Mount & Blade: Warband

Mount & Blade: Warband

American Civil War Revived
777 Comments
King85  [author] Nov 17 @ 1:07pm 
Thanks bud, appreciate it. I'm glad you're having fun. :)

The occasional crash, especially at high settings and/or on big complex siege maps is normal. Warband itself is old and clunky, and some of the old maps I made when I first started modding were too ambitious and poorly optimized.

But if someone is struggling to run the mod at all without crashing while using WSE2, even with the lowest settings, then that is a separate issue. In melodyyy's case, it's almost certainly a Linux compatibility issue with WSE2, since WSE2 doesn’t officially support Linux and a lot of Linux users report similar issues.
xBCxRangers Nov 17 @ 12:53pm 
@King you came out with a great Mod dude, and should be proud of it. I'm enjoying it. The crashes, i just reserve myself to the fact it does, and just play other missions that do work.
King85  [author] Nov 17 @ 12:50pm 
@xBCxRangers, The Day 1 Gettysburg scene itself (same one in campaign) can be problematic because it's huge and has a lot of buildings and props, so trying to fight big battles on there will really push your system to the limit. M&B was really not designed to handle that, and my map designs since then have been much more modest and better optimized.
xBCxRangers Nov 17 @ 12:43pm 
@Melodyyy personally idt there's anything we can do to prevent the crashes. It's a mod that crashes once in awhile. I can't play say the Gettysburg missions being for me, it crashes.

I just play as you do on low settings, at 150 on each team. I just deal with it. It's a free mod, very enjoyable but i think we just have to deal with the pesky crashes, and just work around it.
King85  [author] Nov 17 @ 12:36pm 
For most players who report crashes, the issue ends up being an installation problem or not using WSE2 correctly, and once fixed, the crashes stop. The only consistent outliers are people running the game in non-Windows environments, older saves, or custom-modified setups, all of which can cause instability unrelated to the mod itself.

The difficulty here is that I can’t fix a problem that I can’t reproduce. I know it’s frustrating to deal with crashes, but I’m not ignoring the issue, there just isn’t a mod-side fix when the crashes originate from the environment the game is running in.
King85  [author] Nov 17 @ 12:36pm 
I’m not trying to blame you at all, I’m explaining why I can’t reproduce the issue. When something isn’t happening on a clean Windows install, but is instead happening only for certain players and in very different situations, that means the cause is environmental rather than something inside the mod’s files.

One very important thing you mentioned is that you’re running Warband through Proton on Alpine Linux. Proton/WINE can run vanilla Warband fairly well, but WSE2 pushes the engine in ways that Proton simply cannot consistently emulate. Linux users very frequently report problems running Warband + WSE2, and the WSE2 developers themselves acknowledge that WSE2 is not designed for Linux or Proton/WINE.
melodyyy Nov 17 @ 12:08pm 
I really admire your development on this mod, I really do. I dont want to be seen as a prick. But you deflecting this issue on me and basically saying "works on my machine" isnt particularly nice, either. Other people reported these issues under this mod before, I checked so even before I wrote here. This isnt just some my or a marginal problem as clearly there are other people who have these issues with frequent crashes. These points are mostly the same: crashing on sieges, reinforcements, every x scene and so on. I absolutely do not expect this to work with some particularly high configuration like 1000, but seriously, this is not only my problem.

I hope you actually look into this and not just put the blame on me, simply because it works for you.
melodyyy Nov 17 @ 12:08pm 
ive tested with low settings. Like, I literally turned everything down and went with 200. I still had the same problem. My hardware isnt bad - its a typical midrange configuration. I use Alpine Linux, i have proton experimental, heck, ive got some optimalizations for gaming set. I am fairly certain there is nothing wrong with any part of my setup - i actually think its setup perfectly.
King85  [author] Nov 16 @ 4:50am 
I'm able to play through the campaign at a 450 battle size with no crashes, and in custom battles I can run 350 troops per side without issue as well. So the mod itself isn’t inherently unstable at larger sizes.

WSE2 doesn’t guarantee identical performance across different mods. Every mod has different models, LOD's, texture sizes, scripts, scene complexity, etc. Crashes on reinforcement waves and sieges almost always come from battle sizes being too high for your system, too high graphics settings (especially ragdolls, corpses , and shader quality), VRAM limits being exceeded, an incomplete or incorrect WSE2 or mod installation, or using old saves from previous versions of the mod.

There’s a full list of troubleshooting steps in the FAQ, and you can also search online for more solutions specific to your hardware setup. If you follow those steps, the crashes should stop.
melodyyy Nov 16 @ 4:19am 
i think something must be wrong on the side of this mod, not wse2 - because constant crashes simply 'cause i got reinforcements? crashes with 200 limit? i dont get this kind of thing in other mods with wse2. Heck, I could put like 500 soldiers and NOT crash in 457AD (if i remember correctly, though it ran terrible). Its really hard to play this when whatever i do, i just get a crash. Especially apparent on sieges.
KingofReapers97 Nov 7 @ 11:30am 
I really wish someone would make this mod on bannerlord it would be awesome I love this mod
King85  [author] Nov 3 @ 9:31am 
The Confederacy would have benefited from a more defensive strategy, since they couldn't afford the losses, but the officers and generals of the day were only trained to fight in the Napoleonic style of warfare, so there was this belief that the war could be won quickly by fighting one massive decisive battle. They only began to shift to a defensive strategy towards the end of the war, and by then it was too late.

Their main failures were wasting manpower and being too aggressive, failing to industrialize and modernize their railways, failing to build a navy (or convince England to use the Royal Navy to break the Union blockade), debasing their own currency, and failing to secure foreign trade and international recognition.

You're welcome! Hope you enjoy the mod and Scourge of War! :)
King85  [author] Nov 3 @ 9:20am 
It was Hooker's IX Corps that was composed of Germans. There were many ethnic units that spoke their own language, and this was actually a point of contention between these immigrant soldiers and the native born American soldiers. Another interesting lesser known ethnic regiment (that is also included in the mod) is the 15th Wisconsin Infantry, known as the "Scandinavian Regiment" because it was composed almost entirely of Norwegians and other Scandinavian men. Their officers would command them in Norwegian, and their regimental history was even written in Norwegian.
King85  [author] Nov 3 @ 9:16am 
Indeed, and there was also a largely forgotten economic depression in 1860 and 1861 that contributed in part to the disproportionate participation in the war of impoverished men. Thousands had lost their jobs, making the offer of military pay and community support for soldiers’ families very attractive. Even the early recruits, whom historians have generally regarded as the most patriotic of Lincoln’s soldiers, were motivated just as much by money as those who enlisted later for huge bounties, and that those generous bounties were made necessary partly because war production and labor shortages improved economic conditions on the home front.
O'Brolchain Dulin Nov 1 @ 6:14pm 
That isn't to say fewer infantry numbers were necessarily the end all be all of the Confederacy's war. Had the South managed to continue trade with Europe, they may have been able to secure a fleet of able ships, capable of challenging the Union's naval dominance, and severing the choke Winfeld Scott's Anaconda Plan had on the Confederacy. Vicksburg wouldn't have been possible, and Grant might have still been in the trenches at Petersburg had not the navy captured Fort Fisher.

I'll give Scourge of War: Gettysburg a look. Thanks!
O'Brolchain Dulin Nov 1 @ 6:13pm 
Next I looked at the numbers of the Stonewall Brigade (naturally, given it's efficiency, fame and it's commander whom I consider one of my favorites of the Civil War). The Stonewall Brigade at its height had Approximately 6,000 men. By the end of the war it had just a little over 200 men.

Total casualties of the Civil War number approximately 1.5 million. Half of that more or less deaths.

Ultimately, it didn't matter that the Confederacy inflicted at least 150,000 more casualties on the Union, or that the Confederacy started out with many more seasoned soldiers than the Union. Once they were gone, they were gone.
O'Brolchain Dulin Nov 1 @ 6:13pm 
Meade often gets called indecisive or needlessly hesitant, but when you suffer 23,000 casualties, your troop are fatigued and your supplies dwindling, pursuing an enemy already thwarted and whose army sustained heavy casualties is foolish.

When I was looking into shock infantries of the Confederate Army, I stumbled across the Texas Brigade, which I was already familiar with due to Lee's praise: "Never mind their raggedness. The enemy never sees the backs of my Texans.", I came across their numbers towards the end of the war and it shocked me. At the height of the brigade's numbers, the Texas Brigade had approximately 5,400 men. By the end of the war they had around 600.
O'Brolchain Dulin Nov 1 @ 6:13pm 
Especially the Confederacy. The North had massive numbers of immigrants, most notably from Ireland and Germany whose populations immigrated to the United and joined the Union Army upon arrival or shortly thereafter. In fact, around 25% of the Union Army was comprised of foreign born individuals. You had entire units who spoke German. And if memory serves me correctly, when Stonewall Jackson capitulated Hooker's flank during the Battle of Chancellorsville, he met and routed a unit that was entirely comprised of Germans.

And the Union, despite numerical advantage over the Confederacy combined with victory, would still suffer and was obligated to recuperate after major engagements. Although Gettysburg was won by the Union after repelling Robert E Lee's advance, followed by his retreat from the field, the Union army was temporarily paralyzed.
King85  [author] Nov 1 @ 4:26pm 
Oh, and regarding the sizes of Civil War regiments, the issue with them being under strength was especially prevalent in the Confederacy. By the end of the war, some regiments hand only a handful of men left, as few as maybe 5 or 10 men capable of bearing arms, and they were not always all armed either.

The Union didn't have as much issues with manpower, but frontline units that were frequently engaged would be worn down over time, and a few large scale engagements could really take a toll on them. And indeed, as you mentioned yourself, under strength units would often be consolidated with other under strength units, or even be disbanded, and this was common practice on both sides.
King85  [author] Nov 1 @ 4:20pm 
You might like the game Scourge of War: Gettysburg, if you're into the large scale RTS battles. It's old, but gold, and they remastered it recently. They use sprites instead of 3D models so you can actually have the full 1:1 scale battles without it destroying your PC lol. The sprites are very good though, looks almost 3D. You also get the option to give orders using only couriers if you want as well. Very cool game, definitely recommended if you don't know it already. :steamthumbsup:
King85  [author] Nov 1 @ 4:20pm 
Honestly, I don't think there is any other Civil War game in existence that does the same thing as this mod. That's one of the reasons I made it in first place lol, I wanted to play a game like this but it just didn't exist, so I made it myself. XD

Games like UG and GT are very cool, they have their pros and cons too of course, but compared to M&B, it's like apples and oranges. They do two different things, and that's actually awesome because you can have the option to have the different perspectives and play these large scale battles commanding the whole army in those games like UG, GT, TW, etc., and also have games like M&B that allow you to play on the ground as a regular soldier or a field commander leading what would be in large scale RTS terms maybe only a handful of different small units at most, or one or two large units.
O'Brolchain Dulin Nov 1 @ 4:06pm 
Yeah, you're right. Given there aren't many RPG mixed with tactical combat Civil War games, only grand strategy and tactics games like Ultimate General and Grand Tactician, you get carried away with unrealistic expectations given it's uniqueness as pertains to Civil War games.

That last point is a good one. I can't believe I overlooked that formerly familiar fact that regiments and companies were, more often than not, undermanned during the Civil War, which sometimes lead to their disbandment and/or incorporation into other equally undermanned units
King85  [author] Nov 1 @ 3:51pm 
You will never be able to capture the full magnitude of Civil War battles in M&B. That's just completely impossible, this game is not built for that. You could have full scale Civil War battles in a Total War game, but definitely not M&B. Total War is for playing as the general of an entire army, M&B is for playing as the field commander of your own regiment.

Regiments in the Civil War were often small and under strength, sometimes as few as 50 - 100 men or less. If your party size is 200 - 400, you're already leading what would be considered a full strength regiment during the Civil War. Larger battles in the mod with thousands of soldiers are split up into waves, so both you and the enemy get reinforcements, making the battles feel larger scale and are more dynamic, often with the player and AI making attacks and counter-attacks.

You're welcome, enjoy! :)
O'Brolchain Dulin Nov 1 @ 3:47pm 
Average cap*, not 'absolute cap' (Some mods will allow me to boost it up to 600-700 without *much* of an issue, others, like American Civil War, seem to have difficulty with any more than the aforementioned)
O'Brolchain Dulin Nov 1 @ 3:30pm 
Lol. Yeah, well Civil War battles are of pretty respectable magnitude and so it didn't feel "right" having so few soldiers on the battlefield. I suppose I was pushing with a false hope on the prospects of having at least 250 v 250 battles. Ah, I've played with console limitations before, so relative to that, 350-450 troops on the battlefield seems like an army-sized engagement in comparison. Imagination is supposed to guide your experience anyways. Practically, you're only commanding a company-sized unit. Perhaps it's better for game play purposes to imagine yourself as a skirmisher in smaller engagements, and not a vainglory regimental commander.

You're right about the absolute cap being 350 - 450, having increased it in the rgl_config file myself before on other mods.

I appreciate your help all the same!
King85  [author] Nov 1 @ 3:08pm 
Well of course you're going to get crashes when you push the limits of the battle size lol. You shouldn't have 500 troops in a battle if your system can't handle it. The way you avoid that crash is to lower the battle size.

Once you go past 300, the game will begin to become unstable. Native Warband is limited to 150. You might be able to get away with 350 - 450, but if you are crashing at 500, then naturally the solution is to not set your battle size to 500. My battle size is always about 400 - 450, and in custom battles I can have about 300 - 350 troops on each side (total battle size of ~700). You can try to lower other settings, free up space on your PC, etc., to see if it'll help you handle higher battle sizes, but that's on you. There's nothing more I can do, you just need to be aware of the limitations of your system and this game and do what you need to do to make it work.

Glad to hear you got the mod working, have fun!
O'Brolchain Dulin Nov 1 @ 1:26pm 
Thank you! Everything appears to work well except for one issue that's only a somewhat minor one so far.

I've noticed when there are more than 500 troops allowed on the field at once, or when reinforcements arrive on the battlefield, the game crashes with the error "EXCEPTION_out_of_memory". Looking into it, it appears to be a common issue with WSE2.

I understand this is an old engine and so we're already pushing the limit, but is there anyway to avoid or minimize this issue? I can do with 500 troops or less on the battlefield, but when the game crashes due to reinforcements, it forces me to be selective with battles, ensuring there aren't more than 500 troops collectively to avoid a reinforcement wave causing a crash.

Thanks!
King85  [author] Oct 28 @ 9:11am 
That error means WSE2 wasn’t installed correctly. The "core_physics_materials.brf" file that comes with WSE2 needs to be placed inside the CommonRes folder in the main Warband directory.

Make sure you extracted all of the contents of the WSE2 archive directly into your main Warband directory. There is a video tutorial in the FAQ for installing WSE2.
O'Brolchain Dulin Oct 27 @ 3:49pm 
Ah, probably should've went there first. Thanks. When trying to launch the mod, an error pops up "ERROR: failed to load core resource core_physics_materials".
King85  [author] Oct 26 @ 4:07pm 
Thank you, but this has already been answered many times. Please read the FAQ. There is a bold highlighted statement about this at the top of the mod's description.
O'Brolchain Dulin Oct 26 @ 3:57pm 
So first off, I really like this mod and have been playing around with it for well over a year. But there are a few issues, each of the same nature. I noticed when besieging an enemy settlement, whether due to too many troops on the screen or whatever, I receive an error and the game crashes. Some maps for custom battles don't work. If I click on them, I run into the same error and the game crashes. And most recently, when wanting to walk around settlements, particularly major settlements like towns and such, the game crashes. Each of these is a so-called "runtime error". If you can offer any troubleshoot or support for these problems, I'd greatly appreciate it!
Joos Wiskojo Oct 8 @ 10:17am 
ah, thank you for clearing that up (both modding wise and historically)
King85  [author] Oct 7 @ 6:26pm 
Battles during this time period were not typically fought within towns and cities anyway, they would be fought outside of them. Armies were trained to fight in the Napoleonic style of warfare, urban combat was not really a thing, and you can see why in the mod if you try to fight and maneuver your units through urban environments.

The point of fighting in a line is to mass your firepower in order to maximize the damage you inflict, so that means having as many guys on the line as possible, and having a clear field of fire. In an urban environment, your troops lose cohesion, your line can only be as long as the street is wide, and your movement is very limited by the buildings and other obstacles, making any kind of strategic maneuvers very difficult. Ideally, you want to avoid fighting among buildings, and instead try to fight behind walls, fences, trenches, etc., that protect your troops while giving you a clear view of the enemy.
King85  [author] Oct 7 @ 6:25pm 
Unfortunately the way village battles work in M&B is that there are only "player" and "enemy" spawn points, unlike sieges which have "attacker" and "defender" spawn points. This means that the player and the enemy will always spawn from the same place in village battles, no matter what the situation is.

The point of spawning outside of the town is so that you have the space to actually move your units and fight. Otherwise you are going to spawn with everyone clumped together and you won't have anywhere to set up. The enemy doesn't use formations on village battles either, so they will immediately charge, leaving you not a lot of time to get your army set up.
Joos Wiskojo Oct 7 @ 5:55pm 
yeah
King85  [author] Oct 7 @ 5:13pm 
What do you mean by "raid scenes"? Are you referring to the battles fought when attacking/defending villages?
Joos Wiskojo Oct 7 @ 4:02pm 
i noticed in a lot of raid scenes, the attacker is on the defenders side (near or in the town) and the defenders start in the woods. are there any plans to change this?
King85  [author] Oct 2 @ 9:14am 
Which hideout are you referring to? The one from the merchant's brother quest, the one's that appear when given a quest to destroy a bandit hideout, or one of the hideouts that randomly appear on the map?

I can only really test the merchant's brother quest, but I'm fairly certain that it's fine. Many people would have told me right away if there was such a serious issue with the first quest in the game. The other two scenarios happen randomly, so it's nearly impossible to test them. Nobody else has reported a problem with hideouts, so most likely you just need to start a new game or make a clean installation of everything.

Otherwise, unless I can positively confirm there is an issue with the mod itself that is causing your problem, then I have to assume it is an issue specific to you, and there isn't much I can do to help you in that case.
Haruna Miyama Oct 2 @ 7:54am 
sorry for not making it clear. what i mean is everytime i attack the hideout the enemy away spawn like 500+ even i make the battle limit size to 200 or 300 in setting. i try to use Ctrl + Alt + F4 to clear all of it but my game away crash. so is there a way to fix it?:steamsad:
King85  [author] Oct 1 @ 6:57am 
Please read the FAQ.
Serb Sep 30 @ 9:12pm 
Used to play this mod so much but now it just crashes instead of launching when it's almost finished loading :c
King85  [author] Sep 30 @ 9:47am 
@Haruna Miyama, Sorry, I don't understand your question. Can you try to explain what you're dealing with?

(Thank you, much appreciated! Glad you're having fun! :steamhappy: )
xXPinkFloyd92Xx Sep 28 @ 10:14am 
Thanks King85! I will look in those places. Cheers!
Haruna Miyama Sep 28 @ 4:56am 
Why the bandit away spawn at 500+ even i only have the limit of battle at 300. is there a way to fix it
(ps. good work on the mod please keep going!)
King85  [author] Sep 27 @ 9:45pm 
@xXPinkFloyd92Xx, Nice screenshot too. :)
King85  [author] Sep 27 @ 9:42pm 
@xXPinkFloyd92Xx, Thank you, I really appreciate that. I'm glad that you're having so much fun with the mod! :steamhappy:

You can't move the artillery, and giving them orders will mess up the script. It is very delicate, and certain criteria must be met in order for it to function. You can read more in the FAQ, or if you go in-game under the notes tab there is the same information about artillery. There is more details provided in-game though, since it is meant to be a user manual. And as a manual, you'll see sections for information about other things too.

But if you only want to quickly know the most necessary info to make the arty work, then you can just refer to the FAQ. It explains everything very briefly. If you need a quick reference later on, then that's where the in-game notes tab becomes convenient.
King85  [author] Sep 27 @ 9:31pm 
@Numb, There are some more suggestions in the FAQ. Besides that, your best bet would be to look up information about how to boost performance in Warband in general. There's a bunch of stuff you could try.
King85  [author] Sep 27 @ 9:27pm 
@skeleton joe, You would just choose the appropriate character creation options and then join their faction as normal. Or you could choose to start the game as their faction leader if you'd rather do that instead.
xXPinkFloyd92Xx Sep 27 @ 6:35pm 
Is there a way to move Arty units with the cannons? I tell them to move they abandon the cannon.