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keinve Regular User Jun 11, 2008, 09:06:44 pm 0 20
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IP: logged
 Bakumatsu: End of Shogunate DEMO (v 0.1 demo)  » posted under Bakumatsu: End of Shogunate DEMO on Jul 14, 2011, 11:57:31 am
As several have already stated, you seem to have (perhaps inadvertantly) included Age of Change mod as well. So... yeah... please re-upload.

And the only people who have the right to spell combat with a K are Neverrealm Studios.
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 Re: RoB (Alpha Version) (v Alpha)  » posted under RoB (BETA Version) on May 16, 2011, 03:56:28 pm
tupums wrote:
Why the fuck you cant use normal archiver?

Notice the lack of a 'you need KGB archiver'? He changed it. Its rar now.
IP: logged
 Re: RoB (Alpha Version) (v Alpha)  » posted under RoB (BETA Version) on May 15, 2011, 07:55:11 pm
exa13 wrote:
keinve wrote:
There are a couple things you could do. A; you can do it as a torrent file. Probably not a good idea until said files get really freaking big (1.5 GB or so).

However, the one that's likely to be better recieved; break up the un-compressed version into more or less equal parts (haven't DLed it, so I don't know what would be good. 100 MB tends to be the standard size), then upload it to... I dunno, Megaupload or Filefront or something. Provide the links to the files in the description.

Generally speaking; people will DL something for a longer period of time than they are willing to extract it. A 2 hr extract on a 5 hr DL is considdered acceptable. A 2 hr extract on a 5 minute DL is not considered acceptable.

Don't ask me why. I do it too.
You download it 5 Minutes?? Wow! In here i must wait 1 Hours to downloading 75.7 MB
Now you know Internet in here (Indonesian) is very... very... very... slow

Didn't DL it. A 75ish DL... actually, assuming I would have my normal DL speed, would take closer to 4 minutes. However, I gave that example to make my point.
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 Re: RoB (Alpha Version) (v Alpha)  » posted under RoB (BETA Version) on May 15, 2011, 05:47:56 pm
exa13 wrote:
Biggy wrote:
I guess all of us beg you to dont archive it with that KGB, its way better to download normal rar even if its way bigger then unpack it 2 hours from that kgb archive. Please at least do somethin like minor mirror with normal rar to download.
Stomarch wrote:
I like how it sounds and the story so far sounds preety good. The thing that im haiting and must be changed is the >:( KGB Archiver >:( its taking so dam long.
Yes, I know KGB Archiver is more taking a much.. a much... much.. much... aloooooooong... Time of you.
But this is ways to making its more compressed because if my Upload File is too big, MBRepository always paused in middle of Upload Progress.
If you doesn't want anymore KGB Archiver, What is the best Compressor that FAST than KGB but MORE Compressed than KGB too..

Im so sorry if you thought this is taking your time, Im sorry :oops:

Regards,
exa13

There are a couple things you could do. A; you can do it as a torrent file. Probably not a good idea until said files get really freaking big (1.5 GB or so).

However, the one that's likely to be better recieved; break up the un-compressed version into more or less equal parts (haven't DLed it, so I don't know what would be good. 100 MB tends to be the standard size), then upload it to... I dunno, Megaupload or Filefront or something. Provide the links to the files in the description.

Generally speaking; people will DL something for a longer period of time than they are willing to extract it. A 2 hr extract on a 5 hr DL is considdered acceptable. A 2 hr extract on a 5 minute DL is not considered acceptable.

Don't ask me why. I do it too.
IP: logged
 Re: Warhammer fantasy v1.140 (v 1.140)  » posted under Warhammer fantasy v1.140 on May 06, 2011, 05:21:24 pm
netsuke wrote:
keinve wrote:
Okay... its not particularly bad, and it does have some nice things.

Good

Repeater Crossbows; You managed to get them in just the right area. 50 repeater crossbowmen aren't as good as 50 well trained archers, but they're eaiser to get, cost less and don't take nearly as much time to train. Accurate by history, the game and sense.

High village recruitment is always good

Tournaments are to the point where they can sustain a small party, which is, once again, accurate.

Bad

It feels like native. Don't know any other way to describe it; I load it up, and, apart from a few things, it feels like native. Native is boring; its something we want to get away from.

I don't know how you can make it less like native, to be honest. You can make tactics important (even the basic tactics are fine if done right), you can make it deadlier (more effective weapons, less effective armour), you can make it faster (even let knights move), ect. That's something you gotta find on your own; just try to make it feel like a different game, and it will be much better, or at least not get old within an hour or less.


look like native sure !!

Were are ,duarfs,dark elf ,heigh elf, orcs ,vampire lords ?

it's "fanciful" mod not Warhammer mod :roll:

.... okay, please stop talking. Reading your text makes my head hurt. Second, I don't mind it lacking those yet. Obviously something to work on, but not bad. And I don't mind it looking like native; some of the best mods I've played simply played with stats rather than added new stuff. It just feels like native; big difference from looking like native.
IP: logged
 Warhammer fantasy v1.140 (v 1.140)  » posted under Warhammer fantasy v1.140 on May 06, 2011, 04:09:36 pm
Okay... its not particularly bad, and it does have some nice things.

Good

Repeater Crossbows; You managed to get them in just the right area. 50 repeater crossbowmen aren't as good as 50 well trained archers, but they're eaiser to get, cost less and don't take nearly as much time to train. Accurate by history, the game and sense.

High village recruitment is always good

Tournaments are to the point where they can sustain a small party, which is, once again, accurate.

Bad

It feels like native. Don't know any other way to describe it; I load it up, and, apart from a few things, it feels like native. Native is boring; its something we want to get away from.

I don't know how you can make it less like native, to be honest. You can make tactics important (even the basic tactics are fine if done right), you can make it deadlier (more effective weapons, less effective armour), you can make it faster (even let knights move), ect. That's something you gotta find on your own; just try to make it feel like a different game, and it will be much better, or at least not get old within an hour or less.
IP: logged
 warhammer fantasy mod (v 1.134)  » posted under warhammer fantasy mod on May 05, 2011, 04:46:13 pm
Not too bad. Not been able to play Warhammer Fantasy for quite a bit, so I won't comment on the accurateness. However, a few things to say.

1; Allow large numbers of mers to be recruited somehow (while still keeping the small amounts in the taverns to help people start). Even if they are low level, it NEVER hurts to be able to field a few hundred troops at the blink of an eye, and it makes sense, considering that Feudal armies were, for all intents and purposes, mercenary. Make em expensive to recruit, to prevent abuse.

2. Name changes. I am a loyal servant of the Empire, but I will NOT bow down to Graveth.

3. Repeater Crossbow. Make it expensive and innacurate (if you must), but they existed in Warhammer Fantasy.
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 Re: Custom Settlements  » posted under Custom Settlements on Feb 25, 2011, 04:15:51 pm
LithuanianJerk wrote:
I believe that this rocks.. Though it won't start up. Here is the message: Unable to open file: CommonRes\costumes_a.brf. ANyone can help me? :cry:

Fifty bucks says you are trying to play it on Warband.

This is for the original M&B.

If you are playing it on M&B, then try redownloading it.
IP: logged
 Re: Revenge of the Berserk v0.97b patch (v 0.97b)  » posted under Revenge of the Berserk v0.97b patch on Feb 19, 2011, 11:52:44 am
Bloodsuckern wrote:
update the mod for 1.1 already >:(

There is no 1.1

You mean 1.010/1.011.

It is already for 1.010/1.011. Please stop being an idiot.
IP: logged
 Blood and Steel 1.171 (v 1.171)  » posted under Blood and Steel 1.251 on Nov 09, 2010, 05:05:46 pm
Jojobe71;

If you are refering to the Diplomacy mod (which i assume you are), then it is not included due to general incompatibility. Why do I know this? Because I read the FAQ.
IP: logged
 Re: Expanded Gameplay III v0.91  » posted under Expanded Gameplay III v0.95e on Apr 30, 2009, 07:22:46 am
Yeah, what could you possibly do when attacked by powerful enemies in a game where your character can LEVEL. Oh, this question about what to do with a LEVELing character is so difficult.
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 Re: Expanded Gameplay III  » posted under Expanded Gameplay III v0.95e on Apr 18, 2009, 07:48:49 am
There is a god... and his name is Chel...
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 Re: Civil Calradia  » posted under Civil Calradia on Jan 09, 2009, 09:41:56 pm
Are the lords replaced by random or generic lords?
... I love you...
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 Re: Gun Thunder  » posted under Gun Thunder on Sep 11, 2008, 08:45:37 pm
... I love you...
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 Re: Moss's Minimalist HUD  » posted under Minimalist HUD - Updated - New Crosshairs on Sep 02, 2008, 04:59:16 pm
actually, this is less realistic. in this, there is no way to tell how wounded you are, when in real life, the pain from missing part of your arm would probably clue you in. the only thing you have going for you in this is how bloddy your armor is, but i tend to have rather high amounts of HP, so that's not too acurate for me. an arrow to the head also causes less blood, and more damage.
IP: logged
 Re: Moss's Minimalist HUD  » posted under Minimalist HUD - Updated - New Crosshairs on Aug 30, 2008, 09:17:28 am
Could be better. i understand that this if for realism, but the entire point of a health bar is to simulate the fact that humans feel pain, thus allowing them to know if they are hurt or in near perfect condition. If you could add something that would indicate the roughly state of health, IE, heart beats and a reddening of the screen, then that would certainly attract more people. As is, i can see if i am damaged or not.
IP: logged
 Re: Permadeath files  » posted under Permadeath files on Aug 08, 2008, 09:00:46 am
what if it's with blunt weapons? it wouldn't make sense for your character to die from a blunt weapon when s/he's the only one.
IP: logged
 Re: Hundred Years War Mod (v4.1)  » posted under Hundred Years War Mod (v6.0) on Aug 07, 2008, 01:54:46 pm
hundered and 116. and it was actually a collection of small wars with a small amount of peace inbetween.
IP: logged
 Re: Rebels  » posted under Rebels on Jun 11, 2008, 09:09:40 pm
romance... pretty hard to do well in a rpg... but also the kind of thing that convinces me not to cheat. i'll put a more complete review once i either get through it or, if its long, get in three hours.

FULL REVIEW
first thing i noticed: immersion improvment. always good. haven't gotten to romance, so i'll leave that. you seem to have messed up the 'good and evil' system. i have practically destroyed bandits, and defended anyone, regardless of alliance. i have never harmed a villager. i have taken two castles and their towns, protected them from five raids, completed all the tasks they have and i got the 'you are going down the path of evil, turn back now' message. now, what i did meant that i was attacking lords a lot, but the entire point is to rebel from them, isn't it?

more playing, found that attacking anyone raises the 'evil' meter, bandit or not. you might wanna check that out.
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