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There are mercenary Thracian peltasts available in Greek and Macedonian taverns. We'll most likely continue updating current factions and expand upon them before adding new cultures.
There were no dedicated gladiators/gladiatorial games in this era, we'll figure out something in the future though as a replacement of the native arenas.
"The Late Roman Legionary", we're working on early/mid Republic which corresponds to the equipment of the "Republican-era legionary" from the link.
You're probably thinking of the wrong timeframe there, our Roman units are as armoured as they would get in the 3rd century B.C.
Depends on various factors: difficulty you are playing with, factions and troops you are using and facing, terrain, etc... I've experienced it going both ways, either square cutting through the line formation or the line enveloping it.
Only a few factions use the square/manipular formation anyways. Rome, Samnites and Macedonians mainly.
1 - Maybe, none of us owns Viking Conquest so we don't know how well it works there.
2 - It would look odd with the current animations, plus it would require to be either destructible or indestructible which both cases are problematic.
Mod was made for 1.153+ and next update requires at least patch 1.161.
- Celtic faction overhaul, the split ought to be in a future version (planned for 2.6).
- Re-organization of the mods resources, more content and yet about the same size as 2.5 without compressing anything or removing items, quite the contrary. We used some operations added by Warband 1.161+ to make a smarter use of the mod resources which makes 1.161 or more recent patches mandatory to play the mod.
- Javelins are now carried in the left hand instead of being carried in the back or left invisible using some workarounds:
Not the best image example but I'm too lazy to take other screenshots right now, plus a couple of positions need to be fixed. Also applies to the AI.
- Various bugfixes, re-balances and updated scripts.
I'm mostly waiting to get a break and for Rgcotl to finish the models so I can complete the updated celtic roster, fix the recruitment script when the player has its own faction and some general polishing before updating the mod. Seems like a damn long wait for so little but before working on that patch we were busy on 2.6 which turned out to take more time than anticipated.
Thanks, next patch will be mostly fixes and a few more additions to SP but nothing too big, we aim to overhaul the SP for the 2.6 version.
Why exactly? You have both SP and MP in the same package which I'd assume is convenient to anyone that would want to try either or both. It's enough trouble managing versions and backups when facing inevitable hardware problems so I'd rather not have to juggle between a MP and SP only versions of the mod.
No, arenas have been disabled until we can come up with a better system.
If it's not listed, it's not there.
Carthago Delenda Est. I1.kym-cdn.com
You'd see it coming if we were working on it significantly, all we have is one armor model for them because it was just a matter of making a variant of an existing model. Carthage requires a large amount of work and we're not done yet with most of the other factions, we have new assets to be made for them and some older ones to be updated.
Something like a month or two maybe. Depends on how much free time we can manage to replace the roman hamata models with new ones, a couple more stuff for the Celts, some model positioning and animation fixes.
Mostly my fault and the curse of setting a release date, my pc died by the end of March and it took two months to get it repaired which was right in the beginning of Uni exam season. Meanwhile we started adding more stuff than originally planned which we'll show soon™ once it's presentable enough.
No Carthage yet and there's a MP event most Saturdays at 18:00 in the official server.
Unlikely as of now but not impossible in the future. The thureo started being used in Hellenistic armies after the Celtic invasion of Greece (later known as Galatians) circa 280 B.C., so 20 years after the starting point of the mod. If we ever reach the point where we have too much time in our hands and start including event/condition related reforms it's a possibility, an unlikely one as we have plenty to do before reaching this point.
Diversity mainly, while it isn't as popular as the Imperial era I find it more interesting on most aspects, there's a large diversity of cultures present, much more variety in military equipment and more wars going on.
Because it´s a significant anachronism, meaning that it's out of time as it wouldn't be invented/used until 300 years past the starting date of the mod. The mod itself starts right before Rome's first major expansion into Italy, the early republican era Rome is rather different from the Imperial era Rome and still a rather minor faction in Europe. A different era with a different struggle.
No, we haven't touched them yet. We'd want to make something completely different from the random Warband arena brawls but that requires new scenes, props and scripts and right now we're focusing on making a stable base to expand upon.
Next patch brings some additional optimization on resources that should make for faster loading times and better performance.
After that I don't think there is much more that can be done to improve the performance without downgrading textures and models or making lods manually which is rather tedious work. I doubt the mod will ever run as well as Native so if you have any trouble running it you should expect the mod to run worse. You should enable load textures on demand in the launcher options so the textures are only loaded when they are going to be used, longer load times but overall better performance.
We need to finish the current factions first, after that we can add other factions. Plans for the near future include splitting-up some of the current factions.
More than most clothes but less than a subarmalis (because of the padding).
The music pack just adds a new soundtrack to replace the Warband one, AI playing the instruments on the battlefield might come later, no promises though.
We'll add some new scenes gradually, we're waiting to find the time to add some new custom props to start making "final" scenes, the ones currently in are intended as temporary for the most part.
Not exactly, around a week after Rgcotl finishes the models needed, which could take some time until he finds some of it and the motivation to do it. I'll keep myself busy in the meantime, I'm also waiting for my pc to be repaired so I can work on some scenes, my laptop tends to have problems while using the editor.
We've been offered help on a few occasions but most of the time it was just promises. Admittedly on the modeling part Rgcotl did set a rather high standard to keep up with he was willing to teach while few were willing to learn.
Up until February or sometime around it we were working on 2.6 bringing a new world map, reworking the old factions and adding new ones but we realised it would take way longer than anticipated so we started working on updating the 2.5 version, reworking the celts and adding content to the multiplayer as well as bugfixes. However as nothing really goes as planned, my pc decided to give up on me last month but luckily I had made some backups and resumed the work on a laptop that can barely run the game hence why it's taking so long.
I made good progress the past few weeks and it should be take a week of testing and polishing after Rgcotl finishes some models needed for release. Until then I'll keep myself busy, I've reworked and re-organized most of the resources used in the mod and it should give a slight boost to loading times and hopefully performance, I'll have to run comparison tests with a proper (and reliable) computer though.
You can report bugs on our forum board:
It's been quite some time since last release so chances are that we're already aware of most of the bugs. Unless it's something unusual compared to bugs due to incomplete features.
I had it in mind for some time but I still need to think of a good way to implement it and make them more "unique". You can always access the cheatmenu to give yourself a standard or eagle.
Hardly a problem, bots in MP are near useless and will only be revamped once we AI mesh all the scenes.
It's Rgcotl and I most of the time, with help from KickingJoub that owns the official server, organizes events and makes some scenes, Theretor who creates some music tracks for the mod and Efrem who helps me with research and references.
Gothic Knight quit some time ago but he made most of the weapons in the mod and a good part of the shields, there's also LionStrong that has made two models for the mod.