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Thread: I am looking for a mod that's not too overwhelming..

  1. #1
    Inhuman One's Avatar Comes Limitis
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    Default I am looking for a mod that's not too overwhelming..

    There's many big mods out for this game, many making the game a lot harder than it is and to me, the vanilla game already has a difficulty that I can't handle without cheats. Enemies keep getting easy doomstacks while it takes a long time to get any descent amount of troops and level them up to high quality for me. Even then enemy generals seem to be able to have much more troops than me.

    So what I am looking for is nothing too complicated:

    -Something that either fixes heraldry's position on heraldric surcoats or replaces it with new heraldic armors that displays it properly. It annoys me to no end that whatever is your symbol is focused around the crotch instead of the middle of the chest.
    -Increased variation in armor, weapons, shields, etc. Preferably including stuff that shows your heraldry.
    -Better recruitment pools, ability to outfit your own troops like in fire and sword.
    -Improved combat. Is there any mod that makes the AI keep the distance that their weapon allows for? they always get all up my face which is fine if they'd wield a knife but with anything else its rediculous.

    I dont mind if the mod is either an update of vanilla or is something medieval instead.. or something similar. No gunpowder, romans or such.. I like to keep it in the spirit of warband.

  2. #2
    General Retreat's Avatar Policeman Pleb
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    Default Re: I am looking for a mod that's not too overwhelming..

    The Floris mod may be good for your needs - it's actually a large supermod that combines several different projects and submods. It's modular to a degree, with many options able to be toggled on and off through a mod menu in your campaign map camp. It does make the game more complicated, but most of the mechanics it tackles are fairly behind-the-scenes and don't have a direct impact on main gameplay unless you choose to really explore those aspects of the game. A good example is the way that supply and demand works inside towns now, enabling savvy players to trade much more effectively.

    -The mod includes graphics updates (including a huge array of new heraldic sigils to choose from), and several huge item packs. This covers a number of heraldic armours and shields, so you'll usually have plenty of choice.

    -Floris comes with three recruitment trees you can choose between when creating a new character. Native is the same as the stock game, with the basic tree that can't be customised. Reworked and Extended are far more comprehensive, with Extended really branching into a multitude of different equipment combinations so it does look like an actual tree! Reworked is a sort of compromise between the two extremes.

    -While the above does allow you to specialise your troops, you can't outfit their equipment directly. Despite this, there is the option to recruit a 'Freelancer' hero, who then allows you to enlist 'freelancers' instead of faction troops. You can select their equipment and fighting style with much more precision, effectively allowing you to make your own custom mercenary army. I haven't used these guys yet, personally.

    -Many more options for combat. Of particular interest is the pre-battle tactics screen. One of the issues with stock M&B is that when you begin the battle with the 'charge the enemy' option, your troops get the charge stance as default. This can cause silly stuff like archers rushing knights.

    With pre-battle tactics, you can assign commands to each battalion (infantry, archers, cav, etc) which they'll act out as soon as the battle begins. As an example: infantry, 10 paces forward, hold ground, brace spears formation. Archers - hold ground, ranged stance. Based on that, your melee troops would form a defensive line and the archers would perforate anyone who came within range.

    You also have the option of enabling formation tactics for the enemy AI as well, but this does make battles a hell of a lot more difficult. When enemy spearmen are bracing to kill your cavalry and their crossbowmen can make use of volley fire, things get messy. Things are still as up close and chaotic as ever when the actual hand to hand breaks out though.

    As for gunpowder, I have seen references to pistols and muskets in the game, but I've never actually seen the weapons themselves. I'm assuming that means they're sufficiently rare as to make no difference, especially seeing as the AI doesn't use them and I never will.

    Hope that helps.
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  3. #3
    Inhuman One's Avatar Comes Limitis
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    Default Re: I am looking for a mod that's not too overwhelming..

    Thanks that does help a lot. I rather not worry about formations and such though. Usually I dont do much more than tell my people to hold a defensive hill or such. I find the mechanics for ordering your people around too bad for much more and seeing how I'm fighting there too I'd rather focus on just that since it seems the player will always be much better at killing stuff than the AI.

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