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Apr 30, 2016 Anno Domini 1257 is a mod for Mount & Blade: Warband created by 1257AD Developers.This project attempts to reflect the reality of 13th century Europe. The starting point of the journey is year 1257 AD and attempts to be as historically accurate as possible. Mount & Gladius is a Mount & Blade: Warband mod that encompasses the time period of history in the ancient world during the prime of the Roman Empire. The year is 117 AD, during the greatest extent of the Roman Empire.
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Link:Note: Not fully out yet (well it sorta is, but not for the general public use. Have to download TortoiusSVN and get it working that way. Sticky explains how in the forums).
It is also singleplayer only.Also note: Sometimes a new release comes out, where saves aren't compatible (due to certain changes/features being added). Beta is beta;PHowever.the public beta release is due very soon (should be next week.but as always, something may come up)So onto the mod itself. So, the mod is based on the Medieval ages and takes all of Europe.well.about same scope as Medieval 2 Total War map. Since I bring that up, since this reminds me of it. The map is HUGE. So many factions, cities, castles and everything.
On top of that, the map isn't buggy at all from what I've seen. Many large and huge maps in some mods, have been glitchy.Now some of this may not be in, until the full release.but going through the features.Buildable castles (upcoming version)Buildable settlements (upcoming version)Weather system (upcoming version)Crusades (join or start one, upcoming version)Sea battles + Sea travel (sea travel is in, unless it is a different system in the upcoming version. Sea battles I'm not sure are in or not, yet.)Custom scenes for castles, towns and villages (think it is already partially implemented, not sure.)Hundreds of new troops (lots of new troops already, probably even more in the upcoming version)more than a thousand new itemsAnd all that is listed in the upcoming version.Other things I know are already in.Lots of new buildings to build. You can build mines, farms and other economy structures (and I think more than just economy, I don't recall everything though) and they appear on the game map. I think this will be similar to buildable castles/settlements that will be coming in the next version.the buildings do cost weekly, but you can also make a profit from them. Lots of new buildings in castles/cities that you control, as well.
Each give various bonuses and what not.There is a different recruiting system (optional, but supposed to be the main option to choose), where in the beginning.you can only hire mercenaries until you have a city/castle/village under your command and become a 'lord'. Though, there is also an option for normal recruitment of villages.
This I guess is supposed to be more realistic, but it does it make it a lot harder in the beginning. Be that a good or bad thing.Not really a 'feature' per say.but there are HUGE wars on the map, and quite often.
Things change so much on the map between territory and what not. I once saw an army of 20 (around there, it was a lot) lords rampaging through another faction's territory.
But then another faction (an ally?) came in and helped drive them back. Each lord had a large amount of men under their command, as well. I did take part in some of the battles, but I mostly stayed back and watched what happened.It is a rather epic mod. And even in its current stages, barely buggy at all. And even with how huge the map is (and it is huge), I haven't encountered any weird map graphical glitches or anything.
Closest I've come to a Medieval mod I've found in Mount and Blade and most games. It does remind me of Medieval 2 Total War (like I said), but.well.not a strategy game. Though, the mod does have a lot of strategy-esque stuff in it.
With all the buildings and stuff. Even more when castles/settlements can be built.For screenshots? Just go here, though some may be rather old:I may take some when the mod is released to the public. I stopped playing till its out, because if he puts in certain new features.it won't be save game compatible. I would rather just wait for all the new stuff. Thought I posted about it a while ago, but guess not.The mod was released to public, so the public has a much more up to date version. It is still much better to get the SVN version (and SVN is rather easy to setup anyway), as they update that far more.
Still some things need to be finished/working, but they added and changed a lot of things in their last major release. I usually update SVN every 1-3 months, because the way Mount and Blade is.certain changes and you have to start a new save. But, you don't really have to update every time.can just play a long game, finish/get bored/lose, update and its like a new game.
They update daily, sometimes multiple times a day even.It is pretty much like a Mount and Blade version of Medieval 2 Total War, except action combat. There is even a lot of strategy elements in the game, with ordering troops, building and everything. The mod is far more strategy than it is about just combat (at least I find it so). If you setup and command your troops right, you have a huge advantage even if outnumbered.
Mount And Blade 1257 Ad Mod
I'm vaguely interested, but I fear it'll succumb to what so many of these massive mods end up doing. Hundreds of new units and thousands of new items? Are we intended to keep track of all of them, or else have a cheat-sheet that lists troop type and what rank of what nation they belong to? I always loved Warband because of the relatively simple troop trees by nation. Subsequently, Fire and Sword ended up quirky and annoying because you're suddenly dealing with massive numbers of soldiers who have local European names, which is decent enough but I don't live in Europe. Also I don't live in the 1600's.
I so far have not learned with a Reiter is, except that I sometimes kill them.To the same degree, is this mod even worth it? Can anyone except the creators try to play without becoming horribly confused about what items do what and what troops are good for what? New content is good, bloated content isn't. I'm vaguely interested, but I fear it'll succumb to what so many of these massive mods end up doing.
Hundreds of new units and thousands of new items? Are we intended to keep track of all of them, or else have a cheat-sheet that lists troop type and what rank of what nation they belong to? I always loved Warband because of the relatively simple troop trees by nation. Subsequently, Fire and Sword ended up quirky and annoying because you're suddenly dealing with massive numbers of soldiers who have local European names, which is decent enough but I don't live in Europe.
Also I don't live in the 1600's. I so far have not learned with a Reiter is, except that I sometimes kill them.To the same degree, is this mod even worth it? Can anyone except the creators try to play without becoming horribly confused about what items do what and what troops are good for what? New content is good, bloated content isn't.
Well, my main problem with the mod is that by default, troop names are Latin for most European troops, and I can't remember which name reflects a better unit from the progression, but most nations have the same progression (three lines: knights, farmers, hamburghers) for all troop types.Different cultures (European/Teutonic (slightly different)/Pagan/Arabic/Mongol) differ in troops, but that's mostly it. There is a couple of unique units, like Genoese Crossbowmen, but those are simply special, powerful kind of unit to recruit. Also, there at least used to be a troop tree in the camp menu.Reiters are those relatively heavily armored elite riders with pistols, BTW.