Songs of Syx

Songs of Syx

War Masters (V69)
67 Comments
Elentair 25 Jul @ 8:15am 
Hello. Bows are completely ineffective. What's the problem? I can't kill a single enemy. Is this normal?
ZWARTGAT IN WEESHUIS 22 Jun @ 10:33am 
Are the slings still OP as hell?
Cöffee 29 May @ 4:36pm 
Damn that was a quick V69 update, good on ya! :steamthumbsup:
Simpy Samurai 26 Jan @ 5:07pm 
is there a way I can go back to the previous mod version? I think the new update(updated Jan 27th) broke my save :(
ThreePointFive 24 Jan @ 12:14pm 
are we getting a 68 update?
OcN.Helbrecht 22 Jan @ 2:00pm 
Is this compatible with v68 or no? due to the tech tree changes.
Magic_Wolf1234576 11 Dec, 2024 @ 8:53pm 
In the description for the crossbow, heavily is spelled incorrectly
charon 15 Nov, 2024 @ 10:47am 
I like this mod, but only If I could have the Melee and Ranged weapons without the other additions I'd love that even more.
Baylesian 9 Nov, 2024 @ 6:17am 
Chance that we would get*
Baylesian 9 Nov, 2024 @ 6:17am 
Hmm.. What about the shields. Any change we then get comp patch with the musket mod?
[P18] Mongolz Enjoyer 3 Nov, 2024 @ 11:27am 
does it work on v66?
Schizophreniac 27 Oct, 2024 @ 11:19am 
I unlocked the crossbow from research but i can't craft it?
[P18] Mongolz Enjoyer 24 Oct, 2024 @ 2:39pm 
btw how to use it with Arsenal Expanded (how to "choose" a crossbow)
[P18] Mongolz Enjoyer 24 Oct, 2024 @ 2:02pm 
yo The link to comppatch for technology extended isnt working
tudodmit420 24 Sep, 2024 @ 7:30am 
muskets are late medieval though. the koreans and chinese shot eachother with rockets in the 14th century :D but if the mod is antiquity then it's antiquity, just thought i'd mention that firearms aren't necessarily modern
SlickOnMyCrown  [author] 20 Sep, 2024 @ 3:57am 
battle stimulants have been weaked and various weapon adjustments have been made to make it more balanced, research has also been made far cheaper

we do not plan to get modern muskets in this mod, as it would not fit the medieval theme
Baylesian 28 Aug, 2024 @ 3:51am 
Yeah, would really also like to have the musket, and also see the battle stimulants removed.
Sancho Panza 17 Jul, 2024 @ 2:27am 
muskets?
sum1won 27 Jun, 2024 @ 6:36am 
(slings might be too good now though)
sum1won 26 Jun, 2024 @ 9:44pm 
@Aly

Thanks! The rebalance is nice and makes weapons more of a tradeoff.
Sancho Panza 25 Jun, 2024 @ 10:24am 
Can you do a mod with no battle estimulants?
Aly  [author] 21 Jun, 2024 @ 7:25am 
@John 3RD It is only possible to mod that with armors. Weapons are not modable on the sprites. This mod does not change any of those.
John 3RD 21 Jun, 2024 @ 6:25am 
quick question, does this mod change the appearance of sprites based on what equipment a specific unit has equipped
Aly  [author] 18 Jun, 2024 @ 1:55pm 
@sum1won changes a few values to make production less demanding. Also fixed the value discrepancy for base weapons. Feel free to throw any other suggestions my way.
Aly  [author] 4 Jun, 2024 @ 1:14pm 
@sum1won @Magic_Wolf1234576 checking with the team what could be done about what you guys reported. Thank you!
sum1won 30 May, 2024 @ 7:34pm 
I wanted to like this, but there are some substantial balance problems (also it seems to fuck up the economy). Several goods cost more to produce through the war smithy/auxiliary than through their "normal" reactions (flanx, plate armor, leather armor). And the aggressive use of low-volumes of production mean that several of the low tech options have little reason. This makes them extremely expensive on the world market, expensive in terms of man-hours and resources (stone and wood are cheap, but 30 wood and 30 stone and 5 man days for a mace makes them functionally cost more than a flanx). It's possible that what was meant was 6 wood and 6 stone per mace, but it takes five days to make, but that's not what wound up happening. This is particularly obvious for war paint, which is so much more expensive than other types of armor that I'm not sure why I would ever bother. Maybe for argonosh?
danielpowertheo 23 May, 2024 @ 3:27am 
how do you make the sling?
Magic_Wolf1234576 21 May, 2024 @ 6:20pm 
It appears that the light shield costs the same amount as a regular shield. I am playing with other mods but I was wondering if that is working as intended?
donder172 20 May, 2024 @ 8:41am 
The crossbow doesn't seems to be craftable for me. Everything else works fine.
Shacode101 7 May, 2024 @ 11:52pm 
I seem to crash whenever I try storing spears in my storage. Im playing on V66 and Im using songs of spirit could it be a issue between the two mods?
[P18] Mongolz Enjoyer 7 May, 2024 @ 10:18am 
*66
[P18] Mongolz Enjoyer 7 May, 2024 @ 10:18am 
so in v65 songs of spirit and this should work? hype hype
MaxelHaxel 7 May, 2024 @ 9:25am 
Iam sorry to inform you but after light testing your mod seems to destroy the eco. of the world might be a problem with an Update or just a incompatibility also possible its just me as i never even heard of this kind of bug
624932690 4 May, 2024 @ 2:45pm 
The leather armor in auxiliary smith is more expensive than the makeshift armor (4 leather + 4 cotton => 1 armor vs. 2 leather => 0.5 armor). Wonder if this should change - and the cost of body paint seems to be way too high.
Aly  [author] 30 Apr, 2024 @ 3:56am 
@Rio @Cörnelis @-Chickenman- The mod does not touch the vanilla bow, it has a reload time of 30 seconds in the base game at no skill. At maximum skill that goes down to 4. What the mod does is add the Crossbow that starts with a reload time of 10 seconds at start that goes down to 4 at maximum skill.
-Chickenman- 30 Apr, 2024 @ 12:38am 
@Rio @Cörnelis I actually found out why the archers don't seem to fire. They do fire on occasion, but their fire-rate is so ridiculously low, that they are only somewhat usable with fully equipped bows and decently trained. With one level of bows they only fire about 0.033 times per second, which as you can imagine is unuseably slow. You can see that number in the tooltip once you hover over the bow in your equipment screen. This number should rise to a maximum of up to 0.25 times per second, which i wasn't able to reach atm, because of how the archers train so incredibly slow.
Stelios Steliostamatopoulosos 29 Apr, 2024 @ 11:37pm 
Yep, as @Rio and @-Chickenman- said, 100% sure that the archers don't fire. Found out (several...) times the hard way
Aly  [author] 28 Apr, 2024 @ 6:53pm 
@BushCatSidy V65 isn't, there is a limitation to how many extra resources the game can take. V66 they work together, but it does not seem that they are fully compatible.
BushCatSidy 27 Apr, 2024 @ 10:21pm 
is this compatible with songs of spirit on v65?
Resok 27 Apr, 2024 @ 12:15am 
When I run with both Warmaster (first) and Songs of Spirit, I cannot craft planks at the carpenter which are still a requirement for some buildings like the pastures.
-Chickenman- 25 Apr, 2024 @ 10:36am 
I have the same experience as @Rio with the archers.
SlickOnMyCrown  [author] 25 Apr, 2024 @ 4:19am 
it now works with song of spirit ( make sure to load warmaster before song of spirit )
Rio 21 Apr, 2024 @ 1:21pm 
Pretty sure this causes archers not to fire
twsta 16 Apr, 2024 @ 5:58pm 
Yeah, When I enable this mod with Songs of Spirit, it crashes.
SlickOnMyCrown  [author] 15 Apr, 2024 @ 7:56pm 
in the future, maybe yes
[P18] Mongolz Enjoyer 3 Apr, 2024 @ 9:00am 
you think it could ever work with Songs Of spirit?
Valiant 23 Mar, 2024 @ 9:51am 
@Aly, yes it crashes after pressing "Random Game". Is there maybe some log I could search for that could help see if there is some compatibility issues with the mods?
Aly  [author] 21 Mar, 2024 @ 9:23am 
@Valiant are you trying this with a new save?
Valiant 21 Mar, 2024 @ 7:12am 
Hello, currently running Kirtash's Expanded mods, (Hunter, Clothing, Arsenal), and it seems no matter the load order I am getting crashing. It only happens when this mod is enabled. Is there some incompatibility with one of these?