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VictoremBertus
VictoremBertus - - 57 comments @ Call of Warhammer: Beginning of The End Times

The mod is not dead, it's very much alive. Development updates are posted in the Discord server.

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Call of Warhammer: Beginning of The End Times

Much obliged, though I'm not a developer myself. Currently Serious Potato is the (only) acting developer of Botet. It's up to him what happens next and how he brings updates to the public.

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Call of Warhammer: Beginning of The End Times

Work still continues on the mod and every now and then updates are given in the Discord server.There's a 2.0 beta version that can be found in the Discord server. The next full version, 3.0, will be released on Moddb as well when it's finished.

Good karma+3 votes
VictoremBertus
VictoremBertus - - 57 comments @ Call of Warhammer: Beginning of The End Times

There's no estimated time of release though a lot of stuff has already been done.
If you haven't done so already, I'd advice you to join the Discord server to keep yourself updated with stuff that's being done and finished.

Good karma+2 votes
VictoremBertus
VictoremBertus - - 57 comments @ Call of Warhammer: Beginning of The End Times

They'd never add them (again). Vampire Counts rely on a host of undead and strong cavalry. They're not a faction to boast superb infantry at the same time. That is not their playstyle.
Same story with the Dismounted Reiksguard for the Empire.

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Call of Warhammer: Beginning of The End Times

That is true.
I never said they MUST join the Discord server.
I merely meant it as advice, that it MAY be useful.

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Call of Warhammer: Beginning of The End Times

If you've got questions with regards to the mod and you're not getting a responds here as fast as you'd like, then it may be better to join the community Discord server instead.

Discord.gg <

Here you may be able to find the answers you seek.

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Divide and Conquer

Maybe an odd question, but I wonder what the reason is of having the region/environment restricted building efficiency?
I can imagine that it adds some kind off 'immersion', and it has some kind off pattern aswell.
For example, Orc-factions are generally speaking bottom-level factions, but have the highest efficiency of buildings everywhere except in deserts.
Humans tend to have high efficiency in grass- and forest regions, which are the most abundant I would say.
Dwarves are generally speaking one of the most powerful races, but have the best building efficiency in mountainous regions only, which are one of the rarerst.

So, I'm curious what the reason is of having this system? I noticed that it makes some factions quite difficult, for example, the Dwarves of Ered Luin. I could be wrong in some of my statements, but it's from my point of view, obviously. I'm open for correcting though.

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Call of Warhammer: Beginning of The End Times

One easy way to acquire generals is to fight battles with no famliy member present/general present. Just some units. The trigger to get a 'man of the hour' is very present in M2TW.
This can also easily be done with autoresolve.

Good karma+2 votes
VictoremBertus
VictoremBertus - - 57 comments @ Divide and Conquer

Alright, I shall check it out. Thanks for the reply.

Well, some songs are not from the movie, as an example the main menu song. :)

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Divide and Conquer

Where can you find the music that this mod is using? Is it in some sort of file?

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Divide and Conquer

Thanks for the reply!

I have around 2 or 3 saves, and experience with modification of M2TW taught me to save at the end of each turn and before every battle. So that should not be a problem. :)

But seeing this 'possible' problem with besieging characters on the campaign map, I think it would be wise to have one save of the turn before the current turn, so that if they besiege it and in the next turn attack it, you can go back to the point before they even besiege it. That way the "move_character" command can work, I suppose.

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Divide and Conquer

Thanks for the help!

I have watched the video and yes I found a solution, but not one he used. It was kinda funny, because I followed the steps of moving the specific army that caused the crash, but because the army was in 'besieging stance' on the campaign map, it actually didn't change stance and as soon as it was their turn, the army somehow attacked the city, while it was miles away from the settlement o.o The campaign animation didn't stop too, the army was hacking into the ground on the campaign map.

Anyway, I changed the option 'follow all campaign movements' to 'skip all movements' and that allowed me to overcome the inturn interface.

I'm abit concerned though, that the same will happen to me when I attack Goblin-town. I hope it won't.

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Divide and Conquer

Can someone help me?

I play as the Dwarves of Erebor, and everything went fine until I captured the city of Gundabad. As soon as I returned to the campaign screen, it crashed with the 'unexpected error' message.
After like trying a couple of times, I had no other option then to cheat and via that I was able to take it without letting the game crash.

Next up: Vale of Anduin besieging and attacking the city of Goblin-town. During the inturn interface, when they attack, the game crashes with the same message. I don't know if I'm able to get around this crash.

Anyone got any tips?

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Divide and Conquer

Nevermind, I found the solution.
The files didn't had '.exe' behind it, so I added that and it works it seems.

Good karma+2 votes
VictoremBertus
VictoremBertus - - 57 comments @ Divide and Conquer

I have a problem.
When I download the first part, the second and the third, they somehow aren't exe-files nor 7zip files. They are in fact, 'Files' files. I can't open them. :(
Also, when the download is done, it says it can't confirm the publisher.

What should I do?

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Warsword Conquest

Your welcome.
Come to think of it, I think I stumbled on the same problem back then, that TweakMB does not support Warsword Conquest.
What I did next I can't remember anymore right now, but I somehow managed to have the waves being 99, for defenders as well as attackers.
So maybe a more specific search is required.

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Call of Warhammer: Beginning of The End Times

Alright, I thought reading some earlier posts which mentioned the limit of units ingame is reached.
But apparently, you're full of suprises indeed. :)

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Warsword Conquest

Maybe this will work. You'll need to open the mission_template.txt file for this.

Scroll down a couple of comments on this website and you'll see 'Constantine' posting the steps.

Forums.taleworlds.com

PS: I don't know for sure if this worked, it has been a long time ago since I tweaked it for myself.
But hopefully you get the point to search somewhere in that direction for the right answer.

Good karma+2 votes
VictoremBertus
VictoremBertus - - 57 comments @ Call of Warhammer: Beginning of The End Times

With regards to the units, as they have stated earlier they won't add any more units. They are allready at max now.

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Call of Warhammer: Beginning of The End Times

I think they would be heading to much towards Total War Warhammer (as those units are part of a mod), which the developers don't want at all.

Good karma0 votes
VictoremBertus
VictoremBertus - - 57 comments @ Call of Warhammer: Beginning of The End Times

Did you look closely at the building browser panel? For the various Empire Knights, you'll need around 4 specific buildings in that settlement, before you'll be able to build the Knightorder Castle. From the top of my head, you need to have a City Watch, an Amourer, Large Stables and a Weaponsmith in one settlement, in order to build the Knights Castle there.

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Warsword Conquest

it's always clever to take a look around before you post your question, I suppose.
I mean, you're not the only one that asked the same question. For instance, there may be 50 more likewise questions where that one came from, spread out over the pages. Maybe one of them got the answer you need, and it doesn't necessarily mean it's way back...it could have been asked 2 pages ago. ;)

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Call of Warhammer: Beginning of The End Times

That has to do with the seasons. Keep watching it, and at a certain point in time it will give you the grow- and farming bonus.

Good karma+2 votes
VictoremBertus
VictoremBertus - - 57 comments @ Call of Warhammer: Beginning of The End Times

They obviously can't stick a date to it ;)
Better not letting the people know, untill it's finished, then giving a release date and finding out you can't make it in time. They are bussy with things, thats for sure :)

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Warsword Conquest

Happy to hear that. Seeing how far this mod has come till now, I can't wait how this mod is going to progress in the future!

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Warsword Conquest

It wasn't. But now I somehow can't find it anymore.
I'll try to take a screenshot next time when it occurs.
Really strange....

Also, I didn't know Taleworlds was behind this all to be honest. I understand that it's difficult to solve it when you haven't a good sight on it, let alone that you would be able to fix it. Still, I appreciate the work that had to be done, in order to made this mod playable and downloadable for the community here.

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Warsword Conquest

Interesting,if you've got to admit that mods are human-made and programmed, but that the program itself still has some kind of own agenda.....makes you think.

Nevertheless, thanks for responding that quickly! :)

Also, one last think that catched my eye.
There's one particular shield from Araby, a buckler, that has like 150 Resistance.
Isn't that what they call overpowered?
If you consider that Dwarven shields are one of the most powerfull ones, than Araby has proven themselves to be ontop I assume. When I first saw that shield, I couldn't believe my eyes and thought that it may was a bug aswell.
But after that I checked the Araby troop tree and discovered a unit (I believe a Horse-archer unit), which has that same type of shield and it had exactly the same amount of resistance, 150.

Is this meant to be or is that a '0' to many?

Good karma+1 vote
VictoremBertus
VictoremBertus - - 57 comments @ Warsword Conquest

I have noticed that some weapons from the Wizard fellow in the tavern, Darius the Apprentice (or something in those lines) are invisible once you purchased and equip them.

Can this bug be fixed following certain steps or is this bug going to be fixed in the future?

Good karma+1 vote