Sal_TheConqueror said:How much will the vageir playstyle be changed , if I recall correctly in native those god damn guards could be a pain in the ass even for the Nords . (Gotta love them Bardiches yo)
GreenStalker said:Awesome. Please release beta version i really want to play the mod
Redleg said:Patience, Grasshopper
Antonis said:Redleg said:Patience, Grasshopper
No, nonononono. It's Greenstalker, not Grasshopper!
(else_try),
(is_between, ":cur_troop", "trp_knight_6_1", "trp_kingdom_1_pretender"),
(store_sub, ":npc_seed", ":cur_troop", "trp_knight_6_1"),
(assign, ":ancestor_seed", 31),
Antonis said:Oh, right. I did the same for my big project, I had some small factions so I went for 10 lords each. Yeah, it doesn't work, or at least, I don't know how it would work. I also went for the usual 20.
GreenStalker said:Just a quick question. Will you continue Working on the mod after you release it or wll you stop updating it?
Slavos said:WSE Loader will be needed to play this mod.
Cause i don't like it so much
Redleg said:Some Play-Testing Commentary
I have been play-testing the 8 faction mod and everything is working without problems. I might need to tone down the new Khergiz faction a bit though because they just spilled out of the eastern steppes and took Ichamur and Tulga and several castles from the Eastern Province within the first 4 months or so. It was pretty cool how their invasion follows the Warband lore.
The Keltons seem to be holding their own but they haven't taken as much land as the Khergiz. Swadia seems to be better off than usual, perhaps because there are 2 other factions to get the attention of Swadia's usual enemies (which at game start is just about everyone).
Some recently added features
Besides adding the two factions, I also extended my castle recruitment system to towns. Now the player can recruit tier 5 faction troops from towns while still recruiting mercenaries from towns. The tier 5 recruit pool is set by simple trigger to refresh every 30 days. I also added more OSP armors, including a few of my own, to further equip each of the factions. I wanted to make sure that they are each distinct and have time-period appropriate armors. I have taken out several armors that I loved the look of but didn't fit the setting. Weapons are a bit harder to deal with as I wanted the factions to be somewhat distinctive in terms of their weapons. There are some anachronisms in weapons but for the most part they reflect the types of weapons used in the 11th Century. Anyway, this is Calradia, not Western Europe!
Stay tuned for some more updates. I am probably going to add some form of custom kingdom troops to the mod since many people have suggested it. The only downside is that the best armors and clothing have already gone to the 8 factions so I will have to figure out what to equip the custom troops with.