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It can't be simpler! Just unrar it and put it in you Modules folder, located in your Warband installation directory.
Oh, Gods, I am ashamed for being Greek. Those idiots spoil my day. Also, to anyone interested, Golden Dawn has been found guilty of being a criminal organisation, exploiting its members and basis economically, scamming them and other worse things. The worse thing is that those idiots that believe in such things still continue to declare their everlasting loyalty to fascism. Oh, and on countless occasions(on a personally and publicly witnessed level) they proved how "brave" they are.
Hey, thanks for the feedback, I appreciate it and for the material also. I will answer as good as I can to your points
-The reason for making two islands into one is simply my shameful lack of geographical and mapmaking knowledge, I cannot excuse myself.
-Same goes for settlements and also I did it for convienience. I never stated the mod as 100% accurate. As for the "Rønne", I couldn't do that, because my keyboard doesn't have these characters(ø) and by copying and pasting to the .py files it causes problems.
-Thanks for pointing out that about Esbjerg , I will fix it.
-I will also fix Ribe.
-About Alfheimr, I know that(xD), but it is a fictional faction and I named it so, because I play as them in CK2.
-The text is indeed dark coloured and I will change it.
And no, it didn't came out as rant, it was a very useful comment section!
Oh, man! I don't know if it works with the new Warband version. Many people have problems with their mods with it.
No, you probably didn't understood. They uploaded HERE, in Moddb, a file under the name of the mod, but it was had anything to do with the mod, it was a pirate torrent client.
Hi, thanks for the good words! Just to inform you, all Version 2 features can be found in the News sections. As for the Tournaments, besides the fact that I changed the equipment so you won't see any turbans or great helmets, I also tweaked the bet amonts, so, you will earn still a lot of money, but not an astronomical amount and it is more balanced.
I am glad you like it.
I will see about that, becasue I didn't see anything like that. Thanks!
Ok thanks, but this will be for a future version.
THe village bu has been fixed for the patch(early August) and unfortunately I don't know what to do about the soldiers in sieges. It's the native's dumb ai which reacts with the tweaks for better difficulty and other battle tweaks I made.
I don't know, maybe. Haven't relly thought about them, to tell you the truth.
At the first week of August, when I get back for the holidays.
Oh, I will see about that. And the castle recruitment system sound very good, I'll see what I can do. Thanks!
What version of Warband do you use? The mod is for 1.153 and (quite possibly) up. I don't know if anyone experienced that problem, because I would have heard it.
Yes, the map nest to Denmark is going to be filled, but I thought Rus had occupied that area at the time(?). Also, what do you mean castle recriutment system?
It's a good suggestion, I will consider this and adjus it to my timetable(I work on a couple of mods simultaneously now, so...)
No,no, no fuss at all. You are right and I apologise, but I really have limited knowledge about mapmaking and that semi-correct map was already a big feat for me. Unless I find someone wose knowledge is bigger than mine, I cannot do much, sorry.
Since the mod is not historical and I am not a proffesional mapmaker, the map has to stay as it is. I am sorry, because I understand that some of you want historical accuracy, but this is not the aim of the mod and -most importantly- my knowledge haws limits. ;)
They are very interesting characters and you did a very good job with them.
Yeah, I know, they behaved a little irrationally, but that is fixed and now they are quite useful, especially when you deal with heavy cavalry, armored knights and conquerors(conquistadores)
I cannot answer about Osric's father and as for the GoT mod, I don't know the knowledge of the author, only my limited knowledge.
I don't know who is Osric's father, I will ask our scripter and I will tell you when I found out. As for the goverment, I wish I could do that, but as I have said, the mod is limited by the hardcoded engine limitations. Meaning that things(like dialogs and space for a bunch of things) are allowed, but the hardcoded stuff cannot be altered unless you have a better codin knowledge than the game devs and you break the game and make it again. I couldn't do that and so far, to my knowledge, nobody did. But yeah, it would be cool and a lot more accurate, but what can we do?
Yeah I know a bit of their politics, due to general research(good link, though,I might make an informative article about Viking society and other goodies in general and I probably will use the link, if that's ok with you), but Diplomace mod is all about Medieval fiefdom and politics, which, enen tweaked, is way anachronistic for our wee cudly Vikings.
I know, I slowly leran to code and I have various things in mind. As for Diplomacy, it just doesn't add up to my idea of the mod. In my next mod about Crusaders, I already have implemented the Diplomacy code, which I find it will fit that mod. But Vikings talking about terms and politics(so to speak), I don't know...I mean, that's the reason I lowered(after suggestion) the chance of routing in battles and got it disabled as an option here.
Don't worry, it's understandable, but I couldn't do sth like that.
Like a bastard sword? That would be far-fetched, even for a pseudo-historical mod. :D
Although, if you point me to a source that shows vikings with twohanders or longswords, I would be happy to add some.
Thanks! For the new version, I got rid of the out-of-place items and coustumes, reblanced everything, moved the date and the theme a little earlier(if we were in reality, it would be Late Tudor/Discovery Age), remade the troops so they are more useful and pikemen finally use only their pikes, did a little of texturing job and added more items, stabilized performace and more. But, since I am making a couple of mods at the same time, work has been slow.
I'll think about it.
You are right in your assessment, although you have to take some things into consideration. Firstly, this is a mod and it takes advantage of the game engine. I can exploit it, tweak it and bend it, but that's as far as it goes. Secondly, in the team I'm the only one that codes and I am not that great, I am learning now. So, I take things slow and walk with sure steps. But the most important thing is limitations ofthe game engine. Even in the "large" mods with excellent coders, like the Last Days or Brytenwalda, there aren't leaders with limited authority and that's because the game allows more factions, but they have to be similarly structured with the native, meaning they need a king, certain number of lords, fiefs assigned to them, ladies and so on. Nothing can be done about it, sadly. As for the raiding part, I think that it can be done, but as I said I am a novice in coding and it should take a while. ;)
The translated units will be in the patch. I don't think I have mad all the changes in the units names. Don't worry, man, I won't forget you!