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Author Topic: Mount and Blade  (Read 664342 times)

Zangi

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Re: Mount and Blade
« Reply #3810 on: November 13, 2014, 08:58:29 am »

Funny when Viking Conquest DLC - a mod-you-must-pay-for from Brutenwalda people - costs more than Warband. I'm a little torn whether I want to buy it or not. Brutalwalda is awesome so I don doubt their quality. However, there are so many awesome free mods that supporting the commercialisation of modding doesn't seem fair.
These people take the time out of their lives to make these mods.  Many hours.  If the mods they charge for is actually good and Talesworld has no problem with it, then yea, sure, let them charge.  It is all about the player's willingness to open their wallet for it or not, especially since there are many other free mods that they can take up, rather then paying for a mod.  It is 'fair', in my opinion.
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scrdest

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Re: Mount and Blade
« Reply #3811 on: November 13, 2014, 09:28:03 am »

Not only Brytenwalda - they also hired a guy who is doing The Reckoning mod - it's a post-apocalyptic zombie mod, and the guy managed to add in seasons (including graphical changes), cars and helicopters that don't act as horses and a cover system the AI utilizes properly (!) among others.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Robsoie

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Re: Mount and Blade
« Reply #3812 on: November 13, 2014, 10:20:24 am »

The more i play 1866 on M&B1, the more i like that mod better than any other mods i played on Warband.
It's a pity the development ceased at some point, there's a lot more fun in it than in many other mods, wish it would have at least been made compatible with Warband to benefit from whatever it could in the newer engine.

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scrdest

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Re: Mount and Blade
« Reply #3813 on: November 13, 2014, 10:28:11 am »

The more i play 1866 on M&B1, the more i like that mod better than any other mods i played on Warband.
It's a pity the development ceased at some point, there's a lot more fun in it than in many other mods, wish it would have at least been made compatible with Warband to benefit from whatever it could in the newer engine.

It sorta is. One of the main devs of SWC found out that the only thing you need to make the old mods work is to copy over one of the clothes resources file and actions.txt from M&B's Resources file and replace the mod's actions.txt with Warband's (or the other way round, can't recall).

It works for many mods, but you'll get some harmless errors in the log file from the menu system not being QUITE compatible (although it works as intended) and some odd bugs like lords parading around their castles in their undies and doing the medieval equivalent of air guitar - which is to say, air halberd. And 1866 itself crashed for me when I was trying to persuade bandits, so some scripts may not work.

On the other hand, Solid and Shade, for instance, worked great.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Robsoie

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Re: Mount and Blade
« Reply #3814 on: November 13, 2014, 10:39:49 am »

It would have been good if Taleworld would have made some kind of compatibility bridge between both games for easy mod port.

Just after i joined some law enforcing group in a hotel, my little gang just got crushed during an ambush from some pinkerton deserters, they surrounded us with their horse (we were all travelling on foot), we tried to fight back but only managed to kill a couple of those guys down
They gunned us down mercilessly while circling with their horse around us.

The atmosphere of that gunfight was really great even if it didn't went well for us :D

I'll have to replace the music with some of the western soundtracks i have.
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Zireael

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Re: Mount and Blade
« Reply #3815 on: November 13, 2014, 02:37:57 pm »

Downloaded Middle Europe :D and wondering what does RCM mod change?
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Cheedows

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Re: Mount and Blade
« Reply #3816 on: November 13, 2014, 03:12:26 pm »

The more i play 1866 on M&B1, the more i like that mod better than any other mods i played on Warband.
It's a pity the development ceased at some point, there's a lot more fun in it than in many other mods, wish it would have at least been made compatible with Warband to benefit from whatever it could in the newer engine.



It is so good, never seen such a polished and immersive mod on par with it on Warband. Just started it yesterday and dumped in 5 hours worth straight. The small western gang fights (Cap of 14 at start) are really top notch, especially with all that beautiful blood splatters, death animations, clutching bleeding wounds mid-fight, shooting people off their horse flying 10 feet in front of them.
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Robsoie

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Re: Mount and Blade
« Reply #3817 on: November 13, 2014, 05:21:52 pm »

Yes, small scale gunfight makes it really more personal,

I decided to make a new character, a woman gunslinger named Zora (in reference to Zorro :D ) and just got a 12 vs 13 battle, with my militia guys (joined again the lawmen group at El Paso) + a companion (Catastrophe Jill) vs several deserters (not soldiers, but sherifs and other pinkerton detectives) managed to shoot one to death and picked his horse, then while my poor militia was getting decimated i managed to make a carnage from my horse, my companion got badly wounded.

And where you see that a lot of attention had been done in that mod is when i talked to my companion to level her up (as during the gunfight she got 1 level, same as i did) and :
Spoiler (click to show/hide)
That sounds like minor detail, but it's building the atmosphere nicely and makes companions less empty npc.

Can't believe how good and very enjoyable 1866 is, sure i like a lot western movies, but never though it would be that good. Best mod i played in both MB1/Warband so far, managed to beat Light&Darkness (Warband) that had the top place previously for me

Not mod related, but i noticed at night some building and interior have their texture flickering badly in that gog version of M&B1, i found out that it's because i play in DX7 (as performance is always better than DX9 with this engine) to afford larger battle size and the only fix in that case is to go to the Options -> Video options and disable "Dynamic Lightning"
This solve the problem entirely (if you play in DX9 this problem does not happen)

Probably an old engine bug that got fixed in Warband as i never experienced it there.
I wonder if this is one of the old bugs that was fixed in the "enhanced edition" of M&B1

« Last Edit: November 13, 2014, 05:25:35 pm by Robsoie »
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werty892

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Re: Mount and Blade
« Reply #3818 on: November 13, 2014, 05:27:08 pm »

This is free on GoG for the next couple of days.

Zireael

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Re: Mount and Blade
« Reply #3819 on: November 14, 2014, 03:44:22 am »

Downloading 1866 as I type. Can't wait to try the warpaints :D
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Majestic7

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Re: Mount and Blade
« Reply #3820 on: November 14, 2014, 04:56:42 am »

These people take the time out of their lives to make these mods.  Many hours.  If the mods they charge for is actually good and Talesworld has no problem with it, then yea, sure, let them charge.  It is all about the player's willingness to open their wallet for it or not, especially since there are many other free mods that they can take up, rather then paying for a mod.  It is 'fair', in my opinion.

Yeah, money for the time spent and the quality received is fair, I'm sure. It is just sad if the community spirit of modmaking dies and asking money for mods becomes a common practice.
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EnigmaticHat

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Re: Mount and Blade
« Reply #3821 on: November 14, 2014, 05:07:45 am »

Really want to have my current (first) character conquer the world, but the vanilla game is wearing on me.  It just takes so much time to get shit done on your own.  I know there are mods that add refilling garrisons and I NEED that.  Its one thing to run around winning even fights in the vassal game, but its another when you have multiple frontier castle holdings and you have to worry about keeping your garrison up, your troop count/wages/food, and the constant threat of a deathstack dropping on you when some marshal decides to conquer your castle.

I have two castles around Dhirim and another in a neighboring city, I really want to own the city to have all my holdings centralized so I can rebel in security.  The Vaegars conquer it and leave an 80 soldier garrison (!), so I smell an opportunity.  Sadly I have only 4 siege skill in my party (I didn't quite understand skills starting out) so the Vaegar marshal reaches me before I can build a tower.  This would have been managable but the Swadians ALSO came to conquer my castle.  With suprisingly little save scumming I manage to take them out by getting lucky: a dumb vassal chases me, gets in a fight at exactly the right range for the entire army except the 252 soldier king to fight me, and I win.  But now I've got a lot of wounded, low food (plus every village is looted and entering Dhirim always gets me caught for some reason), and because I drew out all my elites for this my garrisons are low.  With some savescumming I manage to get food and, with some aid from our remainding forces, deal heavy blows to the Vaegar while only losing a single castle.

At this point I could try to retake it or take the city, if I'm feeling lucky.  But I do neither, because our illustrious king makes peace with the Vaegar, and immediately DECLARES WAR ON THE RHODOKS.  For reference: almost all of our armies are dead, we've been at war with 3 factions lately and are still at war with one, and we just lost two cities and a castle.  We do not border the Rhodoks anywhere.
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scrdest

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Re: Mount and Blade
« Reply #3822 on: November 14, 2014, 05:10:42 am »

These people take the time out of their lives to make these mods.  Many hours.  If the mods they charge for is actually good and Talesworld has no problem with it, then yea, sure, let them charge.  It is all about the player's willingness to open their wallet for it or not, especially since there are many other free mods that they can take up, rather then paying for a mod.  It is 'fair', in my opinion.

Yeah, money for the time spent and the quality received is fair, I'm sure. It is just sad if the community spirit of modmaking dies and asking money for mods becomes a common practice.

No, it isn't. It didn't with With Fire and Sword, it didn't with Napoleonic Wars and it sure as hell is not going to change with Viking Invasion. In fact, all three started out as mods (WFaS as... I don't recall the name, for M&B, Napoleonic Wars as Mount & Musket: Battalion and Viking Invasion is Brytenwalda except slightly later).

What Taleworlds' support allows them to do is to take full advantage of it to develop the concept behind the original mod in ways that are not available natively - things like NW's cannons and buffs and whatnot, VI's ship combat system and multiplayer modes...
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Leatra

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Re: Mount and Blade
« Reply #3823 on: November 14, 2014, 07:30:32 am »

At this point I could try to retake it or take the city, if I'm feeling lucky.  But I do neither, because our illustrious king makes peace with the Vaegar, and immediately DECLARES WAR ON THE RHODOKS.  For reference: almost all of our armies are dead, we've been at war with 3 factions lately and are still at war with one, and we just lost two cities and a castle.  We do not border the Rhodoks anywhere.
I hate it when two far away countries invade each other. In my last game, all factions have holdings in all regions because of that. When I rebel to install an heir, I end up having to travel from one end of the map to another since all factions are very spread and mixed into each other.
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rumpel

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Re: Mount and Blade
« Reply #3824 on: November 14, 2014, 07:33:36 am »

I'm super excited. One of my favorite games ever. I'm following and playing the game since back when it was still that very indie hobby project without their publisher thus I'll happily throw my money at them. Always. <3
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