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goodnight sweet prince:(
Ok, now it isn't fun anymore. You are enjoying it too much(
Confusing smarts with cunning, methinks:)
That made me cry...
What he said.
I am sorry and happy at the same time!
Pictured above - the moment a sanctioned psyker stops being sanctioned.
Sharpshooters now level 20(not 200:)
Chosen of Khorne ditched shields
How to fix endless peace bug, from Taleworlds forum thread:
'I have a problem in my game in that all factions are in peace, after the intial wars stopped the truce period has been long, even though in the faction notes its listed in days, its actually weeks and I don't know whats causing this, for example it says that empire has TRUCE with Chaos that will end in 35 Days, Its been almost 150 days and the truce is still on and still has 20+ days left.
Is there a way to change faction stance? because I really have nothing to do except hunt bandits/trolls or just pick fights with random lords which is not a good idea when you are part of a faction.
Yeah there never seems to be any war for me; and when there is war it's really far away and we never see conflict. I've seen bretons fight the empire, and the goblins had a brief fight with the dwarfs buts that all. Considering it's warhammer think there should be much more hostility between the factions, particulary some should hate each other alot more such as elfs, dwarfs vs goblins etc.
For both of you, reach your main Mount&Blade Warband folder,
go into Modules,
go into Warsword Conquest,
open up the simple_triggers.txt,
look for the number 384 a little way down the page (it is the first number in one line),
change it to the number 24 and save. '
And here is the link:)
Ok guys, here is my Rebalance submod:
Rebalanced firearms, rifles better that smoothbore muskets, damage lowered, accuracy increased somewhat. Made pistols visible. Tunnel fighter now has double shot pistol, strange 8barrel gun was made into this Whfb.lexicanum.com Hochland long Whfb.lexicanum.com is also present. Dwarves now have their own high quality cartridge, Dwarf Engineers have cannon ammo for 10 shots. Chaos Dwarf blunderbuss shoots shrapnel like cannon, but weaker.
Changes to Empire, Chaos, Brettonia, Orc, High and Dark elf troop trees, unit stats and inventories rebalanced, high end troops are harder to train, and much harder to kill. Chaos Berserker now ascends to Bloodletter(armed with a Hellblade), then Herald of Khorne, riding a Juggernaut(just an enlarged Khorne warhorse for the present).
A few new troops such as Master Engineers, Chosen of Khorne and Master Thunderer. Brettonian Paladin changed places with Grail Knight, now mounted. Grail Knights are trainable, very expensive and deadly, armed with magic blessed swords. High Elven lion riding nobles are also trainable. Trolls toughened and can actually kill stuff.
Some changes to patrols.
Not save-game compatible.
There is still a lot of room for improvement, so feedback and especially ideas are welcome.
Installation: Put the 'Warsword Conquest' folder into your 'modules' folder, overwrite when asked.
To add more immersion, I highly recommend these mods: Calradia in Nexusmods.com Polished landscapes,be sure to grab the latest version here Delzarosmodding.robhost.nl and Flying missile pack Mbrepository.com
I am currently trying to integrate Cries of War soundpack, so far with little success.
If anyone knows how to do that without resorting to module system, please contact me.
I have managed to do it only yesterday, but the result requires some cosmetic surgery)
I doubt Furok will share his work though...
I wonder - if the Last Days mod is now OCP, why not build on it. Those guys were so amazing they practically created a new game, and shared it with everyone. Warsword already uses some assets from TLD, and is based on a very familiar Mount and Blade game style: you start as a nobody, grow, recruit troops, become a lord, capture castle, create your own faction etc. Would it not be more fun to play TLD style - start as a lowly soldier, and slowly, through bravery and merit, prove your worth by helping your faction against enemy ones. Without the possibility of becoming a nobleman, you are simply an instrument of your leaders, captain of their armies. This way the game world feels much more alive, and you are the future king of all you see, but one among many. For me, it was exactly this difference from the original MTB concept(and my love of LOTR world of course) that made TLD so addictive.
As for the technical side of things, it seems to me that work is mostly done already, and all that's left is to combine existing Warsword map, troops, models and so on, with TLD scripts. I may be wrong there, since i'm not much of a modder though. Anyway, what do you think?
Witch elves have low power strike, while ellyrian reavers have max. power strike and ironflesh.
Khornate Guardsman losing in melee - must be Imperial propaganda.
First - the Ai needs to be maybe a little bit more cautious. There are plenty of lords running around with very little troops left, but with huge amount of prisoners. After a while, war turns into an all you can rescue buffet - not really bad, just too easy)
Second - trolls are just steroids for army growth. As long as you have a pistol and a horse, both your character and your troops are middle tier in no time. Give trolls maybe more armour, and piercing damage to their clubs so they can actually kill stuff.
Lizards are completely passive, unlike everyone else. The most vicious factions are Dwarves, Orcs, Skaven and Empire, with Chaos interfering here and there. Araby, Goblins, Skeletons and Pirates slaughter each other, while Elves fight it out between themselves. I really like this AI! But maybe Chaos should be a bigger threat than it is now.
When sneaking into enemy town successfully, you walk around proudly displaying your allegiance for everyone to see:) Really helps when breaking lords out of prison. But when guards catch you - no armour or weapons. Also, attacking villager parties does not incur penalties.
Nameles_warrior: during my two playthroughs so far, lizards are passive. Still, the amount of action more than makes up for it.
Request: add an option to turn off shieldbash, and remove honour penalty from raiding villages and caravans. It's just unfair, the way i become dishonoured after burning filthy orc/chaos/goblin/skaven dens! And raiding caravans, that's redistribution of wealth, nothing bad about that(as long as it is not my wealth being distributed:)
Very nice job devs! AI is completely crazed with bloodlust - war everywhere, complete opposite of the old version. Before lords mostly patrolled, but now they just slaughter eveyone! I see many lord parties with around 30 - 40 troops remaining, and they resupply very reluctantly.
Freelancer is fixed, finally got my handcannon, and so far no bugs spotted, apart from the occasional script errors. Oh, and new scenes - beautifully done, great immersion effect. Thanks guys!
See my previous post, comrade.
Please, if you decide to share your opinion of me, don't hesitate to get lost.
p.s. can't find any mention of bugposting rules here either.
Downvoted again? For a bug post?
Found another one: dark elves pistol crossbow bolts can be used in any crossbow, and they look wrong when shot from normal crossbow, AND they are invisible when shot from pistol crossbow.
Hope that's clear)
'By Del, from Taleworlds forum:
Thank you all for your bug reports and ideas here is a list of some of the things changed but not all as I'm still writing the list for the bug fix,
Shield bash fixed
amazon armours and boots fixed
skeleton skull fixed
minotaur troop fixed, right model now
Elf male face has now got pointy ears
Uggluk Snaggletooth fixed
Map fixed near Altdorf
cattle now follow player
Faction wars updated and hopefully the AI is better now
Most siege if not all scenes fixed for small races maybe one or two I missed so report any that don't work.
Updated and fixed custom scenes including Iron Rock made by Captain Melon
New Marienburg, Karak Kadrin and Mount Vanir Scenes by Jargondarot
Updated factionalized merchants items including added gloves for most races
Changes to bandit parties lower tier bandits made less powerful and 3 new bandit types.
Sneak into town quick fix for now, you should be able to keep your own equipment.
Given big weapons crush through ability
Given player 30 weapon proficiency start in all proficiencies
Tournament bet stake limit raised
Tournament script error fixed
Tournament reward bug
And a few tweaks here and there.
If all goes to plan I will be releasing the bug fix later today'
It is hard to play an ogre, they are too big and block the view.
I don't think that daemons should be a faction, more like roving warbands, like in Prophecy of Pendor. And hiring daemonic troop should only be possible after you have built appropriate building(Bloodletters - Scull Cairn, Daemonettes - Chambers of Excess, something like that)
And wouldn't it be cool to have various knightly orders, like Knights Panther, Blazing Sun, etc, so you can join one!(again, PoP) And for Chaos, five orders - Khorne, Slaanesh, Nurgle, Tzeench and Undivided!
Downvoted? Those non-native english speakers sure offend easily!:)
I hope you don't feel like anyone is bashing your hard work, indeed i speak for everyone here when i say that your work is deeply appreciated. There never was a game that brings Warhammer Fantasy to life like your mod does. Some comments and criticisms may appear rude or even offensive, but were not really intended to give offense in any way, written as they were by non-native english speakers.
I may be wrong, but you seem a bit defensive.
Hate to have to bug you, but the bugs are bugging us, so can we have that bugging bugfix?:)
You can easily fix it yourself.
Guns are powerful, yes, and also slow and inaccurate. As it is, you get max. two volleys before melee(formations off), and if most of your troops miss, there is no point using guns at all. So, more accuracy is needed, but not too much, or the balance is screwed. I think less damage as well. I plan to fiddle with armour penetration a bit, to make it more realistic. Imagine Khorne Knights charging, soaking heavy and increasingly more desperate imperial fire, finally crushing through panicked southeners...
As for lore, the plan is to balance Soldier against Warrior, discipline and acting in concert against suicidal bravery and unnatural resilience. Sounds rather grand, but doable!
Firearms, weapon length and damage, maybe prices a bit, nothing fancy) Also i was thinking to adress the difference between rifled and smooth barrels in muskets. You know, rifled = slow and accurate, long range, smooth = fast and inaccurate, shorter range(i like Sharpe novels:)
I was wondering - if i should defeat my laziness and make a rebalance submod, can i share it with others? Or would it be presumption?(if that's the word i want)