SP Musket Era Enhancement Mod. Rule your own kingdom! 1.75 final. Open mod source code.

Users who are viewing this thread

Happy birthday WFaS Enhanced Mod. You are now a month old!

happy-birthday.jpg


And your birthday gift is!!
Uploaded new version 1.60 beta
 
Excellent! Great Mod. Any Chance you can get the map from the Gesia Mod? or the cannons and extra faction troops from WFaS Battalions? That might ease some of your efforts.
 
I think Swedish Calvary are too weak...they might not have been great calvary, but all in all the Swedish military was superior to the Poles during the period. The Poles had great calvary, but it didn't stop Sweden from conquering most of Poland proper in one year. Furthermore...the Cossacks were a rabble, giving them great musketeers seems very a-history. The Cossack did historically have pretty good infantry, which Poland relied on heavily...a fact that greatly undermined the polish army during this period. Seperately, it would be real nice if you added in Danzig, Thorn, Pozan, and Sandomirez.
 
I think Swedes got best musketeers in time, not cossacks...
And Swedish Reiters ruled world, so why you made their cav weak?
(donwloading still)

EDIT: i quess i have to modify it with Troop Editor... Again :sad: So far i had to modify ALL mods, though not a lot.


EDIT2: Thank you for making mod anyway, its beta so I understand it aint completly historical
 
Think that sacryfing "historical accuracy" will give balance to the game. I designed the game similar as warband factions:

- Sweden -> Nords
- Polish -> Swadian
- Cossacks -> Rhodoks
- Muscovites -> Vaegir

In native WFaS, the factions are unbalanced. Muscotives are underpowered. Crimeans are crap. Sweden, overpowered. Now, in WFaS Enhanced you can have fun with all factions giving each one "personality". Cossack are the best skilled musketeers, but they "lack" in equipment. Zaporhozian infantry, don't have access to miquelet muskets. The only unit that have miquelets are Serduks.

Feel free to edit the troop tree if you don't like it :smile:


By the way, cossacks were not rabble. They were one of the most feared units of all time. In napoleon words.
"Cossacks are the best light troops among all that exist."

 
el_infante said:
Think that sacryfing "historical accuracy" will give balance to the game. I designed the game similar as warband factions:

- Sweden -> Nords
- Polish -> Swadian
- Cossacks -> Rhodoks
- Muscovites -> Vaegir

In native WFaS, the factions are unbalanced. Muscotives are underpowered. Crimeans are crap. Sweden, overpowered. Now, in WFaS Enhanced you can have fun with all factions giving each one "personality". Cossack are the best skilled musketeers, but they "lack" in equipment. Zaporhozian infantry, don't have access to miquelet muskets. The only unit that have miquelets are Serduks.

Feel free to edit the troop tree if you don't like it :smile:


By the way, cossacks were not rabble. They were one of the most feared units of all time. In napoleon words.
"Cossacks are the best light troops among all that exist."

Completely understand the desire to help balance the game to make it fun, however, historically the advantages that both poland and russia had over Sweden were the size of their armies...they had greater access to manpower. This could be balanced by adding more cities and having population as a recruitment/reinforment factor. Regarding the Swedes, I think all the way up to the time of Charles XII they relied on mixing the charging power of infantry with the firepower of guns. Calvary was largely used for scouting, primarily because the Swedes lacked heavy calvary. Sweden did have a small number of elite Finnish calvery who were armed like the Swedish Reiters in the game.

Historically the Cossacks were a weaker, less organized force, depending largly on infantry and light calvary. That is not to say they were rabble, only that they lacked certain resources to arm their faction. Their ability to launch quick raids against the supply lines of Napoleon a 150 years later earned their reputation, however, during this time period they were rebells with limited resources trying to free the Ruthenian/ukrainians. Their weakness led to their seeking Russian assistance with their rebellion and ultimately accepting Russian overloadship. Making them stronger in the game is ahistoric. They should probably start the game with a smaller number of fortifications and grow in power as they conquer and gain access to more resources. I think this is the fun of the game, because a person playing the cossacks has the challange of liberating the Cossacks.

The Crimean tartar were more just raiders and lackys for extending Ottoman power. I think they should be strong raiders, but using numbers to match Western technological superiority. This is what traditionally made them a feared power, but they were never so powerful that they could walk over Russia or Poland.

Russia, at this time, was not yet westernized and largely depended on the traditional Boyar heavy calvary and heavy infantry. Russia lacked access to western arms, thus its constant push toward aquiring ports. It was not until Peter the Great 50 years later that Russia began modernizing their army and  this only after Sweden chushed a numerically superior force at the start of the Great Northern war.

The Real weakness of the game in general is its failure to capture the scope of the conflict. Sweden was working the poles over during this conflict, until diplomatically Poland was able to buy off Brandenburg-Prussia by giving them full soveriegnty in Prussia and by bringing the Danes into the war. It would be nice if their was a feature in the game that allow countries like the Cossacks, the Crimean, and Brandenburg-Prussia to have vassel relations with Sweden, Russia, Ottomans, etc, and the ability to break those agreements. This would help in modding restraints, such as the Ottomans ordering the Crimean tartars or Moldavia to make peace with the Cossacks or Moscovy. That would also add new features/options for a player, ie instead of rebelling, they could create a subordinate faction to another faction.

All this being said, I don't want to discourage the author of this mod, you are doing amazing work that should have been done by the publishers. I thank you for that! If I could help, I would. I tried modding the map, but couldn't quite master the mechanics. If I could figure this out I would be more than happy to assist. I have done some moding with Paradox games, but that is relatively easy-changing tags, pops, religion, dynasty, etc...but the warband mechanics seem more difficult and unfamiliar. I also am self learned...no official training.

Regarding the map, the team that built the warband mod Anno Dominni 1257 have constructed a huge map that captures the scope of the area. If this map could be aquire, I think a lot could be done for creating the mood for the battle field in WFaS. This map would also save you a lot of time if you decided to include Denmark, Transylvania, Moldavia, the rest of Sweden in the game. It is also much more accurate than other maps I have seen.

My last thought is that this mod needs to add more characters, so that when a player does established a faction, they have sufficient supporters to defend their realm. This might be helped by better recruitment mechanics than just capturing someone with 30 support. I also think it would be nice if the characters came with better built in stats. They should be fairly fixed and aquire tactic, trade, etc talents. Intelligence and strength should be more difficult to increase as these are note skills. They should be required to gain certain skills though.

Anyway please do not take this a criticism, these are just ideas. I assume you are making these changes because you like the game. I am giving imput because I like what you are doing. I repeat you are doing a great job. I would be happy to help. Keep up the great work. PLEASE!!!
 
el_infante said:
Think that sacryfing "historical accuracy" will give balance to the game. I designed the game similar as warband factions:

- Sweden -> Nords
- Polish -> Swadian
- Cossacks -> Rhodoks
- Muscovites -> Vaegir

In native WFaS, the factions are unbalanced. Muscotives are underpowered. Crimeans are crap. Sweden, overpowered. Now, in WFaS Enhanced you can have fun with all factions giving each one "personality". Cossack are the best skilled musketeers, but they "lack" in equipment. Zaporhozian infantry, don't have access to miquelet muskets. The only unit that have miquelets are Serduks.

Feel free to edit the troop tree if you don't like it :smile:


By the way, cossacks were not rabble. They were one of the most feared units of all time. In napoleon words.
"Cossacks are the best light troops among all that exist."

Well with Edited troops its enjoyable, i made lower tier units very similar, medium tier units already have strengh and weakneses, and higher tier units are specialisted. And Guard units: They can do anything. Simply Anything.

EDIT: i mean: With my own edits, its MORE than enjoyable. Thank you for this mod  :smile:
 
Can you please make another download link, i got banned from nexus sites due i flamed some ******** nude/hentai mods in skyrim nexus.

edit. Cursed be all those who download or make those mods. May god have mercy.
 
Daricas said:
Can you please make another download link, i got banned from nexus sites due i flamed some ******** nude/hentai mods in skyrim nexus.

edit. Cursed be all those who download or make those mods. May god have mercy.

You are ridic*ious man. If you got banned, it means you did something stupid, and so its your falt.
 
el_infante said:
Happy birthday WFaS Enhanced Mod. You are now a month old!

happy-birthday.jpg


And your birthday gift is!!
Uploaded new version 1.60 beta



Happy song-day to you,
Happy song-day to you,
We could not sing you the real one,
it is copyrighted boo-hoo...
 
Ruler of Calradia said:
Daricas said:
Can you please make another download link, i got banned from nexus sites due i flamed some ******** nude/hentai mods in skyrim nexus.

edit. Cursed be all those who download or make those mods. May god have mercy.

You are ridic*ious man. If you got banned, it means you did something stupid, and so its your falt.

You people never talk about the reason why, only the aftermath... Its not my fault if modders there are perverts.
 
The Crimeans were quite wealthy through trade (and enslavement) but wealth doesn't mean anything in this game, unless you're a player.  The Crimeans had a technological disadvantage and a small manpower pool.

That being said, Russia by this game's timeframe had already smashed through the other Khanates.  The Crimean Khanate was always on borrowed time and even ineffective at this stage, considering how Tatar raiders were even struggling against organized peasant bands with firearms.

This isn't Empire Total War or Europa Univeralis 3, the Crimean Khanate should essentially be the first faction to die.

If someone wants to be successful with Tatars, then maybe there could be an 'Ottoman Culture' troop tree and they can just create a new Kingdom in the Crimean region (this would represent the disposal of the Giray Dynasty and the rise of the player's dynasty, who would persumably be a modernizer).

 
In Native WFaS, the first faction that die, often, is the Polish faction for being a center one. My purpose is to create a game balance where every faction can be played with his strenghts/weakness. There are things that "cannot be" changed, for example, the manpower. Historically, Russia  had the capability of growing large armies quicker than it's enemies. It can be changed but it is not an easy task. So with the manpower factor out, the only way to balance factions, is giving them a similar troop tree trying to be as more historically I can.

 
Man, just leave it like this, M&B has never been completely historically accurate, but all the factions were playable and had similar power, so yeah, the current things in the mod are the best!
 
You did really amazing stuff.

Just wonder have you seen this colossal Polish mod for the Warband (unfortunately not FaS)? It even has cannons! thedeluge.net/en
I think you can perhaps contact this team and cooperate to borrow some things from it into your mod?

Also have you considered integrating the map from Neo Native mod? Or making you own may be? I would be pleased to make several suggestions to make the map look more historical.
 
Prince de Radzivil said:
You did really amazing stuff.

Just wonder have you seen this colossal Polish mod for the Warband (unfortunately not FaS)? It even has cannons! thedeluge.net/en
I think you can perhaps contact this team and cooperate to borrow some things from it into your mod?

Also have you considered integrating the map from Neo Native mod? Or making you own may be? I would be pleased to make several suggestions to make the map look more historical.

Thanks.
Neither "The Deluge Mod" or "Neo Native Map" want to share his code & models. I asked them both, and they said the same. Not interested. So I can't. Sorry. If someone want to contact with Morgh (Neo Native) and request him to share his map code, is free to do it.
 
This is the most sad indeed. The FaS players and modders community is pretty small as I can judge, so being uncooperative limits already quite scarce resources for mods architecture. :sad:

Anyway I have been playing your mod for several days now and really enjoying it.  Hope you will continue to develop it with new factions and stuff.
 
Back
Top Bottom