Viking Conquest 2.054 is in beta. If you have opted for the beta on Steam, then you should automatically receive the update. Others may access the patch at BSL Patch Link.
The Viking Conquest Reforged Edition download page will be updated by full release.
Instructions for opting into the...
Viking Conquest 2.049 is in beta. If you have opted for the beta on Steam, then you should automatically receive the update. Others may access the patch at BSL Patch Link.
The Viking Conquest Reforged Edition download page will be updated by full release.
Version 2.028 is now in Steam beta (instructions below). You valiant few that aren't on Steam may still access the patch here: http://www.brytenwaldastudios.com/DownloadsVC/VC_RE_2.028P.7z
Any feedback you can give us on the changes is appreciated, as always.
Changelog 2.026-2.028...
Hi all! I'm looking for thirty players to interview about gaming. As motivation, I offer up to a day's work on a code mod for vanilla Warband or Viking Conquest. If you're willing to chat:
1. Sign up
2. Suggest a feature you think I could do in a day OR
2' Upvote such a feature someone else...
Version 2.025 is now in Steam beta (instructions below). Any feedback you can give us on the changes is appreciated, as always.
EDIT: 26 July 2016: the beta has been updated to fix bugs caused by the previous version. Also added a few things -- see 2.025 change list. Please let us know here if...
Probably the most useful utility I've written for M&B, this basic arc_* script goes a step further and rotates a position to point at another position. In M&B, pointing is done with the positive side of the y-axis (imagine that as the nose of an airplane) with the positive x-axis on the right...
I thought I'd share a few bits from Viking Conquest. If there is something particular you'd like to see, let me know.
For this inauguration, I present stochastic triggers, a probabilistic technique for reducing lag. It helps with larger mods, as many triggers require exponentially more...
I didn't think there'd be much discussion for my Campaign AI mod, but since there is some...
This thread is in support of the Campaign AI mod here:
http://mountandblade.nexusmods.com/mods/3614
http://mountandblade.nexusmods.com/mods/2475 (playable Native demo)
The Campaign AI mod restores...
OK, so after a couple years I've finally gotten round to putting in player options for Formations. Does anyone have any suggestions?
So far I have:
- option to turn off player formations
- option to have formations form at their current location (rather than next to player)
- option to turn...
D'oh, never mind. z was zeroed out on one position... :oops:
***
Tried to test in WB, but then my display_messages stopped coming up...
Basically, get_distance_between_positions is returning a distance ~13m off...
Context:
Perhaps I'm not such a horrible sword-fighter after all!
I've long suspected attack direction switches in certain situations, and now have figured out some of them.
I've got attack direction set to mouse movement. In most battles it works. If I go to streets directly upon entering a town it...
I've done something unwise and attacked a superior force of Camulodians under King Arthur with my ragtag mercs, Pendragon archers, and Cornish fighters. The Roman-like phalanx is naaaasty.
Normally in such a situation I'd keep the archers back to pepper the Camulodian troopers as they wheel...
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