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Draconis Regular User Aug 07, 2012, 06:32:15 am 0 1
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 Native Expansion for Warband (v 1.0)  » posted under Native Expansion for Warband on Aug 07, 2012, 08:41:42 am
This is an excellent mod, and ads many of the things I wanted to see in the game.

The Dark Knight invasion was initially a thrilling idea, so I set it to 100 days. I was getting impatient. Everything is awesome, except that they arrive and destroy everyone with little effort. I had to cheat to kill them off because they ruined the game. Its fine if they are a little bit stronger than everyone else, but they come in hoards of 600 or more. The lords alone have over 300 men, and each single unit can demolish at least 5 of any other fully trained unit. Their armour is well designed, the weapons are great, and their horses are also awesome. I suppose if I had defected to their faction I would have 'united' Calradia in under 200 days. Its a bit too excessive. I had previously joined the Veagirs and done it in a little under 700, and I was being relentless, so I was a little disappointed when no single faction could withstand these guys.

That aside the mercenary warbands are a wonderful idea, and there are plenty of looters and bandits everywhere.
The development tree is also well done although I noticed some troops can be upgraded to the 'same' type of troop, but they have different slots. Perhaps renaming the clashes would fix this?

Also once the Dark Knights were wiped out I could no longer buy any form of boots/grieves or gloves/gauntlets in any town.
Not all the castles self recruit, although some of them do.
Various npcs are no longer available ie Ymira. She was one of my favourite characters to have but now I only ever see her in tournaments. I suppose thats fine except that she is unavailable for hire.
Some of the new npcs are just copies with a different name. It would be nice if their stories were a bit different, but it was nice for the touch of diversity.
What I really do like is being able to hire Xerina. I have always wanted to, and then I saw the price.. 12000 denars? I paid it anyway and it is well worth it, so I can only assume the Achilles and that other guy whose name evades me will be of the same caliber.

I noticed the structures of towns and castles in battle differs quite a lot. It's a lot nicer actually and appreciated. I was hoping you would make an addition to this? Perhaps an abandoned castle/fortress (or a few) that could be claimed by the player, or even other factions. Of course it cant be empty so a few renegades or bandits could fill that spot. On that note Tehlrog Castle is actually a fortress, in my mind anyway, along with a few others which are built from wood instead of stone, so if you do make a patch to update this awesome expansion it would be nice if you could implement those changes. It's purely a suggestion though.
I think the horses you have added have also made the game more enjoyable, as well as the larger bags of bolts/arrows. The armour is amazing as well.

This expansion adds a wealth of things much desired in mount and blade and I have rated it 4 star but only because the Dark Knights were insane and I couldn't buy grieves/gauntlets etc, other wise it's a definite 5 :) ).
There are only a few changes I would like to see in a patch:
Old npcs are still available
Re-balancing the Dark Knights (I know its meant to be hard but on easiest it's still too hard)
Being able to buy gauntlets/grieves in towns again
A possible renaming of various 'castles' to fortresses
A possible addition of an island (or a few) with some uncharted lands and abandoned fortresses etc (the travel mode would be ships, which I found while testing the not-very-good-but-wonderful-idea blue bloods mod), or just said fortresses added somewhere on the outer edges of Calradia (noting that starting out players will die trying to get there without a few (many) good men).

Anyways I realize this is long winded, so thanks for reading and I hope to see more updates and addons from you.
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