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Wasn't this just a scam? Vaporware? Is it inspired by what that claimed it was?
Re: 'Arf troopers' by Guest
>> Already present (helmets at the very least, if not the class itself).
Refer to Phase II.
I get a bunch of errors regarding missing or corrupt files (...'shotgun'... something or others mostly).
Trying to launch with the mod enabled/activated throws an exception:
File not found resource/set/breed/single/starwars/cis/-b1 battledroids/23rd white infantry (withpack)/veterancy_generic.ini (elORepository.cpp, 328)
" " ...(withpack)/bazooker.set
ETA for beta release?
Eng patch causes crash at launch after 3 seconds in, but before splash screen (cinematics/nvidia).
Playing without patch is fine.
Some (one bug so far) found: leaving the level (via area/level change) after attacking Agroprom mil base, without killing the merc commander will bug that quest, making it unfinishable (killing the commander after going back underground to shelter from blowout will break the final 'quest complete' trigger, which won't detect that commander is dead, and the minimap marker will continue to follow his corpse).
So kill commander during a SINGLE assault on the (former) military base at Agroprom, before entering the underground or going to another area.
" " ...(withpack)/bazooker.set
Glad its "not Dinsey ****".
This file is *corrupted*. Part 2 is fine.
Cloud.mail.ru doesn't work. Gives '404' bad gateway message.
Also, Bit torrent doesn't support my PC.... it would seem.
Is there an alternate link for download?
Is bug still present which basically transforms the zone into a liberal/democrat version of itself (no guns, and everyone killed by wildlife, everyone runs in terror), while you might be the only one with a gun (certain stashes or mission rewards).
In this mod, your nemesis is the radiation and the f*&king; ghosts!!
Many radiation hotspots are added and/or shifted.
Usual safe spots have become hotspots for radiation.
A-life and overall stalker simulation seems rather....docile, barely active? Something along those lines.
Suspect that your former faction was freedom. Well, some really weird **** will start happening with visuals with some of the advanced display settings. Reduce the display settings / special effects / (sun rays, volumetrics, DDDOA or whatever).
Also, don't join freedom.
Freedom and Duty are two opposites that are both necessary for there to be balance. Still, can't say that I regard Freedom in positive way (prolific drug use, and all that 'bro'-****).
As Max said
The specific variety of H3 marines will be for URBAN. That is what you are looking for.
I like the look of the H2 / H3 marines.
THIS IS PENDOR !!!!
They are slavers... and the D'shar principalities actually support slavery. In practicality, if the D'shar and singalian slavers were to actively target each other it would wittle down the offensive capabilities (perhaps moving towards a near equivalent of the Vanskerries to the Fierds).
Well, your obviously better slave material then they are... I guess.
Tried making friends?
Tried killing them all (everytime)?
RE: Cannons - Yeah, poor neglected, static trebuchet and onagers (serious).
+ Fierderswain don't get demolished every time by everyone (it was usually Ravenstorm/RavenRock, and D'shar sand people steam rolling them). They actually captured Marleons from Sarleon. /8 |
+ The first 2 drunk encounters had more variety (drunken adventurer), before it reverted to random peasant again.
- Peasants still being little trouble making little *****. 'Petitioning [Faction X] for protection under accusations of abuse by __(your faction here)___?! Its only me! There is no one else. I went when summoned and kept relations very positive (must maintain recruitment numbers for my war machine). Well, random events aside...
+ New feature in companion dialogue regarding troops is nice (although it has only worked a few times so far, which is reasonable, otherwise it can be exploited were it otherwise).
- Still waiting/hoping for the small island to become active.
- Wish I could establish a hideout/outpost/troop quarters, but mainly just troop quarters.
- One REALLY nice feature from another mod, PERISNO is the ability to use formations (if memory serves), but most importantly, enlisting patrols. As many patrols as you can support, although to be fair, Perisno has much greater map area requiring the patrols.
RE: 'I never use guns' --------------------
"Hey Alfred, check out the batmobile!" - Batman
"What is that Mr. Wayne? It looks like a gun." - Alfred
"No its a riot-surpressor! I never use guns!"
"Mr. Wayne that is definitely a gun."
"No, its a cannon. I never use guns."
[Ah, a very good skit by Jonnyethco or whatever, Youtube.com
I've seen a few of the forts and I am impressed with the greater variety, improved defenses which have reduced some known faults with previous forts (now some have overlapping fields of fire for defending archers).
Oh those Fieder-Viking rascals and their 'happy hatchets'. They just love to shares those around like an over eager employee given the privilege of uses a T-shirt cannon and definitely not abusing it (not at all...).
Woah, woah, woah. Hold on. You guys nerfed the Vecci' Queens Guard?? I hope the original veccavi blood sword wasn't removed/replaced as well...
Nice idea replacing the drunk.
Nice new variety in the taverns... [sniff sniff] those f*&king; Russians are burning leaves again!!!
Started up PoP today to find a new number tacked onto the current mod version and with all my saves gone.
To which I felt minor irritation before it disappeared with a shrug, all within 5 seconds.
If I really felt inclined, I could go and move some files around from the save folder, but it’s not a big deal. Not like losing your saves and progress in Skyrim after getting through 2/3 of the game (and that ‘play through’ being the 3rd restart).
Immediately my curiousity is piqued.
‘What new changes or features have been introduced?’
‘Did they finally change back all the silly ‘hats’ that the Clarion Call knights wear?’
‘What kind of changes have they made to the recruitment / troop trees for all factions?’
I kinda hope they kept the somewhat out of place ‘jaunty music’ that might play when you are massacring a rebelling army of peasants which have the (in)-competency and respective strength of a player immediately upon entering the game for the first 10 minutes. I made use of what time I had before leaving for work.
Thank you developers for your steady and admirable commitment to a project that I wouldn’t have, if my fanfiction/ stories are any indication, with none of them currently passed the first three chapters.
Perhaps more dialogue has been added to the occasionally clever and hilarious banter between companions.
BWAHAHA (although only sound made is actually a snort accompanied by the feeling of somewhat above mild amusement. The banter in vanilla or Viking Conquest was generally annoying (and largely meaningless in the case of vanilla, wherein you respond to bickering children on a road trip by yelling ‘shut the **** up’, which makes things silent and somewhat awkwardly tense yet rewardingly silent at the same time for the rest of the trip (based on slightly similar experience growing up, and watching movies).
I told Ekel to GTFO after the the assembly, which ended two ingame months ago. Why is he still here!?! Oh well, he hasn’t even made it onto top 10 video game npc kill list (first place was quickly usurped by Mama Murphy from Fallout 4).
I believe this is my favourite mod/conversion for Mount and Blade Warband.
For that, thank you
Textures are bugging out. Any ideas??
For some reason, the tasks either don't display in pda, or only have a few words. 'Hide' (as example).
Well, take the castles they occupy and abolish/dismantle them. It won't be permanent though. Some knight order patrols almost seem to spawn like bandits (in random manner, but very rarely).
Alright, so basically, every faction base (except for bandits... somehow) have been wiped out by zombies before you even get there.
Also, is it not possible to revisit some areas? Like Agroprom from garbage?
The cordon level is ******. It keeps glitching you through floor and ground, sometimes spinning you around.
Also, some metal floor grates are missing (you fall through them).
3rd Edit: Alright, after getting out of Yantar.... and loading up on so much gear, then it improves...
What the hell is it with Yantar???? All the ******* zombies are sharp shooters with rpgs and super-buffed exos which also have miniguns.
Its almost like this mod is trying to be dark souls...but worse.
Author must be sadistic, or I'm doing this wrong. (tried lowering difficulty from Master, to novice with almost no difference).
Edit: Were it not for the ridiculously buffed health of enemies (a bullet to the head being universally lethal..), then it wouldn't be so bad. God damned exos spamming rockets, miniguns, PKM nonesense.
2nd Edit: now this exo twats are teleport-jumping