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  1. Comments: 3.0 Released

    I'm sorry, i know you are all already testing the 3.0, i thank you in phlpp's name for helping out, from the bottom of my feelings man.
    After almost... dunno 6 - 7 years of mount and blade, not quite sure... well since 0.808 until now, i'm felling obliged to say:

    HANDS DOWN, MOST FUN TO PLAY MOD. EVER.


    I'd ramble on and on .... but just look at the carnage man.



    I mean seriously, arrows in the ceiling??

    and this is 2.1 guys... you are making me do my first ever sequel character once the update comes out, and i'll play the son of the badass dude i'm playing right now. Just having a blast man... having a blast! Feeling like a kiddo again, and thats priceless -

    Phlpp, you are the man.
  2. Comments: 3.0 Released

    deuxhero said:
    One of the town scenes have 4 guards right next to the prison, which makes jailbreaks impossible there. Move the "Way to the castle" back a little so your escortee isn't instantly mobed by so many guys and KOed.

    If its the same scene as 2.1a, if you go with a few companions as bodyguards you'll be able to do it, which only makes sence - bringing help to a breakout job.
    Only a badass can do it alone, and in fact you can, if your character is badass.

    Make it your Oficial Badass Rank Approvation Test.
  3. Comments: 3.0 Released

    jacobhinds said:
    you could add another faction i suppose. but the dialogue would be buggy and they wouldn't behave like bandits.

    It'd be a good submod idea, at any rate.

    Yea it sure would... it's already fun for my with this ragged-tagged-over-the-knee solution, i imagine if done by a someone even with the least coding/scripting  skills unlike me .  :smile:

    Saxondragon made something similar with pendor - mountain bandits, forest bandits, outlaws, wayfarers, rogue knights, vanskerries and raiders were all minor factions (lordless) and each inependent from each other. Some even were supportive of each other while being agressive to others. I'm sure gekokujo could have something similar
  4. Comments: 3.0 Released

    jacobhinds said:
    that tweak won't let you have positive relations with bandits. bandits are hardcoded to be enemies with everyone at all times, so you can join the battle on their side, but they'll still be hostile.
    anyway, not as if bandits countrywide are suddenly going to be friendly with you after saving a couple of them from a lord.

    plus, bandit infestations and bandit quest are handled outside of the relations system. they still happen regardless.

    Hardcoded? I have my doubts, since some mods actually allow to do that and usually not a feat worth mentioning in a change-log, so I'm lead to believe it isn't anything complicated - for a modder that is. IIRC they are by default assigned to te Outlaw faction, and as with every other faction you have relation points with them, and once the become positive, they stop attacking you, just as with every other faction. Now i'm aware i won't get them to follow me or any other order, but that would be against my char's motto anyway. And yes, it is a procedure, but not so lengthy as it seems - i have to join several fights with them. Usually it grants 4 positive relation points, so even if i start with -40 relation with them, after 10 fights they are neutral.  Done it in several mods... its a different approach and as i play the game for years is quite refreshing to twist things up a bit :smile:

    You are right concerning to infestations and quest infestation though. But hey, it will still be a more pacific world than having villagers get ganked up everywhere. :grin:
  5. Comments: 3.0 Released

    NameAlreadyInUse said:
    One thing is bothering me.
    Why i'm not able to join the bandits/pirates side on battles?
    I tried to find tweaks but to no avail. The mod is awesome and i intended to gain positive relations with bandits becaus my character embodies the one who will bring true peace to everyone. And thats everyone. If i get positive relations with all those renegades and outlaws and deserters, my faction villages wont longer be raided, villagers wont be attacked on the road, in fact will be protected by them if possible boosting prosperity. The only ones that could target innocent people are the other lords, effectively making them the real enemy, so when i have "freed" all villages and towns, i wont accept any lords on my faction, so the land will be for the people only, thus ending the game cause there won't be any more fighting left, not even AI fights.


    But i can't join bandits on fights! I'm used to doing that on other mods so i know its possible...Can someone help me achieve this?

    SOLVED - To anyone interested, this tweak still works.

    http://forums.taleworlds.com/index.php/topic,46290.msg1530222.html#msg1530222

    I didn't check if every number in the interval matches, but should you replace whatever is in the same place where the red numbers shouldd by 0, it will work. Thank you guys happy gaming - You should be proud for your mod my sibling
  6. Comments: 3.0 Released

    One thing is bothering me.
    Why i'm not able to join the bandits/pirates side on battles?
    I tried to find tweaks but to no avail. The mod is awesome and i intended to gain positive relations with bandits becaus my character embodies the one who will bring true peace to everyone. And thats everyone. If i get positive relations with all those renegades and outlaws and deserters, my faction villages wont longer be raided, villagers wont be attacked on the road, in fact will be protected by them if possible boosting prosperity. The only ones that could target innocent people are the other lords, effectively making them the real enemy, so when i have "freed" all villages and towns, i wont accept any lords on my faction, so the land will be for the people only, thus ending the game cause there won't be any more fighting left, not even AI fights.


    But i can't join bandits on fights! I'm used to doing that on other mods so i know its possible...Can someone help me achieve this?
  7. BUG Reports / Suggestions v 1.3

    Lu Mong said:
    3.This one I really hate: When losing consciousness during battle, I do not end in the text menu of battle planning as in vanila(which is actually a feature I think), but when I try to leave the battlefield(after succesfulll victory of my troops) it says that I cannot retreat because there are enemies nearby.

    Yes this one bugs me out too. I dont play because of it (unfortunately because i want to). I know i can disable battle continuation, but that is unbearable because as of 3rd of November of the year 2010, disabling battle continuation is definitely out of the equation. Can't play Mount&Blade otherwise, after years doing so. Matter of fact, i still don't get why isn't already a native feature...

    Yea and.. uh, Penda of Mierce is training Briton troops which is kinda funny since he spent all his life testing multiple ways of killing them
    u guys might wanna check that one out

  8. BUG Reports / Suggestions v 1.21

    Annoying minor situation:

    A bunch back ago i helped some Dena pirates against some lord, just once.
    A message showed up stating that relation changed from -5 to -1 with the pirates.

    From then on, i think the pirates fell in love with me, because it doesn't matter if I'm leading 300 men and they are 5, they come and date me offering their bodies and loot.

    i could live with that back in the beginning because actually saved me from having to run after them... But now being a rich lord and all its quite annoying.

    They don't get over me, i mean, i was needy back then... but now its different. :grin: haha

    nah, seriously though, quite annoying look that up in next version

    alkador said:
    (..) Secondly I have done a few of the bounties the tavern keepers give, accepting two at the same time messed something up. I failed one because the tavernkeeper's dialog didn't show the choice to do so. They both dissapeared from my logbook but now when I meet units for hire in the tavern I sometimes get the dialog for the bounty Target "You fit the description of Jack the Pauper" etc etc.

    Yeah, got that one too.

    alkador said:
    Last thing is that the leaders of the factions appear to be selfish in appointing fiefs, "after much deliberation "factionleader" decided to appoint the fief of Bla to "Factionleader". like 6 times or so.. Been fighting for Mierce and penwyng something keeps appointing the fiefs to himself, whilst the lords themself do support other lords when I ask them.
    That fits into the period because at this timeframe, specifically with anglo-saxon tribes, Kings and Leaders really lived up to that name and were the most powerful, influential, controlling individual in his specific tribe. They had a very "hands-on" approach, actually BEING the bosses and was seen as shameful if kings did not act that way, such as not taking the lead into the actual battlefield.
    The intrinsic value of warfare in this age (and in the specific context that Brytenwalda portrays) made the distinction between "Tribe vs. Tribe" and "King vs. King" very diffuse at times. And thats even more fitting for King Penda, son of Pyb. ( yes, Cyning Penda Pybbing - thats him)

    alkador said:
    Now there is a none Mod related issue that's been nagging me since regular M&B, is there any way to find out when the payday is? This has been annoying the heck out of me ever since I started playing, the random "Troop wages" screen. If anyone knows a method, that would ease a lot of things.

    Lots of thanks in advance! Love the mod, keep up the good work.

    Yeah this can be a pain, but I get around just by paying attention to the calendar and count periods of 6 days-   
    well make that 6 to 8 , just in case :razz:
  9. BUG Reports / Suggestions v 1.21

    any solution for the option to make a second wagon disappearing from the camp menu?

    i was searching through the thread but its kind of difficult keeping track of it. It happens when u send it on a trade run, gets intercepted by enemies, u join the battle to save it and after that the caravan keeps following you, prompting to rejoin the party provoking a battle u cant fight [ you have x troops agains the enemy - leave ]. at this point if you allow it to join, it duplicates ( troops in wagon, join the party but yet the wagon is still on the game map with the same troops) . after this i got the damn wagon ambushed by pirates to stop the constant interrupting and now i cant rebuild a new, non eqizofrenic and proper functioning wagon.

    The option simply disappears, maybe u could make a trigger to the option to reappear after 24 hrs, like when you are recruiting from villages. just a suggestion for a quick fix i'd do it myself but i don't know how to
  10. Caveman paints: Screenshots / art / Signatures / Fan site (new screens and sig)

    Waffenbaum said:
    I moved them all to a large city with an, unfortunately, smaller prison. They've also gotten additional company.
    It must smell horrible in there.
    1zvedza.jpg

    (As u enter the dungeon..)
    Tannist Luthgreni: Man, I'm going to let one fart rip and eventually kill some in consequence. They can't prove its me..
    Dude behind him: ... whoa.. easy pal
  11. Lord army size

    Crtcus said:
    The fact is, i dont get overruned  :twisted: Bought a fastest horse, longest spear, thickest armor... With that, and little cautiousness, i can run down a whole army. Its just too tiresome, and time-consuming.
    I read some stuff and learned an ealdorman was able to rise about 1000 men; but it meant to scratch a whole area. I dont know how big Alfreds Wessex kingdom was, for there say he had about 5000 men at his disposal, but i guess it was bigger then those little kingdoms Brytenwalda has, so - yes to 300 for lord, but i dont think he should have more...

    try setting damage to normal, AI to normal and combat speed to normal with battlesizer around 300. matter fact, forget about the battle sizer, just do that and go alone against 50 Dena pirates.

    Its gonna be challenging... at least
  12. Lord army size

    It's damn cool the way it is :smile:

    its makes the difference when u go rogue and star your own faction. In fact at that point u are nothing more than a warlord and warlords have parties that fare very well in skirmishes, competent in raids and in holding small fortifications.  but if a kingdom chooses to it can bring the rogue warlord to his knees in 2 tempos if they are committed to it. And commitment means numbers, serious numbers

    or else there wouldn't be any authority to a kingdom if they cant put a single lord out.
    Don't get me wrong there were known cases where several lords of a faction were brought down by organized militias. at that point news reach the king's ears, and then he decides to blow the threat away for once. in the game, even if you have a damn good party, u can still be overrun by sheer numbers, just like it would in a real setting, no matter how elite the troops would be.

    Even Leonidas got killed, get me?
    cheers
  13. Stalking Supply wagon issue

    Yes This happened to me too and its bad because its one of my main sources of income and now i  can't build other wagon, the option simply doesn't appear anymore in camp menu...

    can someone look into this because its just about setting a periodic trigger to the option to reappear, like when recruiting soldiers, so its only about tweaking a txt file and I'd do it myself if i knew how to read numbers or had some themagelord DNA

    tks in advance of the quickfix
  14. Bug Reports - 0.95pre9

    Othr, C++ errors and such are not directly your fault, its a game engine flaw. That's a fact and I do not want to get my post misunderstood.

    But a known and most likely motive why people are having such errors even with minor battlesizes are correlated with the number of items a module has. That can be tested by playing a 400ish battle in native with no issues, and subsequently plank this (despite everything) wonderful and elaborate mod with 100 battle size with a mid/top end machine and getting the error.

    I'm sure that diversity in items and such are a bliss to gaming experience, but keep this info in mind as u further development in the module.

    BEST OPTION is to instead of adding entries in item_kinds, replacing existing native items with the new ones, to keep item count as close as possible to native lists, in order to minimize annoying and inconvenient runtime and RGL errors, with the frustrating knowledge that it has nothing to do with our gaming equipments.

    With the best regards, othr- keep up the good work
  15. The Last Days v2.4 (for .808) ---Next Release Date Unknown!

    ppl eat too much meat :smile:

    apart from that , PLEASE do not forget to add the tactic command shout sounds ! :grin:
    that **** just pumps up adrenaline and if combined with morale and formations it will be very sweet

    just imagine if your party's morale goes down and u rally them up, at the same time u just say the order
    in a fierce tone that pumps your troops, HOLD THE LINES!

    TLD Dev team will be held responsible for a massive hardware upgrade in my area cuz if it's too heavy everyone will buy a new pc just to play this friggin mod :wink:

    loans and ****
  16. The Last Days v2.4 (for .808) ---Next Release Date Unknown!

    DaBlade said:
    If we wanted to just release a "models & textures" pack we could have done it already. We care a great deal for TLD, so we want the next release to be a major improvement (and expansion) over the previous one.

    I know man... it was just humor.  I've played TLD to death years ago.  :wink:

    it's just that with a so long waiting time, the equation reverses and the probability. of disappointment is getting much bigger than anything else, and I'm a die hard fan. I mean c'mon man, YEARS waiting for a port, even considering the expansion? i like M&B very much ( to the point that I'm 20 and still find it remarkably fun, thanks to all modders) and i seriously have my own doubts that the game itself allows anything that takes this long to do . I frequently check out the forums, and I DO KNOW that u guys don't really care about how long it takes, and yes it is reasonable cuz RL can be quite a *****.

    but the fact is that u guys are really pushing the bar too high on yourselves, don't be surprised if many start *****in' in the forums after release. I rly hope the team is up to the task, it would be a shame!
    Best wishes to you all , looking forward to the link  :grin:
  17. The Last Days v2.4 (for .808) ---Next Release Date Unknown!

    i meant the port for 1.011 obviously.

    *game loads and instead of a menu, big capital letters "RICKROLLED" *

    you know what title song would be... :grin:
  18. The Last Days v2.4 (for .808) ---Next Release Date Unknown!

    lol i'd laugh hard if the mod turned out to be just native retextured and a couple of custom models after all this time :grin:
    would be an EPIC RICKROLL to be honest  :mrgreen:
  19. Prophesy of Pendor 2.5 Bug Reports and Known Issues

    I was getting random crashes from M&B, so i went for a clean install.
    I was playing 2.04 i think, and now i installed 2.5, and for my surprise i still have everything of my previous game, including my big ass empire and all my lords, but for some reason now no one gives a damn to the fact that I'm am the ruler, as i don't have the option to give orders to them, and my stewards went on a strike and don't show up. Any suggestions?

    thanks
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