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When I did it with my friend, he hired a companion and I always played as that companion during my friend's fights, and I had him equip and level the companion as I wanted. He streamed the game over twitch so I could watch while he ran around doing the SP stuff, and I role played as his companion "adviser". It's not perfect, as only one player can do a lot of the SP stuff, but it was certainly heaps of fun. At one point, we had three friends playing together; one was the SP "general" and myself and my other friend were his companion "advisers" and bodyguards when combat started.
The mod lets you play any SP battle, so you don't have to worry about hampering your SP experience either. Here is the link: http://forums.taleworlds.com/?topic=150827.0
A quick googling shows that someone else has made a tutorial on how to setup and play the mod if you are interested: https://www.youtube.com/watch?v=tXzBJMZHOvk
The only caveat to this mod is that if you are hosting, you must know how to port foreward, and port forwarding can open your PC up to hacking (but its not something that 99% of people would know, so I wouldn't worry about it too much). So I would use this mod only with people that you reasonably trust. Have fun!
Instead of setting up Battle Time by downpatching my warband and stuff, I just downloaed MB Warband Advanced from Nexus here. http://www.nexusmods.com/mbwarband/mods/3983/ . It came with a mod, Warband Advanced with a few adjustments and BattleTime came along with it out from the box. Just install it like any normal mod in Warband, but instead, run the WSELoader if you want to play Warband coop.
Your save files must be saved only through WSELoader to run version 1.153 patch. If you run a later patch, you won't be able to play coop. The one I linked came with BattleTime out of the box so extra tweaking won't be needed (except port forwarding to connect to your friend).
20 years later
Not everyone likes multiplayer.
Single has always been the focus of the game.
How the hell would Co-op work anyways? would there be 2 parties? what would happen if someone entered battle, or a city?
I don't think it would be fun just having a co-op buddy act as a companion soldier. Letting someone else decide what happens is not my concept of fun.
Battle Time: as in the Battle Time mod for Warband, a proven concept
Client as companion: The host has controls - or can give map permissions - to clients, and the clients watch as the host maneuvers about the map, and is free to interact with their subset of character(s) when switching to walky mode. Such delegation of permissions was a core feature of the Baldur's Gate series, which was successful.
Turn-based separate parties: as seen in Heroes of Might and Magic, a series more successful than Warband; parties are divvied up into "players" and each player manipulates their holdings in sequence based on a move budget. Battles would take place instantaneously and "assistance" or dropping in would only be allowed if in close proximity at the start of the fight, unlike in Warband where you can trot up to a fight several hours later and join.
Enqueued separate parties: Each entity enqueues their next action. When all individuals have enqueued (i.e. have something going on), time elapses. Menus (like towns) either pause the game if a player is in them, or remove the player from the queue. This is similar though not exactly the same as the simultaneous-turn system from Civilization.
Marginal/indirect coop: Similar to Spore and the like, data from a player's session is just collected and introduced as events in another player's game. "Not really coop." Could be mixed with several of the above.
Just make it open world (will not happen): No timing issues due to the plurality of games already like this - an insurmountable task for Taleworlds, however
Common complaints:
1. Watching other people is boring - side activities can be introduced where this would be a problem, for example being able to train with your troops anywhere, crafting stuff (I doubt weapon customization will make the game though), playing their board games that they were pretending at in 2015-2016, or being able to send out scouts/clerks to manage holdings or buy stuff
2. Players would be OP - well exactly, but difficulty can scale with number of players anyway
3. Who controls what? - could be handled through permissions (Baldur's Gate). You already technically give permissions to vassals, this would barely be different.
4. This is an insurmountable technical task - literally no but contingently yes, seeing as how TaleWorlds are failing to implement technical features contemporary with most of the above games (like inverse kinematics - see Halo alpha footage). It's still questionable whether TaleWorlds can even release a game at this point, but regardless, yes, someone out there can and has already done this.
5. Multiplayer is for racists, kids, MRAs, cancerous consolers, the campaign is the point anyway, etc. - co-op is the most requested feature as stated by Yavuz and Elliot, and it would add incredibly to the already colossal replayability of the game, but I don't know how to convince you of this if you need video games as some kind of reason to not talk to people
At this point I'm 99.99% sure co-op will not make it into the game ever, and I'm pretty sure odds are more than even that the actual features of the game will be some subset of what has been presented in the " dev blogs " despite 10 years of development time. This does not mean co-op is impossible, implausible or undesirable though, just that TaleWorlds are incompetent, tone deaf and probably headed for closure before too long.
big lol