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Comment History
kmin
kmin - - 21 comments @ Cokjan's Lil Tweaks - Daimyo Edition Full Release

Imagawa samurai gunners have shields around their heads in my game as of the latest update Imgur.com

Good karma+1 vote
kmin
kmin - - 21 comments @ Cokjan's Lil Tweaks - Daimyo Edition Full Release

Open item_kinds1 and replace the lines for Kiso horses with the following:
itm_hunter Kiso_Horse Kiso_Horse 1 hongma 0 65537 0 810 110595670016 0.000000 60 0 18 0 3 160 44 43 98 0 24 0
0
0
itm_hujiama Armored_Kiso_Horse Armored_Kiso_Horse 1 hujiama 0 65537 0 3810 110595670016 0.000000 60 0 25 0 4 175 40 35 98 0 26 0
0
0
itm_hongma4 Kiso_Horse Kiso_Horse 1 hongma4 0 65537 0 810 110595670016 0.000000 60 0 18 0 3 160 42 40 98 0 24 0
0
0
itm_hongma3 Kiso_Horse Kiso_Horse 1 hongma3 0 65537 0 810 110595670016 0.000000 60 0 18 0 3 160 42 40 98 0 24 0
0
0
itm_hongma2 Kiso_Horse Kiso_Horse 1 hongma2 0 65537 0 810 110595670016 0.000000 60 0 18 0 3 160 42 40 98 0 24 0
0
0
itm_heavysong Kiso_Horse Kiso_Horse 1 Heavysong 0 65537 0 810 110595670016 0.000000 60 0 18 0 3 160 41 39 98 0 24 0
0
0
itm_raikiri Taisho_Kiso_Horse Taisho_Kiso_Horse 1 Raikiri 0 65537 0 1310 110595670016 0.000000 60 0 18 0 4 160 41 44 98 0 24 0
0
0

Bear in mind that I also made it so that Kiso horses are available in all marketplaces (like all the other horses already were), and not just the ones in Kanto, which you can revert in Morghs if that bothers you (but I don't recommend doing so as the narrow geographical restriction made Kiso horses nearly impossible to ever come by).

Good karma+1 vote
kmin
kmin - - 21 comments @ Cokjan's Lil Tweaks - Daimyo Edition Full Release

Would it be possible to fix the clipping issues of armours such as the Sohei Kozane Gusoku and Sohei Retainer Armor where you can see part of the headpiece obstructing your vision when in 1st person view? Also, there is a glitch in Daimyo edition where the Kiso horse uses the incorrect model if it has the "heavy", "spirited" or "champion" qualities, I have managed to fix it on my own and can give you the code if you would like to include it as a fix.

Good karma+2 votes
kmin
kmin - - 21 comments @ Bulgarian showcase

Hi. If your team needs reference material for Bulgarian military/civilian apparel of the 12th/13th century, this is a good page on the topic: Badamba.info
Also I find your statement that the Asen brothers were Vlach to be inaccurate (and rather controversial, historiographically). The academic consensus is that they were of Cuman ancestry based on etymological grounds (with the Vlach theory being contentious and mostly relegated to Romanian historiography nowadays).

If your interested, here are a few more historical replicas which are displayed in the Varna Archeological Museum:
Bulgarian Voins:
Avitohol.org
Avitohol.org
Cuman Warrior:
Avitohol.org
Aristocrat of the Second Bulgarian Tsardom:
Avitohol.org
Lamellar over mail armour from the Second Bulgarian Tsardom:
Avitohol.org

Good karma+1 vote
kmin
kmin - - 21 comments @ mb1

Are you making a new version?

Good karma+1 vote
kmin
kmin - - 21 comments @ CHiS 1.9.02 Patch

Ok, but how can you tell when a lord is a marshal? There isn't any kind of indication in the notes panel, be it under "factions" or "characters". A lord (Kambirdei-aga) finally gave me a mercenary contract for the Crimean Khanate, but there wasn't any indication that he was a marshal, either in his speech or in the notes. It's quite confusing. Furthermore, what if a faction hasn't assigned a marshal yet?

Good karma+1 vote
kmin
kmin - - 21 comments @ CHiS 1.9.1 hotfix

in 1.9.1 steppe nomads have this strange glitch, where their new hats (the Nogai caps) repeatedly flicker/disappear for a few milliseconds (especially as they're firing arrows at you). You can kind of see it in this screenshot, where the guy's hat is half disappeared: I.imgur.com
(edit: never mind, I've seen this happen to a few different NPC types with different headgear (brigands and villagers), this is definitely not exclusive to the steppe bandits or the nogai caps. I'm curious if this is the problem of the mod or if my computer is just messing up)

There's also some kind of visual glitch with the Tatar cap: I.imgur.com

There's a visual glitch where parts of the wall flicker on the Kerch scene (the one facing the sea with the entrance, both sides): I.imgur.com

There was a script error when I built a fortification through the camp menu: I.imgur.com

Lastly, Haim Zeldovich has a spelling mistake where he says "had" instead of "head".

Good karma+3 votes
kmin
kmin - - 21 comments @ H&G Hotfix 1.9.0.1

Alright, that makes sense. I hope it doesn't sound like I'm telling you guys what to do with your mod, just trying to give whatever constructive input I can. I'm thankful that you've been as receptive to my suggestions as you have been.

Good karma+1 vote
kmin
kmin - - 21 comments @ CHiS 1.9.02 Patch

Saw this graphical glitch in the Moldavian troop trees report: I.imgur.com

I started a new game and joined the Moldavian army as a freelancer, we got into a fight with the Poles (like 1200 Moldavians vs 1000 Poles) and the Moldavians absolutely annihilated the Polish side. The terrain wasn't too rough, kind of hilly but neither side really had a geographical advantage. For every dead Moldavian there was like 4 or 5 dead Poles, it was remarkably 1 sided and makes me think either Polish troops are too weak or the Moldavians are too strong.

There's also another issue. When I was playing, I noticed that the Livonian Order was at war with Sweden, so I wanted to become a mercenary for the Livonian grandmaster. The problem is that when I asked him for a task, he would never offer me a mercenary contract. I must have done 10 quests for him, and he still refused to ask me to become a mercenary, even while Sweden was taking over Livonian cities left and right. Like I mentioned in another post, mods such as SM and 1257 AD Enhanced allow you to directly offer lords your services as a merc, instead of asking them to give you a task, which would let players avoid the situation I found myself in. This is how SM does it: I.imgur.com

Lastly, since the Nogai bandits usually lack any headwear, would you consider giving them this distinctive Nogai cap often depicted in illustrations:
I.pinimg.com
I.pinimg.com
I.pinimg.com

Good karma+1 vote
kmin
kmin - - 21 comments @ H&G Hotfix 1.9.0.1

Sofia is in far western Bulgaria, it's too remote and far away from the other settlements in my opinion. Geographically, it makes more sense to focus on northern and eastern Bulgaria, otherwise you would be left with a situation where there is a huge amount of barren space between Sofia and the other inhabited places. Nigbolu/Nicopolis was the most important fortress in northern Bulgaria until the 17th century due to its Danube access, and Urdoviza (which was eventually destroyed by Cossack pirates in the 1600s) belonged to an autonomous Christian lord, which is why I chose those two places specifically. You could also add a bridge between Nigbolu and Wallachia, making the Ottoman heartland feel more interconnected and less sparse.

Good karma+1 vote
kmin
kmin - - 21 comments @ H&G Hotfix 1.9.0.1

I'm Bulgarian.

As for the problem of finding space for Turkish recruits, my suggestion would be to add about 2 castles to Bulgaria (Niğbolu and Urdoviza), that way Rumelian culture soldiers could be recruited from 3 castles (Niğbolu [either a castle or a city], Urdoviza and Varna) while Turkish recruits are found in another 5 castles (Achi-Kale, Akkerman, Erdine, Kerch and Azak) + 2 cities (Istanbul and Kafa). In the end, the cultural map of the Ottoman Empire would look something like this: I.imgur.com

Adding 2 castles isn't an extremely dramatic change of the map, but it would make space for Rumelian culture settlements and ensure that most Turkish culture land is left alone.

Good karma+1 vote
kmin
kmin - - 21 comments @ H&G Hotfix 1.9.0.1

Would you consider adding a Rumelian (Balkan Christian) culture to certain parts of the Ottoman Empire in a later version? I've done a decent amount of research on Christian auxiliary soldiers in the Ottoman Empire of the 16th century (available here: Pastebin.com if you're interested). Sorry I keep posting suggestions here, I don't know if you guys have a discord or something where it would be less obtrusive.

I also forgot to include this in the pastebin post as another visual example of Voynuk auxiliaries: I.pinimg.com

I also got a script error after being taken prisoner by the HRE (playing as an Ottoman soldier via freelancer). As for freelancer, could it be made so that the player receives a certain amount of XP with each promotion, to make it more viable and rewarding to serve in a lord's army? Certain mods like Suvarnabhumi Mahayuth allow you to offer your services as a mercenary to lords instead of waiting around for them to offer you, it would be quite a convenient quality of life improvement if that were implemented here as well (perhaps only if your renown is high enough?)

Good karma+1 vote
kmin
kmin - - 21 comments @ CHiS 1.9

That is good to hear. I modded the club polearms to swing from horseback instead of thrust, but they were still affected by lance breaking which made little sense. I can understand how a lance which does pierce damage may break in battle, but a polearm which does blunt or cut damage logically shouldn't.

Good karma+1 vote
kmin
kmin - - 21 comments @ CHiS 1.9

Lastly, I must say that the lance breaking is not a fun feature. It breaks after only a few hits and makes it feel completely pointless to carry a polearm into battle, could you please add an option to disable it in the camp menu?

Good karma+2 votes
kmin
kmin - - 21 comments @ CHiS 1.9

No problem. Also, some bandits have strange colors (I noticed hostile finnish rebels with pink livonian colors) instead of neutral/gray ones, I'm not sure if that's intentional or not. I.imgur.com. There's also a problem where the vegetation in some battle scenes sways in a very awkward and unrealistic manner, but I don't have a screenshot for that. Something strange also appears when you view the troop trees of "outlaws" and "others": I.imgur.com. Finally, there's this graphical glitch in the village scene of Hasenpoth: I.imgur.com

Good karma+2 votes
kmin
kmin - - 21 comments @ CHiS 1.9

There is a texture glitch for the thick shirt: I.imgur.com

Good karma+1 vote
kmin
kmin - - 21 comments @ dimich

Hey, I don't know how far along development is for H&G 1.9, so if it's too late to suggest this then I understand.

But could you make it so that a player who starts the game as a bandit has the option to hire friendly groups of roaming steppe/cossack/forest/etc... bandits when he talks to them? Currently, when you encounter them on the map they obviously won't attack you, but you can't interact with them in any way. It would be cool if you had the option to hire fellow bandits you see walking around by speaking to them (I know about the bandit camp in Poland where you can hire looters, I'm talking about hiring the actual bandit parties patrolling the map, kind of like in Viking Conquest) for improved roleplaying purposes. Also, maybe allow bandit players to sell their goods/slaves at bandit lairs.

Also, when you successfully raid/loot a village, would it be possible to have the option to take the villagers prisoner in order to simulate the Crimean slave raids? Perhaps choosing to do so would automatically trigger a battle to begin between the player and the villagers?

Finally, there are mods which allow you to keep fighting as your companions (not your recruited soldiers, but the companion characters you find in taverns) after you fall in battle, which makes them feel more important and useful, have you guys considered that feature?

BTW, thanks for making such a great mod.

Good karma+1 vote
kmin
kmin - - 21 comments @ Honour & Glory

To add, I've done some more digging on Circassian/Kabardian equipment, perhaps it may also come of use.
Kavkazoved.info
Aheku.net
En.wikipedia.org
Interestingly, there were 5 Circassian/Kabardian princes who fled to Poland during the 1560's due to their opposition towards Muscovite influence in the country, and became quite influential in the Polish military.
Circassianworld.com
(note: the temryuk mentioned in this article isn't the same temryuk who was the leading prince of Kabardia)
Some better reconstructions of Circassian/Kabardian warriors from the 16th century:
I.pinimg.com
I.pinimg.com
Note: the Circassian name for a nobleman/knight is "worq" (уорк) while their native name for prince was "pshekh" (пшех).
The Kabardians were also famous for producing a unique breed of war horse renowned for its endurance in harsh mountainous conditions:
En.wikipedia.org
Gdb.rferl.org

Good karma+1 vote
kmin
kmin - - 21 comments @ Honour & Glory

I'll give you as much information as I can.

Circassia during the mid-1500s was still quite large, its northernmost frontier was the southern shore of the Kuma river and its easternmost territory was the Caspian Sea. At this time, Circassia was so large and prestigious that both Muscovy and the Ottoman Empire bestowed noble titles on Circassia's rulers in order to win them over to their side. In the mid 1500s, almost all Circassians/Kabardians were still Pagan (even the ruling Yidar dynasty still followed the Pagan Xabze religion) or Orthodox Christians, as Islam had not yet been imposed on them yet. Although it was composed of many principalities, the dominant political center of the Circassian confederation was Kabardia, and thus, “Circassia” and “Kabardia” were interchangeable names for the same polity (though most diplomats referred to it as Kabardia in the 1500s).

The princely families of Circassia/Kabardia in the 16th century were Yidar, Talhosten, Zhambolet, Qeitiqwe (later known as the Qaziy clan), Zhilax’sten, Mudar (ruled part of eastern/lesser Kabardia) and Besleney (ruled Bgiytxw/modern day Pyatigorsk, Stavropol Krai).

other settlements not already mentioned:
Zhansherx’ (located on the Black Sea coast, ruled by Teimriqwe Yidar)
Psizch (located in the Kuban)
Majar
Janey (located on the Azov Sea north of the Taman peninsula, ruled by Prince Sibok Kanshau)

Teimriqwe (in Circassian)/Temryuk (in Russian) of the Yidar dynasty ruled Kabardia from 1554-1572 and was quite ambitious militarily. His main rivals were the Crimeans to the west, and the Kalmyk Oirats/Shamkhals (Daghestanis) to the east, causing an embassy of Circassian princes to approach Ivan the Terrible in 1555 to secure an alliance against ongoing incursions by Khan Devlet Giray I. This relationship culminated when Teimriqwe's daughter, Gwascheney, married Ivan the Terrible in 1561.

In 1563-66, with Russian assistance, he won a civil war against Prince Pschi’epschoqwe Qeitiqwe of western/greater Kabardia who was also a claimant to the throne and supported the Crimean Khanate.

After the Crimean Khan Devlet Giray I conquered Kabardia in 1570, the Qeitiqwe princely family usurped power from Teimriqwe's successors and caused the Yidar family to flee to the Russian fortress of Terek on the Caspian Sea. With this, Russian influence became restricted to eastern/lesser Kabardia for the next 200 years as the rest of Circassia/Kabardia was converted to Islam and vassalized by the Tatars.
Interestingly, the Circassians/Kabardians of the 1500s still used two-wheeled war chariots, and even ferried their troops to the Crimean Peninsula in 1520 with the use of ships to conduct a successful raid in which Bakhchisaray was sacked and looted.

More information about Circassian/Kabardian princes and history could be found in these two articles:
Circassianworld.com
Realnoevremya.ru
Kabardian cavalryman from the time of Prince Teimriqwe Yidar: I.pinimg.com
Examples of Circassian/Kabardian princely family banners: Amp.google-wiki.info
Kabardian flag from a later period (early 19th century): En.wikipedia.org

Good karma+1 vote
kmin
kmin - - 21 comments @ Honour & Glory

That is great to hear.

However, I didn't mean that arrows have too low a capacity, I meant that throwing weapons are too low in capacity to compete effectively against bows. For example, the balanced throwing daggers only have 6 ammunition capacity and do only 2 points of damage more than a strong Tatar bow (which has 27 ammunition capacity), hence the balanced throwing daggers are in desperate need of being buffed by receiving a greater ammunition capacity. The sulica also only carries a capacity of 4 which is far too little to compete against a bow in the hands of a player who leveled up his Power Draw.

Another thing: There are several polearms (particularly the scythe, military scythe, long mace, long club, long hammer, dovbnia, sovnya, polish halberd, and probably a few others as well which I am forgetting) which realistically should use a swing attack on horseback instead of a thrust attack. In default warband, the hafted blade is very effective and enjoyable to use because it is the only polearm which you can swing from horseback, having some polearms which are capable of swinging from horseback would add quite a bit of fun to this mod by adding more variety to cavalry combat. There are already default warband weapons in this mod, so could you add the hafted blade into the mod as a weapon sold by merchants?

Additionally, I find myself never using polearms because they thrust way too slowly from horseback to be effective, giving a large window of time for enemies to block the attack or move out of the way (this is a problem in default warband as well). The various spears/lances would be far less painful to use if they were each given an attack speed of 115 or more. There is a mod called "Rus 13th Century: Way of the Warrior" which does exactly this; making polearms significantly more useful on horseback by making them thrust more quickly. The first weapon the player gets in that mod is a spear with 117 speed rating and it feels so much more comfortable to use, without making the weapon feel overpowered in any way. It would also make sense to give the lance/great lance the ability to crush through blocks as they could in Fire and Sword, seeing as they are already so unwieldy and weak without any other upside.

Speaking of which, this mod is severely lacking in almost any weapons which can crush through blocks. The multitude of clubs, maces, and hammers should logically be able to crush through blocks (this is precisely what blunt weapons were designed to do! Even in default warband you had one-handed maces which crushed through blocks) but for some reason they do not in this mod. For this reason, many of the weapons feel flat and interchangeable due to a lack of unique attributes. For example, the sabre and the oslop/club essentially feel like the same weapon, but the sabre does more damage so it becomes the obvious choice in every scenario. However, if the oslop differentiated itself by having the ability to crush through blocks, then suddenly choosing between the two weapons becomes a much more nuanced and interesting decision which depends on the circumstances of the player's playstyle.

Also, since Crimean Tatars and other Turco-Mongol people utilized Bactrian camels in battle, would you consider adding them at some point in the future? They could serve as a tool to increase the player's inventory space in the same way that mules/donkeys do in default warband, seeing as those are absent in the mod.

Lastly, if the lack of reference material for Circassian models is the issue, this is what Circassian soldiers from the period looked like:

I.pinimg.com

C8.alamy.com

Mediastorehouse.com

I.pinimg.com

I.pinimg.com

Media.mutualart.com

If you have trouble finding historical sources about Circassian politics I could probably dig that up as well.

Good karma+1 vote
kmin
kmin - - 21 comments @ Honour & Glory

Congrats, this is probably the most polished Warband mod I've ever played, better than the base game or Fire and Sword tbh. But there are still some things which would make the experience better:

- shouldn't the rondel dagger only have a thrust attack? They were basically incapable of slashing effectively due to the blade being too blunt/short IRL.

- the mod could benefit from more throwing weapons to compete against the bow, also most existing ones feel like they have too low an ammunition capacity to effectively be viable

- when you start as a ruler, your minister isn't capable of rewarding fiefs to anyone. Since there are no companions in this mod and finding a wife can be very, very difficult depending on your relations with other countries, you are basically forced to watch helplessly as your vassals become more and more unhappy with you until they leave while unassigned fiefs remain vacant.

- I experienced a glitch while trying to conquer the castle of Sary-Tin where the whole thing was levitating off the ground. Entering the structure was impossible because you literally could not reach it.

- I know this is a long shot and I would understand if it is too much work, but would you be willing to add a Circassian faction to the map? The eastern part of the map feels very barren and bland, this would change the dynamic and give another potential enemy to Muscovy and (vassal in the case of) Crimeans. Even if Circassians aren't a proper faction, they would still make for an interesting kind of bandit that only inhabits the Kuban/North Caucasus region, also their clothing and weapons are quite cool.

Good karma+1 vote