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  1. Council Chambers: Ideas & Suggestions

    Hmm, guess I will try to sum up my thoughts overall:

    *Main Point:
    -Basically a reoccuring theme for many changes: I don't know how creators imagine a 1920s Calradia, but I instantly imagine a story of endless total war that started right after the revolution. I can imagine Red Vaegirs trying to ignite the World Revolution, coming close to destroy Swadia, then being pushed back by new Swazi regime and White counter-revolution, then a massive setback, revolution vs counter-revolution everywhere, basically endless war until One to Unite them All appears. I am not sure if that conflicts with the mod-creators vision much, but I just see 1920s Calradia as a time of apocalypse. What could be done to reflect that in the game? Well, see the list for yourself!

    *Map:
    -Increased density of settlements and forts, to simulate population growth in Calradia over the course of seven centuries.
    -Fancy tweaks to old Calradian names of locations to simulate development of languages. I always imagine 13th Century's Calradia names are (excluding territories outside of Empire) are based on old Imperial language, since all the people of Calradia became "Calradized" (like some barbarians became Roman when dealing with Rome). It is flavour mostly, but could give more of a modern feeling to Calradia IMHO.
    -Since it feels like the main focus of the mod is Swadia vs Vaegirs (Nazi vs Commie), which I like personally, maybe Vaegirs could be given more Soviet-style territorial expansion? All that winter territories to the west could be made into some sort of Siberia, not everything has to be controlled by Red Vaegirs naturally, but maybe Whites could have some stronghold there.


    *Factions:

    -Khergit China is irksome a bit to me, but then it's authors vision and I guess there's nothing to say about it.
    -New Albion / Balion are meant to be like America, but if that's true then shouldn't they be based on Calradian cultures? There's no chance this can be changed at this point, but I'm just thinking: wouldn't Calradian powers colonize local territories? Then a Revolution, and a reconcillation (like US and UK). But who could be potential colonizers? Nords and Rhodoks probably. It is too late to change mentioned two, but maybe, if there will be new overseas territories added, maybe they could be based on a existing powers? Vinlandia comes to mind as a post-Nordic state for example.
    -This might be too much to ask but with increased amount of settlements we could have more local, secondary factions (White Vaegirs, some sort of Anarchist haven, minor states) around Calradia, but it might hurt game performance and therefore it might not be a good idea. Depends. I have a good PC, but used to have crap one and know how it can hurt some people :sad:


    *Items:
    -Nigh unbalanced, but I imagine it is a massive task to implement them all and balance well, so it's a matter of time really.
    -Faction-based items in faction's towns, no doubt about it.
    -I like the suggestion of making armors entirely a cosmetic choice.
    -Big suggestion: I really feel like Calradia of 1923 should be a land of utter madness, like former Imperial Russia territories in late 1910s - early 1920s. In case of items it means drastically raised prices of goods and potentially bigger amount of money you earn, to simulate potential hyperinflation and economical misery ravaging Calradia.

    *Bandits/Outlaws/Bad guys:
    -More ! Map feels so empty at times :sad: Some quick suggestions here:
    -Calradia: Looters to Mafia, much more Deserters (Calradia in total disarray), mentioned Anarchist as an overall plague in Calradian territories. General change of <insert zone> Bandits to Anarchists could be nice. And each faction could get potential specific rebel group:
    -Swadia: Red Army Faction (communist rebels), Monarchists.
    -Vaegirs: White Vaegirs, Cossacks (both in the game already).
    -Khergit: White Khergits naturally, and some traditional old Steppe clans fighting Communist order.
    -Sarranid: Jihadists are in game, but Sarranid is Islamic state right? Depends if secular or not. If secular then jihadist, if not secular then...anti-jihadist lol. Also tribal lords of the desert.
    -Rhodoks: What are they exactly, fascists? But if they're Italia-like then stronger some sort of Mafia would work.
    -Nords: no idea. Honestly.
    -Can't tell about new countries, I haven't been there yet.
    -One super important thing, if it could be doable then that'd be fantastic: Making the outlaws aggressive or not depending on relation with a faction. For the start for example, White Vaegirs/Khergits should have good relations with Swazi so that they don't fight. Instead, maybe if Swadia and Vaegir get to fight, White Vaegir unit nearby would rush to Swadian aid? It's just example as White Vaegirs maybe will be their own faction, but you know what I mean.
    -The only permamently aggressive force should be Looters-Mafia, new Deserters and Bandits-Anarchists. Local oppositions would have to be set up to fight against their ideological enemies only.
    -Faction-based patrol forces would be cool too.

    *Units:

    -I can always appreciate foreign names but they can be confusing at times. I would make unit names English except of Swadia and Vaegirs, since they are the main actors of this mod and everyone recognizes German and Soviet names.
    -I like how current troop-tree is compact and contains a few options to go with. It's fine, but probably requires rebalancing, which is a matter of time again. Maybe I could tinker with something on my own, it's basic kind of modding really.
    -Maybe turn some of the strongest units to elite troops recruitable in forts only? Nordic snipers come to mind, everyone is complaining about them :grin: Vaegirs could have Konarmia (legendary Soviet cavalry force), Swadia some sort of SS, Blackshirts for Rhodoks if they're really Fascist, modern version of Mamelukes for Sarranids, etc. etc. you know what the point is !!
    -My idea about troop development: it should be easy to recruit tons of people to fight in the times when war is only way to success (but that could be solved with more settlements) and upkeep for a simplest troops should be low as it is now. Promotion costs could go up (inflation) but what is really important is upkeep. It's not hard to find a gun in this era - everyone has one - but ammo production is probably scarce, and people are extremely opportunistic during the apocalypse.
    -Super important point: morale should be way harder to keep at Excellent. Lower down food bonuses? Or just make some quality foods more rare. Grain and bread should be easy to come by, but getting cheese or honey these days? Dude, that's a luxury.

    *Companions & Characters
    -Just rename some of them really and put into modern setting. Bloody Borcha in 20th century are you serious :grin:
    -Wilhelm Kaiser as claimant for Swadia maybe?
    -Some renaming for the lords? I felt like some of them had old names from Native, I might confuse it with other mod though (tried out lottsa of them recently).

    *Misc
    -PBoD would be just amazing for this kind of mod, but it's probably hard to implement this kind of thing on the fly in the mod.
    -Can't think of anything else really.



    Now, to the point, I have some basic experience with Warband modding (and quite a lot of experience from modding old Paradox Interactive games) and I could help with some simple coding. Don't have that much time during weeks, but I could work on some relatively simple stuff, or some of my propositions of you mod leader people like them. If not, maybe I will attempt making a little submod with minor changes later on, who knows?

    Still, gotta say this mod alone got me back into Warband after quite a while, it's just basically one of the best ideas in history. I like seeing Calradia in different settings, but this is just so much different one cannot even get over it. Good job I say. : D
  2. Council Chambers: Ideas & Suggestions

    I was wondering, have you guys considered increasing density of settlements on the map? After all it is seven centuries later after original Warband game, and I imagine there would be some new cities and towns all over the place, and forts, many forts on border areas.

    Factions wise, since there are White Khergit forces on the map, maybe they could have a fort for themselves or something? Asugan would fit nicely as their last stronghold, isolated from the world.

    Also, maybe slight changes to current location names to represent development of languages and names? I was playing other mod today set in 15th Century in Calradia and there were some fun, small changes in the names that legit made you think it's 1423, not 1223.

    And also, if there are no bandits, maybe each area could get a new type of internal enemies? Groups opposite to the local country. In Swazia you could have commie revolutionaries, in Khergit/Vaegir - White Khergit/Vaegir, in Islamic Sarranidstan some traditional Bedouin-like desert people and anti-religious forces...

    The possibilities are endless, that's why this mod really is so much fun and excitement and happy face to play! Potentially, maybe I could help with some easy tweaks, like ones doable via Morgh's Editor or some very simple coding (I was learning about it a bit once, adding parties or towns shouldn't be a problem), and some idea crafting, but nothing more than that really.

    Okay, back to Sarranids!
  3. The Gulag: Bug Reports

    Just got back to play some Warband, this mod is so hillarious :grin:

    Yeah, I have the same bug with bullets hitting water and error spam as lordxvile.

    Also, few of Sarranid units (A'rif, Wakil Raqib, Naqib and Fariq) have no ammo assigned, at least according to in-game troop tree viewer and so they just don't use their guns during battles :sad: I imagine it's a minor oversight, it would make no sense to be WAD - having guns and no ammo?

    The same problem occurs for Khergit Pu'Chong. :sad:


    Other than that, amazingly fun mod :grin:
  4. How to Rhodoks?

    You don't need to copy my style lol. I just like the extra challenge because if I don't lose once in a while, the game does get boring for me.

    It's not about copying, it's simply interesting concept and I wanted to try it out. But it's not my thang.

    XP bug happened to me only with that specific A4->A5 crossbowmen. Well, now that I'm promoting them constantly that's not a problem anyway.

    Sometimes, when my army is still moving on its positions and enemies spawned surprisingly close I'm going in their direction and ride around for a while. Surprising how much can be achieved in this game by player alone. It completely screws their advance sometimes.

    I need cavalry only to chase routed guys or finish off archers really. And I somehow like Rhodok cavalry, I simply never used it before. I guess I might give them a go one day, once I have considerable party size limit.
  5. How to Rhodoks?

    That's some magnificient research you did there, Hanakoganei. Indeed, morale hit may be more helpful in a long term :wink:

    I played only a bit yestarday, at day 160 now, enlisted as Rhodok mercenary to get some serious money (and have something to do finally).

    I was raiding some Nordic villages when one Nordic lord (Haeda?) popped up with 80 people. I chased him down and attacked, just to see how can this army perform.

    If I had any cavalry with me, I'd end up losing two or three people. Sadly I got knocked off by random death axe (guess I should have been more careful) and few remaining archers took down three or four soldiers more. Sadly, crossbowmen seem to have problems with archers - but I imagine that if have someone to quickly cleave it (or don't get axed to death like me xD) it's not even remotely a problem.

    By the moment Nords started reaching my shieldwall, some were already trying to flee. And those who didn't...well, famous pointy death was awaiting them :grin:

    Rhodok army is so hillarious. Just a bunch of guys who can simply stand in one place, do almost nothing and still brutally murder everyone. That's what you call Imperial style.

    I'm so glad I'm playing Rhodoks! Thanks everyone once again for all the help, it is most joyous time I have with Warband since my first game in Native 1.143 year or two ago, around 1000 days as Khergit noob :grin: But I have fond memories of that game.

    As for lower tiers army you talkin' about Hanakoganei, in the end I cannot prevent myself from promoting people. Also, I have a weird problem with crossbowmen promotion. I decided to not promote them for a while, and battle after battle number of guys able for promotion was growing...for a while. And then at some point it was randomly resetting. I was far from having full A4 group promoted, anyway - is experience on troops resetting/going down overall if you leave it for too long?

    So now I have like 10 A5s, that is a world class bombardment. I renamed "Archers" to "Artillery" already. They drop base hard really - A8 Rhodok should have dubstep gun from Saints Row :grin:

    But I am still at cavalry, as I can't decide - what do you guys think of Rhodok cavalrymen? I imagine they might be crap, but they'd be more of a support unit than main force. Do they really suck so hard? Anyone knows anything about them?

    If there'll be more people struggling with Rhodok gameplay, maybe it'd be worth to add this thread to submissions list? You guys made some grade A research and analysis there. Would be a waste to leave it like that :wink:


  6. How to Rhodoks?

    I'm around day 100 now, and adhering to all things I've learned from game and your advices I got to this:

    knFtphi.jpg

    There are pretty much no problems with cleaving infantry. Since I have a nice bunch of I5s they're usually being placed in first line of shieldwall and they cover all the spears behind them nicely. Fighting once 90 vs 200 bandits I ended up losing 3 or 4 people for good and having another five or so wounded - no big deal, aye? It's still far from being what I want it to be, but damn I feel like I am progressing hard. And most of all I like this game out of dozens of games I've started recently the most. That's simply it. I will probably stick with this one for a long time.

    Only problem is that I usually lose one man or so here and there and I always end up having some minimal amounts of I2s in party. But considering that soon I5s will become majority of my infantry group I believe I am on right track.

    Once I'll breach party size 100, I'll start thinking about cavalry. I don't need that much really, just an elite bunch to clean up remnants from waves attacking my shieldwall and surprise blitz enemy archers. I guess I'll get Manhunters for that.

    I just still wonder about crossbowmen, they are quite irrelguar...they are really getting their job done well, but that inconsistency is worrying me...but in the end they are far better at sieges, right? Good thing I'm losing none so they're progressing steadily.

    I guess that concludes my "How To Rhodoks" problem. Answer was, as I expected, surprisingly simple. It just takes quite a while before such army is able to carry out some offensive tasks - I've sent shieldwall alone against enemies a few times and they did very well, thou a bit more casualties were inflicted, so of course I'll refrain from attacking before a bunch of wrecking balls volleys gets pumped into attackers.

    I've also noticed something funny concerning volleys. Could it really be such disastrous morale hit? After a few volleys and quick cleaving done by shieldwall remaining enemies with bows seem to be absolutely lost. I can stand literally next to them and they are trying to shoot their bow or draw sword but can't really get to it. Just for fun I was standing next to a Mountain Bandit for a minute or so, and he did literally nothing, just reloaded his crossbow, aimed, put it down, took it again, aimed, put it down...also I've noticed that enemies are running away in bigger quantities now, then coming back, then they can't decide whether to attack or not...they seem to have some problems on a...mental side.

    Is it a massive morale drop caused by volley fire/spear cleave? If that's the case, bloody hell I love it :grin:



  7. How to Rhodoks?

    @stigma

    Ah, so indeed shieldwall is more suited in some serious fights, whereas against bandits infantry's only purpose is to get as many kills as possible after crossbowmen's bombardment. Thanks for clarifying :wink:

    I use advance/hold position (...and attack...) instead of charge for quite a while now, certainly a useful trick.

    I thought of wedge and pikemen simply because maybe they could somehow break enemy infantry same as cavalry does. In such defensive mercenary army I guess my only use for cavalry would be to eliminate archers or surprise attack some weaker infantry. Which again brings me to point, should I get light or heavy cavalry? Manhunters could also earn me some money so I'm getting more and more inclined to get them.

    Thanks for your assistance sire :wink:

    @Hanakoganei

    Well, now I have around 16 A4 and 14 A3 in my team, so I guess I might wait with getting A5s now that you've said that. I noticed that A4s are starting their fire earlier, so maybe then A3s and A4s together are somewhat screwing each other with picking targets etc. That's another good thing to know.

    As for infantry, well, I guess it's too late as for now :grin: But I'll try to adhere to that soon and see how it goes. Thanks :wink:
  8. How to Rhodoks?

    That's a lot of replies...you guys are certainly a helpful bunch :wink:

    @Hanakoganei

    Congruency? Is it better to keep only one type of archers/xbowmen and wait until all can be promoted, or is it just matter of flavour as well?

    @stigma

    Rhodok crossbowmen might indeed not be perfect, but first time I ordered and saw their volley fire, I instantly fell in love with them. No more crappy archer people, we need a serious artillery-like fire! Although I like Swadian Longbowmen too, they have dat style. And presence.

    I know about using terrain to advantage, as I've said I played this game for quite a while :wink: Crossbowmen seem, sometimes, to have problems with aiming from certain positions, even if they have a lot of free space. I had weird series of them bombing ten people in one volley, then none or only one in next, then five, then one, then five, then zero, then seven, etc. Fairly irregular, but once enemy stops moving they get fairly frequent.

    And crap I ain't no switching them I just like watching whole volley fire thing! <3

    I am yet to decide which cavalry to include (and get bigger party size to include them first). I was thinking of manhunters, later tiers are giving me that good feeling. Or Sarranid tanks, I require army made up from artillery and tanks, not puny bows and horses.

    Or Vaegirs. Wild Death Riders from Winterland. I like that :grin:

    For now I only used my growing infantry-force to cleave some Forest and Desert Bandits, but they seem to be quite competent at this. Comparing to my early death ratio 1:1 against Forest Bandits it's big improvement - tightly formed in ranks and swing-spamming bunch cleaves dem in one shot really. That's hillarious to watch.

    Against cavalry (desert bandits) I was using square + 2x Stand Closer, and they were competent at cleaving them (unless Black Khergit Horsemen were there, but now I could easily bomb them with crossbows). Against Steppe Bandits I had some uber troubles, I could barely win, maybe it'd better now.

    My set of questions is as follows:

    1. Square against cavalry seems to do fine, would tight ranks work now as well? My army is now twice as good (I'm at day 63 afaik) so I guess I could try that. My point is, I feel like I'm not utilizing space and polearms by using square. Only first lines are fighting and well, maybe I could get more people to fight there?

    2. You mention using shieldwall quite often, but I am using ranks as for now. If I'd put all my infantry into shieldwall, would it work as I think, I mean, people with shields would go in first line and stop everything with their panzer bodies while pikes behind them would bring upon attackers bloody painful death?

    3. What about wedge? Any use for infantry?

    That was one resourceful post. Many thanks sire, may God rain moniez upon you!

    @J Awesome

    I tried Rhodoks two days ago and went offensive on Expanded trooptree, aiming for I6 Guardia Ducale. Maybe I should've played with weapon orders more, I was getting average results while using offensive guys. But now that defensive can cleave with style, do I really need offensive? :wink:

    @Leifdin

    Remove mercenaries from premises! My reasons are standing in my last post.

    Yeah, that spear AI is bugging me as hell. All I5s are refusing to use it, but with their proficiency they'd add significant amount of pointy death to my formation.


    @Carlos Danger

    I tried freelancer path, it's fun for a while. Sadly, only for a while :sad:

    In my last Rhodok game I indeed had arbalest, probably most hillarious and badass weapon in Floris I've used. I literally wanted to change my name to Katyusha after using it:grin:

    And for armor I use badass Highlander one (+41/+11?) and kettle helmet, that gives me proper "mad condotierre from mountains" look :grin:

    ***

    Thanks to all of you again, that was very helpful :wink: I am at day 60 now, my army requires more training but now it finally does fine against bandits. I haven't played as of my last post, so it's time to hop in and see what future holds for me.

    And I gotta buy dat arbalest again. Many funs.
  9. How to Rhodoks?

    Because it's all about climate. Mercenary troops feel really bland, and they often use German/German-based names. And it would be crap :sad:

    Well I played some more and after a bit more training on supposedly weak Desert Bandits (utter crap, unless they have Black Khergits with them) I brought a bit stronger army back to Swadia, with some I5 even. Now the problem is as follows: I4's Polearm proficiency is 160, whilist I5's is around 220 afaik. That's a massive gap - and slowly getting to I5 would probably make me invincible.

    But I5s refuse to use polearm, in fact I'm not sure if they even have one. And yeah, it's defensive tree. So crap. Either way, they're doing good somehow.

    In the end it's all about getting your people into ranks formation, squeezing them hard via stand closer and ordering to use polearms. Then, once enemy approaches, a great swinging contest of swinginess starts, usually attackers end up being massacred if amount of polearms is right.

    But why I5s, part of defensive tree with massive polearm proficiency refuses to use polearm? Ha...that would make me an absolute winner of everyting.

    I already have some A3s and A4s, I just love how they bomb everything to death with accurate volley fire. I imagine it's all down to training this bunch - slowly but surely, but I believe I am on right track.

    So I guess you simply gotta bleed through it - once you get a bunch of I4s swinging madness can start. It probably takes a bit longer than in other factions thou.

    Hanakoganei 说:
    Best troop tree in the basic game IMO.

    If I'd want to go for the very best setup, I'd use mentioned Nords + Vaegirs and get bored to death :sad: I dunno, maybe I'm the only one, but every character and every army has to have that feeling which makes you wanna play that. I would probably continue that Sarranid game where I had much stuff in place, but game itself ended in massive political deadlock. Khergits eliminated Sarranids, Vaegirs -> Nords (o_O), three blobs (super-Khergits, super-Vaegirs, super-Rhodoks) and Swadia with some castles remained, apparently all four connected via non-aggression pacts and whatnot.

    As for mercenaries, solution to it would be replacing crap generic mercenaries with Calradian ones. So instead of all that German-styled bunch which appeared out of nowhere you could have more familiar mercenaries, from local factions, based on existing units - but obviously better and much more expensive.

    Unique Calradian mercenaries would be thousand times more interesting. And they'd add a lot of flavour.



  10. How to Rhodoks?

    Well, I have to train them somehow...the problem is, same or even lower tiers from other factions were doing much better against everyone. Training Swadians or even Sarranids was, ha, peace of cake really - which was surprise especially as Sarranids. And there aren't really many Looters around at this time. And fighting them isn't really netting much experience.

    How do I raise my army as Rhodok then? In my last go I had no problem training crossbowmen (well they just bomb everyone to death, how could it be any problem), but I went with offensive infantry that time. But it's not what Rhodoks are about! :sad:

    Best faction troop guide states that Rhodok I7 Condotierri is best defensive infantry troop. Of course I won't get to them but I6 should be good then, no? I am fine with I6. In fact I'm fine with anything that actually allows me to fight and win Rhodok-style.

    So maybe a different question: out of all Rhodok infantry trees in Expanded troops, which one is the most useful?
  11. How to Rhodoks?

    I gotta make that thread cause I am slowly losing my mind, seriously. I am about to kill someone, most likely myself. Let's give you some background first: After reading a bit about Medieval mercenaries and playing certain strategy game I really, really, really, really (...) wanted to start a...
  12. General Questions

    Windyplains 说:
    Granted.  You'll actually see two levels of upgrade for every troop in a faction troop tree.  In the quote below you'll see an example of the Rhodoks.  The Rhodoks and Swadian cultures are done for v0.21 which will be coming very soon.

    Yeah, I guess I should've checked whole thread or last pages at least at first...

    Well, that's some glorious news sire, thanks. I'd love to see it, and I really want to have it now. I guess I'll stick with Floris until 0.21 comes out then.

    It all sounds and looks so perfect sire, keep up doing your modding magick things sire!
  13. General Questions

    I just downloaded that mod since I wanted to tried something new, and it seems most interesting - I played only a few days - however, there's something bugging me about units recruitment stuff.

    I imagine that will most likely never happen, but could unit upgrades be brought back partially? I mean, instead of getting whole trooptree just bring back some basic upgrades between adjacent units, like from I1 to I2, I3 to I4, etc.

    Could it be implemented via Morgh's editor simply? Then I could probably do it on my own for myself, I'd simply like to keep ability to upgrade some stuff. Or does it require something more?

  14. Modding Q&A [For Quick Questions and Answers]

    Swyter 说:
    On the
    插入代码块:
    game_start
    script, which is large and convoluted, so don't feel silly. They are assigned using party slots.
    Take a look in the constants and search down there.

    Hmmm...

    插入代码块:
    	#Khudan (tools, leatherwork, smoked fish)
    	(party_set_slot, "p_town_9", slot_center_smithies, 18),
    	(party_set_slot, "p_town_9", slot_center_tanneries, 3),
    	(party_set_slot, "p_town_9", slot_center_fishing_fleet, 5),

    This one? Does it determine goods and quantity or "efficiency" of enterprises there?
  15. Modding Q&A [For Quick Questions and Answers]

    A little (and silly) question - how do I assign specific goods to specific cities? Khudan has Iron, Tulga has Salt, etc. etc. Most likely I'm missing something mega obvious, but well, never really modded Warband so I have little idea where to look for it.
  16. [YT] Anjin Miura the Unificator - Warband Gekokujo Mod Let's Play

    Hey guys :sad: Just to refresh thread a bit since it's dead really. However everytime I check my channel there are always a few more views in all Warband videos, so someone watches it after all. Yaaay.

    Now, the thing is, I am super busy attenzione right now. Working on a mod for other game, but also having some real life (omg) obligations. Sadly, I can't just play Warband, press record whenever I want and go :sad: Anyway, now that I'll have some time and possibility to record this week, I'd expect to record new episode then. Soo...that's it. Surely I ain't forgot, it is just that things and facts :sad:

    Yay, that was my kind announcement. :smile:
  17. [YT] Anjin Miura the Unificator - Warband Gekokujo Mod Let's Play

    You can paste videos here, like you know, in window, right? That's sad :sad: Still, there we go with third episode. Some people died, some moniez were earned, and also some people were met.

    Some in general. And stones ofc!

    *Gekokujo Mod #3 - Collecting dem moniez!
  18. [YT] Anjin Miura the Unificator - Warband Gekokujo Mod Let's Play

    Fix the borders? Brightness, might deal with it soon.

    Well, I hate dat accent :sad: Usual Slavic English. I could make almost perfect German or French one, but English spelling for Slavs is like waaaaaah T_T

    Glad you like it, yaay :smile:
  19. [YT] Anjin Miura the Unificator - Warband Gekokujo Mod Let's Play

    Soo, yeah, since I've heard it's okay to post LPs in that section, let's go! Just entered this bussiness and it's far from perfection, thou it slowly gets (kinda) better I hope. You gotta start somewhere you see, but I feel like it starts to work out gut! I'm kinda surprised there's not much...
  20. M&B LibrAARy - After Action Report Listings

    Now, that's not really the best place to ask about that, but since I couldn't find any better (and didn't want to create thread after thread after thread so hopefully I'm not messing up anything badly)...

    Is it possible/available/allowed to post our Warband LPs in this section (The Warlord's Den) which technically are quite close to AARs? Yu no' what I mean. I wanted to do it, but since no one did it before (it looks like so), I'm kinda...undecided. So?
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