Songs of Syx

Songs of Syx

War Masters (V69)
67 kommentarer
Elentair 25. juli kl. 8:15 
Hello. Bows are completely ineffective. What's the problem? I can't kill a single enemy. Is this normal?
ZWARTGAT IN WEESHUIS 22. juni kl. 10:33 
Are the slings still OP as hell?
Cöffee 29. maj kl. 16:36 
Damn that was a quick V69 update, good on ya! :steamthumbsup:
Simpy Samurai 26. jan. kl. 17:07 
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. kl. 12:14 
are we getting a 68 update?
OcN.Helbrecht 22. jan. kl. 14:00 
Is this compatible with v68 or no? due to the tech tree changes.
Magic_Wolf1234576 11. dec. 2024 kl. 20:53 
In the description for the crossbow, heavily is spelled incorrectly
charon 15. nov. 2024 kl. 10:47 
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 kl. 6:17 
Chance that we would get*
Baylesian 9. nov. 2024 kl. 6:17 
Hmm.. What about the shields. Any change we then get comp patch with the musket mod?
[P18] Mongolz Enjoyer 3. nov. 2024 kl. 11:27 
does it work on v66?
Schizophreniac 27. okt. 2024 kl. 11:19 
I unlocked the crossbow from research but i can't craft it?
[P18] Mongolz Enjoyer 24. okt. 2024 kl. 14:39 
btw how to use it with Arsenal Expanded (how to "choose" a crossbow)
[P18] Mongolz Enjoyer 24. okt. 2024 kl. 14:02 
yo The link to comppatch for technology extended isnt working
tudodmit420 24. sep. 2024 kl. 7:30 
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  [ophavsmand] 20. sep. 2024 kl. 3:57 
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 kl. 3:51 
Yeah, would really also like to have the musket, and also see the battle stimulants removed.
Sancho Panza 17. juli 2024 kl. 2:27 
muskets?
sum1won 27. juni 2024 kl. 6:36 
(slings might be too good now though)
sum1won 26. juni 2024 kl. 21:44 
@Aly

Thanks! The rebalance is nice and makes weapons more of a tradeoff.
Sancho Panza 25. juni 2024 kl. 10:24 
Can you do a mod with no battle estimulants?
Aly  [ophavsmand] 21. juni 2024 kl. 7:25 
@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. juni 2024 kl. 6:25 
quick question, does this mod change the appearance of sprites based on what equipment a specific unit has equipped
Aly  [ophavsmand] 18. juni 2024 kl. 13:55 
@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  [ophavsmand] 4. juni 2024 kl. 13:14 
@sum1won @Magic_Wolf1234576 checking with the team what could be done about what you guys reported. Thank you!
sum1won 30. maj 2024 kl. 19:34 
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. maj 2024 kl. 3:27 
how do you make the sling?
Magic_Wolf1234576 21. maj 2024 kl. 18:20 
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. maj 2024 kl. 8:41 
The crossbow doesn't seems to be craftable for me. Everything else works fine.
Shacode101 7. maj 2024 kl. 23:52 
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. maj 2024 kl. 10:18 
*66
[P18] Mongolz Enjoyer 7. maj 2024 kl. 10:18 
so in v65 songs of spirit and this should work? hype hype
MaxelHaxel 7. maj 2024 kl. 9:25 
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. maj 2024 kl. 14:45 
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  [ophavsmand] 30. apr. 2024 kl. 3:56 
@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 kl. 0:38 
@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 kl. 23:37 
Yep, as @Rio and @-Chickenman- said, 100% sure that the archers don't fire. Found out (several...) times the hard way
Aly  [ophavsmand] 28. apr. 2024 kl. 18:53 
@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 kl. 22:21 
is this compatible with songs of spirit on v65?
Resok 27. apr. 2024 kl. 0:15 
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 kl. 10:36 
I have the same experience as @Rio with the archers.
SlickOnMyCrown  [ophavsmand] 25. apr. 2024 kl. 4:19 
it now works with song of spirit ( make sure to load warmaster before song of spirit )
Rio 21. apr. 2024 kl. 13:21 
Pretty sure this causes archers not to fire
twsta 16. apr. 2024 kl. 17:58 
Yeah, When I enable this mod with Songs of Spirit, it crashes.
SlickOnMyCrown  [ophavsmand] 15. apr. 2024 kl. 19:56 
in the future, maybe yes
[P18] Mongolz Enjoyer 3. apr. 2024 kl. 9:00 
you think it could ever work with Songs Of spirit?
Valiant 23. mar. 2024 kl. 9:51 
@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  [ophavsmand] 21. mar. 2024 kl. 9:23 
@Valiant are you trying this with a new save?
Valiant 21. mar. 2024 kl. 7:12 
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?