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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.
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.
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.
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.
I hope you actually look into this and not just put the blame on me, simply because it works for you.
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.
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! :)
I'll give Scourge of War: Gettysburg a look. Thanks!
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.
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.
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.
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.
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.
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
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! :)
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!
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!
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!
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.
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.
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.
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.
(Thank you, much appreciated! Glad you're having fun!
(ps. good work on the mod please keep going!)
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.