th c mod for Floris Basic
15th c mod for Floris Basic Modified Troops
Screenshots 2 screenshots
About this mod Machine translation
15th c mod for Floris Basic Modified Troops
This is a small model of Floris Basic that I made for myself, so the troops trees and items
The balance is closer to that of most 15th and early 16th century C battles, minus
firearm. It's still a draft but working so far. I appreciate any feedback
Or suggestions if anyone can let me know how to add something like PBOD
Stuff, special thanks, I've tried it a few times but my
The knowledge is very basic and I have had no success so far. And, really
Wondering how to make it to use as their horse
Death beneath them and someone getting hurt when they fall - that would be
An important aspect of anti-cavalry warfare, but I can't figure out how to replicate it.
The Taleworlds forum post is here: http://forums.taleworlds.com/index.php/topic,299495.0.html
- Note: Lord's equipment/skills have not changed. For my own gameplay,
The time benefit ratio isn't worth it as it doesn't really impact
aesthetics.
Also includes 16th century by Barf, Shredorz 15
century Polearms, Jan Tuma's Sturmhaube burgonets and the burgonet textures of sitebot's 16th century armor, and wouldn't have been possible without Morgh's editing. Gameplaychanges:
- The project balance has changed. Shields Are Not So Important Anymore: Most Troops
None use shields, and the damage points of shields used by standard troops with shields
(Except for crossbows, used by a small number of troops)
steel shield) has been greatly reduced. However, Plate Armor now
Three times more protection than previous games. ready,
Particularly containing the 15th century Pollaxe, now actually
Effective weapon, especially against armored opponents. standard
Troops' horses are also more usable, making archery more efficient to produce
Cavalry charges.
- The difference between blunt, piercing and cutting damage has been increased,
Armor is now more effective at reducing damage. - Bandits and mercenaries are more powerful, with mercenaries now essentially equal to the quality of their own faction. - More attention has been paid to the synergy between forces at all levels; so that
The composition of the army is more in line with their overall tendencies. for
For example, Swadia, based loosely on the French army, had plate armor
Nobles with different skills from level 2, so with any army you're likely to
Across the way there will be a large proportion (probably at least half) of
Armored cavalry and disassembled cavalry. The Nords used common men and longbowmen (
Men's weapons only appear at the highest level), Rhodoks have pikemen and
Crossbowmen, etc.
- It is recommended to import characters to "cheat" from at least
Start with lots of money. Due to the cost of the troops and
The quantity and quality of bandits, the game might be too tough if you start as a dummy
Poor like a normal game.
- Certain items have been made impractical so players do not have to search for them.
Installation: Just rename the base copy of floris and copy the files to
Clamped.
***Changes v1.1 - Minor adjustments to troop equipment, made by
The halberd changes brought by the guard captain so that the helmets of vaegir knights are consistent and they no longer
Carrying specialists, swadian voulgiers now have pole-arm voulges instead of two hands
Voulges. It should be sufficiently compatible.
***1.2 - Fixed so Reiters are now guaranteed ranged (Crossbow)
***Changes v1.3 - Expanded mercenary tree including harlberdiers and
Sword and man. Khergit Senior Horse Archer Removes Throwing Weapons
to secure the bow. Fixed Sarranid troop upgrades, Sarranids and Vaegirs
There should now be more cavalry.
*** v1.4 - Further fixes to troop upgrades.
*** v1.5 - Further fixes to troop upgrades. Some army equipment, especially
For the Rhodoks, changes have been made (especially the guard captain being more armored).
You can also remove SIDEARMS from characters holding Polearm (one-handed) -
There was too much preference for these in combat before. some
The project statistics for the project have also …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.