A Warband Port of the M&B 1.011 Modification SWC by Swyter and HokieBT. This port uses Diplomacy as base, with major modifications to the codebase (by Seek N Destroy and Khamukkamu).

RSS Reviews  (0 - 10 of 20)

Very nice port. The soft launch was a success for me, can't wait to try the new release and see where this project is headed next.

Good luck!

Rough around the edges.

I want to start off saying this is a neat mod with good ideas and it's added a layer of depth from the original game that I find enjoyable.

The problems I have start with the maps. Many "planets" are just a hallway. A ship fight would make sense for this, but a fair number of "planets" are just a straight hallway or enclosed area.
This would be fine for a different game, but the result is that a lot of my units, regardless of what orders I give them, will run endlessly into a wall trying to position themselves until they get hit.

Planets like Bespin and Endor are well fleshed out, but even then it's still just fighting on the same battlefield in the same location. Why not add some variation?
Randomize the starting location of the existing battlefield so it doesn't all feel the same. Small changes like this would add to quality of life.

The other big problem is the jedi.
Personally, I feel that jedi aren't needed in this mod. I get that it's supposed to be during the 6th movie, but the result is that we have wonky gameplay as a compromise.
I understand that it isn't fully implemented, but making force users work is difficult in a game like this.
maybe that will change in the future, but making a space wizard with a laser sword work in a M&B game with blasters is not easy.

Melee seems OK, Gamorreans have some kind of buff or shield that makes them immune to a certain amount of blaster fire. They seem to close in melee range better than any other unit. Encountering them in melee really sucks if you can't take them down.
Besides that, melee units tend to get stuck on objects on the maps like fallen trees, computer consoles, half walls, etc.
Besides that you have energy shields and lightsabers that act like shields.
What usually ends up happening is a unit with a shield gets close to the enemy and then the shield breaks (lightsaber too) and they die.

I would focus on the blaster gameplay if this were my project.
That doesn't mean melee shouldn't exist, but it is far from practical.

If this was the old republic era then melee would make more sense. I would even add an activatable full body shield like in the KOTOR games for such a thing.

Some of the bounty missions are broken and can't be completed, I sometimes run into myself on a planet standing in the corner, and a number of other weird bugs exist.

The speeders are weird.
They act like horses without legs and can get "spooked" and run away.
It is also really impractical to have cavalry in my opinion. The speeder is nice for getting around the battlefield, but you don't always have a speeder depending on the map, and units using a speeder often get demolished by blasters before they can close in.

I like the ship system but the gameplay really doesn't open up until you can afford one. You'll find yourself being slower than everyone else for a long time unless you cheat yourself the money for an upgrade.

The gunplay is probably the real strength of this mod. Blasters feel good and they make sense. Having a shield and pistol is pretty nice to stay in combat longer, and some of the rifles have a full-auto setting that can do serious damage.
My biggest issue with the blasters is the ammo. There needs to be a way to restock ammo in a mod like this. I have backup ammo in my inventory, but the little inventory box isn't always there.

Example: I have no idea if Endor has an inventory box. I looked all over the spawn point where it is supposed to be and found nothing.
Maybe I'm blind, but a few maps seem to be like this. It should be made very obvious for dodos like me so I can find it.

There's a number of ways to solve this issue. One is just using ammo as a damage amplifier. In other words, infinite ammo (like your troops seem to have) but the TYPE of ammo does different damage. This only applies with disruptor ammo currently which does +4 weapon damage.
Another way to fix this is to add ammo droids (gonks) on the maps.
And yet another way to solve it is to allow me to pick up ammo cartages from fallen units.

Any of these would help a lot. We can keep clip sizes and reloading, but something has to be done about running out of ammo, even the base game had solution to this for archers.

Overall this is a fairly solid mod with understandable problems.
I can never find enough Star Wars RPGs and this is a good edition.

It should also be noted that this mod takes a while to load.
Give it a try if you like M&B and SW, but don't expect it to be a masterpiece.

Most of these reviews are 9's and 10's, and while I do want the creators to get the support they need, I feel it's also important to let people know what they are getting into; the good the bad and the ugly.

If what you were aiming for is a rebuff of the original, then you accomplished the goal. I only have a few minor gripes, those being that there is no way to recruit Clones, OOM Series, B-1s, B-2s.

I have a couple of fan-service improvements in mind, such as adding ships such as The Venator Class Star-Destroyer, The Hammerhead Class Escort-Cruiser and the Providence Class Star-Cruiser. I think it would be nice to have a couple "super" ships, such as The Malevolence for droid-lovers, The Executor for the Empire, The Pride of the Core (Otherwise known as the Mandator I) for the people who wanna be badass Clones, The Viscount (think Home One on steroids) for the Rebels, and and the Aggressor Class Star-Destroyer for the Hutts.

Another fan-service is start expanding troop trees that need it.

One such tree is Clone Troper Tree. Maybe add some units such as the 212th AB, the 501st Lgn, the 104th Btn, 187th Lgn, the 327 Star Corps, the 91st MRC, the Coruscant Guard (with a Stormtrooper parallel), the 41st ST Lgn, the 442nd Seige Btn, mutliple Clone Commando variants (just go here: Clonetrooper.fandom.com it'll make it easier).

I have many more recommendations, so if you need a recommendation just hit me up through the site's email system

10

Mejor que la versiĆ³n original

Very nice mod with many cool features, hope it continues in development.

10

JD37 says

Agree Disagree

I hope this mod is not dead, because so far it is awesome.

I Rat 8/Question If This is Fix i Rat to 10/ is good Game But Here A Problem Number 1 Lack Cheat Menu So Please Update Cheat Menu Make it More Good also More Option To Choose Also Number 2 Problem is Jedi Troops And Sith Troops if i Go Capture A plants show Me Good keep your eye on i Try Click Many Time Won't Bring me Back to Normal i was stuck on screen so many time So please fix this also i try delete my Jedi Sith Troops but I Try Take plants my Clone Troops ask me good keep your eye on again is like Stuck is broken i had no choice but To Create new Camping/Also i Hope you Create More Star Wars or Other I like This SWC Game is fun Mod i was thinking if you can make other Mod Like this Will be very awesome fun to play it

This is one of the best overhaul mods for Mount Blade of all time. Few mods managed to change the game the way this mod did, adding dozens of new content and improvements for us to enjoy. A true masterpiece.
The only problem is the bugs, but soon those will be patched.

Awesome mod, I want to see more :D

9

Quite a goood mod bit still un polished but hey its a port and takes long to remaster some nerf therr and it will be perfect