This member has provided no bio about themself...

Comment History
FishFlop
FishFlop - - 20 comments @ Calradia 1050 A.D.: Mercenary Uprising

sorry if this is annoying :P
in towns with the barracks upgrade i cant recruit custom regular troops, only the professionals.

Good karma+1 vote
FishFlop
FishFlop - - 20 comments @ Calradia 1050 A.D.: Mercenary Uprising

sorry if this has been reported before, but the troops i have in my fort dont seem to cost me anything. also some weirdness with taking the fort captain out of the garrison and not being able to put him back

Good karma+1 vote
FishFlop
FishFlop - - 20 comments @ Calradia 1050 A.D.: Mercenary Uprising

i found another thing that might be an error, mail boots have a strength requirement and are more than twice the price of sarranid mail boots which dont have a strength requirment. i wasent sure if that was wrong but i found that splinted greaves and eastern splinted greaves are functionaly identical.

Good karma+1 vote
FishFlop
FishFlop - - 20 comments @ Calradia 1050 A.D.: Mercenary Uprising

i found a weapon called the balanced battle fork. it deals 37p on thrust but the weird part is it deals 37p on swing which i assume is a mistake. if it matters i found it for sale in the geroia town. i dont know if balanced is a prefix or part of the weapon name
i just found another instance of this with the sarranids horsemans lance, 33p on thrust and swing.

Good karma+1 vote
FishFlop
FishFlop - - 20 comments @ Calradia 1050 A.D.: Mercenary Uprising

hello, no bugs to report. just wanted to say im glad this mod is still going, i was worried you might stop and wait for bannerlord.
have not touched M&B yet this year, will defenitly change that when 3.0 comes out :)

ps. i feel bad for asking, could i get some credit :3 a while back i reported some stuff such as the swadian javalin thrower having no javalins. right now its on page 6 and 7 of the comments.

Good karma+1 vote
FishFlop
FishFlop - - 20 comments @ Knights of the Force 2.1

just a quick thing about balance, kyle katarn default is able to swing his lightsaber, use force lightning and force push to counter my drain all at the same time. is this intentional?

Good karma0 votes
FishFlop
FishFlop - - 20 comments @ Knights of the Force 2.1

sorry if i am posting too much, figured to say what i am thinking before i forget or lose interest in the mod for awhile.

i was going through the character selection when i noticed the snowtrooper had quite a few options, which reminded me of when i was playing on blueice, wishing for more snow themed enemys to spawn. are you planning on making them into npcs? with more powerfull armour and weapons than the standard?.

also for the sake of variety do you think you could add a varient of the imperial royal guard in red stormtrooper armour, i beleive it was a thing in legends. and the base game comes with the model and such i believe.

Good karma+1 vote
FishFlop
FishFlop - - 20 comments @ Knights of the Force 2.1

id like for this if its possible, simply for variety and the fact that only jedi/jedi knight 2, has an orange blade. and id would like for a less generic character with one.

Good karma+1 vote
FishFlop
FishFlop - - 20 comments @ Knights of the Force 2.1

a fourth thing. the dismemberment chance and lightsaber damage options dont seem to work properly. re installing and updating fixed some other problems but this one remained.

Good karma+1 vote
FishFlop
FishFlop - - 20 comments @ Knights of the Force 2.1

i booted it up and it encouraged me to say somthing, so i shall.

three things i would like to ask

1) can you make non force wielders actualy unable to use the force?
i noticed when i force gripped a droid hunter it pushed me to get free, as well as seemingly every melee enemy being able to resist my pushs and pulls

2) do you plan on making it so when i select a character i get the same amount of health and other stats as the npc version?

3) any chance of adding the yuuzhan vong? and if you do would they receive force and saber resistance? im sure ive seen the models and such in another mod but i cant remember if its up for grabs or even available anymore.

Good karma+2 votes
FishFlop
FishFlop - - 20 comments @ Jedi Academy:Brutality

one last thing, the tier 4 grip. i did not test the tier 3 or lower so i dont know if its exclusive to tier 4. tier four seems to bug and become unusable if you grip and release an enemy too quickly. trying to grip does after this happens does not work and keeps me from useing the saber for a few seconds.

and on the level where the fat guy ( i dont remember his name ) jails you then lets you go for sport hunting, i picked up a saberstaff and then got in and out of a walker ( the big mech thing i also dont remeber its name ) i got my lightsaber back aswell as having the saberstaffs lightsaber fighting form.

this saberstaff fighting style stayed with me the whole playthrough after that. causing me to have 4 fighting styles at the end. which i rather liked, but it seemed like a bug so i made sure to say somthing.

Good karma+2 votes
FishFlop
FishFlop - - 20 comments @ Jedi Academy:Brutality

played a bit more. on the level where you need to deactivate bombs on a volcano power plant, a imperial officer carrying a keycard, due to his aggresive saber related upgrades :) he ended up jumping off a cliff and i could not go through his door.

also on the chewbacca level, a weird stormtrooper was there,judging from the noises i think he was supposed to be a robot.

Good karma+1 vote
FishFlop
FishFlop - - 20 comments @ Jedi Academy:Brutality

two quick things i wanted to say that i noticed.

1) very low gravity does not seem to affect fall damage, despite floating down slowly i take full damage.

2) troopers on the early droid recovery mission dont seem to have textures. they are these weird white and grey blobs.

also i wanted to thank you for nerfing stormtrooper punches, they were annoying as hell previously.

Good karma+1 vote
FishFlop
FishFlop - - 20 comments @ Warsword Conquest

hello, just wanted to drop a quick comment thanking you.

thank you for the great mod and all the support youve given fans.

ive not touched any warhammer games or books, and i know little about it.
and despite this i ended up completing my first full playthrough of warband in this mod, about a 140 hours in 10 days. was a hell of a time.

one of the best if not the best warband mod. and just an amazing mod in general.
am hyped for the next release. :D

Good karma+2 votes
FishFlop
FishFlop - - 20 comments @ Calradia 1050 A.D.: Mercenary Uprising

odd that from what i remember most factions have, say "---- crossbowman" which goes into "---- veteran crossbowman" i thought this might have been a mistake due to the other factions following that trend. also this would be the first time in any mod ive seen a ranged unit lose its ranged capability on an upgrade which seems odd to me aswell. personally i would remove the ranged ability of the first one and just have a kherjit footman < kherjit veteran footman. as that would be less confusing ( at least to me XD) and would follow the trend of the other factions.

Good karma+1 vote
FishFlop
FishFlop - - 20 comments @ Calradia 1050 A.D.: Mercenary Uprising

just one small thing. the kherjit troops that require the manor from a village to hire. the kherjit starts with a master skirmisher that upgrades into a master footman. seemed rather odd.

Good karma+1 vote
FishFlop
FishFlop - - 20 comments @ The Throne Conquest

just two little things.

1) the little arrows and other images on the map left from the tracking skill has a black background.

2) this mod says it adds realism and medievil accuracy, and yet the leather armour is more effective than the padded cloth armour. when realisticly speaking the gambeson is much more effective than a thick leather coat.
as well as historically leather armour was never used, it is protective clothing not armour.

Good karma+2 votes
FishFlop
FishFlop - - 20 comments @ Calradia 1050 A.D.: Mercenary Uprising

So i discovered that when using a spear with blunt damage swings, without a shield the overhead swing does piercing damage. im assuming this is from the overhead stab when used with a shield.

Also this might be intentional but there seems to be some downgrades in the troop tree promotions.

1)swadian veteran billman uses a one handed battle axe but the swadian billman sargent uses a short sword.

2)the rhodok retainer uses a rhodok long axe but the rhodok elite uses a shortened voulge 2. the voulge has a better thrust but the damage on the swing is less, as is the speed. which is made even weirder by the fact that the rhodok senior comite has a polehammer, which makes him much more valuable than the elite in my opinion.

also i dont think its this mod, i believe its just a warband problem. but if you swing a weapon (ive only seen this happen to polearms on the swing, in this mod and in 2 others) fast enough the hit will not connect, i say this because in the past its only happened to me, the player. but ive seen the custom retainer miss multiple hits in a row with the great long axe, so im assuming it would also happen to the custom elite but i cant confirm this.

EDIT: and finally, a problem i ran into from my first time conquering all calradia, and as a queen no less and in your mod :D. i noticed that the dyeworks seem to have extremely bad payoff. i bought one in shariz as it said it would give about 300 a week, but two weeks later i lost 750 from it. places like suno and veluca seemed to have this problem aswell.

Good karma+1 vote
FishFlop
FishFlop - - 20 comments @ Calradia 1050 A.D.: Mercenary Uprising

so i made an account. will be sure to report any problems I find.

Good karma+1 vote