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BeanyUndead Regular User Sep 23, 2010, 07:43:44 pm 0 17
Comments
Kid Koala wrote:
Warband is more than a "glorified mod" for the original, the fact that this mod is not on warband is it's biggest weakness in my opinion as the combat system in Warband is significantly more elaborate and fluid in terms of animations and tactics. Having to get used to the annoying parts of the original M&B (Not being able to pick up all weapons/arrows, limited command system) is a pain in the arse, the amount of detail and effort that's gone into this mod makes it worth the compromise though in my opinion.

Fair enough. Can't argue with any of that. Trouble is, Warband is constantly being updated while Mount and Blade is currently static, making the latter earsier to mod effectively. It is also more stable and does not have annoying restrictions such as corps-caps etc. It has taken the dev team years to construct this mod. Don't know if we would be playing it at all if they were making it for Warband. Although, that would be very cool. B-)
Don't know if this is the right place to post observations but here goes anyway.

Once again, fantastic mod. The best bar none and I have played many. Couple of problems though:
1) :-| The Gondorian Martial, the Prince, still, after the patch, does not commit to a campaign. He calls all th lords together, then cansels the campaign. Meanwhile, Mordor is trashing everything in sight. The Mordor martials seem to be working better now though. Rohan seems also to be engaging in war, although it is always King Theodin who is sieging outposts.
2) :-( I am not sure why the designers took out the player's ability to siege. This is very frustrating for me in particular as having to wait for the M&B AI to do it is irksome. Besides, I want to liberate East Osgilliath and make the Lord of the Rings story my own. The new and varied nature of quests compensates but to deliberately take away the players ability to affect the game's momentum seems unnecessary somehow and disempowering.
3) :roll: Don't know if it is the result of choices I have made (I am a Guardian of the Steward, Commoner background, Male) but my party size is very low. Charisma and Leadership have very little impact on this number making my participation in the War of the Ring (which I cannot control anyway due to sieges being removed) very tokenistic. It might be possible that when I surpass the rank of Captain of Gondor (if there is a rank higher) the troop numbers might jump considerably to be comparable with other lords, but I don't know. Most of the Morgul Hosts are very large and I cannot even attempt to face them with forty five men, no matter how good those men may be.
4) :-| The individual lords of Gondor are very passive. They do very little other than sit in their respective towns and cities. I have only, after more than 15 hours of game-time, seen an actual lord's army roaming the country-side twice. Once was in Rohan and the other was in northern Gondor. And both these lords were returning to their towns.
5) :shock: Mordor Orcs are tough, and I'm talking about the little runty goblinoid ones here. I've got PowerStrike 4 and a sword that does 40 damage and it can take up to three strikes to fell one of the warriors. They are faster than me, quicker to attack, do much damage and there are always many of them.

Well thats it. Hope this helps. Once again, brilliant mod. :-D
thorproject wrote:
i heard so much about this, i dont have mount and blade only warband and i would love to see it on warband plz if you know if you are going to in the near future or if someone is in the process of doing it i would like to know if they are making a lord of the rings mod for warband!! ty!!

Seriously, all Warband is is a glorified mod for the original mount and blade. On the other hand, you can download the original mount and blade from Steam for less than 20 bucks. It will take you half an hour. And trust me, I would take this mod over any Warband mod. Lastly, the designer of this mod as said a number of times that a Warband port would be almost impossible.
I'd just like to say that this mod is the greatest and not just because it is Lord of the Rings. The detail and atmosphere you have captured is nothing short of astonishing. Minas Tirith is amazing! You have almost completely reinvented the game. Great work. :pint: There is one bug still not quite resolved but I believe it a limitation of Mount & Blade itself and that is the 'Vertex Buffer' error and the occasional ctdt during very big battles. I fix it by simply turning the settings down for the big siege engagements. Well done in fixing the 'Marshals never want to attack' bug. I am finally off to war! Anyway, you guys and girls are awesome! Thanks again!
IP: logged
 Re: Calradia - Forgotten Kingdom (v 1.0)  » posted under Calradia - Forgotten Kingdom on Dec 20, 2010, 06:19:48 pm
Bondy195 wrote:
Befenismor wrote:
Bondy195 wrote:
Befenismor wrote:
Bondy195 wrote:
Befenismor wrote:
Bondy195 wrote:
Quote:
sucks

If you think it sucks then you make something better! Think before you speak/type dumbass.

And also i looked at your profile... Practically all your comments are "This is Crap" or "Port to Warband" get some bloody optimism in your life.

idiot i hate u

If somebody puts time into making something for others to enjoy, and then you just go and slag them off for it!
How do you expect them to react? YOUR the idiot!
You mad?

No actually I dont think I am but if YOU dont like any mods made, why dont YOU make one and stop being such a hypocrite!

stop crying kiddo lol get a job

Stop slagging off my work and start making comments about why you think its bad!!

Don't let him bait you. He sounds like he's about 12. Just one of those sad little people who like to make themselves feel special by putting others down while hiding behind a computer screen. Pathetic. I for one like your mod and thank you for all the effort you put in. Keep it up. :-)
I have been playing for some time now and this new version is somewhat...harder than its predecessor. :shock:

The single most significant game destroyer is morale. No army should require a week of rest after marching about the countryside for less than seven days. If it is being assumed that marching day and night does not include rest periods, then camping during the night cycle should clear the negative penalties for fatigue. Unfortunately this is not the case, meaning that armies require extended periods of inactivity before being able to participate in even the shortest campaigns. This by itself would not be so bad, even though the constant desertion of troops does eventually become somewhat frustrating, but morale is also a critical element in battle. The AI armies do not seem to suffer from the same penalties, meaning that you can encounter an equal number of enemy soldiers (soldiers not bandits) and most of your men will end up running away; and why? Because they're tired. :roll: I will not say morale is broken, but in the interests of pursuing realism, this might want to be changed.

Businesses are another serious point. From an economic perspective, the difference that exists between cost and productivity makes no sense. The cost of some businesses are excessively high compared to the materials needed to make them. I know the game does not take into consideration the concept of land value, but the cost of the building itself should reflect trade. An area with poor trade should offer cheap land (as a means of diversifying the local economy) and an area with rich trade should offer expensive land (as such properties will be highly sought after). Finding that all businesses cost tens of thousands to construct but generate mere hundreds in profit make them unrealistic. Nobody would have the capital to start businesses if no business could be constructed cheaply in order to generate starting capital for larger and more profitable businesses. Not without loans and financial institutions anyway, and there is no way to ask a lord or the guild master for such a loan. :-|

Lastly, armour and weapons. I agree that heavy armour changes the way a soldier fights, but it generally does not make his sword swing less damaging. Armour affects speed, not strength or skill. Agility is the stat that should be affected by armour, not Powerstrike. This is dangerous territory to be in I know, as most people have an opinion regarding how armour actually works, but everyone should agree that your sword should not 'loose' damage due to heavy pieces of metal being strapped to the hand that is holding it. :green:

I have actually gone back to 1.3, which remains the very best mod out. I really hope the designers don't take this as an insult or anything. :-) I really love their creation. 1.31 has obviously responded to a number of requests made by our community. I say there was nothing wrong with the original. Add more, but don't change what is already working.

Keep it up. I realise and respect just how much work you have already done. :pint:




comment last edited by BeanyUndead on Nov 13, 2010, 09:49:49 am
One more thing. I loaded Polished Landscapes on for this new version of Brytenwalda. It replaced the Module.ini file. This feels very bad somehow. :-? The game, with its many new functions, seems to be working fine now, with excellent landscapes. Could someone tell me if this was a bad idea? Basically, what changes were made to the Module.ini file between 1.3 and 1.31 that I am now missing out on because I loaded PL?

I’m just downloading your latest release now. Don't know if you have fixed the floating village problem but I’m hoping so. B-)

You are all fantastic ‘modders’. I'm actually an English Teacher from Australia. If you would like your text edited with regards to both spelling and grammar, I would be happy to support you.

Regardless, keep up the great work. Once again, this mod is by far the best. :-D
IP: logged
 Re: Anno Domini 1257 (v 0.95pre10)  » posted under Anno Domini 1257 on Oct 30, 2010, 10:12:12 am
Vikingeldr wrote:
BeanyUndead wrote:
One of my favourite mods but I have to stop playing it. I crashes way to often and I have tried everything on every forum. I'd keep going, but I have not heard from the creator since september. Is this mod going anywhere? Will there will be an official 1.0 release? Great graphics, great map, great weapons, great feel, too many runtime errors. Would love it to be finished.

This post is not trying to get a reaction or seem ungreatful or make anyone mad. I appriciate how much unpaid effort has gone into it already. I really do love this mod, but I'd like to know if I should keep checking this forum. Is this it, or is there more coming out. Would love a reply. :-|


What crash?


If you got the same problem as eren0606, as i had too, you only need to download this small fix: http://www.mbrepository.com/file.php?id=2254


After that i had no crashes.

Thanks for the reply.

Tried it all. I can play it, but after a while it will crash with a run-time error. Believe me I have tried everything. But in the end I can deal with the crashes. You still get a good game before it happens, usually after about two hours of play. What bugs me is that the entire mod has that unfinished feel and it does not seem to be in development anymore. I think the factions are unbalanced (the French keep kicking the hell out of the English simply because they have better quality troops and more of them) but this could be deliberate. I'd love if the designer would actually reinvolve himself (or herself) with the mod. I have no idea what is a bug and what is designed. I was just playing it a second ago (after I swore I would not again - that is how good this mod is) and London fell to the French. The English reaction was to ride immediately off towards southern France in an attempt to take a distant and inaccessible town. Is this because, historically, the marshal was a moron or is it a bug? As the designer is nowhere to be seen, I have no idea and no means of finding out.

I have difficulty playing the vanilla game or other mods because this one looks so...real. But it also falls short in a number of ways, and these do not seem destined to be fixed.

Alas, thanks for listening to my rant. I will deal.
IP: logged
 Re: Anno Domini 1257 (v 0.95pre10)  » posted under Anno Domini 1257 on Oct 29, 2010, 02:38:58 am
One of my favourite mods but I have to stop playing it. I crashes way to often and I have tried everything on every forum. I'd keep going, but I have not heard from the creator since september. Is this mod going anywhere? Will there will be an official 1.0 release? Great graphics, great map, great weapons, great feel, too many runtime errors. Would love it to be finished.

This post is not trying to get a reaction or seem ungreatful or make anyone mad. I appriciate how much unpaid effort has gone into it already. I really do love this mod, but I'd like to know if I should keep checking this forum. Is this it, or is there more coming out. Would love a reply. :-|
IP: logged
 Re: Bug Report if interested  » posted under BRYTENWALDA 1.391 - Warband 1.143 - 21/02/2012 on Oct 28, 2010, 07:48:37 am
Once again, great mod.

Noticed a few bugs. I have no idea if this is where they are supposed to be logged, but here goes.

1) Down in Southern England there is a village called Brommoc or something similar (think it might be the pre-Norman of Bromoc Oc). The houses and scenery do not match the terrain...they are all floating in the air. This was not fixed by the Polished landscapes patch and it exists in more than one village. :shock:
2) On bounty missions, I sometimes have two targets mentioned in the conversation options. Also, sometimes the target I am supposed to kill turns out not to be my target, and after killing him or her I have to leave the village, re-enter it, and kill the right person. Not entirely sure it is a bug, but there it is. :-?
3) My bounty targets all ask me if I am with the F.B.I. A designer in-joke maybe? :roll:

Keep up the great work. I hope this was helpful. :-)
IP: logged
 Complements  » posted under BRYTENWALDA 1.391 - Warband 1.143 - 21/02/2012 on Oct 26, 2010, 04:16:25 am
B-) Congratulations on a fantastic mod. Absolutely fantastic. Whoever you all are, you should be very proud of your accomplishments. I have been playing it now for several days and it only seems to become more engrossing, which is more than I can say for the vanilla version which, while good, was nothing compared to your creation.

I am both English and currently employed in a ‘history profession’, and I have to say that your map is wonderful. Historically accurate (for the most part) town placement and terrain have made this a marvel for me. Oh, and cosmetically, the touch you added that when you approach a castle guard they lower their heads; fantastic.

Anyway, I just wanted to pass on hearty and sincere congratulations.
IP: logged
 Re: Anno Domini 1257 (v 0.95pre10)  » posted under Anno Domini 1257 on Oct 12, 2010, 05:05:17 pm
[/quote]
cool can u write the detailed thing to fix the skybox clear 08 thing thats the only thing thats stoping me from playing all day
[/quote]
Me too. Please dude it crashes every 5 min! :S
[/quote]

The latest patch does the job nicely, but while I was waiting for it I simple went into the Module's Data folder and opened up the Skybox.txt file. You'll clearly see a pattern in the coding. Each separate coding block begins with Skybox..... Make a backup first, cut and paste one of the other skybox code blocks over skybox_clear_08 code block (which is the pre-patch dodgy one) and it fixes the problem. I have no idea what all the numbers mean, but you will end up copy/pasting about three lines. In other words, find
skybox_clear_01 16 179.000000 52.000000 0.900000 pfx_sunny
1.834800 1.681900 1.501200 0.000000 0.000000 0.000000 0.060235 0.088471 0.167529 300.000000 4287406765
and copy paste it over the similar looking data block that begins with
skybox_clear_08.

IP: logged
 Anno Domini 1257 (v 0.95pre10)  » posted under Anno Domini 1257 on Oct 09, 2010, 07:57:05 pm
I honestly do not see many good mods out there, but this one is excellent. I have no idea how these forums work or if the designer will ever see this comment but if he/she does, seriously great stuff. A couple of bugs to report, and I hope this helps:

1) Some swords and locations have 'Type XIII' or something similar attached to the name.
2) Game crashed while being attacked by deserters outside York. Error message: unable to load mesh: skybox_clear_08. If fixed this problem by 'cut and paste' lines of code from within the skybox data file to replace the 08 data. If this is causing problems for anyone else I can tell you how to do it.
3) When doing the final mission for the 'Merchant of London' involving fighting the looters in the city, some of the enemies spawn in the walls and the mission does not end because the guards are all flailing around outside the wall trying to get through. I just exit the mission via the castle door, so not a big problem. You still get full XP and credit.
4) The already frequently stated map stutter effect. My computer is the best money can buy with a graphics card that could facilitate a space shuttle launch and a lot of memory. Tried all suggestions and I believe it is the M&B engine.

Bugs are not in any way game threatening. I am off to play it again. If I have posted this in the wrong place or it ends up in a furious designer's email after he's told everyone a thousand times to post it somewhere else, I do apologise. Thanks again for a great mod.
IP: logged
 Bug Report: The Eagle and The Radiant Cross (v 3.14)  » posted under The Eagle and The Radiant Cross on Oct 08, 2010, 09:46:06 am
Two bugs (reported by one of 'This user name has already been taken''s biggest fans) in the latest version of Radiant Cross.

1) I denounced a lord. I fought the lord. I beat the lord. I ended up in an inescapable loop agreeing to fight him on a battlefield, similar to when you encounter bandits. :shock:

2) I agree to train peasants. I start training, but I end up waiting for ever and the 'training fight' never happens. :-?

Otherwise a brilliant mod. I have played it more than I have the vanilla version. Great work.
IP: logged
 TEATRC lodpack and equipment fix (v 3)  » posted under TEATRC lodpack and equipment fix on Sep 24, 2010, 04:08:59 am
Any idea how I install this update? Anyone?
:-|
IP: logged
 The Eagle and The Radiant Cross (v 3.14)  » posted under The Eagle and The Radiant Cross on Sep 23, 2010, 07:52:32 pm
New to this forum, but I've been lurking in the background for close to six months now, downloading mods. Many have not loaded, others have had game destroying glitches and crazy crash effects (many of which I am sure are caused by Steam). So to encounter this mod, and experience such unexpected bliss without crashes or glitches! Wow! The designer of Radiant Cross should not only work for Talesworld, he/she should run the company. Seriously, a great mod! I have sampled more than forty over the last half-year and this one is by far the best. :lol:

PS. Not a bug, but a question. The 'Lion' faction are good...I mean really good. Will they turn out to be unbalanced?
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