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  1. #1
    Boondock Saint Senior Member The Blind King of Bohemia's Avatar
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    Default Re: BKB Super Mod

    The horse archers are a design flaw yes. Most of the foot units you posted I already knew about, but those cavalry ones are new to me. They would be the same for each period.

  2. #2
    Ja mata, TosaInu Forum Administrator edyzmedieval's Avatar
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    Default Re: BKB Super Mod

    You have to do a lot of enhancing and modifying....

    Hopefully the patch will do it...
    Ja mata, TosaInu. You will forever be remembered.

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  3. #3

    Default Re: BKB Super Mod

    Currently I'm unable to do a proper and quick test of the Super Early units because the game crashes whenever I set up a custom battle with the first 8 factions and their units so I'm going to try and do a process of elimination and find out which faction/unit is causing the game to crash so I can report it to you, and after that I'll test all the Super Late units for bugs or missing weapons.

    And by the way, if you start the game as the Egyptians and right click on the Synagogue to see it's description to see if you might possibly want to build it, the game crashes. Just FYI.

  4. #4
    Boondock Saint Senior Member The Blind King of Bohemia's Avatar
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    Default Re: BKB Super Mod

    Yeah I knew about the Egyptian thing. You're doing a bang-up job BBCM, keep it up! Saves me a lot of time anyway.

  5. #5

    Default Re: BKB Super Mod

    On Super Early there seems to be a problem with the portraits of the mercenaries. All nordic mercenaries, no matter what name or what cultural backround they come from, have a Norse portrait for their leader, even if their name is Muhammed Bin Adil and they issue Islamic commands on the battlefield.

    The same is true of the Irish. All Mercs, no matter the culture, appear with an Irish portrait.

    The Cumans did the same as well, all of their mercenaries, no matter what their name or culture, showed up with the Steppe Pagan portrait.

    However, the Egyptians had regular portraits for their mercenaries, so take with that what you will.

    I'm probably going to either test and find out which Super Early units cause the game to crash or else test all the Super Late units to see if they're empty-handed as well.

  6. #6

    Default Re: BKB Super Mod

    Ok, after a careful process of elimination, the French infantry unit "Tarfur" causes the game to crash when he's included in a custom battle, and he crashes it against numerous opponents so it's just him. Not sure if he causes the campaign battles to crash as well but if he did probably nobody ever noticed because nobody plays early French.

    I think there are more game crashers on Super Early as well and I'm determined to root them out, then go for the super late units. FYI I haven't found any Early Units that are empty handed that I've tested so far besides the ones I already listed.

    As an aside, for your patch, could you kindly lower the upkeep value of Byzantine Cavalry? I think they added an extra digit in there or something, but the upkeep value of that unit is totally out of proportion to its ability in combat

  7. #7

    Default Re: BKB Super Mod

    Oh, and the Boyars. I know this isn't you, but the Boyars are friggin' incredible! Three units of them chewed a whole army of spearmen and axemen units. ARRGH!

  8. #8

    Default Re: BKB Super Mod

    Quote Originally Posted by bbcrackmonkey
    Ok, after a careful process of elimination, the French infantry unit "Tarfur" causes the game to crash when he's included in a custom battle,
    Maybe that's caused by the unit size. I think a unit of tafurs consists of 200 men by default, and if you play with large or huge unit size, the game will crash, because the engine can't handle units with more than 200 men in it.

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