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Description:
1.3 introduction of new changes:
- Faction Hellenistic Cities will be renamed to Hellenic City States.
- "Regiment" parties removed and replaced with kingdom parties. Faction party sizes will vary from 18 to 500 troop stacks.
- Bandit parties given a larger party size cap
- Player will be able to renounce his/her faction anytime via the reports tab (thanks to LCJr )
- Reworks of Roman shields by Merlkir
- New formations by Mirathei
Formation commands:
Keys for class selection:
U - Selects infantry
Y - Selects archers, javelin units, and infantry types with precursor weapons
T - Selects mounted troops and special troops (Elephants)
Key command for formation readiness:
K - Pressing this will tell the active class selected to follow the player in formation.
K - Pressing this a second time will cancel the follow command, and tell the formation to hold ground.
Keys for formation types:
Once you have selected which class you want to follow your instructions, the class will fall into these formations upon key stroke:
J - Pressing this will tell the selected class to form a square formation.
H - Pressing this will tell the selected class to form a line.
G - Pressing this will tell the selected class to form a wedge.
P - Pressing this will disable the selected class formation.
1). I will be starting the first phase of unit balances. Changes to be expected are:
- All units except leaders and special "barbarian" units (and a few elites) such as Gaesatae, will have powerstrike removed.
- Horse hitpoints as well as manueverability has been marginally reduced.
- Units with the ability Powerthrow, such as Thracian Peltasts will have that ability removed.
- Spears will globally have their attack speed reduced 3-4 points.
- Short swords and small thrusting weapons have had their speed increased 3-4 points.
- Throwing weapons with large stacks have had their damage toned down.
2). Introduction of new items / units:
- Elephant units will be recruitable for use in player armies. Player however will not have access to elephant mounts. Elephants can be recruited in taverns as mercenaries for now. (if you see a guy in the tavern without shins dont be alarmed, it's intended)
- Introduction of sarissa for player use, and recruitment options of sarissa phalanx units.
- 2 Sarissa models - 3.5 meter and 4.5 meter models.
- 6 New heroes ranging from levels 1-4
- Pugio available for purchase
3). Changes to items / units :
- Roman Javelin damage toned down. Greek Javelin renamed to Heavy Javelin and damage toned down.
- Pilum damage marginally increased to give maniple and imperial units initial punch.
- Falx now does piercing damage
- All axes will do piercing damage
- Axes have had their speed reduced: 8-10 for 2-handers, 4-5 for 1-handers.
- Altered the weight of armors -- Custom armors no longer all weigh 20.0
- Recycled and recolored several armor types to included linthorax models.
- Retouched colors of various armour models.
- One of the two gladius models made into a thrusting exclusive weapon.
- Level and weapon skills gap between raw recruits and professional units narrowed. Success of troop to troop combat more oriented
towards equipment
4). Other:
- Morale value of food increased.
- the renown required to increase party size by 1 has been reduced from 25 to 10.
- Slight reduction to battle load times.
5.) Correction of bugs:
- Fixed castle siege scenes asking for siege towers in place of ladders /vice versa
- Fixed arena spawn points.
- Corrected several locations on map where caravans were getting trapped
- Corrected the few town siege scenes that werent loading walls.
- Corrected issue with character creation when going back to previous selection.
- Fixed issue with looted settlements defaulting back to native icons
Several issues persist with a few sieges of AI pathing. This is a native bug and will remain until I create custom scenes for centers.
1.32 quickfix:
- Resolved shader issues with Directx9 users
Formation support:
- Added ingame formation command listings. Press "M" while in battle to bring up list. (Thanks to Grailknighthero)
Item changes:
- Several spear units have had their reach tweaked to accuratly represent model range
- Kopis speed slighty increased
- Composite Bows made available for purchase from vendors
- Royal Phyrgian Helms made available at vendors
1.32 is not savegame compatible.
Other:
- Reknown required for additional party space reduced from 10 to 5
- "Son/Daughter of mercenary general" option should see a slight increase to starting renown
SwordsMaster 11:41 04-21-2008
Tried it, looks nice, but the world feels a bit empty and play-doh-ish. I liked what you did with formations and groups sticking together, and the different armours. I also see that you removed couched lancing. So horse combat is more elaborate.
Is there any way of couch-attacking at all?
That doesn't look bad, might try it.
Originally Posted by SwordsMaster:
Tried it, looks nice, but the world feels a bit empty and play-doh-ish. I liked what you did with formations and groups sticking together, and the different armours. I also see that you removed couched lancing. So horse combat is more elaborate.
Is there any way of couch-attacking at all?
I removed all polearm models so therefore counch damage has been omitted. The AI seems to take better advantage of this by not sending cavalry units into masses of men as often. In addition it also requires the player to use a little more skill to kill from horseback rather than simple running into a guy.
I might look at bringing back polearm models when I introduce Kontos and Xyston items to make the AI a little more acceptive of charges masses, which would be used on Cataphract, Hetairoi, and several other heavy cavalry units.
Mouzafphaerre 00:05 04-22-2008
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Downloading as we speak.
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Mouzafphaerre 00:26 04-22-2008
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EdwardL,
I have the latest as well as an .80x version of M&B installed, the latter having come latest. That's why your mod's installer gives the following error:
The last version of Ran No Jidai does the same and that's why it's sitting uninstalled on my drive. So, is there a way to bypass the supposedly fool-proof yet apparently fool installer and manually set the mod up? Alternatively, how can we make it recognise the latest version?
TIA
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I'm not to sure on that. I remember having .808 installed in addition to .903, so as to play TLD. When I wanted to play other new mods on .903, it kept loading .808 . The end result was I ended up deleting both versions and reinstalled .903 . There was a written tutorial about how to do it which I think involved editing the .bat . Try searching the M&B forums, and i'll keep a look out for it. If I see it' i'll be sure and let you know.
Mouzafphaerre 02:35 04-22-2008
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Hmmm... Isn't the mod available in a good old fashioned zip file? I'm nerd enough to edit a file or two if necessary.
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I guess the registry entries etc. lead to the last installed version of M&B, a way to circumvent this would be letting the user choose the path to install the mod to, either in the installation procedure or by simply offering a zip file with the mod folder in it.
SwordsMaster 02:18 04-23-2008
Originally Posted by EdwardL:
I removed all polearm models so therefore counch damage has been omitted. The AI seems to take better advantage of this by not sending cavalry units into masses of men as often. In addition it also requires the player to use a little more skill to kill from horseback rather than simple running into a guy.
I might look at bringing back polearm models when I introduce Kontos and Xyston items to make the AI a little more acceptive of charges masses, which would be used on Cataphract, Hetairoi, and several other heavy cavalry units.
I like the empowering of the infantry, but at the same time, horse combat becomes kind of decaffeinated. Maybe there is a way of tying the couch damage to the highest tier of horses only, so that cataphracts and other armoured types can be appropriately destructive, but yet keep the infantry focus elsewhere.
What gets to me most in this mod is the heavy use of javelins by pretty much everyone. Used to the vanilla version, i end up riding around with a big pole sticking out of my horse with some frequency.
On the debugging side, when battles are won, a bunch of red script messages comes up, one for every soldier - either killed or lost, i'm not sure - the game doesn't crash, butthey fill the message side of the screen. Just letting you know in case you're looking for feedback.
Originally Posted by SwordsMaster:
On the debugging side, when battles are won, a bunch of red script messages comes up, one for every soldier - either killed or lost, i'm not sure - the game doesn't crash, butthey fill the message side of the screen. Just letting you know in case you're looking for feedback.
Always.
Yes the red text is harmless, and it only serves as a slight annoyance at the end of battles. What its basically calling for is the end of script for the enemies class types, and since you won the battle there arent any enemies left for the script to call for.
It's being worked on for this refinement now.
Mouzafphaerre 00:29 04-24-2008
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Originally Posted by
Mouzafphaerre:
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Hmmm... Isn't the mod available in a good old fashioned zip file? I'm nerd enough to edit a file or two if necessary. 
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Originally Posted by Husar:
I guess the registry entries etc. lead to the last installed version of M&B, a way to circumvent this would be letting the user choose the path to install the mod to, either in the installation procedure or by simply offering a zip file with the mod folder in it.
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Originally Posted by
Mouzafphaerre:

I think automatic patch/mod installation routines look for the path of the game/program in the registry, if a new installation of M&B overwrites the registry entry with the new location so the automatic patch/mod installer will only find this latest version. I installed the mod yesterday though and saw the installer asked whether the installation path was correct and allowed me to change it, if you install to the correct path and still get a problems then I don't know, maybe reinstall.
Wouldn't it also be possible to simply install it to the .808 folder and then manually copy the mod files to your .903 folder?
Mouzafphaerre 14:52 04-24-2008
Originally Posted by
Husar:
I think automatic patch/mod installation routines look for the path of the game/program in the registry, if a new installation of M&B overwrites the registry entry with the new location so the automatic patch/mod installer will only find this latest version. I installed the mod yesterday though and saw the installer asked whether the installation path was correct and allowed me to change it, if you install to the correct path and still get a problems then I don't know, maybe reinstall. 
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Uhm, sorry for the
confusing smiley.
My post meant: Does EdwardL have an answer/solution to our
concordant questions/suggestions?
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Mouzafphaerre 02:04 04-25-2008
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Thanks. I'll wait for the 1.0 version to come out.
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Originally Posted by
Mouzafphaerre:
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EdwardL,
I have the latest as well as an .80x version of M&B installed, the latter having come latest. That's why your mod's installer gives the following error:

The last version of Ran No Jidai does the same and that's why it's sitting uninstalled on my drive. So, is there a way to bypass the supposedly fool-proof yet apparently fool installer and manually set the mod up? Alternatively, how can we make it recognise the latest version?
TIA
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just press yes and then carry on as normal and it will ask you where you want to install, at this point type in the location of the right version.
Mouzafphaerre 22:24 04-25-2008
Originally Posted by Elite Ferret:
just press yes and then carry on as normal and it will ask you where you want to install, at this point type in the location of the right version.
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Thanks!

It works!
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