Mount & Blade: Warband

Mount & Blade: Warband

Medieval_Conquests
Zephyr Oct 21, 2016 @ 1:47am
What is the Difference between Anno Domini 1257 and this?
So as the Title says, what Features are added into Medieval Conquests that are not in 1257? It seems that the Author just Copied the exact Whole mod and Combined it with another one.. Even the Picture is the same lol. should of been a Submod. (Not Hating lol) Clearly.

As well as the Floris Evolved, Just list some of the Major Features added on that mod that isn't on the Expanded.

Oh and It seems that the Manor has Bugs. I Can't somehow see the thing to Raise an Army when I talk to the Guy on the Right. I have over 80 People on that Specific Manor and It's just bugging me the Heck out. also, the Javelins, It's a one hit.. even if you got shot at the Leg you just die instantly lol. make it like 2 hits if it hits anywhere around the body and 1 on the Head.

:D
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Showing 1-8 of 8 comments
Hayseed Oct 21, 2016 @ 8:53am 
Note: I am in no way involved in this mod so this is a completly un-biased summery.

There are alot of amazing things in this mod that I have seen nowhere else. I will start off by saying it has a few glitches for now but overall I see it being one of the best mods out there as more things get added and fixed. As far as differences allready in game I will try to list a few of the major ones.

1) The AI lords in a faction that are unhappy with the leader can automaticly revolt with the claimant as their king with no player intervention. This sounds like a small feature but it is absolutely amazing in game as it makes every game different and can give the player alot more choices in game as the world keeps changing even if the player isn't near that side of the map. I felt this was one of the coolest things about M&B when I first got it and this feature expands on that idea.

2) Lords or even kings can die and be automaticly replaced my their sons. I will admit that I am not 100% sure how this feature works and I disabled it halfway through my game just to be sure it wouldn't cuase problems with "Lord drain" late game. However, dispite having it on for about 350 ingame days I have seen no evidence of glitches or Lord drain so far.

3) The individual combat AI in this mod is amazing as this mod incorporates a dueling AI mod that lets the AI kick, feign attacks, and overall make smarter choices in combat. Suprisingly, the more advanced AI does not lag out my game even in 500 person battles, which can be troublesome in most mods with the normal AI.

4) This mod is very well optimized, I once cleanly ran a 1000 person battle with very little lag but I would still not recomend going that high as it make M&B unstable. But I have yet to have a battle where the framerate ever became a problem in this mod which is very impressive. Overall I would call this the most optimized mod I have ever played, and this is comeing from a indecisive person who has literally played about every single noteable M&B mod.

5) The armor textures are great in this mod. While most come from base 1257 I beleave there are som new ones in russia that makes the the troops there look amazing, the axemen especially. This is pretty cool when you consider point 4 too as most mods with new armor completly ignore optimization.

6) On the troops I like how most of the names have been converted to the same language so you can better tell what troop you are getting or upgrading to. Though there may be others who prefered the normal 1257 names I personal prefer the change. Also some troops and troop trees seem to have gone through a small change but are for the most part the same with small improvments here and there. I have however, heard freelancer recuitment can cause problems but as I use normal native recruitment I don't feel I can comment on this.

7) This isn't a feature really but I wanted to mention that javelins are likely going to be getting nerfed sometime as many people have complained about them and the mod manager has stated that they were a bit too powerful.

Also, sorry for text wall just felt I would give you a list of some of the new things.

Summery, tons of unique new features but there are some bugs that can pop up here and there. I would recomend doing a campain but I wouldn't do anything that you wouldn't mind restarting as new bug fixxes and features are added that may break saves.
Last edited by Hayseed; Oct 21, 2016 @ 8:58am
fuzzytoastpops Oct 22, 2016 @ 2:37pm 
Good post hayseed. another feature is emerging factions (first mod I've personally seen this in) where every single faction has a chance of having a civil war. Existing lords in a faction form their own kingdom, taking the castles and towns with them, and automatically declare war with their original kingdom. I think the chance of this happening might depend on prosperity and lord to king relation, but not 100% sure. Made my playthrough fun - HRE was dominating Europe, then had a revolt and lost 1/3 of its vassals while already at war with 2 other factions, letting me declare war on them with my smaller kingdom without getting destroyed.
Zephyr Oct 23, 2016 @ 1:05am 
Ooh, Thanks hayseed!

Originally posted by fuzzytoastpops:
Good post hayseed. another feature is emerging factions (first mod I've personally seen this in) where every single faction has a chance of having a civil war. Existing lords in a faction form their own kingdom, taking the castles and towns with them, and automatically declare war with their original kingdom. I think the chance of this happening might depend on prosperity and lord to king relation, but not 100% sure. Made my playthrough fun - HRE was dominating Europe, then had a revolt and lost 1/3 of its vassals while already at war with 2 other factions, letting me declare war on them with my smaller kingdom without getting destroyed.

Whoaah so, the Vassals that Revolted just Joined a Faction? well that's neat.
Thanks!
Last edited by Zephyr; Oct 23, 2016 @ 1:05am
Hayseed Oct 23, 2016 @ 5:33am 
Np man, overall this is a great mod but keep in mind there is still quite a few glitches here and there. Most of the glitches seem to be related to founding a kingdom so as long as you don't do that or save beforehand it shouldn't be a issue.
Thorvus Jan 12, 2017 @ 12:17pm 
There are many cool thing in his mod, but I myself have stopped playing it after many many hours dumped into it - because of the bugs, that crippled my game.

I see random movement of family members (mainly the daughters of the lords) into other nations and often they become vassals (members) of the worst enemy of their fathers. half a dozen Crusader states maidens belong now to the Mamelukes (not married!). that is the same all over the place and often the lords of a realm have all their own daughters "lost" but the realm has now girls from a third random chosen realm.

I know, that warfare in medieval times was mostly village raiding and battles between "knights armies" were few. But the lords in this mod a far too cautious (they estimate their own strength too low against the defenders) - so if they can't bring at least 1k men to the campaign they do not attack a weak fort. Therefor a revolt can cripple a healthy realm (revolts seem to be too random! 75% of all nations in my game had revolts!) as there are not enough lords anymore to take anything (back) - they just run around and raid villages.

Asking a lord for permission to see his daughter is broken. Kills immersion and no chance of forming a "lasting alliance".

Many broken things like vendors. Not breaking the entire game though - I just ignored them.

Treasury bug is can be ignored if you do not use it. I had no chamberlain appointed so all money went right into my pockets. Hire the staff member, do adjustments and fire him solved the problem for now.

I agree that this mod has a unique flair and I would really love to see it's most annoying bugs fixed, which for me are the too often random revolts, broken marriage system, the maiden-hopping between random kingdoms and the over-careful campaign-ai.

I hope, some day my knight Konrad von Feuchtwangen, Ritterbruder des deutschen Ordens, veteran of the wars in the holy land and now after many years returned home to cold land of east prussia to bring the Teutonic Order back to its old glory, will ride again. *sniff*
Zephyr Jan 22, 2017 @ 3:03am 
Originally posted by Raveena:
There are many cool thing in his mod, but I myself have stopped playing it after many many hours dumped into it - because of the bugs, that crippled my game.

I see random movement of family members (mainly the daughters of the lords) into other nations and often they become vassals (members) of the worst enemy of their fathers. half a dozen Crusader states maidens belong now to the Mamelukes (not married!). that is the same all over the place and often the lords of a realm have all their own daughters "lost" but the realm has now girls from a third random chosen realm.

I know, that warfare in medieval times was mostly village raiding and battles between "knights armies" were few. But the lords in this mod a far too cautious (they estimate their own strength too low against the defenders) - so if they can't bring at least 1k men to the campaign they do not attack a weak fort. Therefor a revolt can cripple a healthy realm (revolts seem to be too random! 75% of all nations in my game had revolts!) as there are not enough lords anymore to take anything (back) - they just run around and raid villages.

Asking a lord for permission to see his daughter is broken. Kills immersion and no chance of forming a "lasting alliance".

Many broken things like vendors. Not breaking the entire game though - I just ignored them.

Treasury bug is can be ignored if you do not use it. I had no chamberlain appointed so all money went right into my pockets. Hire the staff member, do adjustments and fire him solved the problem for now.

I agree that this mod has a unique flair and I would really love to see it's most annoying bugs fixed, which for me are the too often random revolts, broken marriage system, the maiden-hopping between random kingdoms and the over-careful campaign-ai.

I hope, some day my knight Konrad von Feuchtwangen, Ritterbruder des deutschen Ordens, veteran of the wars in the holy land and now after many years returned home to cold land of east prussia to bring the Teutonic Order back to its old glory, will ride again. *sniff*

I have quit playing this mod the last 2 months since I was so bored lol. Well, for now i'll just rather wait for Bannerlord to come but for now, Medieval 2 Would do the Job or EU4 :D
fuzzytoastpops Jan 27, 2017 @ 12:07am 
Originally posted by Raveena:
(revolts seem to be too random! 75% of all nations in my game had revolts!) as there are not enough lords anymore to

I think it's based on town prosperity. if you raid a faction's villages over and over, they will split into two kingdoms.
Hayseed Jan 27, 2017 @ 7:48pm 
This one of the greatest M&B mods I have ever played. However I had too many game breaking bugs across multiple play throughs to continue. Most of these were issues with founding your own kingdom so if you are content with being a lord then it should be fine.
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