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vorador1980 Regular User Jan 07, 2011, 12:25:02 pm 0 18
Comments
Very good mod with many new armors, weapons and horses. Also there are much more nations than the original which means a lot more options for replay. The options for hiring someone else`s troops is unique, I can hire even a neutral lord in my company and equipped them as any other companion. Very, very innovative idea :idea: . Please, accept my humble congratulations. I`ll check further for any disturbance with the factions and quest. The companions skills and attribute points could be managed freely which is also very good.

But ... The firearms doesn`t seems appropriate into Mount&Blade game and crush the ballance entirely. Also when my charackter reached higher level /currently 45/ there are no real danger in any battle. One hit is enough to kill anyone. The ordinary units may reach about level 25 and lack strenght. The addition of one or two formations would be nice.

There were no real "dissapearing" of towns or writings. Just temporal - a few seconds at most and it was quite rare. The coloring of the Zericanian factions was bigger "problem" than that - I can hardly manage to read whom boyar party enclosing.
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 Prophesy of Pendor V3.42 for Warban (v 3.42)  » posted under Prophesy of Pendor V3.42 for Warband on Nov 29, 2011, 07:37:18 am
Is there a chance to add a possibility for a player to join the minor factions? It would be interesting to became a Heretic and to recruit Demons. :lol: I`m just one little evil person, I know. Plus, it would increase the playable factions double. Please, would you be so kind at least to consider it?
Thank you in advance.
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 Prophesy of Pendor V3.411 - Game Ma (v )  » posted under Prophesy of Pendor V3.411 - Game Manual on Nov 29, 2011, 07:26:06 am
I found answers of some important details. It pleased me to read the answers of questions I wasn`t able even to forsee. ;-) Especially helpfull about the requrement for the Eventied knights chapel.
Thank you for your help. It would costs you a lot of time and efforts. I appreciate it.

P.S. Is there a chance to add a possibility for a player to join the minor factions? It would be interesting to became a Heretic and to recruit Demons. :lol: Really. Plus, it would increase the playable faction double. Please, would you be so kind at least to consider it?
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 Prophesy of Pendor V3.42 for Warban (v 3.42)  » posted under Prophesy of Pendor V3.42 for Warband on Nov 10, 2011, 04:10:59 am
Dear Madball,
Thank you again for your valuable descriptions. Now I`ll know what and where to look about Noldors. And to play with another non-D`Shar faction :lol: . Of course, I must have guess something by myself but I didn`t. It seems perfectly reasonable not to have full access to another faction elites if not entirely impossible to have Legion troops while play as D`Shar for example, not only for nobles. It was so comfortable to play with each faction elite troops at one warband ... until those mod who catch me entirely unprepared! :-D :-D Not to mention that the mercenary cavalry left me without denar ... twice. ;-) Very, very commendable and appropriate restriction. I didn`t expect it, I must admit honestly. No doubt there are more details to be discovered. Who knows, perhaps there is a way to join the Snake Cult or Jatu, or Dread Legion, or Heretics and became some kind of "evil" king?
Thank you a lot for your help.

Sincerely yours
V.
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 Re: Prophesy of Pendor V3.42 for Warban (v 3.42)  » posted under Prophesy of Pendor V3.42 for Warband on Nov 08, 2011, 01:54:42 pm
madball wrote:
vorador1980 wrote:
This mod is amazing and beautifull. There is always something new to be found arround. For example those so called "Noldor". I found only those Noldor NPC but so far nothing to improve the relations with them to gain access to their weapons, armors and quest. Please, I need a little help about this! At least a hint?
First: improve relations with them. You can do this by helping them out, when they fight against someone, or you can fight them, knock them uncuncious with blunt weapons and take them as prisoners (though this is the harder way, because they are the hardest to fight against). After capturing them, go to the party menu and talk to them, there will be an option to let them go, each noldor elf released gives you +1 point relationship and you gain honour. The higher the relationship, the better (I fought them and released prisoners until I had a relationship rate of 35+). After this, go to the tavern in the town of Laria and speak with Quigfen, he will give you a quest to defeat the marauding jatu army in the woods located near Laria (they will be marked with blue). After you did this, Quigfen will tell you the location of the hidden city of the noldor, where you can trade with them, train and recruit noldor adventurers. One thing: attack the noldor only with elite troops (hero adventurers, jatu mercenaries, empire knights etc.), same goes against the jatu.

Dear Madball,
Thank you for your advise. I really apreciate your support. However I wrote that I found only the Noldor NPC. So far I saw not even a single Noldor or Noldor warband anywhere on the map. So I`m unable to fight or to help them. For now. I`ll check the area about Laria and hope to see them arround.
Since you were so kind I`d like to ask you for another problem I found just today. I`ve started a new game and became to fight for the Empire for some time. But at one point I saw that the recruited peasants could be upgraded only as infantry. Every castle and town, every lord have Empire cavalry but even the captured militia can not be upgraded as horseman of any type. I`v tried every other faction, just to be sure and I found nothing of the sort with them.
Thank you again for your help.
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 Warsword Conquest Preview mod (v 1.0)  » posted under Warsword Conquest Preview mod on Nov 08, 2011, 01:36:23 pm
I`ve tried to build an outpost. It took my money but when I choose the option to enter in it I found my group on bare hill with nothing arround. Not even wooden palisade. The upgrade to the "fort" also had no visible improvement. At least for now. I`ll be waiting for the full version of this mod. I`m sured that it will worth it.
On the other the idea is very potent. Such construction could became a powerfull base for any adventurer who doesn`t want to join any faction but to became a king. Or not. Anyway, the possibility to build your own fortress on chosen location is excellent. B-)
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 Prophesy of Pendor V3.42 for Warban (v 3.42)  » posted under Prophesy of Pendor V3.42 for Warband on Nov 07, 2011, 06:07:42 am
This mod is amazing and beautifull. There is always something new to be found arround. For example those so called "Noldor". I found only those Noldor NPC but so far nothing to improve the relations with them to gain access to their weapons, armors and quest. Please, I need a little help about this! At least a hint?
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 Warsword Conquest Preview mod (v 1.0)  » posted under Warsword Conquest Preview mod on Nov 07, 2011, 05:47:17 am
Actually I found a merchant who sell beautifull but too powerfull weapons. I really hope, for the sake of game ballance, that in the final release the weapon statistics will be lowered about those of the normal weapons. Their design is lovely indeed, but super items could easily ruin the whole game.
TeaandCrumpets wrote:
Hi all.

Firstly can I say to vorador that I agree with most of your points but with some of your complaints you have to remember that this mod is based in the 800's. They did not have many/any polearms and definitely no firearms.

Secondly I wanted to say to idibil that this mod just keeps getting better and better, please please keep up the great work. However there are a couple of points I would like to bring up.

1. The complete uselessness of ranged weapons against any enemy with a shield. I understand that sure it should be hard to hit someone with a shield but it seems as though they are invincible from the front (which is always the way your archers are shooting from). Also that the arrows need a bonus against shields. I hate fighting a battle and having a shield with 20+ arrows and javelins in it. Maybe do it so that 6 arrows will destroy a shield (3 javelins or 2 throwing axes etc). This would make having archers a tactical option.

2. Is there any way of adding an option of bringing up the party menu before you go into a battle. There are times when I would prefer to set my cavalry up to be on the field first (which would mean moving them higher in the party menu, I believe). This would allow for more versitile play, especially during sieges.

Keep up the outstanding work!


T&C

Dear TeaandCrumpets,
Thank you very much for your elucidations. I understand now why there are no polearms. But I had no complains about the lack of firearms, not at all. Quite the contrary - I`d like to bow to the mod creators from gratitude that they didn`t put ANY firearms in their mod. I`ve tried mods with firearms and found them ... completely and utterly out of ballance to say the least. After all, every chilld knew why. The game is named "Mount&Blade ... " not "Mount&Bullets" or something similar.
Perhaps I wasn`t completely perspicuous when I described the situation with the archery. I understand that it isn`t normal to kill so easy someone hiding behind a shield. It is a fact. This is the only mod where the enemies actively covered themselves with their shields and really want to kill the player charackter! But I can`t even hit the shield itself from a short range with very high poits of bow skill and archery plus the best possible bow! The arrows fell far behind or too left or right - anywhere but not right toward the target. It`s a normal for a newbie but for 22 level charackter with such skills? The situation with the crossbows is similar. I can`t say anything about the shields itself - the shield walls are famous enough and for good reasons so it seems reasonable that the shields may endure a lot of damage.
But the creators put a lot of efforts to made many things more realistic so I`d wish my words to be accepted as comments and definitely not as criticism. There is no other mod like their.
Thank you again for your understanding.

Sincerely yours
V.
comment last edited by vorador1980 on Nov 03, 2011, 05:38:31 am
Yup, I found the ship to ship combat from the bottom too, even with the mod option for drowning off. Avoid sea battles. I tried a few times to put them on automatic but the loses were tremendows. In one particular case my troops lose 113 from 167 man while the Dena pirates barely lose 17 from 19 men. I already found that the Dena pirates and Frankish pirates had the strongest infantry but with odds of 10 to 1?
For "the best mod" ... it will require more work. For now it clearly win the title of "the hardest mod". With 30 or more strenght my best charackter is rarely able to kill even a peasant with a single swing of it`s ... woodcutter axe. I can`t say "battle axe" for I`ve seen some kinds of Middle Age weapons. With 30 or more agility another charackter wasn`t able to swing his weapon a little bit faster compare to another with 8 points of agility for example. The archery is heavy crippled exactly to the point of useless joke. And this is it`s best for with 5 points of bows and 200 points of archery I rarely hit an enemy on 10 steps away. The only crossbow I found up to the moment have accuracy of 60!? purchased from the mystic merchant but ... I found not a single quiver of bolts in the whole mod up to now! And the crossbows are supposed to be the most accurate and deadly weapon before the firearms! :!: Here is the place to mention and the lack of polearms.
When I choose to play as follower of the Old Gods and began to slaughter the Christian I still face a huge penalties - lose of honor and morale instead to gain! Why? This thing actually forcing the player to play as Christian! Why should I do it when there are two options not to do it - if I choose Celtic or Germanic gods?!?
On the good side are the lack of super weapons and armors. The lack of plate armors and armored horses is mixed blessing. The penalties for heavier equipment looks fire, although it could be ... different for a really strong charachter, isn`t it? The new siege system look expanded but the feeding of the army during the siege is far harder that before. The entertainment skill and options are fine and very usefull. The constructions still required an enormous amount of money but their gathering became a little easier than before.
The idea of construction of personal lair is fine and I wouldn`t be surprised if on the next update the mod would allow to pay for construction of some extraordinary castle or citadel. On a huge price, no doubt, but nothing in the universe is free, no?
Excellent mod without a doubt. Quite hard, compare to the rest, but for better gameplay. And still without any firearms for which I humbly bow to the mod creators!
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 Shogun - Sengoku Jidai 0.70 beta (v 0.7 beta)  » posted under Shogun - Sengoku Jidai 0.70 beta on Nov 01, 2011, 06:47:38 am
I`ve played the previous Shogun for ver. 1.134 and those one for 1.143 is much more stable and reliable /on the same PC configuration of mine/. Although still beta 0.7 it is copletely playable and very pleasant for single play /I don`t care for multiplayer games not even a little bit/. The graphic options works fine with 8 AA plus HDR for battles up to 100 units which is fine by me for a middle class PC. The weapons shine on the bright sunlight, the battle commands sound perfect on Japanese, the simple formation system work rather good. The sounds are especially good - those of the arrow flying to it`s target, the sword closed to it`s scabbard, the spear hitting it`s target, and so on and so on!

On the other side: the prison gates lead only to nowere which block the quest for release prisoners with force quite bad. In some castles the guards block the corridors and the access to the inner sanctum ot the local lord.

Personally I disapprove the implementation of firearms in game as "Mount&Blade" for it immediately lose any ballance and turn it to "Mount&Musket" and later inevitable lead to something as "Mount&Laser, Star Wars, cannons, bazookas and so on". There are too many games with firearms and too little with weapons that require skills and strenght. But since the creators decided to made it that way - so be it. With enough points of "Looting" I managed to plunder a cartridge and matchlock long rifle /there are none for sale from anywhere yet/ but my charackter wasn`t able to use it for the lack of skill "G"?! The fire arrows doesn`t seem to work too. The huge quivers of arrows that stick up far above the shoulder sometimes made the aiming harder. The flags on some armors too. :lol:

The armors look especially authentic and those lamellar armors of Oda clan are the best! Every single lamella is clearly visible! Those armors with yellow and brown colors are fine, but the black ones and red look a little ... wooly. I stronly support the innovative idea not to make the armors too powerfull /average defence points body 30, legs 13/ but some weapons reached values of 58-61 points which look a little ... strange. ;-) But I believe that you have your own reasons.

In the end of my comments I would like to underline /double/ that the atmosphere of this mod is amazing and with one or two updates it could became perfect. Even for a beta it`s about 80% completed and even without any diplomatic or trade options I can evaluate the mod at least with 8 from 10. The mod doesn`t have any problem with the instalation. Or with any internal crush during the gameplay /once or twice for 24 hours is nothing/.
I`m looking forward for the next update.
Sincerelly yours
V.
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 Warsword Conquest Preview mod (v 1.0)  » posted under Warsword Conquest Preview mod on Oct 26, 2011, 08:46:14 am
Dear Creators,
I`ve played a lot and on different mods but still I found nothing better than Warsword. It`s just a fact. The new images, the different races made this mod better than the very original. It was the same with the first Mount&Blade Warsword and it`s the same with Warband. How many games offer the player to play as Skeleton or mighty Orc? Or even to ride skeleton mount, huge wolf or war boar? It isn`t a surprise that this game /with the mods, of course/ is still favoured instead many newer games. Not even a little bit! And with each additional but different race this mod will became even better. The more non-human races - the better. I can only hope to play as Orc, Skaven or Demon. And why not a Werewolf, for example? Or any other evil looking non-human person. I`m too bored from the human heroes while there are so many far more interesting /and better looking/ ones.
Personally, I`m against the addition of the firearms since it`s still "Mount and Blade" not "Mount and Musket, laser or bazooka", but those who are capable to perform such beautiful mod deserve to create it as they see fit. For them, not for me. And honestly, I`m more than happy for the implementation for my personal number one favourites - the Undead.
Fortunatey, the mod lack the super, ultra, hyper powerfull weapons and armors /I played it only for two days up to the moment/ and I found it very commendable and appropriate for the game ballance. It`s still v. 1.0 so perhaps there are plans for more diplomacy or trade options in the future, for which we all must be gratefull and patient. Even as it is the mod is very stable and enjoyable. Such hard work completely deserve the highest possible evaluation. After all who else offered us /the playes/ not some petty British or Irish troops but entirely new species? :lol:

Sincerely yours
V.
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 Shogun Mod 0.5 (v 0.5)  » posted under Shogun - Sengoku Jidai 0.70 beta on Apr 12, 2011, 02:05:03 pm
I played a lot the previous version but not as nearly as I`d like for the constant crashes during the battles. I don`t know the reason, for my machine is above average and the requirements are less than moderate but in almost every battle with about 30 or more soldiers the game began to run as on constant pause/play. Or kick me out in the Windows. The same problem is here too. I love this game but nothing help me to play it. No change of resolutions, with or without HDR settings, anti-aliazing or shadows were of any help. This is the first mod with so much efforts to converted the whole game into the real Japanese atmosphere (and successful) and yet I can`t find any way to run it for more than 10 munutes. What the hell is going on? I cant detect any reason. What must I do? Any help? Plese?

The weapons are far above average as graphic quality but the statistic of the armors are too low compare to ordinary Sea Rider chainmail. I suppose this is because it is still beta, but I admit that I liked more those from the previous Shogun mod. Naginata and nagamaki are still my favourite weapons. You deserve my special thanks and commendations for the bows with requirements of 9 levels of bow. I have 26 mods for Warband installed at the moment and this is the first and only real benefit for the Srenght and bow upgrades. :pint: But those with requirement of level 11 ... I found no way to use it. :-) Even with 33 Strenght I cant have more than 10 on bows. Armored horses, crossbows, firearms and maces aren`t common for the old Japanese so I`m impressed from your ability to avoid them in your mod for Mount & Blade insted to turn the game itself into another Mount and Musket/Cannon/Chanigun/Bazooka/Laser/Nuclear bomb/Blaster etc. The cursed firearms surpass every other weapons and turning the whole game into bloody chaos. And the sniper arquebus in character creation doesn`t help at all in this area. Kingdom management is a very good choise, some help into gathering garrisons is also a very good idea. No ruler may personaly run every detail after all. Some way to keep the moral at stake without constant fighting at least on a level not to lose my army from desertions will be greatly appreciated, even at the cost of some disadvantages. The finance system is quite ... well ... hard to maintan 100 and more soldiers as mercenaries. Some financial source except fiefs perhaps? To build or purchase trade outposts, some constructions in the towns maybe? Investment in caravans... anything?

Is it possible to be implemented some restrictions for the presence of the different clan soldiers in the same company? Perhaps when the player choose one clan only the soldiers of those clan to be available for use. And ordinary mercenaries, of course. The possibility of such wide mix of enemies in one group is a little strange.

The warrior monks and Ikko-Ikki sect (which are also warrior monks literaly) is another excellent idea. Accurate and fresh.

I`ll be watching with great interest the further development into your mod.
:-D Hello,
Thanks a lot for your hard work. You`ve made a completely different mod and noticeable harder one. Good work, truly. It is much more harder to kill fully armored lord with a table knife, even at level 35, I`m impressed! And the enemies actually not only using their weapons to harm my character but also using their shields to protect themselves instead to commit mass suiside at the presence of the player! Awesome! Its a little harder to have 500 man at the beginning of the game and 1 000 000 shcilingas, very very impressive!
And after all this I would like to comment a few noticeable moments:

The good ones - more challenging fightings, more efforts to choose with who must I fight and when it is wiser to retreat or to run. No clearly visible "superheroes" amongst the units (well, for a 4 days gameplay actually). The pagan and christian divisions are fresh idea. The lack of weapons with 100 points of damage is really nice, thanks a lot. Also I saw not even one god armor with 80 points of defense. The heavier equipment decrease the power of the strikes. And I saw NOT EVEN ONE pistol, nor a rifle, cannon, bazooka, nuclear bomb, gatling cannon, laser or spaceship in those poor Mount&Blade Warband game. I bow to you. The losing of moral for the lack of the rest is noticeable effort to improve the overall balance. Keep the good work. The more realism is always a good thing, I`m sick from superheroes but I don`t mind to play a villain for a change. The more quality armors and weapons are more harder to obtain and you are correct in this. This mod is hard rock stable visualizating 200 units at one battlefield. Most impressive!

The bad ones - the money. One cheap horse 3500, a little less than full tourney reward. 20 000 for tannery! 11 000 for chainmail! Not even one plate mail or armored horse, two handed weapons can not be used in horseback?! Why? The moral system is a little frustrating (and expensive) to maintain. Is there no other way to keep the moral on one reasonable level at least not to lose my army without constant fighting or drinking? The game crush sometimes when I try to save after some battles, but its nothing serious.

The unsolved (yet) mistery - the treasures of Brittania. I`ll continue to search is there actually any treasures or not. If there are, no matter how hard it will be, I`ll find them. The more quality armors and weapons I still need to found, but I will.
Thanks again for your time and patience. You`ve made a lot of efforts to reveal the true potential of this game instead just to repaint the old factions.

Best regards
V.

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 Shogun Mod v0.30.0000 (v 0.30.0000 beta)  » posted under Shogun Mod v0.30.0000 on Mar 13, 2011, 10:01:40 am
This is truly amazing work. I`ve played for a month and I like it very much. Each faction have different units but all of them have proper Japanese armors and weapons. Some of the choises at the start alos gave much benefits - expensive weapons for example. Very, very well done.
I`ve played with 1.134 versioin and the game crush very oftern. Is it possible to be fixed or I must return to 1.132?
Many thanks for the improvements in 1.8. The different factions soldiers are equipped with the appropriate armors and weapons. :-D
I found however that the archers have no other statistics except one handed weapons. Khergit doesn`t have lancers any more, those "Khergit Spearmens" are actually no-dachi infanties. Shinobi have only one line of upgrade up to "ansatsunin", their lords have "commander" or "footman", "veteran footman", "archer" but the single players have none of them. The Angry Farmers looks like partly disarmed, with less armor. Shogunate and Tenbatsu are fine, with both infantry and cavalry units, Samurai Rebels are still without any cavalry like Nords, but with mercenary units is still bearable. Total three playable factions for single player: Tenbatsu, Shogunate and Samurai Rebels.

ONE REALLY UNPLEASANT SURPRISE :cry: - the imported character losses ALL achery points! I played with my charachter up to level 31 then I exported it and imported in new game. From 327 points from archery it had only those that I put on character creation screen (for the current example literaly 15 points!).lThose for trowing are still kept, for crossbows I still don`t know. This thing I saw for the first time.

Since my character had 30 points of Agility I put some points on Athletics with the idea to outrun every enemy but even with 10 points I saw not even the smallest effect. With 30 agility points and 10 athletic points its impossible to run out from any enemy. The weapon speed doesn`t change at all, actually two-handed weapons are faster than one-handed. Strange, isn`t it? With 10 points of Riding or with 1 the horse speed and maneuver are the same. With the Dragon bow there is no use of any other bow, 10 points of Power Draw mean nothing, the strongest bow have 8 requisition (and even with that is less powerfull than Dragon bow, ugh!). With 10 points of Loothing the best loot was sturdy gusoku armor with 40 body 8 legs armor points. Shield skill look useles, no effect at all. Which I saw and with the original campaign but I hoped to see some positive changes with the mods of the more skilled creators.

In the end with all forementioned the mod is still more than good.
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 Warsword Release 2 (v Release 2)  » posted under Warsword Release 2 on Feb 03, 2011, 01:33:57 pm
Better late than never.
For all mods that I`ve played in both Mount&Blade and Warband this Warsword is still the best and the most playable and replayable. For the sheer variety of different factions, items, armors and weapons for them all. B-) No other mod, including Shogun and Kengeki for Warband, can offer so much that this one alone. Although some minor bugs the mod is rock stable, the races looks really different and after several months I still can`t decide which one is the best. And this make me :-x , hehehe. For they are all very good. The ogre mercenaries are awesome brutes and I can only hope to see the main hero as one, if you can add such race.
Well, I just wanted to say big thanks for you magnificient work. I would be overjoyed to see and play with any other race that you may wish to add (especially some demons, please, please!). The only mod that eventually may surpass this one could be Warsword for Warband :idea: .

Sincerely yours
V.
comment last edited by vorador1980 on Feb 03, 2011, 01:40:07 pm
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 Warsword release 2 update 2 (v )  » posted under Warsword release 2 update 2 on Feb 03, 2011, 01:29:35 pm
Still the best mod.

Better late than never.
For all mods that I`ve played in both Mount&Blade and Warband this Warsword is still the best and the most playable and replayable. For the sheer variety of different factions, items, armors and weapons for them all. B-) No other mod, including Shogun and Kengeki for Warband, can offer so much that this one alone. Although some minor bugs the mod is rock stable, the races looks really different and after several months I still can`t decide which one is the best. And that makes me :-x , hehehe. For they are all very good. The ogre mercenaries are awesome brutes and I can only hope to see the main hero as one, if you can add such race.
Well, I just wanted to say big thanks for you magnificient work. I would be overjoyed to see and play with any other race that you may wish to add (especially some demons, please, please!). The only mod that eventually may surpass this one could be Warsword for Warband :idea: .

Sincerely yours
V.
comment last edited by vorador1980 on Feb 03, 2011, 01:37:33 pm
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