So uh, how many months/years is "soon" for elves?
So uh, how many months/years is "soon" for elves?
Is there any chance you could release one more patch to replace the native warband claimants (Lord Kastor of Veluca, Lethwin Far-seeker, etc)? Also, at least one companion, Roderick, still uses dialogue from the base game. Just some small immersion-breaking things that could use fixing. Some poems still mention locations in Calradia too, and I think the "Zamnayan Hegemon" faction is supposed to be spelled "Zamnayan Hegemony."
So is a release this year still a "hopeful possibility?" :p
Will there be another update soon? Just want to know before I start a new game.
So would you say that a release this year is an actual possibility rather than just a hopeful estimate?
I noticed that ladders and siege towers are too small when attacking stone fortifications in this mod. I think this is reason why most of my troops fell to their deaths when I sent two units to climb the same set of ladders. :(
I was wondering, when playing as the Knights of St. John, is there an event that gives you control of Cyprus? It doesn't make much sense to fight them, for obvious reasons. Plus, the generals there even have Hospitaller knight bodyguards.
How do you launch the mod from Steam? I typed -features.mod=mods/Tsardoms_beta-1.5 in Set Launch Options but it crashes. I was able to start it through the .bat file in the mod folder, but it isn't full screen.
Still, It would be nice for unlucky guys like me if bad traits were less common for humans. Had to restart for almost half an hour before I finally got a Reunited Kingdom game where only about half of all generals had mostly bad traits. Not saying they should all be saints, but the worst extreme should be less common than it is in Fourth Age.
Are all human generals going to be lazy, unintelligent, and uncharismatic like in Fourth Age Total War?
The developer announced that he abandoned the mod on Taleworlds forum.
Aaaand another good mod bites the dust. Sigh....
So will giant units still crash the game? Didn't you say that this could be fixed by lowering the number of troops in the units?
Could you give some kind of estimate on how much of the mod has been completed? Like 60 percent finished? 70 percent? I don't mean to sound like a jerk but it's been so many years now and I think its about time we got some sort of window for a release date. Maybe if the mod is in a playable state you could release an alpha version?
So is that submod still being worked on?
When I start a new campaign every faction starts with no units but on the next turn units spawn. Is this how its supposed to work or did I install the mod incorrectly?
I know we just got a new version, but do you plan to continue working on this mod? I'd really like to see a finished story mode and some more improvements. Such as new names and gear for some lords that still have vanilla warband names and gear. Also just an idea but maybe you could add some more quests involving minor factions like the aravi coastmen and erskine mountain clans where you can eventually recruit some of their troops instead of just recruiting prisoners, like how the senate quest works with recruiting senate loyalists. Anyways, great work on the mod so far!
I found something called "Relic of Chalcedon" is it for a quest or am I just supposed to sell it?
Are you supposed to take Aginnum and Durovernon by yourself? Its been 4 weeks in game since I took Teracium and Decius and his vassals haven't lifted a finger to try to take the cities. Both cities have 400 man garrisons and I can only have 130 troops maximum with 460 renown and 5 leadership.
Pek12
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