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User Name Group Member Since File Listings Comments
nweoooosh Regular User Oct 25, 2011, 01:18:02 pm 0 12
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 Re: Native Crosbow v 1.1 (v 1.1)  » posted under Native Crosbow v 1.1 on Feb 22, 2012, 12:01:00 pm
ThorofAsgard wrote:
Ok then, I uploaded a "Small party" Option in another file, link is there, this will decrease party sizes alot (And it works for me)

Thanks, I resumed from a previous savegame with the new files. I'll miss the big bandit parties, though. BTW, I got a slay sword, so it seems new equipment is not impossible to loot, just very difficult :D
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 Native Crosbow v 1.1 (v 1.1)  » posted under Native Crosbow v 1.1 on Feb 21, 2012, 01:23:31 pm
Unfortunately when trying to load my last savegame M&B exits with the message "Load error: illegal number of troops 27938". Perhaps the high number of troops in parties has reached some M&B limit?
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 Native Crosbow v 1.1 (v 1.1)  » posted under Native Crosbow v 1.1 on Feb 19, 2012, 11:21:49 am
I for one enjoy this mod. Some rough corners you might want to check:

- Some equipment is not lootable. I've killed many Swadian men at arms and got none of their horses with looting 10 (I suspect this might also happen with other new equipment, but can't confirm since I haven't killed many of the new troops).
- I got a "powerful" Trebizand bow, but its stats are exactly the same of the ordinary Trebizand bow (only prize differs).
- The Calardian bowmen have no bows (this is corrected when they reach longbowman, but still is quite puzzling).

This is what comes to mind right now. I might report more as I play.
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 Native Crosbow v 1.1 (v v 1.1)  » posted under Native Crosbow v 0.7 on Dec 15, 2011, 12:31:54 pm
Congratulations, this version looks much more polished. There's an issue though that affects gameplay: lords never have "armies" (ask anyone about the war). Never knew what an army is exactly in M&B, but it seems that the lords consider their parties too small (even if they are 100+) and remain most of the time in their fiefs. Also, when being marshall they always refuse to follow orders and remain in their fiefs. This makes the map rather dull, as they just move very seldom from one fief to another.
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 Native Crosbow (v Alpha)  » posted under Native Crosbow on Dec 11, 2011, 05:23:31 pm
As a work in progress it's ok. I'd suggest to keep the original Native size for battle sceneries, the large ones really affect performance on lower systems. Also, a little consistency in troops tress, an indefinite supply of mercenary knights at only 1 denar per week makes recruitment unnecesary and way too easy to acquire troops.
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 ADD ONS FOR RIBHINN NATION (v 0.4 add ons)  » posted under ADD ONS FOR RIBHINN NATION on Nov 11, 2011, 07:55:53 pm
trongar: don't worry, those were just suggestions in case you have the time and will to implement them. I'm not modder myself so I'll just play the mod like it is (which is good enough for me).
Armut Asil wrote:

Sorry about that :-( The polished landscape is real PC killer...
Try this...worthy :,2503.0.html?PHPSESSID=rvb46ivck796kjovfm3aifbg56

Thanks for the tips, Armut. I already use most of them just to play plain M&B ;-)
But as I said I might have access to a better computer in a couple of months. I prefer to wait to experience this mod in all (or most) of its glory.
@Armut Asil: I followed your instructions (more or less). As I don't use Windows much except for gaming and was too lazy to install the .NET framework, I used KolourPaint and nconvert under Linux to achieve the same goals. KolourPaint can read DDS, but not save, so used it to manipulate the images, save to a lossless format (PNG), then used nconvert to to convert back to DDS. The savings, anyhow, are notable:
260K 2,7M 516K 5,4M 36K 344K 516K 5,4M

I'd say that I've gained a few FPS in the battles. Still, I'm afraid this mod is a bit too much for my cheap laptop with integrated Intel graphics. I might be able to borrow a better computer next year (desktop with nVidia card). I will surely give TLD another try then.

Congrats anyhow, this work (as I said earlier) is impressive.
Thanks for the detailed explanation, Armut Asil. And don't worry about your English, I'm not native speaker either. I'll try your tweak and report back later.
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 Native G'old 1.1 Beta [1.011] (v 1.0 Beta)  » posted under Native G'old 2.0 [1.011] on Nov 05, 2011, 03:00:24 pm
Haven't played much yet, but so far so good. Fast paced and agile. Populated map ensures lots of action. Just a question, does it have kingdom management?

Congrats anyhow, so far it has been very fun to play.
Impressive. Is there some tweak to lower the density of the vegetation? My humble computer struggles to display the dense forests.
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 ADD ONS FOR RIBHINN NATION (v 0.4 add ons)  » posted under ADD ONS FOR RIBHINN NATION on Oct 25, 2011, 01:40:53 pm
Thanks for making this mod, it's great fun. I'd like to make some suggestions:

- Instead of replacing Rhodoks with Ribhinns, why not expand the map and include both factions?
- Some kind of kingdom management would be awesome.
- Forest and mountain bandits are still there (they infest villages), why not keep them roaming in the map? (female bandits are quite tough at the beginning).

Thanks again, specially for making it playable and smooth in not so powerful systems.

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