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RSS Reviews
8

1860s Old America

Mod review

Loving a few things this mod did.

Guns and armor are cheap, which is great. You start with plenty of pricey materials to exchange for money so you get a good start.
Of course you die quickly in a world of guns, but if you play smart then you should keep your head in tact.

It isn't perfect and there are things that can be improved.
The battle still ends immediately after you are down which I never liked. I think that is fixed in Diplomacy?
More reason to be careful.

Ulysses Grant does not have a profile icon which is strange. Just a big X when you talk to him.
And the ship system works...kind of.
It's arbitrary where you can and can't land your ship. I end up doing the teleport cheat to make my ship land on the shore so I can disembark. Don't do it too far inland or you will have a ship stuck on the map forever.

For some reason the bullet damage falls off quite a bit, especially with cartridge weapons. Bullet damage falling off isn't weird for this time period, but it feels like I'll hit for 10 damage, take a few steps forward and hit for 40+ damage.
I think the falloff is to dramatic for muzzle loaded weapons.
I understand a revolver not hitting at long range, but a carbine should, right?
Carbines don't really fill that space in between short and long range, they just don't hit past (what feels like) 30-60 feet.
If you use a cartridge weapon you have to get very close.

Probably the biggest issue is working with the Warband AI.

I've seen this in many mods and this one is no exception. While the maps and towns are spacious, pretty, and well designed, the AI has a terrible time trying to navigate around the scenery and buildings.

Nearly EVERY town is being attacked by bandits all the time and fighting them can be a challenge depending on what the map is like.
It's a challenge because the AI runs into walls, and if you go looking for them without carefully ordering your troops through the streets then you are liable to get shot and instantly lose the town to bandits.

This problem of the AI comes into play with the tournaments as well. One tournament was on a 3 tier river boat. While the boat design was nice, the AI had an awful time navigating it. If you aren't careful you will turn a corner and be ambushed by an AI that was running into a wall after you.

I stopped competing in tourneys after I bought my first workshop. For some reason Rum distilleries are always the most profitable business, at least from what I've seen.

Furthermore, there's no cannons, at least not that I've seen.
There are decorative cannons on some maps, but they offer no utility beyond cover.
It's a choice I guess, but the civil war feels weird without artillery. Maybe that was too hard to implement without feeling broken, idk.

There's a TON of companions, making money to fund a large army is easy, and the maps are MOSTLY spacious and lovely.

Very much enjoying this despite the issues it has and the improvements that could be made.

Dunno how I feel about the music, but there is a good variety, and I sure do love when the banjo bluegrass kicks in.

7

SWC The New Order Edition

Mod review

Rough around the edges.

I want to start off saying this is a neat mod with good ideas and it's added a layer of depth from the original game that I find enjoyable.

The problems I have start with the maps. Many "planets" are just a hallway. A ship fight would make sense for this, but a fair number of "planets" are just a straight hallway or enclosed area.
This would be fine for a different game, but the result is that a lot of my units, regardless of what orders I give them, will run endlessly into a wall trying to position themselves until they get hit.

Planets like Bespin and Endor are well fleshed out, but even then it's still just fighting on the same battlefield in the same location. Why not add some variation?
Randomize the starting location of the existing battlefield so it doesn't all feel the same. Small changes like this would add to quality of life.

The other big problem is the jedi.
Personally, I feel that jedi aren't needed in this mod. I get that it's supposed to be during the 6th movie, but the result is that we have wonky gameplay as a compromise.
I understand that it isn't fully implemented, but making force users work is difficult in a game like this.
maybe that will change in the future, but making a space wizard with a laser sword work in a M&B game with blasters is not easy.

Melee seems OK, Gamorreans have some kind of buff or shield that makes them immune to a certain amount of blaster fire. They seem to close in melee range better than any other unit. Encountering them in melee really sucks if you can't take them down.
Besides that, melee units tend to get stuck on objects on the maps like fallen trees, computer consoles, half walls, etc.
Besides that you have energy shields and lightsabers that act like shields.
What usually ends up happening is a unit with a shield gets close to the enemy and then the shield breaks (lightsaber too) and they die.

I would focus on the blaster gameplay if this were my project.
That doesn't mean melee shouldn't exist, but it is far from practical.

If this was the old republic era then melee would make more sense. I would even add an activatable full body shield like in the KOTOR games for such a thing.

Some of the bounty missions are broken and can't be completed, I sometimes run into myself on a planet standing in the corner, and a number of other weird bugs exist.

The speeders are weird.
They act like horses without legs and can get "spooked" and run away.
It is also really impractical to have cavalry in my opinion. The speeder is nice for getting around the battlefield, but you don't always have a speeder depending on the map, and units using a speeder often get demolished by blasters before they can close in.

I like the ship system but the gameplay really doesn't open up until you can afford one. You'll find yourself being slower than everyone else for a long time unless you cheat yourself the money for an upgrade.

The gunplay is probably the real strength of this mod. Blasters feel good and they make sense. Having a shield and pistol is pretty nice to stay in combat longer, and some of the rifles have a full-auto setting that can do serious damage.
My biggest issue with the blasters is the ammo. There needs to be a way to restock ammo in a mod like this. I have backup ammo in my inventory, but the little inventory box isn't always there.

Example: I have no idea if Endor has an inventory box. I looked all over the spawn point where it is supposed to be and found nothing.
Maybe I'm blind, but a few maps seem to be like this. It should be made very obvious for dodos like me so I can find it.

There's a number of ways to solve this issue. One is just using ammo as a damage amplifier. In other words, infinite ammo (like your troops seem to have) but the TYPE of ammo does different damage. This only applies with disruptor ammo currently which does +4 weapon damage.
Another way to fix this is to add ammo droids (gonks) on the maps.
And yet another way to solve it is to allow me to pick up ammo cartages from fallen units.

Any of these would help a lot. We can keep clip sizes and reloading, but something has to be done about running out of ammo, even the base game had solution to this for archers.

Overall this is a fairly solid mod with understandable problems.
I can never find enough Star Wars RPGs and this is a good edition.

It should also be noted that this mod takes a while to load.
Give it a try if you like M&B and SW, but don't expect it to be a masterpiece.

Most of these reviews are 9's and 10's, and while I do want the creators to get the support they need, I feel it's also important to let people know what they are getting into; the good the bad and the ugly.