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How about the idea that hiring sellswords has the temporary effect of making village recruits and faction troops less willing to join your army? All caused by gaining a bad reputation for hiring sellswords.
A secondary effect could be that while you have sellswords in your company, certain high tier faction troops may abandon your cause at random, looking upon you with disdain.
This way, sellswords are the easy road towards having a large army of expendable men, but at the cost of making it a lot more difficult to manage and maintain high tier troops such as knights or trained faction troops.
I guess it's a ballance issue, making the weapon less all-round. Now you have to carefully choose which weapons you'll put in your four weapon slots.
Will iconic locations such as King's Landing's Great Hall be used again as main castle room? It makes little sense leaving them empty as tourist hotspots, when hey are far more impressive to have crowded than the small castle rooms they use now.
Obviously not for public release, I'm not stupid. Not without proper endorsement anyway, but it'd be a blast to make a GC for atleast myself. Those things usually end up semi-finished anyway, or so experience teaches me when modding existing mods.
Thanks, the reply you gave to the OP has made me play around with those settings. Very tempted to make an infinities-style GC where Vader and son survived Endor, while the planet got blown to smithereens as a last ditch act by ol' Palpatine. Luke, losing his friends, sister and much of the rebel fleet at Endor, joins his father in hopes of making a newer, more fair Empire.
The player'd capture ships from both rebels and warlords at Tier 1 to strengthen their fleet, reclaims a major shipyard at Tier 2, retake Coruscant at Tier 3, finish the remaining rebels-gone-terrorists at Tier 4 and facing a surprise all-out "there can be only two Sith" stand-off against a cloned Palpatine and apprentice on Byss at Tier 5.
There's bound to be a lot of Y-Wing components and old hulls left. Also don't forget that as an older fighter/bomber, the Y-Wing was probably sold to a lot of independant planetary security forces by the time of ANH. Many of these planets which joined the New Republic are bound to have had plenty of servicable Y-Wings available after some refitting and restoration. It's as good as any excuse to explain Y-Wings in Tier 1 being built. :P
I think I won't reinstall RaW just yet. Somehow while it's fun, it stops interesting me after a while. Yet Thrawn's Revenge keeps me busy. I think it's the great balance and how vessels of all sizes matter. RaW sometimes starts to feel as too much content, with ships becoming less useful.
The only disappointment is how TR has the Jedi appear identical/cloned. Maybe I can be bothered to model a Jedi and play around with different appearances being picked per squad. I'll play around with it and if it works, pass it on.
Did a reinstall with the 1.1 patch and official RAM patch reinstalled also and I left the Republic mod out. It seems to work fine at last. Ships still pull back to base, but atleast the AI is attacking my systems again and fighters patrol once more.
I'll be, yes I do! That fun but sneaky mod changes the stock data then? I'll do a fresh install, irony has it I did that before and installed all my mods, including Republic at War. Would an install repair work?
Having a wack issue, all AI ships just stay where they are in a battle. The AI doesn't move them and doesn't attack. Even when I have my ships shoot theirs they stay put, making it rather easy to snipe their ships one by one. Are they not supposed to move around and attack me?
The things that still do move and react are:
* Raid ships, they go for the enemy station and anything in their path, while randomly breaking off if my ships are nearby enough to chase my ships.
* Fighters and bombers, but only as sentry behaviour. If I get close or attack a ship for a while, they break off and charge. They do not patrol however.
* On rare occasion the defending ships turn around and go to the station, where they remain, circling.
Besides function, there's a limit to the number of items the game can support if I remember correctly. It'd mean stuff would need to get pulled for future item additions if a cap is hit.
Huh, why remove females? Then I or someone'd have to make an addon that re-enables them again. Armours don't look different on women anyway, their bulky looks are fine, armours in the original M&B were bulky also.
If people want female shaped armours, just tell them to make their own armour expansion, then it's up to their fan dedication to make female armours themselves. I'm fine with how the armours look.
This isn't some korean fantasy mod after all, where armours are hourglass shaped for female characters.
If he was captured, it might be he is already freed. Lords sometimse escape and often have their randsome paid over time. The quest may simply not drop, if it was a rescue quest.
Some things to try, it might solve it if this is a glitch:
* Own Volantis yourself, wait a week so that all arrangements handling city control are made.
* Talk to your stewards, vassal and look into your action menu, there might be an option in M&B to change who owns what city
* Conquer Volantis while you have no kingdom, let Volantis be your first city. Maybe this quest is meant for freelancers who are not yet king.
The reward is something very special.
To those with crashes and other memory errors: A lot of those errors are caused by the Mount & Blade exe using only 2GB and not 4GB. Programs like CFF explorer which allow you to edit exe files can change that. It's best to google how.
For some awkward reason the game crashes whenever I talk to a lord of Volantis. One possible reason could be that I took the quest for the banker from Braavos before I talked to any of the Volantis lords.