搜索结果: *

  1. GhostHawk

    Star Wars Conquest Mod for M&B 1.x and M&B Warband

    I had a problem with this also but eventually figured it out.

    Start by getting the the "Force powers" disk, apprentice, jedi, as high a level as you can use.

    Then add one of the other choices, such as lighting, force push, shield etc.

    Takes "both" working together. Either one alone won't work.

    Best combo I found (only have a week in SWQ) is level 5 powers, with lighting and force push.
    Which btw points out an issue.  In combat that shows up as 60 lighting, period. Or I assume if I stack the force push on top 60 push and no lighting. There should be a way in game to switch ammo. (If there is and I missed it please inform me)

    With a reasonably high force level, the lighting seems to be a pretty effective weapon. Especially if balanced with a lightsaber or pike.

    Having that lightsaber on the end of a pole really lets you kick some series butt in a melee.

    Ohh and one other thing, A single slice "should" slice through as many bodies as are in its path, as there is nothing to make it stop, and rebound. As it is, you get 1 kill per attack and only one. Minor gripe I know.  But its one of the few gripes I have with this mod. If you choose to, it should swing all the way around you in a 300 degree arc lopping off heads, arms, legs, whatever it touches.
  2. GhostHawk

    Star Wars Conquest Mod for M&B 1.x and M&B Warband

    I've been around since oct of 07, and I have to admit this mod rocks my world.

    The modeling of the different races, dialog, all the weapons, the many different armors.
    Speeder bikes (yahooooooooooo)

    Planet side battles I have to admit I like the rocket launcher.

    But ship battles are just as fun with a light saber or a force pike.

    Really like the way they did the Trade Federation for ships and banking.

    Very nicely done guys, and much appreciated!
  3. GhostHawk

    Taleworlds Detailed Major Mods (Last Updated 12-11-09 )

    Well I've been around here playing M&B since oct of 07.

    I truly thought I had seen and done it all. Versions have come and gone, mods have been tried.
    I've played M&B up one side and down the other and loved it all the way.

    Had a bit a slow stretch with it last summer. Happened to get back into it this winter when the snow fell.

    1866 rocked my socks (Big Salute to those guys)

    Last week BNL 80 years of war caught my eye. (Again big salute)

    But I just finished installing and playing a mod that totally rocked my world.

    Star Wars Conquest.

    Yep, I've been a die hard horse and lance man for over 2 years.
    But this mod is going to breath a whole new breath of life into the old M&B.

    I love the map (floating amongst the stars)
    The combat is crazy fun.

    Every menu, every dialog just has me coming back for more.
    Incredible amount of work to pull this off, and it shows.

    Big WTG guys.

    And a bigger WTG to the M&B Devs That had the courage to make this game open.
    So that anyone with a bit of time, patience, and a dream can make it happen.

    Its so twisted that I'm still trying to wrap my head around it.
    Wonder if they have a force lance I can use on a speeder bike?  :smile:



  4. GhostHawk

    Morale System?

    Knocked out also please!

    While I have not yet found one, one of my all time fav M&B weapons is the jousting lance.

    Simple, effective way to increase your profit margin while having fun.

    And yes, you take on 30 enemy's, 25 are killed, 5 are knocked out, incapacitated, etc  while it won't make a huge change in morale it will change it.

  5. GhostHawk

    Your favorite faction?

    I had an ancestor who fought with William of Orange way back in the day.
    So I'm going to have to say Holland all the way.  :smile:

    That being said I love the Spanish scout lances!

    Just getting started in it, but a very interesting mod. So far I like!
  6. GhostHawk

    Help fighting cavalry heavy armies

    Good use of terrain helps.

    Place your line just behind the top of a ridge or hill (3 - 4 horse lengths back)

    First you'll waste less ammo, as they won't shoot until they have a target.
    Second when they do have a target, it will be close enough to do major damage.
    Third you get a volley fire effect going as small groups of enemy cav come over the top.
    Your whole line will open up on them, knocking them down.

    On some battle maps there are rock formations that you can get up on, but the enemy can't just ride up. They have to circle around, come at it from the back side. Again giving you a choke point at close range for your troops to slaughter anyone trying to come up.

    If its totally flat I'll dismount everyone. Then lead them to the rear 50 yards.
    Set my line there. The horses stop the enemy cavalry charge nicely.
    Probably will take more management as to hold fire, fire at will.



  7. GhostHawk

    Gaucho stuff again - you got your regions wrong...

    Vaquero would have been a better choice IMO. Or "border Cutthroats" or even "Poor white trash"

    However it is much ado about nothing. Not many vigilantes talked about it to their grandkids.
    Cowboys came in several flavors, some good, some bad, some that could go either way depending on how thirsty they were, or what color hat you were wearing.



  8. GhostHawk

    Is it possible to merg your ammo?

    Well I do think the ammo supply is a bit "tight" as it is. Thats not to say its not playable, once you get stockpile up over 5 its not so bad.

    Considering that most pistols take 2 rounds to kill someone, thats 25 bad guys.
    Even the Winchester will take 2 well aimed shots over half the time.

    Shotgun rounds have come 25 to the box as far back as I care to research.
    Pistol rounds should be 50 rounds to the box.

    Also considering that we don't really "lose" rounds fired, as they are replaced as soon as we are out of the battle. I think a case can be made for raising the price, but increasing the amount accordingly.

    Granted I wasn't around back in 1866.

    But I've never heard of Custer running out of ammo for his pistol.




  9. GhostHawk

    Favorite firearms in 0.8

    Voted for Winchester/Henry, Walker and the Sharps.

    However I have really enjoyed the shotguns in this release also.
    I have the coach gun, and a double 8 ga.

    Both are wicked at close ranges, so I mostly use them for sieges.

    Sharps rifle/carbine is a very nice single shot. Does good damage, accurate, and can dump several bad guys before they get close enough to switch to the walker.

    I love cleaning up foot troops with the walker. Ride at them, take aim and 5 - 10 feet away pull the trigger. BLAM

    Winchester/Henry's have a lot more firepower, but you burn through the ammo so fast.
    Sharps seems to get me a lot more 1 shot kills, esp for head shots.

    Either the shotgun or the sharps makes a good backup for when the walker runs dry in a melee.
    Having that 1 or 2 more shots to finish someone so you can duck around a corner, and reload makes a difference.

    As to the Rolling Block Pistol, I was lucky enough to find one early. Used it a lot, eventually traded it off when I was able to afford a Sharps Rifle. As long as your smart, skulk in the shadows, etc it can be a lot of fun.  Fairly good sniping weapon for medium ranges.  Would make a good backup for the shotgun until you can score a Walker.


  10. GhostHawk

    exorbitant unit costs

    It can be tough starting. Once you have a place you can garrison your troops. Then unless I see a big Indian war party headed my way I normally ride with only 10 - 18 guys. Just right for picking on bandits.

    There is a definite crunch when it comes to keeping an army of more than 50 high ranking guys around.
    You are quite busy just keeping up with the payroll. 

    I agree that if your hired out as Merc or sworn to the Army then wages should be no issue.
    But I suspect that is a game limitation.

    I think they've done an amazing job with this mod all things considered.
  11. GhostHawk

    Tull?

    Actually there is a rather handy chest on the boardwalk in Tull.

    Nice place to stash things where you know, no one else will go looking for it.

  12. GhostHawk

    Weapon Guide

    I've had really good luck with the Comanche's pinning my force either right where we spawn in, or at the closest small rise. Dismount mounted troops, leave the horses in front like a buffer. Bring the line back a few steps, and hold them there. Ideally if you can get the spotted just behind a rise. They will hold their fire till someone tops the rise, then fire volleys until all in sight are dead.

    Just stand fast, and close together.

    Meantime, I'm out picking off their mounted troops, then riding down foot troops.

    Also if you setup near the back edge of the map often their mounted guys get "stuck" for a bit turning around at the edge of the map. Perfect place to smack them in the head with rifle fire.

    Strategic offence (your in their territory fighting on their land)
    Tactical Defense (Pick a strong point and HOLD it. Concentrate your fire)

    Dragoons of course are very good, but you can do this almost as well with posse members and gamblers.
  13. GhostHawk

    Cavalry Officer

    Not sure about .8, but .7 was recruit, cav recruit, dragoon, Veteran Cavalry, Elite Cavalry as I remember.

  14. GhostHawk

    Play Styles for 1866, Suggestions

    Well I started as an independant, discovered recruiting was hard that way. Ended up going Merc to the USArmy.
    That opened several towns for recruiting. But about a month into it while escorting Custer I found the little Bighorn. Comanche's wiped us out to the last man.

    So I tried a restart, came in as an outlaw, was recruiting at the various outlaw hotels, etc.
    Ended up taking over the cottonwood hotel, thus became rebel.
    I was doing quite well, had about 100 troops, (Agree that the Dragoons are awesome)
    Gamblers upgraded to Bank Robbers work ok, but they get expensive. And they don't have the firepower the dragoons have.

    After the Apache's took a Mexican fort I waited, took it from the apaches.
    Ended up with that location getting besieged by the apaches, while the commanche's are besieging cottonwood hotel.
    Both groups are 350 strong. Both my locations are garrisoned with about 50 troops.

    Frankly I don't see any way out of this other than cheating, which I'm really not inclined to do.

    I think I may restart yet again, go Mexican, swear Fealty (so I can recruit)

    I really like the Henry, although the Winchester does reload faster.
    Mostly I carry one of those 2 rifles, 2 rifle ammo, and a balanced buffalo lance for
    riding down foot troops.

    Put my troops on a nice defensible  position, have them hold there.
    Snipe incoming enemy till low on ammo, then grab the lance and finish up.

    Overall, I am very much enjoying this mod. As it is breathing new life into a long time M&B fan.
    I'd gotten a bit burned out on it. But this one for sure has rekindled my interest.
    It is HARD.

    Would like to see

    A More towns that are "open", that swear no allegiance to anyone, where you could recruit no matter your status.
    (Especially along the border, think "buffer zone)

    B More Army forts, Indian Strongpoints, villages. Raiding possibilities are pretty limited unless your willing to declare war on everyone.  More ranches, farms, would also help. But I do realize that this is a work in progress, and that all of the above takes a LOT of work.

    Salute! for a great job so far.

  15. GhostHawk

    Morale- what a pain!!

    I never buy fresh beef anymore, always goes bad.

    Also if your going to recruit prisoners, I'd have only my companions.  Leave everyone else garrisoned in a castle someplace. The new recruits go right back into a castle garrison for a week so they won't escape on me.

    Companions if you go win a battle are 2 are easy to keep the morale up.

    The other answer is of course don't recruit prisoners.  :smile:
    And just because you can run araound with 200 in your warband doesn't mean you should. :smile:

  16. GhostHawk

    mod help

    Start M&B, First line there is a scrollbar that says says "Native" you should now have the option to switch to the mod you installed. IE Firearrow, or WWII china, whatever mod you downloaded and installed.

    If you didn't get it in the right place, you'll only see "native". And you won't be able to change it.


    Currently I am running Custom Settlements, Europe 1200, EGIII, FireArrow, Native, SOD, Eagle & Wolves, and WWII china. Although I've mostly been playing SOD lately.

    Mods are one of the things that M&B got Exactly right in my opinion.
  17. GhostHawk

    Morale- what a pain!!

    I often sally forth with a minimal group. 4 - 6 companions and 4 - 6 Merc horsemen or cav.

    Do a little recruiting, chase some bandits, look for battles happening where I can jump in vs enemys.
    Often even 6 -8 men can turn the tide if you strike at the right point and time.
  18. GhostHawk

    Khergit Lancers - Red haired steppe cousin? or Niche Soldier?

    They work pretty well vs foot troops, ie Nord's, Rhodeck.

    All depends on who your fighting and what villages you have access to for raising troops.
  19. GhostHawk

    Companions won't couch

    I use a variety of techniques with companions and lances.

    A Jousting lances, works great when I have a big warband with me, but I chase down some bandits.
    Hit F11 (blunt weapons only) everyone else stays back at the start, the companions and myself go knock out some bad guys. I'll often take on 3 or 4 to 1 odds with just me and companions.

    B Battle fork, or lance, big axe, and bow/arrows or Crossbow/bolts.
    F5 for hold fire, If your moving fast they seem to switch from axe to lance.
    But if they get stuck, mobbed, they do seem to switch back at times.

    The other thing I do is have them follow me, start slow, slowly build speed.
    So they make a nice line behind me. Before I hit the enemy hit the F3 so they charge.

    Smash through, hit F2 (follow) and drag them OUT of that melee, out of projectile range. Reform, charge again. Normally 2 or 3 times through a group and they will be split up and scattered enough that I can let them do their own thing without worrying about them getting bogged down.

    The other thing is If I see 2 -6 guys trying to mob one of my riders, is I'll charge through with lance down.
    Normally kill/knock out one, and horse gives collision damage to a couple more. Letting the attacked rider break free. They are your men,you have to take care of them.
  20. GhostHawk

    The Cartographer's Guild

    WWII china is a good mod for a totally different flavor. Same Calradia map, but its much more firearms based.
    Factions are based on Japanese & puppet regimes vs Chinese defenders.

    A good tight formation of any gun carrying troops held just below the crest of a ridge can stop virtually anything.

    M18 submachine gun is my weapon of choice, with 2 60 round of ammo and a Japanese Grenade to fill out the 4th slot. Thompson is about as good.

    Polearms still work vs Searaiders and bandits, but any of the bigger army's will blow you away before you get into range with polearm or melee weapon.

    Seiges are a lot tougher with them dropping grenades, and fireing machine guns at you.
后退
顶部 底部