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SagesFury
SagesFury - - 38 comments @ Support Warsword Conquest For The ModDB Mod Of The Year 2018 Award

I rather have southern realms then furries :c

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SagesFury
SagesFury - - 38 comments @ Warsword Conquest

I come back every month for the last one and a half years for update :c

any news on Tilea while i was not checking?

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SagesFury
SagesFury - - 38 comments @ Warsword Conquest

Will I be able to become a primarch and gun down hordes of green skin xeno scum with a bolt gun next update or is that being saved for a later update?

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SagesFury
SagesFury - - 38 comments @ Warsword Conquest

May be i am wrong in this sense. I mainly play TW warhammer and Mod for that game and the general consensus there is that Skaven are by league the most popular race.

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SagesFury
SagesFury - - 38 comments @ Warsword Conquest

honestly my only problem with skaven and beastmen (as well as orcs and gobos) in current release lore wise was them having marry able daughters and this is being fixed by removing all of them next patch. Everything else was a concession to making a mod for everyone to enjoy. Not that far fetched to think beast men invade estalia and skaven take tilea... thats more or less what happened in the end times.

Good karma+3 votes
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

Tilea is already described in lore pretty well. The Tilean city states used mercenary armies to attack each other which were essentially the doges of war. The city states themselves probably had an Italian Renaissance esq army.

I had actually remade my idea of a tilean army by importing and creating some assets and replacing the pirate faction in current release with them. I based the general look to be like what enemies look like in assassins creed brotherhood as well as from some mods from total war war hammer southern realms.

In my opinion it would be relatively easy to make an artistically and mechanically unique and interesting Tilea and Estalia. Now my edits only allowed the player to rule over Tilea and not have it an independent faction and it was pretty much just a troop tree. For the generals I hired followers, gave them armor and gave them my custom items.

If I remember correctly my troop tree was

peasant->man at arms/basic crossbow man
Man at arms-> footknight/pikeman
footknight -> swordmaster
pikeman -> Halbredier -> Warden

basic crossbow-> crossbow/ hand gunner
crossbow-> heavy crossbow
handgunner -> marksman/ pistolers(mounter)
marksman -> tilean assault trooper (hybrid ranged+decent melee)
pistolers -> carabiners

Everything was expensive but slightly better then average. There was no melee cav and no units had shields since this was meant to emulate a city watch force rather then a battlefield army (dogs of war were used for battle field)
I currently don't have these models implemented in my current mount and blade game since that takes about a solid hour of messing around in war sword to do (importing the items and making sure they didn't crash my game for every one). So I can only screen shot the items in the item editor.

The new version will have a pirate faction tree apparently which will be usable by the player if one of the older posts is to be believed. If I am able to make my assets plug in like last time I will let you know. If I forget bookmark this. Also morghs editor obviously.

Forums.taleworlds.com

It explains how to work with models and more importantly implement them. This guide worked fine for the last version of this mod. There is not much reason to make the models from scratch unless you are trying to create something really crazy. If you have other mods installed like Perisno or even assets from napoleon, with a little texture work and small edits many of the items can be converted to a Renaissance Italian style. You could recycle some stuff from the empire for the mid tier tilean units though those units are not very... italian feeling imo.

here are some pictures to show you what my vision of what none mercenary tilean soilders would look like:

Remnantnewspaper.com

Vignette.wikia.nocookie.net

I.pinimg.com

2.bp.blogspot.com

Vignette.wikia.nocookie.net

Vignette.wikia.nocookie.net

Previews.123rf.com

3.bp.blogspot.com

Catholicherald.co.uk


I tried my hand at scene editing and it was a nightmare for me at least.

wow I wrote a lot didn't I... sorry Tilean fan boi

Good karma+4 votes
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

Skaven are probably the most popular race in the lore...

I would like to see southern realms more then anyone believe me I have been here for 2 years hoping for something on Tilea. 100% lore friendly would not be possible considering this is the ONLY war hammer mount and blade mod worth playing having more diversified factions is a good thing.

On the question of lore, perhaps I didnt understand you correctly but the Skaven were always present as a major... presence, even though they were not well understood by especially the citizens of the empire. The Tileans, Goblins and Dwarves knew of the Skaven threat and didn't treat them as a fairy tale like the information repressed citizens of the Empire believed.

also polloio said Tilea was in the works so just wait another year or two.

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SagesFury
SagesFury - - 38 comments @ Warsword Conquest

..... I ask like once a month about Tilea and you act like its top secret then this guy asks about italy once and you tell him its in the works... lol

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SagesFury
SagesFury - - 38 comments @ Warsword Conquest

You can edit troop trees easy enough in an editor and when you make a kingdom you can select a troop tree to use as the default troops of your kingdom. Back up your **** before doing this tho because this mod changes a lot. The previous version i didn't run into any issue messing around but phosphor seemed to think it was a bad idea so better safe then sorry.

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SagesFury
SagesFury - - 38 comments @ Warsword Conquest

wait so the pirate troop tree is still in the new version..... I was going to give up on porting over my Tilea **** to the new version but this gives me hope I could work something out.

I can think of my rp already.... tilean refugees set up camp in new part of the world after homeland was over run by skaven hordes.

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SagesFury
SagesFury - - 38 comments @ Warsword Conquest

It makes it a little harder but slaves are easy to get and can make you a killing early game.

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SagesFury
SagesFury - - 38 comments @ Warsword Conquest

What i did was gut the pirate factions troop tree and changed it to my custom tilea faction. After this was done I invaded the pirates and named my player faction Tilea. Then it was as easy as setting kingdom troops to the now.... extinct pirate faction and then running with it. The pirate faction only exists as the name for the troop tree. In essence i didnt change the faction it self. I just used the faction as a shell for my troop tree which avoided all the complex issues you mentioned.

Good karma+1 vote
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

hehehehe....that WAS an issue when I was working on replacing the pirate faction last year but i found a way to just ignore all that mess XD.... want to take a guess as to how. Ill admit my solution was good enough for my personal play through but nothing more.

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SagesFury
SagesFury - - 38 comments @ Warsword Conquest

In the old version I removed pirates and added tilea. I still have my custom models (armor, weapons, units/unit tree, leonardo miragliano and borgio followers) but that's all that can be salvaged upon the mods update. When it updates try messaging me and I might try something. This may be me getting desperate... and don't get me wrong I love the sKaven but..... I might just delete them to add tilea back for my own personal play through. Having the skaven running around as a faction is pretty close to lore breaking for me. If you are fine with that then I might consider it. If you want to know the tilean army I had was strong guns, melee, ranged cav., weak melee cav, no shield units. The units were essentially inspired by Italian troops in assassins creed brotherhood and were imo pretty fun to play with. I don't even know how much I can do seeing how much is being added at this point and modding total war warhammer takes priority for me.. polio had gotten my hopes up with tilea but then.... this news came out.

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SagesFury
SagesFury - - 38 comments @ Warsword Conquest

"They initially took Tilea for themselves and now the pirate kingdom has fallen to the skaven horde. Every single Tilean location is now under the power of the skaven underworld and the pirates are now scattered to the wind, sailing off to whatever sanctuary they can find."

I come back to check on this mod after a few months and i find this.... this heresy here. SO THIS WAS YOUR PLAN FOR TILEA?? TO MAKE IT OVER RUN BY FILTHY RATMEN.

Looks like when this patch comes out I am going to have to mod Tilea back in properly for my sp... good thing i kept all the models from my last Tilea add on.

Also any news on how wedding works. Glade to see all the useless ladies are gone but female lords should still be available right c;

Good karma+1 vote
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

Is asking for female Lord's to be marraigable too much to much to reveal ;_;
If cement a lasting alliance option is not taken away then it would allow dedicated players to add the Lord's in themselves.

Good karma+3 votes
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

Scene editing is cancer. I learned that while trying to make Miragliano. Armor and weapons is easy sauce tho. Once my initial exams are over I can see if you guys need more help.

Also about removing marriage from the mod. While I agree the excessive number of princesses were annoying especially for chaos factions and orcs I don't know how I feel about removing it completely. In every single play through of mount and blade I use marriage as an effective way to boost relations with a lord and kingdom.

I definitely agree that its a great place to make cuts like take away all the spam characters and simplify the courtship phase but I would hope there is still room for like 1 or 2 ladies from each of the factions. Perhaps just make them lords which will still eliminate the courts being full of random ladies in waiting. Say have the Lords still marriageable to female players and also have a number of Female lords for Male characters to marry. With that the system to build relations with said lord would be the same as any other allowing for the removal of all the courtship BS (poets and such). As for immersion wise just allow female lords for like the factions that make sense. (witch lords for dark elves, High elf Princesses, that one lady in the empire who is a lord, Lady Von Carsteins, Female Pirate captain, Nippon heroine (like the real ones from Japanese history), A female lord for the Wood elves, Enchantress lord for bretonnia ect., Chaos lady lord, HOW ABOUT MARRYING LUCREZZIA BELLA... cough sorry Tilea fan boying). I see plenty of meh lords walking around I could care less if they were replaced by a female equivalent. Feasts are important way to build standing and I would like to continue having them. I am not sure if i overlooked something or if this idea has already been presented but I hope you consider it.

The wives of the lords are also being removed too I would guess. I never used them and i never figured out how to improve standing with a lord through them since they never let me do anything. I guess its better they are gone.

Good karma+1 vote
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

For a quick port that works fine... the models are workable for a newer game (with maybe a couple of poor models for certain armors and characters) and can be polished over time, the textures on the model would be where the old and new items would stand out the most imo.. but this is from my experience making some stuff for warband.

the second part about coding is essentially what I meant except i didnt want to get too technical. By scripting I meant the scripts for quests and actions (dialog and quest progression scheme). The amount of dialog and actions in the new warband is on a whole new level and making stuff from this mod to take advantage of that would take a whole lot of work. poor choice of words using "scripting" on that part.

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SagesFury
SagesFury - - 38 comments @ Warsword Conquest

hmm just hoping one of these weeks I will randomly check this page and find the new patch is up....

On another note 3d models should be easily ported over to the next warband game i would imagine but I guess everything things else..possibly even a good number of textures.. will have to be re done... let alone since the new game is being built from the ground up I am almost certain that scenes and the main campaign map will have to started over from scratch and a lot of scripting will need to be done polish it up to the standards of this mod (i don't think guns are in bannerlord so another hurdle)...

tldr; i would guess this will be the definitive war hammer mount and blade experience for a LONG time.

best of luck guys!

Good karma+1 vote
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

Hmm 3 months till the next release... danm...

Well I guess ill try to make Leonardo Da Miragliano, would be crazy if i could make his workshop too and put it in Miragliano. Maybe have some special things only he can sell.

Good karma+1 vote
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

All Hail Tilea C;

My units are essentially done.

also scene editing is annoying. Pretty sure the custom scenes I mess around making will break with the new release so i guess ill just get some practice in.

Good karma+2 votes
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

I am not part of the mod team. I am working on a little personal patch so I can play in a proper Tilean faction. If my last post came off the wrong way it was a follow up on a post I made a while back on the states of the southern realms in warsword conquest. Estalia was probably for the best sacrificed for the brayherds. Tilea on the other hand I felt had the potential to be in the game.
The tilean troops I am adding in I guess are not meant to be battle field units. The city states of tilea had mercs to fight the battles on the fields so I am not by any means going to consider adding such merc units into the faction tree apart from a few units that are local to the region. For example the marksman of Miragliano unit of renown were selected from the best marksman of Miragliano. To stand out as a Marksman there had to also have been regular crossbow infantry serving Miragliano who were local and not mercs. I guess I am using this kind of logic and other things to fill in what a city states garrison would look like. Crossbows were used for their ability to defeat plate Armor so by no means is it a stretch to say plate armor was probably common in Tilea and that the local garrison would be silly not to arm the top tier defenders of the city with nice suits of plate hence the well plated units for the last tier units in the tree. Lack of shield I guess would be due to the fact that these units were designed behind the idea of standing around the important bits of the city and guarding it all day and keep the peace. Maybe look intimidating with the large 2 handed swords, halberd, big multi barrel guns and shiny armors in order to keep the peace. I don't think holding a big shield all day with the heavy equipment would help a guard as much as it would help troops making formations on an actual battle field.
Killing lords is not as fun as you might imagine based on other mods i have played and esp if you let major characters get killed thats a little unwarhammery imo. I mean some characters just have ridiculous amounts of plot armor *cough* Archaon *chough*. Sure a vampire joining the empire or Myrmidia forbid the dwarves would be insane but i think that is being fixed already for the next patch since the good factions will only like people with the goody points and be discouraged from joining the opposite faction (if i got that right? though chaos vampires is also almost as absurd).
I think we are more likely to see steam tanks and gyro copters before an appealing magic system. (i can only say this with confidence based on the tanks and airplanes in parabellum). Balthazar Gelt would be insanely cool but not as a unit. I think he can be better realized as a person who reside in a special part of altdorf and gives some interesting quest line since using magic on the battlefield is out of the question for now as far as i have seen.

BTW if i ever do finish this little Tilea patch thing I'm working on I will not be releasing it my self. If I get it to a good working level ill just make a patch folder and send it to the actual creators of the mod and they can post it if they like it or not bother with it if they don't. For now I am just working on unit trees and some models. (idk why but i really want a lord with a beaked italian doctors mask).

sorry if I killed some of your excitement about this stuff but maybe if i get this done and send it over it might be used for an official tilea fix... like pleh who wanted such a big pirate faction anyways... they can have their little island and be done with it. :P

Good karma+1 vote
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

um.. ok I don't understand what you mean tbh... but sure.

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SagesFury
SagesFury - - 38 comments @ Warsword Conquest

alrighty update on tilea....I have settled on having 4 units for the armies of the city states based on renaissance period Italian soldiers and the units for tilea in total war warhammer. 1st will be a pike unit based on the swiss guard in the vatican, 2nd will be a 2 handed sword knight with the armor also based on a Swiss guard.. um captain? (will have proper plated legs though). a picture of both together is here [http://1ni9so435huh58o5i10eewh1.wpengine.netdna-cdn.com/wp-content/uploads/2016/05/swiss-guard-reviewing.jpg]
3rd will be a mounted version of the 2nd knight but with lance and sword. 4th will be the the most expensive and hardest to train unit for tilea, a repeater hand gunner armed with a tilean repeater rifle along with an estoc & buckler combo for melee. These are all the last units in their respective line I am working backwards from the end units to the ... um peasants...
For a lord i really want to make Borgio the besieger but his... armor looks a little intense to start modeling.. ill save him for last.

The lack of of proper shields is how I'm trying to balance the army with other factions right now since I think the Tilean gunner being an able melee fighter and top tier ranged unit will be too strong with a shield line. I have replaced the pirates in the current mod with these units since I know how to do that rather then make a new faction. Don't worry about this though its a personal trial run for the models and unit balance I am working on. After next patch Ill look at how to add a new faction and probably start modeling the cities into true Tilean cities. (Make Miragliano Great Again)Though i have never scene edited and i have heard it sucks, anyone have any tips?

Ill keep this as a personal tweak/ project for now, when its in an acceptable version I can send it over if you want it. There is still a lot to do even after implementing the faction, lords and units... mainly I don't know how to let Tilean lord hire dogs of war units into their army. I would prefer the units I have added to be mainly for defending the cities and having limited presence out side of them (probably reasonable to think irl a city state would not hire mercs to guard their city). Only when when that much is completed will I consider this mod acceptable for a authentic Tilean experience.

Good karma+2 votes
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

The mod is more than playable in its current form so don't worry about update cycles. The only issues you might come across are maybe some messups in the maps or an occasional little bug. Nothing really game breaking and plenty of content to mess with.

Good karma+1 vote
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

oh I guess that is an issue but not one that has no solution. perhaps make units based more on real life.. armor sets similar to the units in assassins creed brotherhood seem like an appropriate fit. looking through the empire armors its actually not a really big jump to edit them in a few places to make them fit the Renaissance art style. With the addition of a few more cloths like the beaked doctors outfits and some more flamboyant clothing styles of the period there might be potential for something. Though that leaves a mono race army not really friendly to the lore either. Perhaps some of the lords could be from different races and somehow get dogs of war units mixed into the base units?
After this next patch I might post again and start working on this if you don't mind. I would rather not try to do this in the middle of you guys trying to get this next patch out but afterwards this seems like a worthy project. I can make models for the units, make the unit trees and can probably learn how to make the cities as well though I might need help with coding things like how units/lords spawn and if its possible to let the faction get dogs of war units somehow in its armies.

screw estalia they are not interesting anyways :p. As far as i know not many people really care about that faction anyways. heck albion sounds more interesting XD.

Good karma+1 vote
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

Just curious some of the lore is really off in the estalia,telia region. I'm guessing that was intentional? Estalia I would imagine would look more like a bunch of conquistadors while Talia would be like the Italian city states. In game they are beast men and pirates. I have some limited modding experience but fixing that should be something I could do. Talia should be the easier one if the people of the Roman mod lets their models be used for buildings and some other models are used to make a renaissance looking population.
This would probably involve making a new faction for Talia and moving the pirates to their true home of sartosa where their current capitol is.
Honestly I know adding another faction is going to bloat the mod even more so it's probably best to leave it as is. But I thought it would be an interesting idea.

Good karma+1 vote
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

Since I see a few people still complaining about the difficulty early on every now and then I will repost what I replied almost a year ago about this issue

"why freelance when you can take an army of peasants hostage by hitting them in the head with a mallet and selling them into slavery! The hundreds of orc peasant slaves fueled my rise to power! Taverns pay a kings ransom for any prisoner and as long as you have enough money and choose your prey carefully you can make good money easy. Not to mention the joy of selling the filthy orc, goblins and chaos people away for the glory of our great Emperor Karl Franz Long may he live!!!"

As far as I know this is still completely viable since no patches have come out in a year. The early game is harder than most mods but still completely doable.

Good karma+3 votes
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

oh no i know it wasn't a single bug but I remember there was something that made one of my followers stuck on me and you guys said you patched it for the next update.I honestly was just waiting for that thing to get fixed. I have been playing rigal in the mean time tho so im fine XD...

Good karma+1 vote
SagesFury
SagesFury - - 38 comments @ Warsword Conquest

to think i have been waiting for the next patch to fix 1 bug ..... for the last 10 months......

oh well i guess the update is finally on the horizon! XD

Good karma+1 vote