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Just because normal warband runs ok does not mean mods will, in the case of this mod, it is more intensive than native.
Does not work, I crashed on a battle. Not all battles, but some.
No time soon, if at all.
That basically means that the game has crashed due to an error.
Just keep reporting bugs and be patient guys, the dev's have done well to get so much done in such a short period of time.
Another glitch/bug to report, played campaign, first siege battle where I was sallying out to attack, endless loading screen. Tried to Tab out to close with task manager and black screen, mashed ctrl alt delete and nothing happend, alt f4'd to hell and nothing happend. Forced me to restart my computer.
P.S Also found another one where changing to cities in custom battle for sieges instantly crashes the game.
Its natural, when people want something, everything else they could be doing is no longer important compared to the thing they are waiting for.
Problem is its not just elite troops, its normal troops. And yes whilst you can go all the way back to a city to retrain that takes ages and should only be done if your army has been completely smashed, if you've won a battle but have taken a few losses, not enough to justify turning around and halting your advance allowing your enemy to get stronger again, allowing slight unit replenishment would be nice as a sort of infield replenishment, nowhere near as efficient as levying a new unit from a city, but you can easily march through a settlement, find willing men to join regiments and train them on the march.
Is there any way to implement a system that allows troops to regenerate over time in home territory? So for non undead factions it will be slower like 10 units per turn, undead factions get 20 or more per turn or whatever.
Nice, hope you got permission if using any assets from the COW mod. Also hope you optimize it as the COW mod is very unstable.
Apparently the guy who asked it, twit.
Historically accurate? Realistic? Are these really the terms you are using to describe a recruitment system in a game based off real life history? Of course its not realistic or any of the terms you used. And no I doubt they would be able to modify the recruitment of units as that would require reworking the game itself, the current system works fine.
You are truly putting banner-lord to shame :P.
You have my vote, go get em!
Aye but screenshots are not proof enough, we saw the screenshots of Rome 2 and look how that turned out... Nova Aetas has been releasing both screenshots and content constantly for over 4 years non-stop with only 1 dedicated developer, yet in contrast between both mods I feel Nova Aetas deserves my vote more than this mod. Now I'm not saying this mod is bad, it's not. But I just don't have any real evidence to warrant voting for it especially when other mods with similar or smaller sized dev teams put out more content on a far more regular basis.
I want to vote for you, but with no new patches or updates I can't answer on the quality of the mod between now and last year, sorry.
Just had a bug where after I left the city (Immediately after) my character on the map disappeared, and the text said "Target lost" and the game was permanently paused, I could not move or unpause it, 400 day game down the drain :(.
I've been playing in the Mithrindian Empire for about 2 days and I've noticed the AI are having occasional problems navigating from Island to Ocean, same on the main land to ocean. They instead of going to the port go to the edge of the Island and endlessly try to run onto the ocean, there's one vassal I've been watching who's been stuck in the same position now for about 2 months in game. Also there's an odd bug where when you try to talk to a commander after you win a battle or something (to get relations improvement saying oh can you believe how we won that battle ect) instead it comes up with the last trait event that popped up or some random text. And finally I've been looking to buy Mithrindian Equipment everywhere, could you make it purchasable from the Mithrindian capital as it does not seem to produce any of its own lords armor or nations shields (and if it does its rare because i've been staking out the armor trader for 2 months).
Will you be able to make a feature where if Nicaea takes over Constantinople/eliminates the Latin empire then they reform into Byzantium or something?
This does not work, I am getting a run time error when loading the mod.
And the marriage system where you got the enemy general or you interbreed to keep family traits.
As far as i remember the last project to bring middle earth to Skyrim was ordered to cease and desist. What makes you think this will be any different?
You should not start any work like this till you get permission, doing so behind the teams back makes them less inclined to trust people and you may have blown your otherwise moderate chances of being allowed to port the mod. In other news the team is working to make I44 for Arma 3, however its going to take awhile so just be patient and play something else.
Will you add the British Challenger 2?
Already have, it doesant work.
For single player what is the capacity of your party or army gonna be? I mean concidering we are going to be commanders/generals what have you, we're gonna need like 300 men in a party atleast to represent a realistic level of combat IMO. What will the starting party capacity be?
If atleast i hope its possible to give orders to the artillery to tell them which target to fire at or which area specificly to fire. Or just give them a simple order to fire at the enemys Extreme left, left, middle, right and extreme right.
Well ive been playing with the latest and a level 10 Titan can solo 2 TEC stations fully upgraded with these specs: Max health, Max weapons, Max fightr bay, Level 2 trade, Level 1 boon, Level 1 ship bay. Which IMO without a fleet backing it up is abit OP. I mean during the time of the attack i also ahd 25 frigates also attacking it. So i feel that stations should get a buff so that 1v1 with a titan they would win, however they would be heavily damaged.
Just get the patch and copy all the stuff into the folder in which Anno Domini is stored /modules/"Anno domini folder" <- paste in there.