Nawari
Veteran
As we said on another thread, we have tested many mods. We share the ones that caught our attention and that we tried (hardly) to make work together:
Realistic battle mod:
We tested, we did not appreciate. Why ? It was not "bad", but the strange reactions of the troops left us somewhat speechless. Certainly the usual battles are not very realistic in the original game. The troops rush into it and that's it, until death. Realistic battle tries to make the troops less "suicidal" and therefore a bit more "tactical". But sometimes, some troops just don't attack at all or wander around the battlefield strangely for no apparent reason. We are always wary of "realistic" mods because a game is not "realistic", a game is a game and it has rules. When you play a table game, you apply the rules and too bad if they seem unrealistic, that's what the game is based on. I'm afraid this mod is an illusion....
Sometimes it's nice to play it, because the fights are admittedly a little more difficult, and sometimes it's painful, because the troops are messing around and the battles are too long. For once, I have more confidence in the TW teams to improve this complex function of the game than in the modders who sometimes obey fantasies... Sorry for them, I know it's a lot of time and work. So "Realistic Battle mod", you can try it without fears, but expect long but not breathtaking battles with sometimes strange behaviors on the battlefield. At the same time, that men don't want to fight, I really like that!
The "Adonnay" mod suite:
"Adonnay" is a system for creating mods to customize the game. It has the particularity of touching little on the "gameplay", this is not its objective. It is above all a question of improving or modifying the "look" of the troops, of the weapons, of bringing new troop trees without changing the rules of the basic game. So normally, these are reliable mods respectful of the stability of the game and therefore, of the player.
It is :
"Adonnay troop Changer": this is the basic mod which allows the introduction of other customization mods. It is necessary to install the others and make them operational.
"Adonnay Exotic Weapony": just new weapons to play war.
etc you can easily find them on the Nexus site by typing "Adonnay" or "ATC" in the search bar.
It makes the game a little more pleasant to play because it diversifies the troops available, the "looks" of the troops, can allow to have "female warriors" for example. Great progress... women in war, men in the kitchen... Humanity is progressing... towards its final destruction...
Additional Quest:
Additon of new VAnilla quests. Some cause the game to crash.
Problems: "Vanilla" quests are often done (especially in villages) to help start the game when one is "poor".
The quests of this mod cannot be done at the beginning of the game, they are too demanding. Also sometimes they spam the game instead of the original quests and as a result you have to go further afield to find simple "doable" quests.
That's a shame.
"Banner Colore Persistence", "CCs Banner", "Vexillium" :
This brings more banner themes, and banner carriers into battles. It's more "aesthetic" than "gameplay".
The "Role Play" dimension of the game:
Many mods were under development to improve this immersive and "Role Play" dimension of the game but are temporarily abandoned. Too many game releases have discouraged many modders.
But, exist in version 1.8.0:
"Life in Calradia": allows you to have a house in a village or a city, but beware, still a lot of crashes with this mod whose "release 1.8.0" is very fresh.
"Fourberie - Roguery": undoubtedly one of the most successful to date in the "RPG" field with "Life in Calradia". This mod allows you to pursue a bandit career, it is still very imperfect, but it is interesting.
"Friendly Lords": is not up to date for 1.8.0, but the modder promises to work on a new version.
This is the only mod currently that tries to offer an "AI" to the npcs in towns and villages to accentuate the interactions between the npcs themselves and us. The idea of the modder, very ambitious, is to make a kind of "Sims" in the cities and villages. It's very interesting and would add a lot of life to the games.
These three mods seem very complementary to me. Perhaps one is missing to develop merchant activities more consistently. These mods could, in the future, allow us to play "survival" in the middle of war with a small group. Defend his village, his city, as simple inhabitants, and not as a "soldier" , raise his family, protect it, like simple peasants...These mods could offer new possibilities...
Many other mods we tested, but we are too lazy to make a full list. We have crashed many times.
Of all the combinations we've made, we often have a mid-game crash. Mods, in such a precariously balanced game, mods that affect gameplay can quickly come into conflict.
Until there is a stable release of the game, it will be difficult to mod the game with a list of tested and approved mods.
Conclusion :
That said, no mod, no combination of mods could compensate for the lack of "gameplay" of the native game.
In truth, the game is so incomplete that we are always tempted to add an "additional mod", and bingo! Big crash!
We don't find the native game "bad", we find it incomplete and it lacks a lot of things for immersion, for diplomatic strategies, for the consequences of a marriage, for the trade, for the RPG choices, etc.
And we don't believe in modders to make up for all that.
In short, this game will always be a badly tinkered thing... for 50 Euros... it's nice...
Realistic battle mod:
We tested, we did not appreciate. Why ? It was not "bad", but the strange reactions of the troops left us somewhat speechless. Certainly the usual battles are not very realistic in the original game. The troops rush into it and that's it, until death. Realistic battle tries to make the troops less "suicidal" and therefore a bit more "tactical". But sometimes, some troops just don't attack at all or wander around the battlefield strangely for no apparent reason. We are always wary of "realistic" mods because a game is not "realistic", a game is a game and it has rules. When you play a table game, you apply the rules and too bad if they seem unrealistic, that's what the game is based on. I'm afraid this mod is an illusion....
Sometimes it's nice to play it, because the fights are admittedly a little more difficult, and sometimes it's painful, because the troops are messing around and the battles are too long. For once, I have more confidence in the TW teams to improve this complex function of the game than in the modders who sometimes obey fantasies... Sorry for them, I know it's a lot of time and work. So "Realistic Battle mod", you can try it without fears, but expect long but not breathtaking battles with sometimes strange behaviors on the battlefield. At the same time, that men don't want to fight, I really like that!
The "Adonnay" mod suite:
"Adonnay" is a system for creating mods to customize the game. It has the particularity of touching little on the "gameplay", this is not its objective. It is above all a question of improving or modifying the "look" of the troops, of the weapons, of bringing new troop trees without changing the rules of the basic game. So normally, these are reliable mods respectful of the stability of the game and therefore, of the player.
It is :
"Adonnay troop Changer": this is the basic mod which allows the introduction of other customization mods. It is necessary to install the others and make them operational.
"Adonnay Exotic Weapony": just new weapons to play war.
etc you can easily find them on the Nexus site by typing "Adonnay" or "ATC" in the search bar.
It makes the game a little more pleasant to play because it diversifies the troops available, the "looks" of the troops, can allow to have "female warriors" for example. Great progress... women in war, men in the kitchen... Humanity is progressing... towards its final destruction...
Additional Quest:
Additon of new VAnilla quests. Some cause the game to crash.
Problems: "Vanilla" quests are often done (especially in villages) to help start the game when one is "poor".
The quests of this mod cannot be done at the beginning of the game, they are too demanding. Also sometimes they spam the game instead of the original quests and as a result you have to go further afield to find simple "doable" quests.
That's a shame.
"Banner Colore Persistence", "CCs Banner", "Vexillium" :
This brings more banner themes, and banner carriers into battles. It's more "aesthetic" than "gameplay".
The "Role Play" dimension of the game:
Many mods were under development to improve this immersive and "Role Play" dimension of the game but are temporarily abandoned. Too many game releases have discouraged many modders.
But, exist in version 1.8.0:
"Life in Calradia": allows you to have a house in a village or a city, but beware, still a lot of crashes with this mod whose "release 1.8.0" is very fresh.
"Fourberie - Roguery": undoubtedly one of the most successful to date in the "RPG" field with "Life in Calradia". This mod allows you to pursue a bandit career, it is still very imperfect, but it is interesting.
"Friendly Lords": is not up to date for 1.8.0, but the modder promises to work on a new version.
This is the only mod currently that tries to offer an "AI" to the npcs in towns and villages to accentuate the interactions between the npcs themselves and us. The idea of the modder, very ambitious, is to make a kind of "Sims" in the cities and villages. It's very interesting and would add a lot of life to the games.
These three mods seem very complementary to me. Perhaps one is missing to develop merchant activities more consistently. These mods could, in the future, allow us to play "survival" in the middle of war with a small group. Defend his village, his city, as simple inhabitants, and not as a "soldier" , raise his family, protect it, like simple peasants...These mods could offer new possibilities...
Many other mods we tested, but we are too lazy to make a full list. We have crashed many times.
Of all the combinations we've made, we often have a mid-game crash. Mods, in such a precariously balanced game, mods that affect gameplay can quickly come into conflict.
Until there is a stable release of the game, it will be difficult to mod the game with a list of tested and approved mods.
Conclusion :
That said, no mod, no combination of mods could compensate for the lack of "gameplay" of the native game.
In truth, the game is so incomplete that we are always tempted to add an "additional mod", and bingo! Big crash!
We don't find the native game "bad", we find it incomplete and it lacks a lot of things for immersion, for diplomatic strategies, for the consequences of a marriage, for the trade, for the RPG choices, etc.
And we don't believe in modders to make up for all that.
In short, this game will always be a badly tinkered thing... for 50 Euros... it's nice...