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SP Fantasy Warsword Conquest - New Opening Post

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leonn

Sergeant
as things are being asked here may i put in a request? is it at all possible to remove the need for undead types to eat? to my mind a skeleton army should not need food..i mean it would just fall out for a start! and morale..does someone whos lets face it,dead really suffer from that sort of problem? i mean how much worse could things get? really delighted to see the mod back in full swing again! cheers
 

Birger Jarl

Sergeant Knight at Arms
Cider said:
This seems interesting though a question, one thing that kind of bugs me in mods that add races is that conquered villages tend to not change to the occupying race. Like for instance say the Tomb Kings take over a human castle and village, wouldn't they turn the village into a village of the dead? Or if a goblin horde takes over a tomb king's castle, wouldn't the new population be goblins instead of undead?

That might just be a limitation in the base game itself, not sure.
 

WarBozz

Recruit
Its great to see that this mod is active. I do not get internet very often because I am a truck driver, but have put in a tremendous amount of time into playing this mod on my laptop. TBH I haven't read this entire forum, 280 pages is a lot to sit and read in one sitting, but I skimmed it and have some questions/issues that I'm not sure if they have been addressed. IF it has been, please redirect me :smile:.

First things first the starting out in this mod seems to be ridiculously difficult. Most bandit groups roaming around the map from the get go are 40+ strong and have at least 1 large unstoppable unit with them. Maybe this can be altered in some way so the bandits start small and maybe get bigger as the days go on? So far (maybe I just suck) I have been unable to get a game going without using cheats, or saving every 5 seconds before I move in case a bandit runs into me. The only race I have not had this issue with is the Empire.

Secondly, the large units mentioned, seem to be extremely op. The only way I can kill them without them wrecking my entire army is with a gun. Otherwise im dealing 0-2 damage. If your lucky and there is only 1 your ranged unit MIGHT target him and down him by the time hes done eating your infantry. I hate having to be forced to carry a gun on all my characters.

Third, and this may be because I am biased, but Orks seem extremely squishy. If I can manage to avoid the marauding savage orcs with their biggies, get a decent sized army by traveling what seems to be half the map, and hunt down enough halflings to get a few black orcs, it all seems to go to waste the first time I get into a fight with dwarves. No way an outnumbered stunty force is gonna mash up my green skins. But with their gun/crossbow combo Im lucky to beat them on the ground, and cant siege a castle without 10 ogres with me. Even then I am only left with 10% of my troops. Orks in general just seem weak. One orc runt is strong enough to take on 5 of any dwarves imo. 

Lastly, not sure if it is just me but ransom brokers seem a lot more rare in this mod than regular game.

Love what you guys are doing. I wish I could help in some way. Sorry for the long post.

Green is best. No way Chaos is the strongest. Just ask Grimgor and Archaon. Just sayin. :razz: Not to mention Orks have reason to be unhygienic, they are savage and don't know any better. Chaos do it just because they choose too.

I'll be sitting here picking the High Elf bones out of my teeth waiting for the woodies to show their face.


Edit: Sorry one last thing. When the mentioned playable Night Gobbos are put in, is that a Night Goblin army? Or just player? Cause I hate the Tribal look, and refuse to add them to my Waaaaaaaaagh. Also, throw some snotlings in the mix just for fun.
 

Hoellenbote

Recruit
The bandits can be a problem, yes. If they have merc ogres and you don't have any guns or atleast elite infantry, you are usually done. In my longest game i am playing as mounted gunfighter in chaos faction, so it is not a big problem, i just run at them and let my troops wait, while i gun down the big beasts.

I have not played orcs, but it seems like from what you are telling us, you just need a higher surgery skill on your hero / companion to not loose as many troops. But sieges can be rough, i just ****ed up last night by trying to storm an empire castle and getting my elite Khorne / champion force mashed up to ****, loosing me a castle and a city. Then my faction decided to make peace, to add in some salt on my part. But i will come back! You cant keep a champion of chaos down!  :twisted:


EDIT: I am also curious...where do you go to massacre halflings?  :party:
 
WarBozz said:
Its great to see that this mod is active. I do not get internet very often because I am a truck driver, but have put in a tremendous amount of time into playing this mod on my laptop. TBH I haven't read this entire forum, 280 pages is a lot to sit and read in one sitting, but I skimmed it and have some questions/issues that I'm not sure if they have been addressed. IF it has been, please redirect me :smile:.

First things first the starting out in this mod seems to be ridiculously difficult. Most bandit groups roaming around the map from the get go are 40+ strong and have at least 1 large unstoppable unit with them. Maybe this can be altered in some way so the bandits start small and maybe get bigger as the days go on? So far (maybe I just suck) I have been unable to get a game going without using cheats, or saving every 5 seconds before I move in case a bandit runs into me. The only race I have not had this issue with is the Empire.

Secondly, the large units mentioned, seem to be extremely op. The only way I can kill them without them wrecking my entire army is with a gun. Otherwise im dealing 0-2 damage. If your lucky and there is only 1 your ranged unit MIGHT target him and down him by the time hes done eating your infantry. I hate having to be forced to carry a gun on all my characters.

Third, and this may be because I am biased, but Orks seem extremely squishy. If I can manage to avoid the marauding savage orcs with their biggies, get a decent sized army by traveling what seems to be half the map, and hunt down enough halflings to get a few black orcs, it all seems to go to waste the first time I get into a fight with dwarves. No way an outnumbered stunty force is gonna mash up my green skins. But with their gun/crossbow combo Im lucky to beat them on the ground, and cant siege a castle without 10 ogres with me. Even then I am only left with 10% of my troops. Orks in general just seem weak. One orc runt is strong enough to take on 5 of any dwarves imo. 

Lastly, not sure if it is just me but ransom brokers seem a lot more rare in this mod than regular game.

Love what you guys are doing. I wish I could help in some way. Sorry for the long post.

Green is best. No way Chaos is the strongest. Just ask Grimgor and Archaon. Just sayin. :razz: Not to mention Orks have reason to be unhygienic, they are savage and don't know any better. Chaos do it just because they choose too.

I'll be sitting here picking the High Elf bones out of my teeth waiting for the woodies to show their face.


Edit: Sorry one last thing. When the mentioned playable Night Gobbos are put in, is that a Night Goblin army? Or just player? Cause I hate the Tribal look, and refuse to add them to my Waaaaaaaaagh. Also, throw some snotlings in the mix just for fun.

The strong bandits remain but there are a lot more easier bandits now (including looter level) so you will be able to find some easy pickings. Trolls have escorts now so farming will now be trickier.

Opinion varies on the big troops, many claim they should be tougher because of the ranged fire vulnerability. They will stay as they are, they are just as vulnerable to lance damage as they are to firearms and a few Braganzas besiegers make short work of any big monster.

Dwarves have been majorly nerfed in the next update, expect a fairer fight against the orcs.

There are the same amount of ransom brokers as normal but more towns means they spread thinner. There is always the tavern keeper option although you will take a loss.

Night Goblin will be player character with access to a reworked night goblin tree. The only way to get them otherwise is as prisoners or mercenaries.

Glad you are enjoying the mod  :grin: Thanks for your comments

 

leonn

Sergeant
i do have to agree with the previous poster. orks seem to get mullered very quickly. also i think guns in general are slightly overpowered. having used real guns of the types used in the mod,i think they reload too quickly and the range they have is just wrong particulaly when used by the ai.

ive been shot at by dwarves who were at least 200 yards away and been hit by almost every one! no matter how well made the weapons are,flintlocks such as these would be hard pressed to get that kind of hit rate at 50 yards. as a mass volley weapon muskets and arquebuses  are devastating at 50 yards or less,thats why you have swordsmen and polearm wielders to charge in once they have fired.

i realise the game imposes its own limitations on what one can achieve in a mod like this, but giving the likes of dwarves long range firearms and combining that with their hit boxes meaning your missile troops cant hit the little gits is very frustrating!

apologies for the long post, and keep up the excellent work on my favourite mod.  cheers
 

WarBozz

Recruit
The small hitbox doesn't bother me too much. It makes sense that the smaller races are harder to hit at range. I usually just try to find a hill so my archers and choppa lobbers throw down at them. Get a lot more hits that way. But yea, dem guns, eesh.
 

Birger Jarl

Sergeant Knight at Arms
The small hitbox is fine. The problem is the AI which seem to be unable to adjust for it and will keep trying to go for headshots a feet or two above the head hitbox of the smaller races.

Thankfully due to the inherent inaccuracy of ranged weapons in Warband they will still hit the enemy, ironically, by missing their intended target!

But yeah it will lead to the Orcs getting absolutely crushed by them. I initially tried to fix this by buffing the Orcs in my submod but the levels of power I had to give their troops to make them stand on equal ground with the Dwarves ended up making the Orcs soooo powerful they usually ended up crushing everyone except the Stunties (which they tied with). So in the end I had to tone down the Orcs and make them perpetual *****es of the Dwarves again...

Nameless, if you don't mind sharing: how did/are you planning to balance the Orcs and Stunties...? I'd love to know how you solved this dilemma!
 

WarBozz

Recruit
[/quote]

The strong bandits remain but there are a lot more easier bandits now (including looter level) so you will be able to find some easy pickings. Trolls have escorts now so farming will now be trickier.

Opinion varies on the big troops, many claim they should be tougher because of the ranged fire vulnerability. They will stay as they are, they are just as vulnerable to lance damage as they are to firearms and a few Braganzas besiegers make short work of any big monster.

Dwarves have been majorly nerfed in the next update, expect a fairer fight against the orcs.

There are the same amount of ransom brokers as normal but more towns means they spread thinner. There is always the tavern keeper option although you will take a loss.

Night Goblin will be player character with access to a reworked night goblin tree. The only way to get them otherwise is as prisoners or mercenaries.

Glad you are enjoying the mod  :grin: Thanks for your comments
[/quote]


So as a racist ork you are telling me my only option for taking down the big guys without loseing all of my army is to let pink skins with guns or crossbows into my Waaaaaagh! ? I would rather lose 100 black orks than let a single stunty into my ranks. I say we let orcs have a gun tier unit. Orkz still like to get stuck in, so maybe just some Ork infantry upgrade that wields a pistol while closing the gap then switches to melee.
 
Birger Jarl said:
The small hitbox is fine. The problem is the AI which seem to be unable to adjust for it and will keep trying to go for headshots a feet or two above the head hitbox of the smaller races.

Thankfully due to the inherent inaccuracy of ranged weapons in Warband they will still hit the enemy, ironically, by missing their intended target!

But yeah it will lead to the Orcs getting absolutely crushed by them. I initially tried to fix this by buffing the Orcs in my submod but the levels of power I had to give their troops to make them stand on equal ground with the Dwarves ended up making the Orcs soooo powerful they usually ended up crushing everyone except the Stunties (which they tied with). So in the end I had to tone down the Orcs and make them perpetual *****es of the Dwarves again...

Nameless, if you don't mind sharing: how did/are you planning to balance the Orcs and Stunties...? I'd love to know how you solved this dilemma!

As you say Orcs are actually powerful enough, they don't need any more buffs, you just wouldn't know it as they mainly fight dwarves. Although I have given trolls regenerate so that is a bit of a buff to orcs and goblins as well as the troll bandits. Orcs will also get patrols and a third town which will also help the map power of the faction. The main focus was on the nerf to dwarves so I removed the 8barrel from the tunnel fighter and gave it a pistol and a pickaxe and put it behind the thunderers. I swapped around the hammerer and the longbeard so that you have to go the longbeard way to get to the higher troops. I also removed the 2 handed rune axw from the ironbreaker so it only fights with 1 handed axe and iron shield. The last 2 were done to reduce the amount of 2 handers in the dwarf army. Now they are a bit more down to earth as a faction.


Tovias said:
Nameless Warrior said:
Trolls have escorts now so farming will now be trickier.

Who will scort the trolls now? Goblins or Chaos dwarves?

Hobgoblins. The wolf riders will hit you first, then the infantry and then the trolls will arrive.


Warbozz: I don't find the big monsters that bad, when they are swarmed their animation gets interrupted so many times by little hits that their attack rate drops dramatically.
 

leonn

Sergeant
regarding orks i agree they are powerful enough once they close with an enemy, even dwarves will go down hand to hand. ive always just thought the ranged weapons,especially firearms have a bit too long a range and reload happens too quick. reducing one and lengthening the other perhaps? i know absolutly nothing about modding so i have no clue what you could do about it or even if thats the way to go! cheers
 

Tovias

Squire
leonn said:
regarding orks i agree they are powerful enough once they close with an enemy, even dwarves will go down hand to hand. ive always just thought the ranged weapons,especially firearms have a bit too long a range and reload happens too quick. reducing one and lengthening the other perhaps? i know absolutly nothing about modding so i have no clue what you could do about it or even if thats the way to go! cheers
Reducing guns range would defeat its purpose, maybe slow down a little bit the reload but not the point that it can barely take two shots before charge arrives.
 

leonn

Sergeant
well i suppose this leads us to another point,namely the ai's only tactic..charge! the formations mod makes things a little better and orks and the like are supposed to charge (its what they do!), but empire for instance would benefit from some tactics which would mean they could deploy guns and polearms properly. in the tabletop game thats how they can beat the numerically superior orks.

im sure the devs have considered all of this,im just lengthening my wishlist i suppose!  cheers
 

stiggy

Sergeant
i find that with the ogres and giants and big chaos demons when they die their model seems to expand across the map and then on the main travel map some writing disappears or foes black instead of white or appears int the wrong place has this by any chance been fixed or is this unfix-able ?
 

kraggrim

Marquis
WBM&BWF&SNWVC
Birger Jarl said:
Cider said:
This seems interesting though a question, one thing that kind of bugs me in mods that add races is that conquered villages tend to not change to the occupying race. Like for instance say the Tomb Kings take over a human castle and village, wouldn't they turn the village into a village of the dead? Or if a goblin horde takes over a tomb king's castle, wouldn't the new population be goblins instead of undead?

That might just be a limitation in the base game itself, not sure.

I know this can be changed for village recruits fairly easily, the village walkers I think should be possible to have change, village elders unlikely (not easily anyway).
 
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