This mod has no single player campaign component but certainly can be played by hosting your own local session and joining in.

General Game Additions:
200 vs 200 battles can be fought.
8 different playable factions are available. Other playable factions may be added if we get permission to use the models.
Random Time of Day and Weather can be enabled.
Drowning has been implemented.
Stray horses are removed after 30 seconds.
Random Desert, Desert Forest, Snow Forest and Forest maps are now available.
Elite units spawn for each faction.

For Battle Mode:
Adaptive battles - when "Battle" mode is chosen, the losing side gains half the amount of attackers still alive at the end of the round. For example, the server starts with each faction having 20 units each. Faction 1 wins the first round with 12 survivors. Round two starts with faction 1 having 20 units and faction 2 having 26 units. This will grow unit the limit of 200 units is reached for a faction. This feature creates balance with the various factions.
You can adjust the adaptive battle maximum team size if your system can not handle 200v200.
Teams switch sides each round.
Units will lose morale (when enabled) and run from the battlefield if their team is losing. Human player proximity to the AI Units restores morale.
All units are controllable by class using basic formation commands. Every human player will have units to command (or not).

For Siege:
A Helms Deep Siege map has been added.
All siege walk meshes have been corrected so the AIs can put up a good fight to defend the castle.
The AI can now effectively attack the castle without a human directing them.
The attacking AI will raise ladders, bust down doors, push the siege towers and capture the flag. This is a new AI pathing system that has been introduced.
The defending AI have not been altered at this time. This will be a future addition.
The AI for attackers and defenders will spawn in slowly. They will not spontaneously spawn and respawn. Defender AI spawn in more slowly as the round time decreases.
Humans will spawn in 10 seconds regardless of team.
Siege mode seems to work best with teams of 30v30 or 40v40. Fire up a session, pick a castle and watch in spectator mode to see (and appreciate) the AI pathing in action. Join in and attack or defend the castle. Some of the castles are more challenging than others. It is not perfect but we will continue to add to this.
Horses are disabled for siege mode.

For DM and TDM:
2 New Arena Maps have been added.
A map called "Concept Arena" has been added. This is an experimental map for DM and TDM. The physics are not perfect but this map introduces some interesting concepts that can be expanded upon. We may work more on this in future releases.

Sample dedicated server text files are included in the DedicatedServerFiles directory.

This BattlesMod version is for M&B Warband v1154. The BattlesMod version is v1005.
To install, extract the "BattlesMod" directory to the \mountblade warband\Modules directory.

Credits
Game play modifications - modguys
Some model corrections and re-texturing - modguys
Unit models from OSP:
Skeletons - xenoargh
Helmets - dejawolf
Barded Horses - - ZIRA textures and SPAK for the horse mesh
Armors - Narf of Picklestink
Colored Lances - Counterpoint391
Eastern Armor - Njunja
Items and Weapons - SPAK
Roman Armors - Llew
Outfits - Yamabusi
BL's_Nord Armors - dejawolf and BrustwarzenLenny
Crusader Heraldry - CounterPoint391
Other Crusader Armor - marcel
Skins - Kolba
Various Weapons - Mackie
Realistic Colors - Lucke189
The Helms Deep, Kursh and Barlocke maps came from an un-named server.  Credit goes to the creators of these maps.  The AI pathing and walk mesh was added by modguys.

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BattesMod v1005

BattesMod v1005

Mar 28, 2013 Patch 4 comments

You must have the “BattlesMod” patch v1004 installed first. To install the update, extract the “BattlesMod” directory to the <path> \mountblade warband\Modules...

BattesMod v1004

BattesMod v1004

Mar 19, 2013 Patch 1 comment

You must have the full “BattlesMod” download first. To install the update, extract the “BattlesMod” directory to the <path> \mountblade warband\Modules...

BattlesMod for Warband

BattlesMod for Warband

Jan 31, 2013 Full Version 3 comments

This BattlesMod version is for M&B Warband v1158. The BattlesMod version is v1001. To install, extract the “BattlesMod” directory to the <path> \mountblade...

Post comment Comments  (0 - 10 of 25)
Andre317
Andre317 Mar 4 2014, 7:27am says:

does the AI fight better in general than original warband?

+1 vote     reply to comment
modguys
modguys Mar 24 2014, 2:27pm replied:

That depends on what you mean by "better".

The AI will use ladders and siege towers to attack the castles in siege mode. You (and other human players if you want) can join the defending team and the AI will fight to capture the fortress.

In Battle mode, the losing side will gain more units for the next round, thus winning three rounds in a row can be challenging.

As far as striking better or blocking better, not really. These are game engine items that are not altered.

Thank you for your interest.

+1 vote     reply to comment
Nicolas_4825
Nicolas_4825 Aug 14 2013, 10:30am says:

can i play in SP?

+1 vote     reply to comment
WarriorOfMiddleEarth
WarriorOfMiddleEarth May 4 2013, 1:27pm says:

Can this be used over other mods? Such as Full Invasion 2?

Meaning, will this also inprove the AI in that mod as well? Or is this only a mod by itself?

Thanks in advance.

+2 votes     reply to comment
FI2_Dev_usnavy30
FI2_Dev_usnavy30 Jun 21 2013, 11:04pm replied:

It's modguys's mod stand alone and I too am jelly of that improved AI:
A Ithilien Ranger snipes an enemy on the ground from the castle walls and save me from death in battle, wow.

+2 votes     reply to comment
modguys
modguys May 16 2013, 8:15pm replied:

No. This mod is stand alone. A mod by itself.

+3 votes     reply to comment
Guest
Guest Mar 30 2013, 5:45am says:

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modguys
modguys Mar 28 2013, 1:26pm says:

Update v1005 is released

Change Log v1005
Added two new castles for siege mode: Kursh and Barlocke
AI mesh and attack paths added for both new castles
Used realistic colors from Lucke189
Adjusted each stock castle for better AI defense
Fixed client crash caused from the Shaman Poison Apples
Poison cleaver should now be working
Adjusted equipment for the Grod unit
Tweaked the AI defender spawn rate for siege mode

+2 votes     reply to comment
FI2_Dev_usnavy30
FI2_Dev_usnavy30 Mar 30 2013, 5:54pm replied:

Poison Apples? I dont see them
Grod unit?

I dont see two new castles. :/

I extracted the patch over the BattlesMod Module in the Warband Directory for Modules did i do something wrong? I dont see any differences ;/

+1 vote     reply to comment
modguys
modguys Mar 30 2013, 10:57pm replied:

Poison apples are used by the Shaman unit in the Barbarian faction. The Grod unit is also an elite of the Barbarian faction. Start a Siege with 40 vs. 40 AI with the Barbarian as one of the factions. You should see the Shaman and Grod spawn. This also works for Battle Mode.
The two new castles should be in the list when starting a Siege Multiplayer game. You should have the v1004 installed first and the v1005 over the top. Let me know if you are still not seeing these castles.

+1 vote     reply to comment
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Released Feb 2, 2013
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