Downloaded, installed...but something about 3d rendering and it crashes when i try to start a new game. .960 worked fine >_>
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Downloaded, installed...but something about 3d rendering and it crashes when i try to start a new game. .960 worked fine >_>
Anyone seen this? Why the hell is there a corpse in the hall?
https://img201.imageshack.us/img201/59/wtf2gx2.jpg
@Rythmic;
That skeleton has been there ever since I started on the game........somewhere near the end of version 8.
It was speculated that it was there for some quest, or some story or something, but it was never found out.
I also remember seeing a village with skulls on spikes outside it.
Heh. Rythmic, that was actually one of the first things I found in the game when I first got it at .903. I was quite disturbed as well that there was a skeleton at the table, I left the castle rather in a hurry.:laugh4:
As far to my knowledge, it doesn't actually do anything, much like the heads on pikes outside a few villages.
EDIT: What castle is that in? I forgot, and have only seen it once since that time, and forgot after that too. :wall:
:laugh4:
This page should help.
http://strategywiki.org/wiki/Mount%26Blade/Secrets
The castle in question is Bulugha, and the village is Glunmar.
I finally gave up on Swadia due to stupidity in their ranks, so now I'm a free spirit once again. I am currently conquering the Nordic homeland (oddly enough, this makes me part of the Nord Rebels faction) with great success thanks to my 20+ Swadian Knights.
A favorite tactic of mine is to take all my archers on high ground, tell them to hold this position, and move my cavalry and infantry just below them in a sparse grouping. When the archers are done chewing up the advancing infantry, I let loose the kittens of war. Not a very original tactic, but one that serves me well against infantry factions, especially Nords since they have very small shields.
I beg to differ on the small shields, Huscarl shields are HUGE, of course, there not Arrow deflecting board shields, but there still pretty dam big, I've been having fun with my mass Vaegir marksman in 1.003 (I've got about 32 of them, I have 2 Characters, and 18 Swadian Sargeants)
Spoiler Alert, click show to read:
While playing M&B this morning, I just went to Glunmar to look at those skulls again, and I found something even more weird there;
if you turn around right where you start in the village, there is this mysterious and sinister looking gateway into the hill behind you. It is blocked ofcourse.
https://img81.imageshack.us/my.php?image=glun1cz9.jpg
While the walls of the gateway look solid enough, on going within the overhang, and looking outside, from the inside........
https://img81.imageshack.us/my.php?image=glun1cz9.jpg
Yeah, it's transparent..........
Now this is the first time I saw all this and it's very intriguing :inquisitive:
One thing that i'm sure about is that Glunmar, at one time during development was supposed to have some dark story quest kind of thing........that gateway looks particularly creepy.
Looking around some more to see if I can find anything else in the village.
Another thing, is it just me, or can no one find any peasant women in Glunmar? Only men?
In the earlier versions, wasin't there some kind of undead model or skin included with the game? maybe its just a relic of the old stuff, although at the same time, I think they would of removed all the old unused stuff by now.
133 short of killing one thousand men : D
But my last battle of the night ended with the death of most of my knights. I entered the battle with 40 swadian knights, and lost 36 of them I hate the kerghits
Yes, we are a nasty lot indeed :devil:.
Not so much in sieges unfortunately. :evil:
Khergits are great siege defenders because every single one of them is armed to the teeth with missile weapons. Unfortunately, the problem lies with the fact that once the attackers get up on the walls, the Khergits are going to die. A lot. Quickly.
I personally prefer Nords for both defense and offense. The Huscarls have a single point advantage in Power Strike and Ironskin than the Swadian Knights, and even the warriors get missile weapons (though not as good as Khergits).
There is one point where the Khergits excel above ALL other armies: Pure annoyance. When my heavy cavalry army fights a Khergit army, it quickly becomes turning warfare. Anyone who has played fighter sims (I'm looking at you, TIE Fighter) knows how lengthy a turning fight can get. Eventually, it all comes down to who runs into a tree or invisible barrier first. And since AI cavalry no longer use couched lances (:furious3:), the initial charge gives me a LOT less kills, drawing the battle out to an hour or more, depending on numbers.
EDIT: The game itself is a flawed masterpiece. If you want to experience some game breaking bugs, join a rebellion and win. You'll get a NULL STRING conversation from the contender, and the rebellion quest will NEVER go away from your journal. Ever. Furthermore, if you win a rebellion, and then decide to leave the faction and conquer some fiefs of your own, and then go back to the contender and rejoin, the rebellion will start all over again (wat?). But here's the thing: You and all those fiefs you captured for yourself go to the rebel faction, while the faction you wanted to join stay the way they were. I had only 20 Knights with me when I swore loyalty to Lady Isolla, who then became my enemy. Staring down 200 troops (plus various armies she had in tow) with only 20 troops of my own because the programmers were shooting heroin when they were programming the scripts is NOT fun.
Weird.
Kek, I did exactly what you stated; I won a rebellion. I overthrew the Vaigirs, and...
It worked. Nice little, short exchange between me and what's his name the "illegitimate", all the stuff turned green, everything seemed in order. And the quest went away as well. Hmmm...
I've also witnessed the AI couching, having been on the receiving end of multiple of them...:sweatdrop:
Not sure what all this is about.
Those Khergits in .960 were a nightmare. Their lancers and horsemen would just ride into your men and kill them instantly (you too if you were unlucky) and their mounted archers would take a lot of patience to kill. I'd end up having to spend some points in horse archery just so I could trade arrows with them as I chased after them. The best way to kill them seemed to be to have your army stand their ground near the edge of the map. The Khergits would end up hitting the invisible barrier and become easy targets. Be a shame if they don't still use their couch lance attacks in v1.003 though. That's what made them a real nightmare. For now I've pretty much avoided fighting them.
Actually I'm struggling to really get into the game this time around. I think I've fought so many battles in earlier versions, it just doesn't have the same thrill now. I've spent about 8 hours playing the new version but much of that was spent taking part in tournaments - by far the quickest, easiest and most fun way to make money. I couldn't find any quests of note, just courier ones. There's not really that much to keep you interested if you don't just want to fight endless numbers of battles. I look forward to playing some mods when they come out for the new version though. Some of the graphic enhancement mods look great, but my PC is already struggling with the game these days, so I'm a bit wary about using them.
Anyway I still love Mount & Blade, but a little disappointed it was released a little short of its full potential. It's rough around the edges and I can understand why some magazines don't like it or whatever, but still its given me countless hours of fun and made my mouse hand ache more times than I care to remember.
I decided to see if it was an isolated incident, so I joined the Khergit rebellion, overthrew the Khergit loyalists and... same thing. NULL SCRIPT and a quest that will never go away.
On the issue of couched lances on the AI, I have NEVER seen any of my troops or the enemy troops use a couched lance, whereas 0.951 always preferred to do the couched lance on the initial charge. Instead, they will ALWAYS hide behind their shields when charging.
Balance isn't even an issue if that was why it was changed. Just change a script or two so that infantry stop and raise their shields when cavalry are speeding toward them, and problem solved. M&B is supposed to be realistic, not stupid. There are ALWAYS going to be ways of properly taking down heavy cavalry: Horse archery, lance to lance, and foot spears come to mind. In 0.951, I couldn't tell you how many times I got dismounted because some other horseman caught me from the side, but in 1.003 I only have to fight on foot if I get too close to an infantry flustercuck.
I was seriously deciding on writing a comprehensive "How To" guide on Heavy Cavalry, just for you guys, but it just seems the game is getting less and less enjoyable to me the higher the version number I go.
Sounds like the game needs a patch (and some mods).
?Khergits Lancers are still using lances in my game atleast.......my own troops aren't but the lancers are........I lost 17 knights to that yesterday night.
Anyway, the way I've always killed the horse archers, without running them into the side of the map, is by;
1. Running around until their arrows are spent........takes a long time, but I do this in the smaller skirmishes.
2. In larger battles, with over 100 all said, I use a faster horse, a Spirited Hunter normally, and run in smaller circles on the inside, or I just let my horsemen do the running, while attack as the horse archers run from the bigger group towards me........it's easy then, a one hit kill, with your speed as well as the enemy's speed giving a huge bonus.
Regarding Khergits and sieges: have a look at the Archery proficiency of the Vaegir Marksman, the undisputed king of ranged attack in previous releases, and then look at the same for Khergit Veteran Horse Archers in 1.003. The Marksman still has better Power Draw, but the Khergit Veteran Horse Archer dismounted is now a formidable foot archer as well. This has given Khergs quite a boost in sieges.
Edit: @ Kev, if those bugs you mention haven't been reported yet, you'd be doing the entire M&B community a service by posting them over at the TaleWorlds forum.
http://forums.taleworlds.net/index.php
Kek, if you have patched the game from previous versions you could of course try uninstalling and then installing the newest version from the full installer if you haven't done so already.
Myself, haven't played at all yet, still busy with some other games and somehow not feeling like it at the moment, but it will come, I think. :juggle2:
I really like challenging lords to duels after they insult ladys. I've been thromping buttocks.
That's actually quite interesting, Husar. I uninstalled my copy of M&B after I had issues trying to get it running. It wasn't until after I'd re-installed it that I figured out the issue was that I couldn't quite run the game at the same settings I'd been running it at.(I had to set a couple settings down a tiny notch). And I haven't had quite the issues Kek has, though I do wish that people would do a little more true lancing.
Has anyone else had strange selection of targets by the factions? In my current game the Nords have taken a load of Khergit castles, right on the other side of the map from their starting place. In previous versions everybody just seemed to go for nearby targets slowly expanding their borders.
The nords and I are destroying rodock all they have left now is velucia and Jekalaka or how ever it is spelled.
Whil th khergits seem to vie for peace and the swaids and veghirs are in a war almost as brutal as mine.
Uninstalling it and reinstalling it does nothing. My cavalry still insist on charging forward with their shields up instead of their lances down.
Are you charging against ranged enemies(would fit the Khergits) all the time or do they do it even against normal infantry? If it's the latter that sounds pretty bad indeed.
Every. Single. Enemy.
Khergit, Nords, Looters, Bandits, Swadians...
Everyone.
Doesn't happen with me. My cavalry whoop ass every time.
Maybe Mount & Blade hates you. Or maybe it's because I usually listen to AC/DC and Ted Nugent in battle.
Having a great time right now, 143 days into the first game of 1.003, I've played as a vassal of Swadia, then I kicked them when they denied me my first city, conquered another one of theirs and then, with all my lands with me, joined the Nords.
Now running around with Ragnar and folks, with 50 knights behind me, slaying Rodhoks by hundreds.
My companions are all mounted lancers. I was annoyed with them also, raising their shields when they should have been couching and charging, so I gave them poleaxes instead of lances. Poleaxes can't be used with shields, so they just keep their shields on their backs for extra protection from the rear. Their heavy armor protects them just fine, and the poleaxes are great if they get unhorsed--much better than lances. Couched damage is still huge--one hit kills. Also, I don't need to swap their weapons for sieges anymore as poleaxes are great siege weapons as well. I just put all of their proficiency point in pole arms. They seriously rock.
I had two versions of this game on my PC, .960, and 1.003, today, when I was removing .960, I chose the option to delete all save games, :wall: turns out all versions have a common savegame folder, my wonderful achievements in 1.003 are all dust! Dust!!! :bigcry:
restore your computer to right before you un installed the game, it should still be tehre
for siege defense, nothing beats rhodok sharpshooters, imo.
Hmm. What does honor do? Anyone know? I just got 3 honor for refusing to take the payment from the guildmaster in Khudan for stopping a war.
http://forums.taleworlds.net/index.p...c,46472.0.html
Quote:
Increases the chance of lords letting you go whitout a fitgh.
Quote:
increases the meter to green with honorable lords but will decrease with unhonorable ones
Thanks.
Oh, didn't know honor had a use, maybe I should actually go for some now. :2thumbsup:
I didn't know it had a use either until makaikhaan asked and I searched for the answer. Now I'll be careful about who I recruit into my rebel armies. I always wondered why the "dishonorable" lords didn't like me as much as the "honorable" ones. And knowing is half the battle.
I only capture and ransom kings. When you release an honorable lord after defeating them in battle, your relationship with them goes up a good bit. Do this a few times and they really like you. This can be a very good thing if you defeat their faction and they decide to join yours. They are much more likely to join your cause if/when you lead a claimant rebellion, and are more cooperative in general when you are the marshal and need them to do things for you.
Note that dishonorable lords will actually hate you more if you release them after a victory. You can tell by what they say after you let them go. The next time you encounter them, before you engage, they sneer at your "kindness" and your relationship with them will drop dramatically. I still let them go, but I guess you might as well capture and ransom these jerks, as letting them go doesn't yield a lasting positive result.
Since kings won't ever join another faction and yield large sums in ransom, I do capture them.
I used to have a charecter with an honour level of 75 something before the files got deleted.
One thing i never liked is you can't export honour and reknown levels.........it's too tiresome building them over and over again........
Heres a link to the forum thread..
http://forums.taleworlds.net/index.p...c,48580.0.html
or just read on here..
DOWNLOAD for Timeless Kingdoms 1.0..
http://www.mbrepository.com/modules/...?cid=1&lid=924
Music instructions:
Simply drag and drop, or copy and paste the music tracks found in the Timeless Kingdoms folder,
into the native Mount and Blade music folder.
Formations:
2 - Select Infantry
3 - Select Skirmishers and Archers
4 - Select Cavalry
J - Form Ranks
P - Form Double Line
K - Form Wedge
U - Dismiss selected class formation
Press "M" during non siege battles to bring up a list of player useable formations
This is a little project I started to test some concepts out for 268 B.C. and skill up my texturing. Over time enough content formed for me to shape a substantial fresh feeling mod. Hope you enjoy...
Timeless Kingdoms follows the story of six factions struggles to gain supremecy over a land rife with cultural differences. The setting is fictional, but not fantasy oriented. The mod follows the time span in terms of equipment of roughly 400 B.C. to 1400 A.D. our time. Equipment ranges to Greek and Roman items up till early firearms and plate armor.
The theme of the factions are as follows:
Ironide Papacy - A fanatical order of medieval equipment inspired knights whom revere both God and their access and use of Iron with equal tenacity. They will have access to the best armour, but most shy away from the use of shields, seeing their faith as that shield. The few social elite that have distanced themselves from the main ideals of the Ironide are referred to as "Heretics".
Troop selections: Medium - heavy infantry, crossbowmen, light/medium/heavy melee cavalry.
Whitestone Clans - Unified clansmen whom reside within the high altitudes of the southeastern mountains and highlands. Whitestone clans consist of the hardy people whom populate the area around Whitestone mountain and the people of Halvare who reside along the main river.
Troop selections: Light - medium infantry, assault infantry, short range skirmishers, light cavalry
Southern Dynasty - Chinese/Japanese inspired culture ruled by an Emperor to whom the people pledge absolute loyalty. The Southern Dynasty consists of three peoples: The Lao'Jin, whom reside in more rural areas. The Lao'Jin pride themselves on archery and swordsmanship. The Yue Dao, a people who reside mainly in cities. They are widely known as the more technologicallly advanced of all the people. Finally the Southern Dynasty consists of the Ma-Wu, a people who are the Lao'Jin, that have chosen to migrate to mountainous areas and plains on the edge of the Dynasty.
Troop selections: Light - medium infantry, assault infantry, pikemen, bowmen, light-medium melee and skirmisher cavalry
Shah'tal Queendom - An all female federation of tribes ruled by a queen, whom monopolize trade at the main river delta. They will see inspiration from mythical imagry of amazons, and native American cultures. The Shah'tal consist of many different cultural groups of people whom have been "liberated" by the original Shah'tal people. Some of towns and cities absorbed into the Queendom fomerly consisted of the Ironide Papacy, Tyrion League, and the Shahir Sultanate. As such, the Shah'tal have access to a wide variety of weapons.
Troop selections: light - medium infantry, short and long range skirmishers, light - medium skirmisher and melee cavalry
Tyrion League - An alliance of city-states whom are governed by an elected authority. Their virtues are law and discipline, and they prefer to stand in formation with their comrades on foot, and as such have disdain towards horses and use of cavalry. Their equipment will be Greek and Roman inspired, and has developed contrary to their neighbors the Ironide Papacy, and revere the shield and defense.
Troop selections: light-heavy infantry, pikemen, light-heavy bowmen.
Shahir Sultanate - A middle eastern / Indian inspired faction ruled by a Sultan, featuring wide access to cavalry, skirmisher infantry, and elite medium infantry. The people that reside within the realm of the Sultan are a rigid people who are taught the basics of hunting at an early age, in order that they may survive life on the steppe.
Troop selecions: light-medium infantry, light to heavy melee cavalry, lancers, light horsearchers.
Features
- The mod features a playstyle much more oriented to Infantry. Horse HP are reduced 30-40% on average, and the armor totals reduced on higher tier horses. Ranged equipment is also rebalanced to give use of all items. Such a rebalance includes increasing the potency of short range weapons, while setting more distinct roles for other traditional ranged weapons by slightly increasing the projectile speed of crossbows, and slightly increasing the fire rate of bows. Firearms are present in the mod, but as they are a breaking technology, as such there are no trainers present for them, and so you must skill them up with personal use.
- Mirathei's formations with revisions.
- Greek / Roman helmets by Stelious
- Art by Johnny Shumate
- Custom map with unique points of interest, giving a unique feel to many locations
- Dynamic fighting system - Many fighting styles possible with equipment balances and revisions.
Custom Music
- Music developed exclusively for the Hegemony series mods by Nick Wylie - http://www.nickwylie.com/Welcome.html . This music is under contract and cannot be used for the purpose of other modifications.
- Music contributed and given permission for mod use by Vlad Kuryluk - http://www.myspace.com/vladkuryluk .
- Music under open use agreement by Justin R. Durban Edgen Animations www.edgen.com
- Music under open use agreement by Matti Paalanen http://www.mikseri.net/artists/?id=48147
Specials thanks to anyone and everyone who have contributed to Hegemeony series mods!
Screenshot spam:
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Quite a big post, although there is an M&B thread somewhere on here. Is this mod an adaptation of the Legions mod or is it the same mod with a name change?
My blunt points:
1.) This isnt your personal M&B board
2.) We have a M&B thread already
3.) M&B is at 1.0 last I checked. Why revert back?
'Unique Armoury' for M&B v1.003 has been updated to 0.85 LINK | LINK
0.85 Changelist:
Added flanged mace, renamed bastard sword to Hand and a Half sword ingame, incorporated spangenhelm and nordic axe fix, added option for high or low res textures.
Items Added:
- Buckler
- Crowned Helm (plain & ornate)
- Estoc
- Flail
- Flanged Mace
- Great Helm
- Hand and a Half Sword
- Jomsviking Axe
- Jomsviking Shield
- Katzbalger
- Morningstar
- Nordic Axe
- Spangenhelm
- Sutton Hoo Helmet
- Warhammer
Mod thread on TaleWorlds.
Out of Eight gave it an 8.
Out of Eight top games page
I'd say it is worth the money.
It's been a while since anyone posted such a reply but......
Version 1.010 is out!
http://forums.taleworlds.net/index.p...c,45208.0.html
From the change log:
:laugh4:Quote:
Laidies will no longer give dueling quests against their own husbands.
I really look forward to playing some MB again soon.
The module system has been released:
Quote:
Originally Posted by armagan
Now that the module system is out, I hope the Legions mod and TLD starts getting ported over.
Just found out that Mount & Blade is on Steam now for $29.99. Here's the forum there. This will hopefully bring in a lot of new players, and give Armagan some more cash and incentive to make M&B2...
Glad to say that it seems like TLD is finally getting ported over, from what I read the ETA might be sometime in April or May.
This is the fifth time the game has crashed today, and get the 'unable to lock vertex buffer' message.......first time in the battle, a particularly critical one; I reloaded the old savegame and replayed the battle, again halfway through the game crashed, same error. Twice more I reloaded, each time around midway through the battle it crashes :furious3:
I uninstalled the Graphical Enhancement 2.5 thinking it was the root of the trouble, but it crashed again just now, right about halfway through the same battle. :wall:
Anyone else facing anything similar, please help.
Wow, that's excellent news! And if the expansion is free for current customers, this will be one of the best investments ever for me.
If that's sarcasm, I apologize, but huh?
Multi player is gonna turn it into like team fortress 2 or battlefield, full of leet speakers and 12 year olds, of course do to this their gonna have to start balancing all the weapons and end up ruining the feel of the game. In a couple years single player won't even matter, it will be all about multi player.
It won't even be optional too, mods will go with the times and if you want a good mod you'll have to get the :daisy: expansion and ruin your game.
I kind of agree with Rilder on this. Multiplayer is not the direction I would have liked to see Mount and Blade go in.
While a large world full of 'real' players insted of AI bot Lords might sound appealing, it's not going to do as much for the gameplay as a nice new singleplayer expansion would've done.....and the possibilities in the latter were endless......there were so many aspects of the SP game they could've improved on, making the game shine even more......
M&B MP (in this pack) is going to be "skirmish" mode only.Quote:
While a large world full of 'real' players insted of AI bot Lords might sound appealing, it's not going to do as much for the gameplay as a nice new singleplayer expansion would've done...
Also, I highly doubt that MP will become the main focus of M&B or consume much development resources from singleplayer.
I'm all for a good paranoid rant, but the Taleworlds people have done right by me so I'll give them the benefit of the doubt until I see otherwise.
Indeed. Taleworlds has been the very epitome of what a gaming company should be and how they should operate business, in my opinion. And I generally hold Paradox in pretty high regard as well. I'm honestly pretty excited for the possibility of multiplayer- I've felt since I started playing the game that it was ideally suited to have multi-player as a compliment to the single player.
:jawdrop:
I can't believe this thread is still alive.
Had the old version and lots of mods on old PC, but couldn't resist picking up the retail version at GameStop when I saw it for 5.99 a couple of weeks ago. They made a lot of positive changes, most of which look to be lifted from the mods of old, and the 5-way war thing is kind of cool. Played a couple of hours since then, will make a good time waster from time to time.
I found this utterly fantastic mod! The guy who made it is a genius! lol
Seriously, you should give it a try, it is really good, I think that you will like it.
From the trailers, those big battles the enemies walk in a retarded-like manner.
Some more news have been revealed about the expansion pack, including a "historical battle" player mode, improved graphics & AI, and how they intend to open up the pack for modders. More information & screenshots here.
Anybody remember the Last Days?
http://forums.taleworlds.net/index.p...c,57963.0.html
Totally out of the blue.. they're back. :2thumbsup:
Holy frosted butts, batman!
/finally ~;p