different recruitement system, but I think it offers even more depth, customization possibilities, and replayability than Native.
I think stiff and clunky animations come with how mount and blade combat works.
But in bannerlord there are seemingly smoother animations with inverse kinematics and even chained attacks. Not to mention you can hit multiple people with some great weapons now as seen in one of the siege videos which would seems like it would feel smoother, and bow animations have been improved as mentioned in the cem Q&A devblog.
May I ask you all to calm your tits, obviously that's not the only thing they will show. Frankiepoo will show us some sweet turkey delights.
Edit: Oh nevermind, apparently that's it. More information on Talewords bois
I guess because we are so transparent (we show everything that we are planning on doing in our Trello), we end up not really 'hyping' the mod, so there is nothing really to tease :D
Same goes with major releases... we update almost every month, and it can have all sorts of things, from minor bug fixes, to major scene releases and new features.
Something that will be in next release that I am personally proud of is the "Faction Introduction" presentation, which can be seen here: YouTube. It is a bit game-y but it gives people some insights before choosing the faction they want to play as. I'm proud of it because it is another step towards making the mod accessible to new (i.e non-WB) players.
As to something major, we have plans for improving the end-game, reducing the rank/influence grind, and having more scripted, lore-related, battles. You can see our wishlist in Trello too.
Maybe this time around, as TLD currently is in a good place (e.g no major bugs), we can hold-off our monthly releases and simply deploy a 'bigger' release with more stuff in it :)
Check out Suvarnabhumi Mahayuth. It's certainly not ancient, since it takes place in the 16th century, but it's a ton of fun and a really interesting setting. This is one of my all time favorites. Lots of unique Asian cultures are represented, including the Ming Chinese. Granted, this mod centers around SE Asia (Thai, Malay, Viet, Lao, etc cultures) but includes a powerful Chinese faction that invades at some point (which you can join), as well as a small Portuguese colony faction.
The bug was introduced in today's patch to VC 2.049. I posted some details here: https://www.reddit.com/r/mountandblade/comments/b735vt/bug_in_todays_viking_conquest_patch_2049/
Since it is too late to block the auto-update, you have 3 options:
1) Wait for the VC devs to release a patch.
2) Or try to find the old VC 2.044 version files (for example, steam has prior versions of some games as beta opt ins, but not sure if that works for warband)
3) Or install a large mod built on VC 2.044 that is save compatible with vanilla saves (so by installing the mod, you will roll your version back at the same time). I always feel like a hack when I link my own mod, but it's the only large VC mod I know of that has that save compatibility with vanilla: https://www.moddb.com/mods/vc-balance-mod
Whichever option you choose, I'd suggest continuing from a save made before today's update.
Do you know what the original song is called?
I know that it didn't originate in Prophesy of Pendor, because I played a flash game called Castle Wars II when I was a teenager that had the music in it. Castle Wars II was out before the original M&B was released, so I know it pre-dates PoP.
I'm guessing that the castle wars guy didn't come up with the original composition. Either that, or PoP ripped him off bigtime and gave no credit.
Does anyone know where the song originally came from?
> I tend to think though that the Rhodoks are actually more Swiss than italian though.
I agree. The Swiss wars of independence and their crossbow-wielding national hero are pretty close to what Bunduk tells you about Grunwalder.
Try Suvarnabhumi Mahayuth since you seem to like mods with immersive atmospheres and large-scale maps
https://www.moddb.com/mods/suvarnabhumi-mahayuth-11
the only "bugs" in this mod is that the elephants aren't as cool as they could be, they're pretty much just huge horses that are very hard to kill. So I didn't really use them. But it's funny to see a cavalry man try to stab the dude at the top
Huge map with a ton of varied factions and a very interesting setting that I knew nothing about, though I always try to read up on history here and there. There's varying levels of technological advancement, from advanced Portuguese and Chinese armies to intermediate Malaysian, Thai and Burmese armies to less advanced Laotian and and Cambodian armies. Campaign map is huge yet dense with no dead spaces and lots of interesting bandit parties/armies
You could try using the Mount & Blade SaveGame Editor & Converter to try to convert the save game to the desired mod.
I'd recommend getting the daimyo edition of it. It adds a bunch of items and changes the scenes for the better, plus a bunch of other stuff.
I'll be resubmitting this on the weekend so more people can see it.
If anyone has lots of experience with multiplayer in Warband and/or bots on Reddit, please for the love of butter, send me a PM!
Late Edit:
Subscribe here to receive email notifications about future surveys!
I am told that it might go to your spam folder, so keep that in mind.
They mentioned it in the Battle Report blog
<strong>https://www.taleworlds.com/en/Games/Bannerlord/Blog/69</strong>
​
> The battle report screen also comes up when the player decides to resolve a battle on the campaign map instead of playing it out. This could bring simulated battles a bit of excitement as the simulation is carried out incrementally and casualties start to pile up. The player can, of course, skip the simulation to end the battle instantly.
​
There will be (or there is already, notice how there's different blocking animations) directional shield blocking:
"Directional Shield Blocking and Shield Bash – These two features revitalize the sword & board gameplay, making it a more engaging experience than ever before! Blocking in the wrong direction will not necessarily get you killed but it will cause your shield to break faster, leaving you defenseless against missiles and vulnerable against multiple foes. Shield bashing, a highly requested feature, temporarily stuns your opponent and knocks them back, lowering their defenses and giving you room to breathe."
And there was indeed more fluid combat (that's why the swing animations seem to loop rather than start then stop to allow for more fluid connecting combos:
"Attack Chaining – Swings that complete their motion can now be chained into follow-up attacks which can catch your opponent off-guard after a miss. Unbalanced weapons such as hammers and axes also use the momentum of the first swing for a faster follow-up!"
It's a medieval sandbox RPG with one of the best combat mechanics used by any medieval game ever. It's played in first person & third person. The graphics are a bit outdated but all that will be fixed with the upcoming sequel: Mount & Blade II: Bannerlord
Besides the choose your own path feel to it, the game has a very active multiplayer community.
With an active modding community, there are multiple mods to choose from (both singleplayer & multiplayer) the game has an almost infinite amount of replay value.
Conclusion: This game is truly amazing, you will learn something new every day. I recommend this game from the bottom of my heart. All you need to learn are the game mechanics and from that on you're set on playing one of the best games of the decade.
The dev blogs are here. It isn't super active, but there are posts every couple of months, the last of which was less than 4 months ago.
I have no idea what state Bannerlord is in, whether it will ever be released, or if it will be good on arrival, but it does seem to be in active development.
Edit: misread date when I glanced at page. Thought I saw may instead of march.
Holy crap, I had never heard about this before now. Anyway, can't you just search for it on the AppStore or google it? In Fact, I took a second or two and googled it, here you go.
https://play.google.com/store/apps/details?id=com.taleworlds.mbwarband&hl=en
Calradia 1417 a very nice mod its set in late medieval times adds a ton of other features The full version isn't out yet(sometime this month i think) so i recommend not getting so invested in your playthrough
Hello, thanks to /u/jtlannister for the shout out, didnt see this thread appear.
We changed how battle advantage is calculated to give orc-heavy parties an advantage, because from previous reports, we were hearing evil side players complain about not having an advantage against similar sized / less sized non-evil parties. Tactics skill also
Now this change has been up since July this year, and have not heard any feedback regarding it, so we assumed it was fine.
The formula can be tweaked, for sure. You can read our discussion here: Trello.
Its easy to google the problem! It's everywhere "Last Days Warband crashes in battle" and there is a fix for it
Taken from their forum (Including the downloads for the fix)
"Well, for those who cant download the quick fixes, grab them here: https://drive.google.com/folderview?id=0B3KmMUNAyIh4U2N6VkNRcVdXbXc&usp=drive_web
The text files should go into your TLD folder, while the wargs.brf goes into your TLD\Resources folder."
However if you've downloaded the latest update you should try to run it without these fixes. If it still crash download these files and do exactly as it says!
Hasn't been done yet, I believe CTT has only been merged into Dickplo reloaded as you mention and Renaissance. FYI I'm the guy who made who made it (thanks for the kind words!) and I would do it, but my top priority atm is Persistent Troop Identities. I'm going to integrate CTT into it as a core mechanic eventually and then I'll definitely try to merge that with all kinds of mods. Biggest requests are Floris and Viking Conquest so those'll be high priority.
Evolved is like Expanded but with a bit more bug fixes and some content. This is what they added in evolved vs. expanded:
https://www.moddb.com/mods/floris-evolved/features/floris-evolved-features
You might be able to change shader setting by going to reports-->mod options
I have this application called Wordweb. It's basically a dictionary with no relevance to Warband. With this application, I can simply hold Ctrl + right click. Whatever program is running will go back to the desktop and keep the other program(running), meaning my Warband movements go unhindered. The application will open though but it's an easy click to close it. It works for me, hopefully for you too.
We're in maintenance mode. There are a couple of loose ends, like half finished quests, OpenGL shaders for Linux and Mac OS X, and ironing out Warband quirks.
To track our progress/bugs you can take a look at our Trello board.
We plan to release the updated source code under a liberal Creative Commons license soon, so that others can expand on it.
Dyplomacy 4. Litdum. It is reworked Dyplomacy, original Dyplomacy mod has unneccesery nerfs and more bugs.
Then, of course, check The Last Days from sidebar. TLD is the best one in my opinion. Ever. But not very popular one.
Plus, i recommend you mod Nysne. It is low fantasy Calradia, well polished and hardcore. Not the best mod, but interesting one. https://www.moddb.com/mods/nysne Information -> https://forums.taleworlds.com/index.php/topic,351362.msg8431660.html
Not all mods from sidebar have Dyplomacy features. Beware.
I'll look for the source. Might take a minute because the official Taleworlds forum only has one fucking thread for Bannerlord information fuck fuck hold on.
Alright found it. Recommend anyone interested to mine this page and the subsequent 10 or so for more info. Some good stuff. here
Edit: link to a digital vendor for the magazine is a few pages back. Requires $1.99 and the tongue of an Ottoman. fuck it, here's the link. Now to find a Turk
I believe sieges were actually the subject of a dev blog.
Your prayers are being answered!
I could definitely get behind more reasonable build times too. Just because someone doesn't have a good engineer skill shouldn't prohibit them from just, y'know, hiring a competent engineer.
Soon. tm. :))
(seriously, the easiest thing is to follow our Trello board. Once there are no bugs in the ToDo and Doing columns, a patch is gonna happen.)
https://trello.com/b/ntzYNdEA/the-last-days-of-the-third-age-warband-port
Are you using the Nightly Patches? If you aren't, you should definitely patch up. If you are and it's still an issue, drop us a comment on our Trello Board and we'll add it to the worklist.
I know two submods, if you wanna count submods, that tend to be my favorite Warband module when combined. One with polishing and little tweaks, as well as a separate graphics mod. To get them working together, all you gotta do is install Repolished (mod #1), then install Reloaded (mod #2) on top of it. They work great together as far as I can tell.
1257 A.D. Repolished Submod (this is the graphics mod)
r/https://forums.taleworlds.com/index.php?topic=354735.0
1257 A.D. Reloaded Submod (this is the one with the fixes and tweaks)
r/https://www.moddb.com/mods/anno-domini-1257/addons/1257-reloaded-submod
I got it to work, here's what I did:
EDIT: I'm an idiot, here's the link for the Google drive
Reduced max parties to 750
Turned off Formations, not sure if this had any effect.
I managed to take part in (and win!) the 600+ battle, as well as multiple 100-250 unit battles afterwards, then randomly crashed to desktop when using fast travel (Ctrl + Space) around the map.
TL;DR Orcs ain't shit against Lorien Royal Swordsman and Marksmen
https://steamdb.info/app/48700/history/
Check the info there. Seems to be a DLC called Viking Conquest. Knowing that the Brytenwalda team had a poll regarding what should be next for them, and the Viking period was mentioned... I think there's a pretty good case that it is.
Not to mention none of the Brytenwalda team are confirming or denying these rumours, which could also be a big indication depending on your point of view.
For Wild West I think the best available for Warband is 1860's Old America.
For Elder Scrolls, I don't think there's anything available to play yet, but Tamriel: Bloodline's End is still in development I think.
if you DLed this one https://www.moddb.com/mods/anno-domini-1257/downloads/1257ad-version-113 it has an option during install that says english troop names. If you accidentally went by that option without clicking it, there's a optional folder in the module folder MountBlade Warband\Modules\1257AD\OPTIONAL that has the english troop names.
Try Silverstag. They have their features up here: https://www.moddb.com/mods/silverstag
It's what Warband should be in its Native state, imho. So many quality-of-life improvements like specific troop recruitment, tournaments, better kingdom management, and the ability to improve your fiefs with various structures. All this and more in a very competently made interface.
Yeah, they explained this all in their dev blog; that certain factions are just going to have more primitive and accurate castles. "France" definitely had castles as of the 8th century, hundreds of years earlier under Charlemagne, and England had burhs, as well as Roman forts they restored. At the time, these would be called castles, but modern definitions are more strict.
https://www.taleworlds.com/en/Games/Bannerlord/Blog/8
.
". One new feature that we hope will add a lot of color is minor factions: outlaws and mercenaries based on historical or legendary bands like the Jomsvikings or the Fianna of Ireland. But the outer kingdoms -- the ones whom imperial citizens would call "barbarians" -- should still retain that sandbox feel."
From this blog where they explain the different factions. Seeing where they have gotten the inspiration for the different factions from, it seems reasonable to believe that the empire is in the center of the map. (seeing that they are describing factions located west, north, east and south of the empire) This Calradian Empire is obviously inspired by Byzantium, or the east roman empire, like they also mention in the blog. The capital of Byzantium was Constantinople.
Bannerlord will be the next Mount and Blade game:
https://www.taleworlds.com/en/Games/Bannerlord
But we don't have a release date yet.
Warband is IMO much better than the original Mount and Blade and I believe has a larger selection of mods.
You could wait for a sale, it's not too uncommon to see it half off or less on Steam.
Can you temporarily replace the common font_data.xml
with the one from TLD (at <root>/Modules/TLD/Data
) into the game's <root>/Data
folder and take a screenshot while keeping the custom font.dds
in the mod's <root>/Modules/TLD/Textures
folder?
If still doesn't work we may still have some hope. It's unlikely, but they may have changed the XML format for Mac.
Uploading the original Mac font_data.xml
to https://pastebin.com may also help.
Its a bit buggy right now for Warband, they are working on a new patch to solve all the issues but it'll be a while. They have a bunch of pre patch fixes available for us early birds. I will link you to where you can find such fixes when I can get off mobile.
Edit
You can see the progress of the upcoming patch and access the early fixes here
There's been mods that try to do it but then they dissolve. Probably 90% of all mods that have content previews never make it to a first release. I saw this one on Mod DB and it looks awesome:
https://www.moddb.com/mods/time-of-new-chances-ancestors-2112-bc
but it looks like it's in very early stages.
A lot of mods, I've seen, make use of an ENB that adds "realistic" effects to metals, sunglare, etc., and a lot of people seem to actually like it, but when I tried it, it just felt too dark for me (maybe my computer just can't handle it properly?). So, I'm not sure if you'd like it. I think it's this one?
https://www.moddb.com/games/mount-blade-with-fire-sword/mods
​
Unfortunately, most of these mods are dead. Better try your luck with Warband.
There's two very well known ones, have a blast!
Of course, any equine unit were considered Elite. They came from the social higher class with the money and time to train in such things.
Thanks to the Egyptian design change (moving the axle from behind to below the rider) it became somewhat more manageable.
Mongolian way stations were a day/day and a half apart easily achievable by a Mongolian pony. They could ride/cruise (not full on top speed) for more than a day easily. When traveling in groups one rider would hold the reigns of another rider allowing them to sleep on the gallop, so long were their journeys. Its this ability to travel so quickly thanks to the ponies ability that 'shrank' the world for the Mongols and made them so successful. Mongols regularly shocked their opponents by seemingly appearing from impossible directions by pushing their horses and looping around their enemy.
These (1,2) books are very insightful. Well worth a read on the topic.
Putting it on Kongregate lets me earn some cash from the game as I make it, so far it's made me $1.61 (hurrah!).
The UI is terrible and complicated, it takes some patience to learn how the game works.
Here's the official shitty wordpress blog I've got for all my games, I should have v0.3 up in a few months hopefully.
If you switch to version 7.1, this issue should be resolved. Savegames are reportedly compatible.
From user TheInfamousDH:
"You can load the saves, changes apply just fine. Companions show up in taverns and sea travel cost is at half or so.
Just rename the ACOK 7.0 folder in savegames to ACOK 7.1"
https://www.moddb.com/mods/a-clash-of-kings/downloads/a-clash-of-kings-71
The best way to change the equipment of your vassals is to:
1) grab a save editor from here
2) backup your save game file.
3) open the file with the editor
4) locate and expand the troops entry (usually near the bottom of the entries)
5) locate and expand the entry for the lord you want to change (in Native, lords start around troop ID 210)
6) locate and expand the equipped items entry
7) change the respective item IDs to whatever you want your lords to use
Now, you may ask where to find the specific item IDs. Any other mod, I'd help you, but I won't touch the cok with a ten foot pole.
You might want to check out this website. It allows you to test if your pc can run a certain game or dlc.
In 1257 AD you can build a castle from your first village. Also in Tohlobaria you can build a castle by following the main quest or create a walled manor from your village (like a castle but difficult to defend).
Yes, but Workshop still does not have compatibility with Warband Multiplayer mods. There's a workaround on the workshop mod description, but it'd be much easier to use the ModDB installer found here.
It seems that your comment contains 1 or more links that are hard to tap for mobile users. I will extend those so they're easier for our sausage fingers to click!
Here is link number 1 - Previous text "mod"
^Please ^PM ^/u/eganwall ^with ^issues ^or ^feedback! ^| ^Delete
There are people who (at the very least ) already planned to make mods for bannelord, with 2 of them being with game of thrones. I don't know if they will manage, but you can find them on https://www.moddb.com/games/mount-blade-ii-bannerlord/mods