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Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

There is an easy fix to revert to the native warband faces. Open the skins.txt file in the module and then find the part that says "female_head_new" and change it to "female_head"

Warband has fewer face textures for women, and that creates more similarity than it does for men.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

There is an easy fix to revert to the native warband faces. Open the skins.txt file in the module and then find the part that says "female_head_new" and change it to "female_head"

Warband has fewer face textures for women, and that creates more similarity than it does for men.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

I am glad to hear it.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

Once you are in the custom troop's inventory, you can take items from the inventory and place them in the equipment slots, just like when you do with with the player's inventory.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ 1064 Post Christum

I know how that goes, although it has been many years since my military service.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

As part of the changes for the upcoming version I am finally getting around to doing a few things I have wanted to do for a while.

1. Expanding on the Edric quest to add at least one more quest, perhaps 2.
2. Get rid of the armors that don't fit into the 1050 A.D. era- this means the heavy stuff. I have done a bit of this for the previous edition but want to complete this aspect. This will also reduce the overall number of assets in the resource files, improving performance. While I want to make the armors and weapons "historically informed" for the period, I will take a few liberties, such as keeping some of the mail armors with tunics just for the sake of variety.
3. Tweaking the party templates for AI reinforcements. This has been a tricky matter since my troop trees are separated by common troops and noble/professional troop lines. Getting the right balance is tricky but I am getting there.
4. As noted in one of my previous updates, I am working on a weather system that provides a bit more weather to Calradia. This will be an option that you can select or de-select. So far the experiments look pretty promising, especially in combination with the new skyboxes I am trying.
5. There are a bunch of other changes/improvements that I think you will like.

Good karma+4 votes
Redleg99
Redleg99 - - 942 comments @ 1064 Post Christum

Thanks. Some are pretty good. I don't know about stellar. If you want to use any of them, let me know. I might have some improved models or textures that I made since my last release.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

Thanks for the comments. I have tested out bucklers and Warband actually has an item flag that allows you to place the buckler on the belt on the left side toward the back. It looks okay in the game- not too many clipping issues. I am also experimenting with small shields slightly larger than bucklers that look like they wouldn't interfere too much with bows/crossbows. I wish the pavises in Warband actually worked like pavises instead of just big shields. As they are, I would expect they would hinder use of crossbows and so will probably give them a small shield too.

Good karma+2 votes
Redleg99
Redleg99 - - 942 comments @ Five Dynasties And Ten Kingdoms 1.7

I have seen this in other mods too- in some cases there is no discernible reason for it and it might happen only occasionally rather than every time as a particular castle.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

You probably could add the sounds but I am not sure how to do it.

Good karma+2 votes
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

I wanted to test the waters about the issue of archers and crossbowmen having shields. My thoughts are that if archers and crossbowmen have shields, they should be small sized. It seems to me that an archer carrying a large heater or pavise shield on back would be hindered by the shield.

Should they be guaranteed a shield or not? Native Warband will equip some archers with shields but not all will spawn with them. Instead, some of the archers will be equipped with two-handed weapons, like a large axe.

Reply to this comment if you want to weigh in on the archers/crossbowmen shields stuff. Extra points given for historical realism.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Five Dynasties & Ten Kingdoms

I have only played a bit on v 1.2 but so far I am liking it. Keep up the good work.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Warband Screens

Hot in a medieval sort of way.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Mount & Blade: Warband

Nice little village you have there. It would be a shame if it caught on fire.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

Sheesh, I just saw a recent review giving a rating of 4 but with no comments. Good thing there are so many other reviewers who took the time to comment. If you do a review for this mod or any other, it is a good idea to at least provide some commentary. It helps the modders and it helps the players decide whether they want to play a mod.

Good karma+3 votes
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

Update: I am still working on the update. I am trying to optimize the new weather system and the ShaunRemo advanced skyboxes. I am also making some tweaks to the party templates to get closer to the right balance of troops appearing in lords' armies. It is tricky since each faction has two separate troop trees- commoner and noble. I have added some more things that I will detail in the release notes.

Good karma+2 votes
Redleg99
Redleg99 - - 942 comments @ 1064 Post Christum

Looks promising. I see that you have a Frankish faction and a Norman faction. What other factions do you reckon you will have?

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ 20210904104855 1

If you are using another modder's textures in your mod you should make sure you credit them.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

Thank you for the ideas. I will surely check into the reinforcement waves options.

Good karma+2 votes
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

What battle size are you using? Also, what do you mean by giving the siege defenders a boost?

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

Yes, when I release the next version. I have made quite a few changes since the last version that I would want to incorporate. I have recently added a weather system to provide more variability in the weather. I have also been fiddling with the party templates to make them simpler and ensure that they generate a proper mix of troops for the AI lords and kings. There are a number of other changes too, I just can't think of them all at this moment.

Good karma+4 votes
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

More cosmetics?

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

Anyone interested in an update to this mod?

Good karma+6 votes
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

I should note that there is not a unique menu for recruiting the custom troops in towns and castles. If you click on "recruit professional" it will give you the custom troops so long as a barracks is present.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

I am unable to reproduce this. I can recruit custom professionals from towns with barracks so long as they are the same faction as me. I couldn't find any issues with the actual code.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A D Mercenary Uprising V4.0 FULL

Yeah, I screwed it up when I took out the starting quest for version 4. All I had to do was put the quest back in and it worked but unfortunately, required a new game to see it.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

I need a bit more information about this one. First, is there an opcode error for this? Second, are you king of your own faction?

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

The coding for the Outpost system is fairly old and has some bugs, as you have noticed. I will take a look at it soon to see if I can address some of the issues. The fort captain issue will probably be easy to fix. The wages issue less so.

Good karma+1 vote
Redleg99
Redleg99 - - 942 comments @ Calradia 1050 A.D.: Mercenary Uprising

I will check into this. Thanks for the info.

Edit: I made the changes to all the horseman lances- lowered the swing damage closer to native warband values. You will see the changes in the next version of the mod.

Good karma+1 vote