B Medieval Medieval Conquests

正在查看此主题的用户

sacalata2 说:
Hey troycall, could you please make a list of the main differences between your mod and AD 1257? :grin: ,
Because your mod is 2.14gb while AD 1257 is only 1.02gb, and 1.12gb can't possibly be only minor tweaks
i would REALLY like to know all the differences.

Can't you look at it on the OP? It's a pretty extensive list. It's not just tweaks there' s plenty in there.
 
Something beautiful just happened in game. This particularly peaky Welsh Lord has been raiding my lands relentlessly for some time. I don't know why he always targeted my stuff but it's safe to say I hated him. Anyway as I was traveling back to inspect my village I caught him just after he finished raiding it. We fought and I captured him. I then proceeded to execute him immediately. I have to say that was probably the most satisfying moment I've had in a mount and blade game for some time. I love that feature! Great Mod!

On another note does anyone know how to initiate a civil war cause I haven't seen it happen yet.
 
Are two-handed swords implemeted in the mod? I went to Scotland and Scandinavia but still couldn't find something more than the usual West European swords...
 
> labels mod as both singleplayer and multiplayer
> has the same non existent multiplayer of 1257, a singleplayer only mod

wow
 
Hey there!
I'm having a problem need to be solved! I joined the golden horde, received a village as a fief. Later a message appeared that crusaders formed to attack the golden horde, and they marked the castled connected to my village. The crusader party with about 1200 soilders arrived and besieged the castle. But there is no real siege, as they started the battle immediately. Other lords came to help defend the castle, but anytime i try to support the defenders, i only can join attacking the castle with the crusaders! Any suggestions?
Nice job btw!
 
DrunkPeasant 说:
> labels mod as both singleplayer and multiplayer
> has the same non existent multiplayer of 1257, a singleplayer only mod

wow

There is a co-op feature, can't you just read?
 
"This mod includes cross-platform co-op support for Single Player and Multi Player, the co-op is drop-in during campaign encounters and only the host needs to use WSE 4.3.0 (WSE not needed for SP & Joining Co-Op/MP)."

Most people associate multiplayer with the multiplayer we normally play with, not some ****ty co-op.
 
Dupla 说:
Hey there!
I'm having a problem need to be solved! I joined the golden horde, received a village as a fief. Later a message appeared that crusaders formed to attack the golden horde, and they marked the castled connected to my village. The crusader party with about 1200 soilders arrived and besieged the castle. But there is no real siege, as they started the battle immediately. Other lords came to help defend the castle, but anytime i try to support the defenders, i only can join attacking the castle with the crusaders! Any suggestions?
Nice job btw!
Coulda sworn I fixed that before release -- try going to Camp and disabling join any side regardless of relations feature.
 
So, i disabled that option in camp menu, now i cant join to the attacking crusaders, but still cant help defend the castle. I only have the option to pass through the besiegers, as they let me through, then i got the options to "go to the castle", "walk around", stay there(denars/night)", and "leave".
 
As much as I love ad1257 and disagree with the current copyright issues the "original" mod will probably stay as it is, and the idea of an update on an already awesome mod sounds great, but I have a few questions...

1- How much will the graphical updates/new scripts impact my system? Will it be the same, lighter or heavier on the system?
2- Do pawns FINALLY have a spear brace animation or at least a message saying "Bracing Spear" or something? Pressing B and not knowing if anything is happening at all is annoying...
3- Are the "new weapons" really new or just the ones from ad1257? I always felt like most weapons I found on the stores were the same, always either two handed axes or extremely expensive swords.... Rarely any spears or polearms fo my horsemen companions.
4- It probably is stated in the main post, but how does the companion system work? Same as in ad1257 or can I finally have a companion army?

Just some starting questions, I cant try the mod right now but at least I can try to create my own hype train :wink:
 
DrunkPeasant 说:
"This mod includes cross-platform co-op support for Single Player and Multi Player, the co-op is drop-in during campaign encounters and only the host needs to use WSE 4.3.0 (WSE not needed for SP & Joining Co-Op/MP)."

Most people associate multiplayer with the multiplayer we normally play with, not some **** co-op.

I don't know what definition you're using for multiplayer, but I using one that means "playing with other people" and I don't think you can dispute that the co-op allows that.

And can somebody every explain how to use the new looting menu or give an option for something more like other mods with auto loot? I'm not sure I'm using it properly when I click "Equip Everyone" since there's no feedback when pressing it.

Perhaps having a pop-up telling you how a companion's equipment has changed would help?
 
I experienced a couple of bugs so far, will try to give as much info as possible:

- After clearing bandits from my manor I can no longer walk around it in my horse and multiple copies of myself appear instead of villagers. Started the game as king of france and this happened in my Paris' manor.
- All of the princesses that reside in my castle have the same dialogue as when I ask a barbarian party to "surrender or die". Same game as stated above but before attacking the barbarians though...
- My character's name became unstable after the issue with the barbarians at my manor. I started the game without a name so the "default" one was "King" whuch I changed later to "King Charles XXII". After the issues with the manor it reset to "King".
- A "household inventory" pawn has appeared in a tavern... Is it normal or a bug? Seems strange because it had the {!} before the name

I am using the latest version (1.14).

Edit:
I miss the companion inventory... I still can get some more companions and looted some neat gear but because I have no companion inventory I am forved to carry the items myself
 
Hazzardevil 说:
And can somebody every explain how to use the new looting menu or give an option for something more like other mods with auto loot? I'm not sure I'm using it properly when I click "Equip Everyone" since there's no feedback when pressing it.

Perhaps having a pop-up telling you how a companion's equipment has changed would help?

You can press O to open the new inventory menu whenever, use retrieve all items to retrieve all the lootable items from highest value to lowest (if a battle).

You can tick the companion box on the top left to see your companions items, as well as to see what changed. (If I recall correctly, either way there is a checkbox for companions).
 
Great mod, but I have two questions:

1.How do I change the UI to the default one?

2.Is there any way to remove/replace the Companion Overseer?
 
SkyDive 说:
Great mod, but I have two questions:

1.How do I change the UI to the default one?

2.Is there any way to remove/replace the Companion Overseer?

1- I think the optional files are available on thr "OPTIONAL" folder. I thunk I saw one of them related to the old UI.

2- Yes, on the "Mod Options" in the Camp menu. I dont think the old companion inventory is activated though... The companion overseer is great though, a lot more useful to quickly equip companions even though there is no companion inv...


Edit:
Just wanted to add to the developer that the manor system needs a fix, other than that 1.16 fixed a lot of my issues.
 
SheogorathPrinceOfMadness 说:
If I start as prince, what will happend if the King dies? Or if he can at all. Will I take the throne then or what?

I would like to know this as well.

Some problems that don't seem to be fixed by the patch (although it may be because I'm using the same troops.txt from a few patches ago bc I edited it and dont want to bother editing it again):

At my manor, the Marshall has no dialogue options. When I go to speak with him he tells me we have zero armies and then I get no prompts, my character just says "carry on" and the conversation ends.

Quite a few ladies still give me "surrender or die" dialogue.


Also, a question: Did 1.16 solve the issue with sending companions as envoys and them never coming back?
 
Sir_Newton 说:
SheogorathPrinceOfMadness 说:
If I start as prince, what will happend if the King dies? Or if he can at all. Will I take the throne then or what?

I would like to know this as well.

Some problems that don't seem to be fixed by the patch (although it may be because I'm using the same troops.txt from a few patches ago bc I edited it and dont want to bother editing it again):

At my manor, the Marshall has no dialogue options. When I go to speak with him he tells me we have zero armies and then I get no prompts, my character just says "carry on" and the conversation ends.

Quite a few ladies still give me "surrender or die" dialogue.


Also, a question: Did 1.16 solve the issue with sending companions as envoys and them never coming back?

The manor system has been broken for a while apparently, the angry ladies are also on my castle though...

The patch did not fix everything, but mainly some text based errors have been fixed. Ohh and I think the "{!}" pawns appearing on most taverns have disappeared, will need time to confirm.
 
Patch 1.16 changelog:

Fixes

Fixed lord execution bug when executing other lords, you should no longer have other factions attack you now.
Possibly fixed the names going to weird letters bug, the names should now show the rank and character name for the lords, not for the player nor ladies (yet) the player bug will be fixed later.
Also removed the weekly dynamic titles updater, titles should now update only in certain situations, and during king deaths.
Possibly fixed the battle size issue.

Fixed a typo when executing lords, you'd say their name as a reason for executing them, rather than your faction name.
Changes

heraldic_mail_with_surcoat_tab_d is no longer used by the AI troops, however the player can still obtain it, this is due to a problem where that specific heraldic armor stretching during certain attack poses looks weird (A.K.A Buggy)
Co-Op Battle size limit 400 ---> 999



If this fixes the pawns then that's awesome, but its unlikely.
 
troycall 说:
Patch 1.16 changelog:

Fixes

Fixed lord execution bug when executing other lords, you should no longer have other factions attack you now.
Possibly fixed the names going to weird letters bug, the names should now show the rank and character name for the lords, not for the player nor ladies (yet) the player bug will be fixed later.
Also removed the weekly dynamic titles updater, titles should now update only in certain situations, and during king deaths.
Possibly fixed the battle size issue.

Fixed a typo when executing lords, you'd say their name as a reason for executing them, rather than your faction name.
Changes

heraldic_mail_with_surcoat_tab_d is no longer used by the AI troops, however the player can still obtain it, this is due to a problem where that specific heraldic armor stretching during certain attack poses looks weird (A.K.A Buggy)
Co-Op Battle size limit 400 ---> 999



If this fixes the pawns then that's awesome, but its unlikely.

Hummm.... Maybe the fix was in the forgotten 1.15 or even an undocumented fix? Been through all of the taverns in the iberian peninsula and havent found any of those pawns so far...

Now that you spoke of heraldic mail I noticed a stretched texture on my soldiers with the heraldic mail, the one with a model similar to a gambeson. It seems shifted to the left when viewing them from the front and it has a green back texture. They still appear in both my soldiers and castle guards. Totally kills the immersion when I'm a portuguese king with green backed soldiers or half white half green :p

I just overwritten my previous instalation with the new mod version (1.14 to 1.16), perhaps I should have used a 1.12 base mod before applying the patch, or is it not related at all? Since it says "any previous version" there should be no problems

Edit for grammar fixes and minor changes :/
 
后退
顶部 底部