The mod is not working? If you have the latest version of the game, subscribed to the mod, enabled it in the launcher and my mods are below the native modules and you don't crash, the mod is working.
My units don't have the [Bard] prefix as in the screenshots? Yes, that is how it's intended to be. I use that prefix for my own testing in my own game, but when I upload to the Steam Workshop I remove it. In your game, the units WILL NOT have the [Bard] prefix
Help, I crashed? If you think you crashed because of my mod, send me the crash report so I can take a look at it. Otherwise I have no way of knowing why you crashed.
Is it compatible with X, Y or Z I created this with maximum compatibility in mind, but I can't make it compatible and test it with every mod out there. Please try it out before asking.
Is it compatible with RBM? Yes, with caveats. It is compatible with their AI and Arena modules. It is NOT compatible with their Troop Overhaul (for obvious reasons) and only semi-compatible with the Combat Module. I would recommend sticking with only AI and Arena. Also, see above.
Balance seems off? While I do my best to test units one on one to make sure nothing roflstomps other units, I'm just one man, and can't test every unit against every other unit in thousands of scenarios, so I might have missed something. If you think a unit is OP, or a faction's combined arms power is way too strong let me know. Please send me a detailed list of army compositions so I can test that scenario and see what I can do about it.
X unit should use this or that, could you change it? Please provide your reasoning in the comments, with historical sources if possible, and I'll consider the change if it makes sense.
How did you make your shields look like that? It's a mod called Simple Shield Patterns. It's available on the Nexus. Head over there and say hi to the mod author.
This mod sucks, I hate it? That's ok, I can't make it appeal to everyone. No hard feelings.
It is not clear what is the role of the Warrior Sica branch. They have the armour of peasants tier, which is a downgrade by two tiers, but with a fancy sword. Their athletics are equal to their peers on the same tier. Somewhat puzzling if this is intentional.
I wanted to keep them lightly armored so they would have a drawback. As I said, that Sica sword is almost a shock trooper weapon, plus they get a shield. They are powerful already. Adding more armor to them would make them OP.
When designing troops, I tried to avoid cookie cutter designs, so not all infantry will have a one-handed weapon, a shield and a throwing weapon, plus good armor. That would make the game extremely boring, as all factions would essentially play the same.
The idea with the Battanians, is that they have the best archers, and very good shock trooper capabilities, while their infantry is only mediocre, and their cavalry is weaker than most. They are a guerilla force. They hit fast and hard, but are somewhat squishy. Sort of like a glass cannon faction. Fighting pitched battles on open fields will not their strong suit, so you'll have to adapt your strategy.
This is an amazing mod and I thank you for creating it!!!
Looking forward it would be awesome if you did similar work to the minor clans, mercenaries, and militia troops too! Thanks again for all the work you put in modding.
Hello, love the new designs. I'm a big fan of your two overhauls. Is there a reason the Fian Champions only have 1 quiver instead of the 2? Just seems to make them underwhelming. To go from 2 tier 4 quivers to 1 tier 2 quiver with only 35 arrows compared to 64 before.
That's most likely an oversight, I'll fix it in the next update. I'm actually creating new arrow quivers with more arrows in them for most of my new units, so they don't have to have two quivers for aesthetic reasons.
Edit: ActuaIly, just checked it, and it seems I already made this modification. (Currently working on my next two mods so my memory might be fuzzy.) Each unit in the Battanian Noble line uses a quiver of 50 arrows in them except for the recruit.
Battanian helmet choices in vanilla are a bit limited so I gave them one that is still used by TW as a battanian helmet.
Lore-wise, my thinking is that Battania neighbours the empire which was well known for adopting weaponry and tactics from their enemies, so something similar happened like when the romans adopted the montefortino and coolus helmets, or how the byzantines adopted a lot of their equipment and even their military doctrine from their enemies.
15 comments
The mod is not working?
If you have the latest version of the game, subscribed to the mod, enabled it in the launcher and my mods are below the native modules and you don't crash, the mod is working.
My units don't have the [Bard] prefix as in the screenshots?
Yes, that is how it's intended to be. I use that prefix for my own testing in my own game, but when I upload to the Steam Workshop I remove it. In your game, the units WILL NOT have the [Bard] prefix
Help, I crashed?
If you think you crashed because of my mod, send me the crash report so I can take a look at it. Otherwise I have no way of knowing why you crashed.
Is it compatible with X, Y or Z
I created this with maximum compatibility in mind, but I can't make it compatible and test it with every mod out there. Please try it out before asking.
Is it compatible with RBM?
Yes, with caveats. It is compatible with their AI and Arena modules. It is NOT compatible with their Troop Overhaul (for obvious reasons) and only semi-compatible with the Combat Module. I would recommend sticking with only AI and Arena. Also, see above.
Balance seems off?
While I do my best to test units one on one to make sure nothing roflstomps other units, I'm just one man, and can't test every unit against every other unit in thousands of scenarios, so I might have missed something. If you think a unit is OP, or a faction's combined arms power is way too strong let me know. Please send me a detailed list of army compositions so I can test that scenario and see what I can do about it.
X unit should use this or that, could you change it?
Please provide your reasoning in the comments, with historical sources if possible, and I'll consider the change if it makes sense.
How did you make your shields look like that?
It's a mod called Simple Shield Patterns. It's available on the Nexus. Head over there and say hi to the mod author.
This mod sucks, I hate it?
That's ok, I can't make it appeal to everyone. No hard feelings.
EDIT: I just noticed that only the first set has lower armour, seems like wood runner set 3 is also the one volunteers have.
When designing troops, I tried to avoid cookie cutter designs, so not all infantry will have a one-handed weapon, a shield and a throwing weapon, plus good armor. That would make the game extremely boring, as all factions would essentially play the same.
The idea with the Battanians, is that they have the best archers, and very good shock trooper capabilities, while their infantry is only mediocre, and their cavalry is weaker than most. They are a guerilla force. They hit fast and hard, but are somewhat squishy. Sort of like a glass cannon faction. Fighting pitched battles on open fields will not their strong suit, so you'll have to adapt your strategy.
Looking forward it would be awesome if you did similar work to the minor clans, mercenaries, and militia troops too!
Thanks again for all the work you put in modding.
EDIT: All the factions are done now.
Edit: ActuaIly, just checked it, and it seems I already made this modification. (Currently working on my next two mods so my memory might be fuzzy.) Each unit in the Battanian Noble line uses a quiver of 50 arrows in them except for the recruit.
Lore-wise, my thinking is that Battania neighbours the empire which was well known for adopting weaponry and tactics from their enemies, so something similar happened like when the romans adopted the montefortino and coolus helmets, or how the byzantines adopted a lot of their equipment and even their military doctrine from their enemies.