4/21/2021 0 Comments Viking Conquest M&B
Enabled constructing buildings in towns you dont own (for example, finance a school to make the peasants like you, or a temple to win converts to your faith) Food consumption of player army reduced (each unit of food feeds 4 people as opposed to 3 people in vanilla VC) All food items approximately doubled in weight (weight here representing also considerations of volume and handling) Most trade goods increased in weight Carefully assigned starting religious levels among the world to reflect likely settlement patterns (beginnings of norse inroads in irelandnorthymbriafrisia, but still in very early stages, and stronger in castles than villages, but otherwise strongly christian, except in isolated islands and such).All changes documented, so you can know exactly what you are installing.I will generally grant permission for other modders to use my modding work, including using the entirety of it as a base for a new mod.
Please contact me to request permission (you can leave a post here, or find me on Discord). I will usually only refuse permission if there is a good reason (example, you plan to lock your mod behind a paywall). Viking Conquest M&B Code From DiplomacyHowever, you must make sure you have the right to use work specifically credited by this mod (for example, Diplomacy has its own requirements for crediting, and you must follow those if you use the parts of Balance Mod that contain code from Diplomacy). If you are using a large portion of Balance Mod, for example, as the base of your mod, then I ask that you note this prominently in your mod description and include a link to us. ![]() Credit to tweaks and the use of the VC Tweaks Tool from the taleworlds forums, and its creators Kalarhan and Kraggrim. Permission to use was granted generally to the public here:,348186.0.html Credit to EvilSquid for all his wonderful bugfixes, included in the mod with permission, permission granted via both email and personal message at Taleworlds forums. Credit to Philippe at Bay for his wonderful Dark Age Village Name mod, permission to include granted here: Credit to Diplomacy mod and Taleworlds users Waihti and zParsifal, for several incorporated changes:,116424.0.html Credit to the team of Brytenwalda for horse models and throwing axes (and, of course, VC itself) Credit to Brujoloco for his custom sails. Tournaments varied by faction, 2-handed dane axes and throwing axes, more elite AI armies, realistic travel speeds based on map scale, increased Norse sailing advantage, AI lords stats varied based on history and literature, balanced troop and item stats, strengthened Laithland, added lord families, and much more. You can also backup your original files in case you want to remove the mod later. Credit to tweaks and the use of the VC Tweaks Tool from the taleworlds forums, and its creators Kalarhan and Kraggrim, who generously grant permission for use of their tool in other mods. Find their wonderful VC Tweaks Tool here:,348186.0.html Credit to EvilSquid for all his great bugfixes, included in Balance Mod with permission, permission granted via both email and personal message at Taleworlds forums. Credit to Philippe at Bay for his wonderful Dark Age Village Name mod, permission to include in Balance Mod granted here: Credit to Diplomacy mod and Taleworlds users Waihti and zParsifal, for several incorporated changes. Diplomacy mod page and use permission:,116424.0.html Credit to the team of Brytenwalda for horse models and throwing axes (and, of course, VC itself) Credit to Brujoloco for his custom sails. Viking Conquest M&B Free Of AMade prison break success independent of whether the lord is conscious or unconscious (just put him on a horse or something, no need to abandon him even after all guards are dead, eliminate the video game escort quest annoyance) To balance with the above, and encourage more interesting larger fights, village elders now require a good deal more money in bribes to take on the risk of involving themselves in your plots to set fires Made prisoner escape check happen free of a couple of conditions (in particular, it will run periodically even during day) armor performs a little better against blunt damage A general balancing pass on all tier 2 and above slingers, increasing many of their WP. Also slight increases to peasant sling WP of cultures that heavily use the sling Sling rocks given less ammo (decided their stats reflect better shaped rocks, and wouldnt be so easily obtainable in battlefield conditions Some slight increases to WP norse axe warrior Removed range guaranteed tag from briton champions (wasnt on any other infantry) altered lord random personality distribution to shift a bit more away from the worst 2 personalities interupt damage threshold moved to warband levels (meshes better with the improved mail armor) Changed some values in AI courtship Right to rule increases slowed in a couple of places further 2 damage increase to 1.5 handed axes, and additional 2 for non-irish basic 1.5 handed (closing the gap a bit). Axes made swing only (thrusting being epecially poor choice for them). A couple other axes slightly tweaked to create more logical progression of lengthspeeddamage and balance of factions. Fixed vanilla VC bug in Thora persuasion check Made horses slow much less from damage (they now stay pretty fast even when severely hurt) Changelog 9.0 (as always, save compatible--full release version, no need to install prior versions first): Spoiler: Show Initial garrisons at world generation are larger. This is to promote initial stability and prevent early faction elimination by the AI. ![]() AI switches from spears to shortrange weapons in sea battles. Spear stats in VC only make sense if having stable ground to brace against, and short range weapons perform better in close quarters ship battles (in both real life and the game). This doesnt affect field battles much (VC troops do not switch from spears to sidearms unless their weapon breaks or they are a designated mounted troop), but it does make the Norse better fighters in sea battles.
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