Mount & Blade II: Bannerlord

File information

Last updated

Original upload

Created by

Bloc

Uploaded by

bloctheworkerbloc

Virus scan

Safe to use

137 comments

  1. bloctheworkerbloc
    bloctheworkerbloc
    • premium
    • 325 kudos
    Sticky
    Planned Stuff - Some of them are not full-on fleshed out and can be dropped 
    - Touch on all Minor factions
    - Feature to disable AI factions recruiting from each other, or tie that to some influence cost so that if a lord is getting beaten by someone multiple times, his influence will be decreased due to his incompetence 
    - Reworking armors on certain factions after getting armors for them (Ancient Civilizations owner is working on different factions as we speak)
    - Perhaps a few other historical battle maps (?) 
    - Perhaps more changes on UI (?) 
  2. Odysseus9000
    Odysseus9000
    • supporter
    • 0 kudos
    thank for an amazing mod! I don't seem to be getting the load order right as the game keeps crashing. I am using the Lemmy's Europe map. Could you share an example of the mods and load order you have? 
    1. bloctheworkerbloc
      bloctheworkerbloc
      • premium
      • 325 kudos
      Just create your load order for Lemmy's Map without any Ancient stuff, make sure that it's not crashing in that stage, if it's all fine, at the end of the list add Ancient Civilizations and then Ancient Calradia. So it will be like
      ...
      .. modules with EU map ..
      ...
      Ancient Civilizations
      Ancient Calradia
    2. Odysseus9000
      Odysseus9000
      • supporter
      • 0 kudos
      Thanks 
  3. Fatalsin52
    Fatalsin52
    • member
    • 0 kudos
    Hello my friend, when the Turkic and Mongolian tribes from Central Asia conquered the Middle East, the two cultures merged over time to create the Turkish-Persian tradition, which was originally adopted by the Turkic and Mongolian culture for a period of time. In keeping with the Persian tradition, Ancient Civilizationss is to create a new troop tree by blending the khuzait armor representing Central Asia on the vanilla mod with the Persian armor on the mod, this lineage will better suit the khuzait representing Central Asia (the current troop tree is like a marauder army: ( ) you can take a look at Timur's army for example and inspiration thanks in advance
    1. bloctheworkerbloc
      bloctheworkerbloc
      • premium
      • 325 kudos
      Both of the timelines you gave (Turkic and Mongolian arrival to Asian Minor and Timur) have nothing to with the aim of this mod. Please read the description before commenting
    2. Fatalsin52
      Fatalsin52
      • member
      • 0 kudos
      I know it's not chronologically consistent, but until the ancient calradia mode is updated, this seems like the best combination to represent that region, man, the current armor set is very unharmonious when playing, so I wanted to point it out. thanks for the answer
    3. bloctheworkerbloc
      bloctheworkerbloc
      • premium
      • 325 kudos
      No it's not the best combination. Current version is using mixture of Saka/Scythian armors from the armor mod already. Adding Turkic or Timurid style armors is just going to mess up things even further and cause major balance issues
    4. Fatalsin52
      Fatalsin52
      • member
      • 0 kudos
      I can't say anything about balance, so maybe you're right. wish you good work I'll be waiting for updates
  4. vanillaicek
    vanillaicek
    • member
    • 0 kudos
    This mod seems to divides three troop trees by three empires, which makes vanilla empire cultures far more interesting.

    As the author said, I want to play with the Greek troop tree too however after I had established a kingdom, troops on my all cities and villages have become Romans, even where had belonged the southern empire and had had the Greek troop tree originally.

    Currently I neither use any mod to modify factions, troops nor cultures other than this mod. My mod list only has this mod, RBM and dependencies of these two. (also this save data was fresh started.)

    I assume it is because how this mod works, I mean, apparently this mod does not add any culture but giving 3 types of troop trees by faction ids, and the original troop tree of the empire culture seems to modified to the Roman troop tree, So the Roman troop tree is likely a default of the empire culture that makes change Hellenic or Gallo-roman troop trees of fiefs in a player's kingdom to Roman one.


    Is this specific problem of my environment or is there any way to change the player's kingdom's troop tree? Thanks.
    1. bloctheworkerbloc
      bloctheworkerbloc
      • premium
      • 325 kudos
      It is expected as you said, it checks the settlement culture and faction id. I can add a command for players in the future so that they can also add their own culture into the list perhaps
    2. vanillaicek
      vanillaicek
      • member
      • 0 kudos
      Thank you for your reply and continuous effort <3
      I'm looking forward to update
      Cheers!
  5. bamedmen
    bamedmen
    • member
    • 0 kudos
    The Roman army's equipment is too weak.
    Is the author a Carthaginian?
    Please correct it.
    1. bloctheworkerbloc
      bloctheworkerbloc
      • premium
      • 325 kudos
      Equipment stats are coming from main asset pack. I don't overwrite anything so this should be fixed (or when Scorilo adds new armors etc, I will update the gears) 
      Is the author a Carthaginian?
      Ah, you got me...
    2. bamedmen
      bamedmen
      • member
      • 0 kudos
      Thank you for your reply
      So, does the original asset have any defensive power?
  6. Hannder1
    Hannder1
    • member
    • 0 kudos
    Heya, mod looks absolutely stunning! I was wondering: Is there any plans on a possible RBM patch for this as well? :) 
    1. bloctheworkerbloc
      bloctheworkerbloc
      • premium
      • 325 kudos
  7. cheduude
    cheduude
    • member
    • 0 kudos
    Hello, when I upgrade a warrior, for example, to a mounted warrior, he does not need a horse for the upgrade + he is considered a mounted unit,
    but in fact he does not fight on a horse, he does not have one during the battle.
    1. bloctheworkerbloc
      bloctheworkerbloc
      • premium
      • 325 kudos
      Tell me exactly which unit this is, I can have a look, might be a bug in troop trees
  8. MrDG22
    MrDG22
    • premium
    • 0 kudos
    Hello there, i love your mod especially the Greek ahah !!! But i use the mod Culture drift and when i use it i only have roman troops for all empire kingdom in cities and castles, how can i solve it please ?
    1. bloctheworkerbloc
      bloctheworkerbloc
      • premium
      • 325 kudos
      Don't use culture drift mod? Not sure what you are asking from me since I'm not the owner of that mod. Try different loading orders, perhaps that can help with this issue but I'm not sure how that mod works so no idea
    2. MrDG22
      MrDG22
      • premium
      • 0 kudos
      Thanks for your answer i will try it
  9. whitewriting
    whitewriting
    • member
    • 0 kudos
    Hey big fan of your mods! I was wondering if the recent naval battle work you've done is part of the campaign map or is it just a custom battle feature?
    1. bloctheworkerbloc
      bloctheworkerbloc
      • premium
      • 325 kudos
      It is not part of this mod yet, so answer is neither. 
    2. whitewriting
      whitewriting
      • member
      • 0 kudos
      Ah ok haha, thanks for the info
  10. panzerschreck1066
    panzerschreck1066
    • member
    • 0 kudos
    hello, I read the FAQ about units naked in custom battle, can someone explain to me precisely where exactly is temporary folder and in which folder I need to put  submodule XML, I tried several times but I didn't find, thanks for help
  11. 4lga6a5ka
    4lga6a5ka
    • premium
    • 22 kudos
    Can I publish XML files for the translation? I need to copy and edit your XML files due to the absence of localization IDs.
    1. bloctheworkerbloc
      bloctheworkerbloc
      • premium
      • 325 kudos
      Most of the troop names are exactly the same as Native ones and they have translation keys and others also have translation keys, are you referring to items?
    2. 4lga6a5ka
      4lga6a5ka
      • premium
      • 22 kudos
      No. I mean the character names in Custom Battle mode (I found them in NewCharacters.xml). I know it's a work in progress, but I'm sorry I have a disease of perfectionism.
    3. bloctheworkerbloc
      bloctheworkerbloc
      • premium
      • 325 kudos
      Ah I see, since they are special names, I didn't think anyone would want to translate them but I guess you are using non-latin language. In this case you need to do is separating these units to a simple XML only and telling players to load that mod after Ancient Calradia - then it should overwrite the troop if it's using the same id 
    4. 4lga6a5ka
      4lga6a5ka
      • premium
      • 22 kudos
      Ok. I don't copy your file and instead use XSLT to overwrite only names. Thank you.
    5. bloctheworkerbloc
      bloctheworkerbloc
      • premium
      • 325 kudos
      I mean if it's easier for you to use XML, go for it. It is just that, whenever I make an update, you need to update that XML too which might not be ideal (I'll add translation keys for the special characters in next update though)
    6. 4lga6a5ka
      4lga6a5ka
      • premium
      • 22 kudos
      OK. No problem. I have already finished it. I'm looking forward to your further update.