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Incline Battle Brothers + Beasts & Exploration, Warriors of the North and Blazing Deserts DLC Thread

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,242
Location
Space Hell
I have only two mods - speed mod, to make game speed and movement tolerable and mod that shows recruit stars because otherwise RNG is not fun.
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
2,593
Location
Mosqueow
Before you download a mod for BB you should check the comment section to see if it works with the current version. It will save you the trouble later.
 

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
472
Location
Mordor
Before you download a mod for BB you should check the comment section to see if it works with the current version. It will save you the trouble later.
but this isn't 100%... there is mods with people saying its not working when in truth it is and vice-versa.

I joined the discord for the Legends mod, and got some tips there... so now I'm loading the game, starting a game, saving and closing, to check the game log and see if there is any error... probably found the culprits now.

I guess, I can commit to a long playthrough now, although I can still get errors later on... but at first look, everything is fine now.
 

Fargus

Arcane
Joined
Apr 2, 2012
Messages
2,593
Location
Mosqueow
Usually they confirm whether or not a mod thats not been updated still works. Just my experience.

PS. Cool avatar btw.
 

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
472
Location
Mordor
Well, I did several restarts to find the mod that was conflicting with everything else and after almost giving up I found it... after removing, I could play and close to day 160 it seems everything is probably working fine.

The good news is that by accident I discovered that Ubuntu has a MATE flavor and this was the spark that was missing for me to come back to linux (and this time, to stay indefinitely)... After ubuntu dropped gnome desktop it killed my linux drive, and even with mint I actually never clicked with it... Well, the point is, I installed steam and through Proton (automatically installed inside Steam to kinda work as windows emulator) managed to play Battle Brothers just fine, I installed, copy/pasted the mods inside the proper folder and loaded the game and continued my playthrough without a problem (from day ~120 day onward).

Unfortunately though, the nexus vortex mod manager didn't work with wine (windows emulator)... So, right now, manual mod installation is the only way, and I don't have a easy mod list to copy/paste here to help anyone thinking to give the game a go with lots of mods... later when I log in my windows, if I remember, I will try to get it and paste here.
 

Covenant

Savant
Joined
Aug 3, 2017
Messages
345
Ive played this like 2-3 years ago, do the devs still don't plan to add actual endgame?
It's sandbox game without a story (which is waht good about it). Define "actual endgame"

Something akin to the witch's sabbath/Baphomet questline in Darklands, presumably. Not something that takes away from the sandbox structure, but a satisfying capstone for people who've otherwise advanced as far as they can.

The legendary fights (Kraken, Black Monolith, etc) are this to an extent, but it's a minor extent.
 

Payd Shell

Arcane
Joined
Sep 26, 2017
Messages
831
It could use some sort of ultimate victory condition at the end, sort of like Master of Magic. That would be nice.
The game "ends" whenever you win the endgame crisis. If you want to continue to play afterwards there isn't an official ending but most people consider the game finished when you clear all the legendary locations + kraken.
 

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
472
Location
Mordor
Well, it seems Nexus don't have a export modlist feature anymore... so I had to resort to either take many screenshots or get the file names, and I did the easier.

I added the proper mod name to the right side of mods with cryptic file name to make it easier to find.

From my experience, most mods worked, but a few that alter some things like events are dependent on the event triggering and since some didn't trigger, I couldn't test it.

From this modlist its safe to remove, and it is probably safe to add as well, since, if a obvious bug appear you will immediately know the likely culprit.

The mod I had a problem, and probably was conflicting with a couple of other mods is "Unrecognized UI", so I recommend to stay away from it.

And btw, this is a NON-Legends modlist... to play with legends, you will need a entirely new modlist.

AVAILABLE ON NEXUS:

Always Loot Named Items-534-1-0-1650303335.zip
mod_18bros.zip-41-6-1598222895.zip
mod_bad_luckl_protection-607-0-1-0-1669657630.zip
mod_BAR-287-1-09-1650139372.zip (Background and Attribute Ranges)
mod_Better_Battle_Standard-138-1-1-1562726084.zip
mod_BoneplatingIndicator-132-1-0-0-1561899935.zip
mod_buffedNamedShields-104-1-0-0-1597410455.zip
mod_buffNamedWeaponsStrong-102-1-0-0-1597409312.zip
mod_cartupgrade-517-1-0-1648747228.zip
mod_clever_recruiter-549-1-0-0-1652700644.zip
mod_detailed_status_effects-103-1-8-1559918719.zip
mod_eimo-239-9-0-6-1656322331.zip (End's Inventory Management Overhaul)
mod_ends_buyback-357-1-1-1644604729.zip
mod_ends_colored_rumors-373-1-0-1617926002.zip
mod_ends_uncapped_perkpoints-257-1-1-1598294661.zip
mod_extra_keybinds-550-1-0-1-1655897693.zip
mod_hooks.zip-42-20-1-1621709174.zip
mod_hx_breditor_VANILLA-294-4-31-1664773426.zip
mod_IAR-501-1-04-1648344929.zip (Items and Recipes)
mod_leash_dogs-309-1-1602908624.zip
mod_legendary_kriegsgeist_location-582-1-0-5-1660660097.zip
mod_mbpause.zip-55-2-1598222529.zip (Mount & Blade Pause)
mod_more_save_slots-389-2-1-1641797050.zip
mod_msu-479-1-1-1-1655633656.zip (Modding Standards and Utilites)
BBParser_win7-479-1-0-0-1669815664.exe (MSU companion mod, not necessary in most cases... It didn't work on linux)
mod_obsidian_dagger_15011_2-524-1-5-0-11-2-1649535165.zip
mod_openArena.zip-291-1-1600737426.zip
mod_origin_maker-587-1-0-10-1671704841.zip
mod_pause.zip-54-5-1601930762.zip
mod_prepare_for_battle-557-1-0-1-1652847896.zip
mod_removableUpgradesVer2-444-1-1631955666.zip
mod_repeatableOguTrophyAmbitions.zip-468-1-0-1638786408.zip
mod_reusableNets.zip-302-1-1601785510.zip
mod_scout_gives_reports-547-1-1651952082.zip
mod_settlement_prices_msu-556-1-0-1-1654673706.zip
mod_settlement_situations_msu-551-1-1-1-1673166754.zip
mod_shownamedintooltip-154-1-1-1565471626.zip
mod_swifter-542-1-1-3-1666093341.zip
mod_tactical_hit_factors-283-6-1606037352.zip
mod_tactical_tooltip-266-7-2-1631666935.zip
mod_uncover_legendary_locations-372-1-2-1626108860.zip
mod_undead_trophy_upgrade_reroll.zip-440-1-0-0-1631513143.zip
mod_veteranStamina.zip-254-4-1599896657.zip
mod_veteranXPToRookies_25.zip-477-1-0-1639749280.zip
mod_vision_radius_transparent_white-487-1-1-1645010887.zip
mod_vse-548-1-1-0-1653535746.zip (Visual Skill Effects)
mod_weapon_maths-559-1-1-1-1653533811.zip
mod_xpInReserve_ds.zip-58-3-1602822018.zip
Rebalanced Retinue-596-2-1-1670501543.zip
Sight_range_1andhalf_x_hooked-78-1-4-0-40-1598539091.zip
Temple Removes Permanent Injuries (Alt)-560-1-12-1654711107.zip
tnf_17FatigueNimble-69-1-1-1566748427.zip (Tweaks and Fixes mod collection)
tnf_allPoleAP-69-1-1-1598708912.zip
tnf_allRecipes-69-1-1555187069.zip
tnf_betterEagleEyes-69-1-1555455157.zip
tnf_debugMode-69-1-4-1607140694.zip
tnf_expandedRetinue-69-1-0-1647255576.zip
tnf_fixAmbitionUpdate-69-1-3-1647177601.zip
tnf_fixKrakenQuests-69-1-1555280509.zip
tnf_greenskinsNamedWeapons-69-1-0-1649426739.zip
tnf_keepCrusaderOrcSlayer-69-1-1-1566748644.zip
tnf_lessTiny-69-1-1554667697.zip
tnf_namedShields-69-1-3-1649111438.zip
tnf_newChampions-69-1-1-1649426664.zip
tnf_resolveConfident-69-1-1554915467.zip
tnf_seeNamedItems-69-1-4-1649426576.zip
tnf_triesBowyer-69-1-1-1610832280.zip
tnf_trueNightOwl-69-1-1555455263.zip

NOT ON NEXUS:

mod_oblivion.zip (recipe change: substitute the Kraken trophy for 4 others)
https://www.google.com/url?q=https:...427479805806&usg=AOvVaw1OQ1c4p3Ru2J-H-p7_iltc

sato_expanded_markets_1.3.zip
https://github.com/jcsato/sato_expanded_markets_mod
 

Delphik

Guest
This is one of the few games where I don't know what to do once I start a new playthrough, can a gentleman give me a list of purposes or goals I can make a whole playthrough around?
 

Teut Busnet

Cipher
Patron
Joined
Dec 31, 2016
Messages
961
Codex Year of the Donut
This is one of the few games where I don't know what to do once I start a new playthrough, can a gentleman give me a list of purposes or goals I can make a whole playthrough around?
When you start a 'new' playthrough? How experienced are you?

  • Surviving 1 crisis is seen as 'an end' by the game itself, surviving all 4 means you've seen most scenarios BB offers.

I consider a 'playthrough' complete once I beat all 'legendary' locations (that include a fight):
  • Ice Cave (Mad Barbarian)
  • Hunting Grounds (Ijirok)
  • Witch Hut
  • Stone Pillars (Kraken)
  • Watermill (Rachegeist)
  • Sunken Library
  • Goblin City
  • Black Monolith
You'll need DLCs for all but Black Monolith and Gobbo City.
 

Old One

Arcane
Joined
Jul 13, 2015
Messages
3,708
Location
The Great Underground Empire
The one thing I'd like more than anything is yet more control over mapgen. In the long term (assuming you survive that long), how fun your game turns out to be has a lot to do with what the map is like.

I got quite far in the last game I played, and I was really happy with my company, but the map had some weird, annoying quirks that eventually made me decide to abandon it. Specifically there was a long, thin mountain range running east-west almost all the way across the upper part of the map. It blocked all roads, so I might get a caravan mission to a location that was only a day or so away as the crow flies, but it would take five or six days to get there by road.

If I could somehow build roads too, that would be amazing. The computer often picks completely illogical road placement. Even if I could only build one road per game I would be very happy.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
5,847
The one thing I'd like more than anything is yet more control over mapgen. In the long term (assuming you survive that long), how fun your game turns out to be has a lot to do with what the map is like.

I got quite far in the last game I played, and I was really happy with my company, but the map had some weird, annoying quirks that eventually made me decide to abandon it. Specifically there was a long, thin mountain range running east-west almost all the way across the upper part of the map. It blocked all roads, so I might get a caravan mission to a location that was only a day or so away as the crow flies, but it would take five or six days to get there by road.

If I could somehow build roads too, that would be amazing. The computer often picks completely illogical road placement. Even if I could only build one road per game I would be very happy.
Yeah, it'd be great to have the world be more reactive in general, and to give the player more impact on the world if sufficiently wealthy and powerful.
 

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
472
Location
Mordor
yeah, the RNG in this game is truly excessive... IMHO, without mods the game is trash... and even so, its beyond mods capability to fix the mapgen garbage that the game have.

I always thought that they should have something like 10 handmade maps with lets say 40 city slots positions and the game randomly select ~20 to add a city/village, and the same would work for Attached Locations... this way the game would have 10 different maps that still have random elements, but this tame RNG would probably generate better maps than what it is currently.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,702
Location
Small but great planet of Potatohole
yeah, the RNG in this game is truly excessive... IMHO, without mods the game is trash... and even so, its beyond mods capability to fix the mapgen garbage that the game have.

I always thought that they should have something like 10 handmade maps with lets say 40 city slots positions and the game randomly select ~20 to add a city/village, and the same would work for Attached Locations... this way the game would have 10 different maps that still have random elements, but this tame RNG would probably generate better maps than what it is currently.
Or simply add more options when generating a new word, some has been modded in but it should in the base game. Still i don't think it is "trash" or "garbage" as is. It is just "meh". The most irritating for me are (southern) cities that should have ports but don't and the mountains ranges sometimes blocking the map too harshly. Other than than, i find nothing excessive about it.

You know this, right?:
https://wlirareddit.github.io/bb_calculator/seed_search_map_only.html
 

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
472
Location
Mordor
While I didn't know this site in specific, I tried many of the recommended seeds posted on steam and in the end of the day, even the supposed good map seeds didn't turn out that good as the campaign progressed.

I remember that there was once (a few years ago), a mod that allowed to tweak map generation but it was abandoned after a update/dlc and never updated or recreated.
 

Serus

Arcane
Patron
Joined
Jul 16, 2005
Messages
6,702
Location
Small but great planet of Potatohole
While I didn't know this site in specific, I tried many of the recommended seeds posted on steam and in the end of the day, even the supposed good map seeds didn't turn out that good as the campaign progressed.

I remember that there was once (a few years ago), a mod that allowed to tweak map generation but it was abandoned after a update/dlc and never updated or recreated.
The site doesn't name good seeds but allows you to find them among tens of thousands - using selected parameters.
Base game should have had more map randomisation options, that's all. Legends mod does have a lot of additional options but i don't know which are working in current version.
Why do people have to have a perfect seed? Ones without some serious errors or major annoyances are enough. Which makes most of them. People and their obsessive compulsive disorders... Don't get me wrong, i have some myself and because of that I have some troubles deciding on the seed but eventually the ones i play ALL end good enough. I came to realisation that this is another of those "I have to make everything completely perfect otherwise it is shit" cases. No matter the game in question, it is a terrible attitude. I myself have issues fighting it sometimes.
 

Ironmonk

Augur
Joined
Sep 29, 2014
Messages
472
Location
Mordor
with the origin maker mod you can pretty much focus on the map only.

it allows to build a origin with starting characters with custom stats, talents and traits.
 

rojay

Scholar
Joined
Oct 23, 2015
Messages
372
A bad map seed is part of the game. It's part of the challenge if you want it to be.

You can always reload if you don't get a map you like, or you can look up "good" seeds online or you can use a mod.

And of course if there are no maps you like then maybe this game is trash and you should play something else?
 

zool

Arcane
Joined
Oct 26, 2009
Messages
897
Am thinking of trying the Oathtakers origin for my next playthrough, with the Holy War end game crisis (siding with the North against the filthy infidels of the South of course). However, I understand that with the Oathtakers origin, you can't take ambitions (replaced by oaths): so, is there any way you can join the end game crisis (even without the ambition to do so)?

I remember from a previous playthrough with the Holy War end crisis that the contracts to participate in the crisis only seemed to start showing up once I had selected the relevant ambition.
 

Teut Busnet

Cipher
Patron
Joined
Dec 31, 2016
Messages
961
Codex Year of the Donut
Am thinking of trying the Oathtakers origin for my next playthrough, with the Holy War end game crisis (siding with the North against the filthy infidels of the South of course). However, I understand that with the Oathtakers origin, you can't take ambitions (replaced by oaths): so, is there any way you can join the end game crisis (even without the ambition to do so)?

I remember from a previous playthrough with the Holy War end crisis that the contracts to participate in the crisis only seemed to start showing up once I had selected the relevant ambition.
Without having played the origin - I don't see why not.

You don't need to take an ambition for any crises to start or participate in.

You likely won't be able to take the 'Win this holy war for faction x' ambition and benefit from it, but you can still take contracts from houses or city states and decide the war that way. (You won't see how the war is going without the ambition though.)
 

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