![]() ![]() Selected Human Player's Army will have its troops' size checked to a minimum value (100) Selected Human Player's Province will have its Religion changed to match with the Human Player's religion (his/her vassals' provinces can be included) Selected Human Player's Province will have its Culture changed to match with the Human Player's culture (his/her vassals' provinces can be included) Human Player's decadence will be kept at a minimum value (that depends on each faction/dinasty) Human Player's provinces will have a minimum technology level defined by the user (it works when day passes) When looking at Human Player's provinces, the Revolve Risk will be zeroed Human Player's many attributes will be increased ((*) it can be changed manually) Sieges by Human Player will always have assault option enabled and, when Human Player is under siege, assault will never be enabled (this only affects sieges involving the Human Player) NON Human Player's troops will have their damage multiplied by 16 (warning: even in battles that does involve the Human Player) Human Player's troops will not loose morale during battles/assaults Human Player's troops will not decrease size during battles/assaults Human Player's Army/Fleet will move to neighbor area in 1 day Human Player's constructions will take 1 day (his/her vassals can be included) Human Player's buildings upgrades will take 1 day (his/her vassals can be included) Human player's wealth will not go under minimum value (7000) Technology Level (user defined => max = 8)(**) Game Sponsor : saucefar (gift) + Megatek (DLC) + darkedone02 (DLC) + PF (DLC)Ġ: Release for version 3.2.1-AZCE (s8.16) (Last 32bits release)Ģ: First Release for 64bits (v3.3.0-XDSW)(s9.0)Ģ: Changed "No Revolt Risk" for region without a capital. ![]() The battle's outcome is then transferred to Crusader Kings III, where you can continue playing as per usual.Code: Select all = It's a mod that uses Mount & Blade II's impressive mechanics to generate a battle for Crusader Kings III. ![]() Imagine picking the best of each game to create a new one, and you'll have Crusader Battle. On the other hand, Mount & Blade II: Bannerlord tries to be the most visual and realistic medieval-warfare simulator possible, putting massive armies against one another with all the chaos, visceral combat and bodies that result from it. If you've played Crusader Kings III, you know it focuses on delivering a political and social simulation through complex systems without paying much attention to the visual side of things. However, it's not every day we see two games being merged into one through modding. By now, most of us are aware of mods that add completely new mechanics and systems as well as community-created assets and even DLC-like content to games. ![]()
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