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NOTE: this never used to happen with this mod
I hope this helps and I hope you can resolve your issue
So yeah, it works perfectly for other playthroughs to disable the mod while loading those, and enable it again for your bandit playthrough. Not Taleworld's fault either, that happens when you run mods like this in any game.
That being said, if you want to play a new game or any existing save without this mod, just disable it in the launcher. As long as you don't load the modded save without the mod, you should be fine. If you want to return to your modded game, just re-enable the mod and you can load it without issue. Make sure you don't load the modded save with the mod disabled, because that will break it.
There are other mods connecting Looters to the bandit upgrade path, but I don't like those. Being able to just recruit looters and then upgrade them as you see fit, is a bit cheesy. This looks way more interesting.
I especially like being able to recruit bandit troops from gang leaders in towns, as it never made sense to me how gang leaders offer professional troops for hire. Looking forward to this!
As for trees ending in national troops, I don't know if you're aware but all bandit trees do end in the Bandit Boss units, either those which already exist in the game and appear at the end when attacking hideouts, or new ones I created. Therefore you can always upgrade the bandits into tier 5 bandit units. Converting them into the faction units is an optional alternative to that, meaning you are not forced upgrade to non-bandit troops. So it's perfectly viable and not necessarily disadvantageous to use bandit units only. This mod enables the player to lead a tier 5 bandit party which would not be possible in the base game, which I think is an improvement even from a roleplaying perspective.
I hope this helps
Idk that last one was just a fast and loose idea based on my own experience in modding (admittedly I've been out of the game a very long time) that it's often a lot easier to take someone else's work as a starting point for your own.
sorry for the multiple posts, 1000 limit had me beaten lol.
All the best! Bill
I am looking at this from more of a roleplaying perspective than one of straight number crunching (which is to say that element didn't take up nearly as much of my thinking) one and I guess what I am ultimately trying to say that investing the time and effort to level up a primarily bandit based army only for the end result to be the same types of troops that I could have gotten through "normal" progression rather than a unique set of troops that'd fit in with the motif of being a outlaw army would sour the punch a little for me.
I am not going to prevent players from upgrading bandits to regular troops. Players will end up with bandit troops in their party e.g. by recruiting prisoners from defeated parties, but may not necessarily want to have bandit troops in their party so they can convert these troops if they wish requiring the 'veteran's respect' perk
I would not have bandit troops upgrade to tier 6, as this would make regular troops from the various cultures reduntant as it would always be more effective to use bandit troops instead. Therefore the only tier 6 bandit is the upgraded quest specific unit, mounted ransacker
I don't plan to make major changes to the mod as I only created this mod for myself
Thanks again for your comment, and if there is something I am not understanding, please let me know
And just to make it clear I'm not trying to be disparaging or negative towards the mod itself or it's creator, just voicing my opinion on the mod as it stands and what I would personally desire from a mod implementing this concept.
I hope this helps