This mod aims to turn Calradia (Warband's native world) into a fantasy one by adding several fantasy races, weapons, magic, monsters and new factions and cities. The mod is currently an open beta so there is still much to do and polish, but it is quite fun.

Description

Reworked Phantasy Calradia 2024 with extensive bug fixes and including source code for home use. Please do look in the Player_Handbook subfolder for 4 walk throughs showing how to use the mod. The first one has how to install the mod.

Preview
phantasy v160 A4 r2
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imrikus
imrikus - - 116 comments

I can't believe what I see!!!

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andrei_inq
andrei_inq - - 19 comments

After all these years...a light shines in the darkness..

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Knight45
Knight45 - - 370 comments

Was definitely not expecting a update due to how long it has been. Congratulations on the release.

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tcwjm
tcwjm - - 49 comments

where is discord

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Phosphor1 Author
Phosphor1 - - 1,416 comments

There is none. Unlike Warsword Conquest I don't have a half dozen or more people in my "team". I am one person. My speaker is broken. Discord isn't a favor to me. If players want a discord they can make one, but I can't endorse it as it would just siphon my time into babysitting. The mod needs my time more than lonesome players do.

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GypsyBastard
GypsyBastard - - 2,048 comments

"faction necromancers OR primary class Necromancer gives undead Male skin"
So Necromancer player still starts as Undead. Rather then living and progress to lichdom.
*sad noises

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Phosphor1 Author
Phosphor1 - - 1,416 comments

Every time I post a build you have the same complaint. I am not going to build a watered down, mickey mouse flavor necro for you. Take the full experience, or go play a weakling Paladin, I don't care. I made a necro&mage; test, built it up, then took down TWO WHOLE FACTIONS IN TWO WEEKS with no assist. The test character is provided; that is Harkus. Go look in player handbook folder for savegames. All the way or go tweak the code your way, but keep it at your desktop. It's not my job to remake a class "your" way. If you think Guspav expects it some other way, I provided HIS source as well. Fire that up and have watered down necros, with about 1/3rd the capability. Or man up and try it my way. Nobody except you needs their hand held to halfway be a necro. I did it all the way and the game was too easy, but its there if you want it. Or compile it your way, in about 15 minutes of set up, but don't micro-manage me. I have plenty to do.

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Guest
Guest - - 693,573 comments

wake up Looters (3/4), new phantasy mod version dropped

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Master_Rawl
Master_Rawl - - 336 comments

This is great to see. Thank you.

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Phosphor1 Author
Phosphor1 - - 1,416 comments

High end mages (magical ability 5 and up) are gimped in A4 r2; they used to get a low tier mage spell in equipment slot 3 and a high tier spell in slot 4, but I saw they always preferred their slot 3 spell so left the low tier spell out when equipping them at agent spawn in the first 1 second of battle. But they use up their 1-2 spell "ammo" almost immediately and when the count hits 0 stop behaving as archers and become infantry due to a rule in formations. The high tier spell does not come back.

I'll fix that early tomorrow morning or Monday, time permitting, but I am supposed to be doing a big home project with little to no computer time during daylight, so its either really early tomorrow or it sits until Monday. I have a fix in mind that is both easy and elegant - I can restore a low tier spell in equipment slot 4 at spawn to just keep the mage from being placed into melee by formations, and move the "select a npc spell by tier of the mage" into a script. The mage spawns as before with a minor change at the mage spawn handler, then each time npc_timed_spells fires (every 40 seconds or so) check if slot 3 is empty and if so, and if enough mana/magic points are available to make at least 1 ammo for the expensive spells, select a high tier spell to reload to slot 3 via script. I can also reroll for a summoned shield at slot 2 if that slot is empty; low tier mages had plenty that spawn without shields and this lets some of them get them later in a long battle, such as a siege. This change actually has to be done twice as sieges have a different routine than normal. This gives high tier mages a chance to replace shields destroyed during a heavy fight.

I kind of hate to mini-patch so close to a launch but as I was walking today it hit me all the mid to high end mages are gimped, and this is the fix.

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wiseandfree
wiseandfree - - 199 comments

Thank you for giving the mod CPR after 6 years sir!

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Phosphor1 Author
Phosphor1 - - 1,416 comments

Buried deep in the mod, where noone can notice except the most earnest adventurer (Ok, so it's folder Source_Phant_v160a4), and with instructions only the most knowledgeable in arcane matters could possibly understand (that is, except the the 3 people that read Player_Walkthrough_03 in Player_Handbook folder) is the mighty Lamp of Aladdin. The only truth that wasn't hype. I spent 3500 hours building it, and before that Guspav spent similarly, and before THAT other people worked on it. Everything needed to compile is FREE. The source is there, with nothing left out. You could have compiled the mod, as is, in about 20 minutes of setup time.

Spend 35 hours having the mod tell YOU what to do, or invest 35 hours and tell the MOD what to do. Edit for example module_items.py, find "Butter", change the price to 10, save, double click build_module.bat (and you did edit module_info.py to tell it where to write the output, cause I told you what to do in book 3). Run the mod. Buy butter cheap. Save game and exit. Edit module_items.py again and set butter back to normal price. Save. Compile. Run the mod again. Sell butter. In about 8 minutes you just made a miracle, single stepping and without the ooh and awe of divinity, but it qualifies as a miracle to your avatar in game. It didn't take proof of God, or religion, or losing one iota of precious disbelief. It took about a half hour of precious, doubtless valuable time. But that's the true cost of miracles these days. Match me for effort, 1%. And never ever look in the mirror and say "I'm the victim here". Tell the MOD what to do, instead of telling ME what to do. That's why its here.

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wiseandfree
wiseandfree - - 199 comments

As a Cleric Bard. I will show you the power of True Charisma.

New Vegas Charisma=Virg-
Phantasy Charisma= OMEGA CHAD

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Phosphor1 Author
Phosphor1 - - 1,416 comments

Next 1-2 months I'll expand Bards to have Area Effect auras and charms. I just wanted to clean up what I already had before adding "new" content. Expanding Bard content is fairly simple, using the existing M mechanic to select a class specific list of commands. I am mainly hindered by lack of icons, and need to make a blank bard songbook just like clerics and mages have. This would need to be added as an exception to presentation battle as well. I sort-of tried this back in v150 and decided I had too much on my plate at the time.
Paladin Auras are exactly a precursor to the code needed for Bard songs.

On the topic of mid future planning:
Long term I want to add some monster summoning, but although stuffing new enemies at the enemy spawn point is simple there are many not simple side effects to changing the total number of agents/enemies, and off the top of my head everything from the wavelet reinforcement manager to restrict the number of spawns to match Warband's current battle size slider setting, to little details like how to handle live summoned agents after battle when there is no matching troop at the party, and whether just stuffing summoned troops into the party breaks party size limit, and if they are killed off to prevent then there is the risk of morale hit from "lost agents". Then resurrection needs to be taught how to skip or moderate summoned troops. Perhaps a troop_is_summoned slot needs defining. The total number of troops on each side needs to be held as a global variable so it can change during battle. This even impacts loot, as loot retrieved shrinks as party size expands. Stuff like that.

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wiseandfree
wiseandfree - - 199 comments

Wow Bards are gonna be casters too? What will they use as Points? Faith or Mana?

Personally i like Bards the way they are going around starting concerts and riots XD spreading mayhem. XD but i am curious what they will do in your next version.

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Phosphor1 Author
Phosphor1 - - 1,416 comments

I plan a pure aura where they must do their song and not fight. It would be a useful thing to start it and then enter the battle presentation just giving orders and letting the battle flow around them. Like paladin auras these would be area of effect; pick the song for the effect you wanted. That would be easy to script as it is almost a paste from Paladin auras.

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Phosphor1 Author
Phosphor1 - - 1,416 comments

The caster changes from A5 are solid and working correctly. The error seen at four ways inn is coming from lords returning from exile and/or troops parked at four way inn. I should park some casters there for testing, or possibly a golem and a priest too, other troops seem fine. I tried a large number of mage heavy battles with my necro test char and it looks very solid with A5.

The patch is awaiting approval here or can be found at Taleworlds forum
Forums.taleworlds.com

or Nexus Mods Nexusmods.com

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wiseandfree
wiseandfree - - 199 comments

I have a question regarding Rouge, Ranger and Warrior. What do they actually do in terms of abilities and skills. I read the guide. But i never really seem to find the joy of playing as them.

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Phosphor1 Author
Phosphor1 - - 1,416 comments

This is a good question.
Rogue was something Guspav added a few micro quests for thieves guild but it never really got fleshed out. I just added half falling damage in v160 A4 r2, and that actually works. (Monks get that too).
Rogue is unfinished and the only other change from selecting a rogue is a different set of starting skills for gathering and some extra skills for spotting, looting, and stealth.

Ranger gets a boost for archery and pathfinding and spotting, and more dexterity. I felt rangers were under buffed and plan to let them summon wolves or bears, most likely, as Guspav had those defined. It is simple to add them like reinforcements but there are subtle side effects so I will do this more slowly, perhaps in the next 2 weeks.
Successful summoning would allow me to spice up several weaker factions, and maybe add some effect to an otherwise unused item. I don't want to add new item rows, as that blows out savegames, but if something is really unused I could take that over and make something special instead. I couldn't for example make riderless spiders without blowing savegames, but I could summon spider riders for drow. But not as a ranger. Three quarters of the effort is just getting anything nicely working, after that the same scripting can do other things as well.

For fighters, originally I wanted pure fighters to have a boost in xp but that is difficult, so some time ago they received specialization after selecting that as a profession, where one weapon type proficiency is boosted at start. Fighters inherit higher weapons proficiency across all weapons and a little more fighting related skills at start.

You didn't ask but I'll add:
All three are relatively weak compared to cleric and mage because those two fundamental classes had much attention. I think Necromancer is so heavily reworked that if anyone actually stopped moaning and played one they'd see it has super fast recovery from garrisoning after sieges, and other buffs they hadn't considered. But they must run, not walk, if a large group of Blazing Hand comes towards them. The only way they could roll that would be to have about 1/3rd mages, 1/6th clerics, and then the rest can be undead. They need a party size of around 300 to roll kings. They should NOT start their own kingdom until they can take down king parties casually. All their party should be mid tier, with no fluff, to pull that off.

Paladins and clerics, I built Tamar and mopped the floor with the undead faction as a blazing hand, but I always dumped 40 to 50 mid tier mages along with 40-50 or more female blazing hand (they all become paladins, and their aura moves with them as they ride around). This lets them influence a great many people, especially NPCs which cast periodically without being asked.

I did recently buff magic resist for several troops and magic resist is actually meaningful. But usually it compares the casters magic skill against the defenders magic resistance, and from there damage is reduced. Some spells do double damage if the defender has 0 magic resistance. This counters orcs, which have 0 MR for lowest tiers, although they have high strength. Orc shamans are greatly buffed compared to how they once were. Drow and Dwarves are high resist as well. Elves have more magic resist than they used to.

KI think Guspav wanted to have rogues useful in a dungeon setting, to open locks and hide and climb walls. There is a fair amount of work to pull that off. I can with great effort make someone fly but it is very tedious and after doing it once I shelved it. Essentially its a trick anyway; the character isn't flying, they just stand on the right scenery and IT moves. All the mods have that as a dirty little secret.

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wiseandfree
wiseandfree - - 199 comments

I enjoyed the Thieves Guild quests. Though it lacked variety. Still sort of a neat way to make petty cash. Nothing will ever beat tournaments as a way to make money though.

I look forward to your next patch!

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Guest
Guest - - 693,573 comments

So very glad to see you back. I hope you do great work in continuing the development of this wonderful mod, awesome news.

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Phosphor1 Author
Phosphor1 - - 1,416 comments

I hope so too. I am weak and not sure how much I can get done, but the last 8 weeks have seen much get cleaned, so hopefully the next month or two will go well. I'll do my best to not waste the time I have.

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eggyslav
eggyslav - - 25 comments

Could you please restore the Find Item cheat? I can't play without it, honestly.

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Phosphor1 Author
Phosphor1 - - 1,416 comments

Source code is included. Look in module_game_menus.py for "cheat" and eventually you will find it. I don't consider it game breaking; if you do, tweak it at your desktop for your personal use. You can thank me later.

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eggyslav
eggyslav - - 25 comments

But I don't know anything about programming, I've opened the thing in notepad, and I can't understand any of it. can you give me specific instructions, on how to make the menu show all items, and not just crafting materials and mounts? Like, step by step instructions, written in a simple language, that even a total moron wouldn't **** it up? Pretty Please?

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Phosphor1 Author
Phosphor1 - - 1,416 comments

It's an honest reply. I'll think about it next week or two. I'm a bit busy right now. I'm not sure if Guspav had a full cheat access either; I saw it at Silverstag and at the time thought it would be useful to preview newly added items for missing textures or resource file conflicts. Since you're not doing that, in my opinion your "need" is really a "want", and my time is 'almost' as precious as yours.

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eggyslav
eggyslav - - 25 comments

I actually figured it out. The previous version had full access, so I copied and pasted the old lines of code pertaining to the items cheat over the new one, and it works perfectly fine!

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Phosphor1 Author
Phosphor1 - - 1,416 comments

Already building patch v160 A6:
so far:
A) add a small to medium boost at the prejudice check when the player tries to enter any walled center and belongs to the same faction as the castle/town. This also applies to the town guild master, who will welcome the player building enterprises without the usual "I need to get to know you first" barrier.

Undead faction also now sees Dark mages and Necromancers as not human enough to count against the party, instead rewarding their presence. DONE

B) add a check for open space in inventory at village specialty selling anything, exactly as was added for crafting guilds checking space before selling raw materials. DONE

C) Change poison handling to allow more than one tier of poison.
Adjust damage and recovery, allow ironflesh to influence the damage per tick and the duration of effect. Spiders have a chance to do extra damage (two punctures = tier 3 instead of tier 2 damage). Each tier of damage adds to the damage per 3 second tick. DONE

D) My necromancer test shows the lich lord is not allowing more than 1 castle and always disallows town ownership even though every castle and town was taken by my character. |I will find the cause and adjust; the undead faction at least should not dislike a necromancer player. Perhaps done -- needs testing.

E) village raids - fighting on the defending side of a village raid and defeating the opposing lord should give loot and renown just like any other battle. This is more difficult as there are several places to adjust but will be done this week. Pending

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Phosphor1 Author
Phosphor1 - - 1,416 comments

Patch A5 is LIVE now at Moddb.
A) This fixes mid to high tier NPC mages unable to refresh their spells after throwing their first 2-3 fireballs/lightning bolts/ice storm/slow spells.

B) Spell ammo limits are changed for the above spells; they now have ammo 3 not 10-12. Casters would have ran out of spell points by the 3rd anyway but lowering the maximum ammo count on these lets me use a script line that "refills ammo" immediately after equipping the spell (as it was not certain they had more than 0 ammo yet), then rethink AI so they stop being infantry and go back to archer group.

C) Entertainment skill is useable by non-Bards with a small debuff, while bards get a buff. In A6 the bard buff is increased, but I am happy to see A5 approved.
I'd like an extra day to test A6, as i made an important change to interrupting village raids in progress by an enemy and want to watch it work or not. I have a number of other improvements/fixes rolled into A6 as well, but haste makes waste.

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dragonalumni
dragonalumni - - 6 comments

Molocauduhm is supposed to be a demon magician, but the dude never casts any spells as far as I can see and his throwing skill never goes up. (throwing is used for most offensive spells), I'm assuming he's bugged still. As iirc he was bugged in 2018 version!

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Phosphor1 Author
Phosphor1 - - 1,416 comments

Molocauduhm now gets flagged as magic user the first battle after A6, but skipped getting magic points assigned.so the first batle he will be infantry. The NEXT battle he registers as a magic user on spawn, but I should make sure he isn't excluded from getting his measurements taken. He should NOT be given added weapons by you, else you block his spells from being equipped. You should also manually set him as archer group instead of infantry. By default all the companions are infantry until you say otherwise. He was not flagged magic user until A6, but the place where it happens is a little later in first battle not at spawn. So there are layers to this. Having been flagged once he will always wake up a magic user. He is given weapons and spells differently than other mages. You should equip armor only, and that armor should be caster neutral like elf armors or caster bonus like mages.

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dragonalumni
dragonalumni - - 6 comments

ok, after removing his weapons, saved and updated to A6, I did indeed see the guy cast fireball. thanks :)

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dragonalumni
dragonalumni - - 6 comments

Could I get a clarification on the relationship between magic and thrown skill? Mainly should mages increase power throw to increase damage?

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Phosphor1 Author
Phosphor1 - - 1,416 comments

Hmm I posted a reply but I don't see it.
Magic spells have two layers - the seen layer is a normal throwing item, that does damage much like a dart and has normal damage that warband engine determines. This layer benefits from power throw.

Magic spells also have an unseen layer, a second hit that does magic damage, which might be amplified by the caster's magic skill and weakened by the defender's magic resistance. There is further amplification of the caster by what they have equipped (which for heavy metal would be a negative "bonus"), and further resistance by type magic attack fire, cold, lightning, acid which looks at the materials each equipped armor and weapon are made of, only specific spells bother with this.

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Phosphor1 Author
Phosphor1 - - 1,416 comments

I like your questions, actually. They show some insight as to how the mod really works. Sorry if I seem distracted or terse; I never have enough time. Everything is always in an "emergency" so I never catch up. But you have good questions.

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arthas125
arthas125 - - 29 comments

does Magic defense even does ANYTHING at all? i have 11 and the whole archmage set and i get one shotted by adept mages with their thunderbolts doing 70+ damage (they one shot me with any other spell too, thunderbolt just does the most damage) i cannot see it lowering my magic damage or theirs at all. it seems so useless i stopped increasing it at all to save skill points.

but then again magic damage and its AoE is super unreliable, specially for ice storm, sometimes i one shot whole reinforcement waves of ANY troop with a single ice storm (i have 15 magic damage plus archmage set) yet that only happends about 30-40% of the time, more often than not the spell goes right in the middle of a bunch of troops and only kills a single one, the AoE never triggers, it doesn't matter if i hit them directly, hit the ground, or anywhere near them, it either kills 1 unit, or does damage/kills all of them, its incredibly random to say the least.

fireball and thunderbolt are garbage compared to current ice storm, both ice storm damage/aoe is a lot higher than both even tho the description says it should be lower than fireball, same with its damage, but that's clearly not the case at least at very high magic power levels + magic modifiers levels...

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Phosphor1 Author
Phosphor1 - - 1,416 comments

Currently most AoE spells have the mechanic - ti_on_agent_hit,
in this case at mission_templates common_battlespecial_attacks.

The trigger on agent hit means you needed to hit an agent, not the ground, to get the AoE to even trigger. Recently, last week in fact, I put a new type of splash in darkness spell, which should now splash even if it misses an agent completely, not caring where it lands. This is probably what you instinctively write about.

I'll agree with you on this one, while you can inspect my code yourself at any time as it is now 100% part of every download. Just look and you'll see it, if you don't believe me.

I'll change the AoE to be more darkness splash after studying what people say about darkness in the next few weeks. For better or worse I will leave shortly for a while, hopefully to return, as I plan a risky high adventure trip in my old age, to a wild place. But nothing is more fearsome than forums full of disgruntled players. Even ISIL are fairly calm fellows by comparison. Give it time, if you would, or fix it the next few minutes now that I told you where to look. Either is fine by me.

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Guest
Guest - - 693,573 comments

Hi! I cannot get this mod working on steam. It is always stuck on the loading screen, and that immediately crashed. I have tried re-installing the mod and the game and they didn't work. I have tried deleting the rgl-config doc and it didn't work either. I installed the mod and replaced part of it with the newest patch.

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Phosphor1 Author
Phosphor1 - - 1,416 comments

You MUST set "Load textures on demand" at warband BEFORE running the mod. There is a walkthrough in part I of the documentation in folder Player_Handbook. Try it my way, once, before telling me its impossible. It worked for my daughter's steam account. But she isnt here; I did not buy Warband on steam. But it runs. I put pictures of what to click in the walkthrough.

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Guest
Guest - - 693,573 comments

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Guest
Guest - - 693,573 comments

I am able to run the Native game and the Napoleonic War mod, so I am wondering if the problem is because how I installed the mod?

I have loved your work since playing the first Phantasy Calradia almost 10 years ago and I am really excited for this version. Thank you for your help!

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Phosphor1 Author
Phosphor1 - - 1,416 comments

You have Warband version 1.174? That's the version I tested with. Try deleting the mod folder entirely and just expand phantasy_v160_a4_r2.zip, just that, and hold off on patches until that runs. Once that runs just patch with a7 and skip anything else. DO NOT install Guspav's build then try any 160 on top of that, it will 100% fail. I put them for comparison but want to see them as separate folders and separate mods.

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Guest
Guest - - 693,573 comments

yes I am running warband 1.174. Running phantasy_v160_a4_r2.zip does not work either, the game still crashes at the loading screen.

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Phosphor1 Author
Phosphor1 - - 1,416 comments

So you deleted the folder and just 160_a4_r2 is there. Maybe you have something strange for hardware or environment? What windows? Graphics card? CPU? RAM? I'll remove the patches that should not be applied because the old Guspav patches for 0.723 would always fail a v160 image. They were just for people to make a second mod with Guspav's old game, since its a shared moddb page.

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Guest
Guest - - 693,573 comments

Yes, currently just 160_a4_r2 is in the mod folder. My computer is running on Windows 11, Intel i7 CPU, 16GB RAM, and Intel Iris Plus Graphics

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Phosphor1 Author
Phosphor1 - - 1,416 comments

Hmm. I don't have any ideas. I use Win 10, the I7 and 16 GB RAM are fine, try turning OFF HDR mode at Warband video settings. There is a crash log that might help too at rgl_log.txt, but that just shows the last line that actually loaded, not what hung. It may still give clues.

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Phosphor1 Author
Phosphor1 - - 1,416 comments

Some of the RGL errors showing are more warnings my rgl_log has a few but the game runs for me. I actually have plenty of errors shown and I run anyway. This leaves me to believe something at the video settings is different between us.

Make sure you are in DirectX 9 mode, that may also be impacting things. (checking real quick I don't see a DirectX 11 mode, so DirectX 9 is all there is besides 7).

My only other guess is the defaults for Mount & Blade warband were modified by another mod. You could install to a fresh directory the warband 1.174 trial to a DIFFERENT directory like c:/Warband and try installing the mod into its Module folder under that and see if it now runs. Make a shortcut to the newly installed Warband file c:\warband\mb_warband.exe in that example. You will NOT need a second license key; all the warband copies on the same Windows image share the same common key.
Taleworlds.com

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Guest
Guest - - 693,573 comments

I finally managed to get past the loading screen by reinstalling steam and the game altogether. I also had to disable Steam Overlay while in game.

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Phosphor1 Author
Phosphor1 - - 1,416 comments

My guess is another mod had modified something, this is why I was trying to see if a clean build at another location would work. I tested running Steam Warband at its default location + Warband trial at a new location at my daughter's laptop and this worked well, with the one steam purchased key validating all the warbands on her laptop. This let her compile the mod, not that she wants to code (yet). Glad you got it working.

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Guest
Guest - - 693,573 comments

Is it possible to adjust the battle size above >150?

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Phosphor1 Author
Phosphor1 - - 1,416 comments

edit module.ini find
battle_size_max = 150 #maximum battle size for module
at around line 571 and up that 50 at a time. This a number PER SIDE
and for very large battles (1000+ on one side vs a smallish number on the other) this can be exceeded by up to 50%, so effectively there can be up to 400 agents at any instant in battle, with the rest offstage.

You can rapidly increase your chance of glitches as you tweak that crazily but its your desktop. The main issue is how fast certain registers will recycle as more weapons hit at the same time, as two threads run in Warband. Pure bandwidth is not really the issue; Phantasy is already around 400% more efficient for bandwidth use than Guspav's original code.

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