Too Many Mods

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Tactics

Knight
I look through this section -  http://forums.taleworlds.com/index.php/board,63.0.html  and it's like man, wtf do I do. They all sound great, but few are done and there are so many it's near impossible to choose. Can you guys form a group, make a super mod like they did with Silent Hunter? I keep waiting for a premier mod to emerge, but it seems that more and more mods appear rather than a leader.
 
Tactics said:
I look through this section -  http://forums.taleworlds.com/index.php/board,63.0.html  and it's like man, wtf do I do. They all sound great, but few are done and there are so many it's near impossible to choose. Can you guys form a group, make a super mod like they did with Silent Hunter? I keep waiting for a premier mod to emerge, but it seems that more and more mods appear rather than a leader.
Actually all of the ones listed in the Cartographer's list are fully playable and most are done, with continued devellopment of course.
If you like a quick glance on major mods with a description go here: http://forums.taleworlds.com/index.php/topic,58063.0.html Makes it maybe easier to decide.
 
RalliX said:
meep
some mods that I prefer are:The Eagle and the Radiant cross,hundred years war, and I hear native expansion is good.

Native Ex contains some good stuff, but it's quite unbalanced/unfinished and the troop trees are so complex they're all over the place. There are about 15 types of arrows, and the cheapest ones are the most powerful (Broadhead arrows, +20 damage). go figure.
 
Native expansion is way too imbalanced. It does need a lot of work. I hear good things about Sword of Damocles and Age of Machinery.
 
dryhte said:
Native Expansion contains some good stuff, but it's quite unbalanced/unfinished and the troop trees are so complex they're all over the place. There are about 15 types of arrows, and the cheapest ones are the most powerful (Broadhead arrows, +20 damage). go figure.
Seismica said:
Native expansion is way too imbalanced. It does need a lot of work. I hear good things about Sword of Damocles and Age of Machinery.

Yes, there is a lot of arrows. No, the most powerful isn't the Broadhead. It's the Barbed Arrow (+36 damage).
WHY are the arrows so powerful in Native Expansion? Because they do the damage, not the bows!

I find Native Expansion quite balanced, on the contrary... and more challenging. If you are careless, you take an arrow in the head and you die. If you charge like a blindman, your horse gets killed on a spearwall, and you go on on foot.

If you think you are superman, you will eventually meet the Dark Knights, and they will spank you.

Another cool feature in NE is the kingdom management, which exists in other mods as well (Sword of Damocles comes to mind). You can create your kingdom, recruit your companions as Lords, or recruit other Lords and give them land, etc.

Finally, it's constantly in evolution, and I think it's actually a good thing.


With Native Expansion, you keep the 'vanilla' flavour of the Native game. Only, it's better...

This add is brought to you by Pellagus:

 
I don't like the troops trees in Native Expansion. Thats all. Why do nords and rhodoks have horses? Thats silly.
 
Mabons said:
I don't like the troops trees in Native Expansion. Thats all. Why do nords and rhodoks have horses? Thats silly.

Nords have horses, but they don't charge.
Rhodoks have very few mounted units.

In NE, when you fight Rhodoks, you will expect a large group of spears that will dismount your cavalry.
 
Lord Samuel said:
Mabons said:
I don't like the troops trees in Native Expansion. Thats all. Why do nords and rhodoks have horses? Thats silly.

Nords have horses, but they don't charge.
Rhodoks have very few mounted units.

In NE, when you fight Rhodoks, you will expect a large group of spears that will dismount your cavalry.

Hm... whenever I fight the Rhodoks they have more cavalry than my Vaegirs.
 
Mabons said:
I don't like the troops trees in Native Expansion. Thats all. Why do nords and rhodoks have horses? Thats silly.

Yep, sometimes less is better, in NE the troop trees are too large for me and the Rhodok/Nord cavalry is just wrong.

I like the other features but I dont like when modders start to "rebalance" native troops and factions.
 
duracell said:
Mabons said:
I don't like the troops trees in Native Expansion. Thats all. Why do nords and rhodoks have horses? Thats silly.

Yep, sometimes less is better, in NE the troop trees are too large for me and the Rhodok/Nord cavalry is just wrong.

I like the other features but I dont like when modders start to "rebalance" native troops and factions.

It's just a case of finding the right troops for your style of play. In Native I tend to gravitate towards Nord troops. In Native Expansion I tend to use Rhodoks. Braced spears do no end of harm to cavalry and balance out mounted vs infantry somewhat. It's a real shock the first time you get unhorsed. Plus, the Dark Knights are an excellent challenge...

I see your point about Nords on horses, but I'm pretty sure some of the Nord lords in Native have horses?
 
hey..when i download NE is there some instalation i should do, or something else..my question is: how to start playing NE mod??
so far i just played Native..and there is just Dhirim standing in my way of complete control of Calradia..but it will not fall because there is no siege tower when im besieging Dhirm..any sugestions on that topic
 
How to install a mod in M&B.

It's pretty much the same for all mods:

1. Download
2. In "Mount&Blade\Modules", copy all of your Native files into a new Folder (call it, let's say 'Native Expansion', or anything you like)
3. Unpack and overwrite in this new folder
Your mod is now installed.
4. Once on M&B launchscreen, go in the 'Current Module', and choose the mod you want to play.
5. Click 'Play Mount&Blade'
 
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