Author Topic: [M] Full Invasion [A co-op mod for WB] - 14th of June  (Read 159266 times)

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Arch3r

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[M] Full Invasion [A co-op mod for WB] - 14th of June
« on: June 14, 2010, 10:31:26 AM »
Full Invasion 1.05
Should work with the latest Warband version!

Install instructions:
1. Install Mount&Blade Warband
2. Download from:
http://www.gamefront.com/files/20571651/Full_Invasion_1_05_rar
Mirror: http://fastdownloads.convictgaming.com/FullInvasion1.05.rar
AND Download the hotfix if you're hosting the server:
http://www.gamefront.com/files/21214134/autobalance_fix.rar

If you are looking for the old version, 1.0: http://www.gamefront.com/files/17319924/Full_Invasion_rar
3. Place the downloaded .rar from step #2 in your "x/Mount&Blade Warband/Modules/" folder
4. Extract the .rar with WinRar (use "Extract here" and not "Extract in Full Invasion/" !!)
5. Start up Warband and select Full Invasion in the Modules list.
6. Join a server or host a local one and play!

Features:
-Invasion gamemode
-Multiple invader factions:
  • Farmers
  • Zombies
  • Potato-throwing Half-decayed Zombie Farmers with clown masks
  • Seeekrit
  • Barbarians
-Varied defender factions:
  • The Empire (14-15th century)
Sergeant: Long pike, Halberd, Pollaxe, Great Sword, Partial Plate armor (f.e. coat of plates). Pros: Can support Infantry from a range, excellent armor. Cons: No close combat weapons, no shield.
Infantry: Sword, Military Hammer, Dagger, Heater Shield, Heavy Chainmail armor. Pros: Can hold a line very well, good armor. Cons: Slow moving, low damage weapons, short-range weapons.
Militia: Arquebus, Heavy Crossbow, Arbalest, Dagger, Aketon/Gambeson style armor. Proes: Long-range weapons, fast moving. Cons: Weak in melee, weak armor, slow rate of fire.

  • The Kingdom (12-13th century)
Footman: One-handed Axe, Sword, Mace, Spear, Heavy Kite Shield, Light Chainmail armor. Pros: Can hold a line, fast moving, decent armor. Cons: Short-range weapons, low damage.
Guardsman: Crossbow, Goedendag, Boar Spear, Dagger, Kite Shield, Tunic/Padded cloth armor. Pros: Versatile. Cons: Weak armor, rather weak in melee.
Longbowman: Long bow, Dagger, Tunic/Padded cloth armor. Pros: Long-range weapons, high damage missiles. Cons: Weak in melee, weak armor, slow rate of fire.

  • The Norse
Huscarl: Long axe, One-handed axe, Huscarl's Round Shield. Light Chainmail armor. Pros: High damage, decent armor, good shield. Cons: Slow rate of attack, slow moving.
Swordsman: Sword, Round shield, Spear, Javelins, Tunic/Leather armor. Pros: Fast, versatile. Cons: Limited ammo, mediocre armor.
Archer: Short bow, Sword, Tunic/Leather armor. Pros: High rate of fire. Cons: No shield, mediocre armor.

  • The Colonists (18th century)
Musketeer: Musket with bayonet, Leather coat armor. Pros: Ranged/Melee hybrid weapon. Cons: No shield.
Guard: Medium armor and melee capabilities. No shield.

  • The Macedonians
Phalangite: Sarissa, Xiphos/Kopis, Linothorax armor. Pros: Long-range melee, very strong in groups. Cons: No shield, Sarissa works only in a group.
Peltast: With javelins and light armor.

  • The Greeks (MOST PROBABLY NOT IN NEXT RELEASE)
Hoplite: Doru, Xiphos/Kopis, Hoplite Round Shield, Muscle cuirass armor. Pros: Strong thrust, strong in groups. Cons: Low damage short-sword, slow moving. 
Slinger or bowman: maybe.

Credits:
Fredelios for some models/reskins.
Checkmaty - More Metal Sound mod
Narf of Picklestink - Transitonional Armour Pack
Aeon - Hi-Hair
Captain slutlust - Arrow basket, ammo pouch 'n working on a scene
Freddex - Scenes
Bear - Scene
Temuzu - Scene
Tercero - Scene
Kazzan - Scene
Havoc - For retexturing the Native bows
And last but certainly not least a big thanks for Ibanez for being friggin' awesomeness :D

Special thanks to everyone who contributed to the Hunt mod and allowed me to use their work: Ursca, Weren, Gutekfiutek, Dain, Highelf, Faradon.
Also a large thanks to the IRC, IG, 22nd and DR clan for their testing, hosting alpha's and feedback.

Signature:

Code: [Select]
[URL=http://forums.taleworlds.com/index.php/topic,119350.0.html][img]http://a.imageshack.us/img718/4691/fullinvasion.jpg[/img][/url]
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« Last Edit: May 23, 2014, 03:46:13 PM by Arch3r »
                                                                                           

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Kazzan

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Re: [M] Full Invasion
« Reply #1 on: June 14, 2010, 12:05:48 PM »
Sounds awesome.
 
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Urist

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Re: [M] Full Invasion
« Reply #2 on: June 14, 2010, 12:07:05 PM »
Can we have zombie farmers?

Mulek

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Re: [M] Full Invasion
« Reply #3 on: June 14, 2010, 12:07:31 PM »
Can we be zombie farmers?

NaimaR

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Re: [M] Full Invasion
« Reply #4 on: June 14, 2010, 01:27:50 PM »
Colonists?
Noooo! >_<
You KNOW 90% of the rounds are going to be boring colonists versus invaders, with spamvotes to change to Colonists as soon as it's another faction's turn. :(

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Arch3r

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Re: [M] Full Invasion
« Reply #5 on: June 14, 2010, 05:52:49 PM »
Colonists?
Noooo! >_<
You KNOW 90% of the rounds are going to be boring colonists versus invaders, with spamvotes to change to Colonists as soon as it's another faction's turn. :(
Not if the server disables votes. Or maybe vote spam stops if I make it so that the name of the user who submits the poll is shown.
                                                                                           

Slenderpeasants,
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herre

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Re: [M] Full Invasion
« Reply #6 on: June 14, 2010, 08:39:48 PM »
Looking good
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Arch3r

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Re: [M] Full Invasion
« Reply #7 on: June 14, 2010, 08:41:07 PM »
Due to popular requests I will add Potato-throwing Half-decayed Zombie Farmers with clown masks
                                                                                           

Slenderpeasants,
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Urist

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Re: [M] Full Invasion
« Reply #8 on: June 14, 2010, 08:42:23 PM »
Yeah!

Zatyr

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Re: [M] Full Invasion
« Reply #9 on: June 14, 2010, 10:24:56 PM »
Awesome  :D

Souliens

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Re: [M] Full Invasion
« Reply #10 on: June 15, 2010, 10:32:31 AM »
Oh, I'm waiting for this mod. I hope it will be great.  :twisted:

Urist

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Re: [M] Full Invasion
« Reply #11 on: June 15, 2010, 10:44:40 AM »
Can you actually make those zombies really slow, arch3r?
I think weapon weight slows down the most so giving them
super heavy stuff might work.
Do you plan to do that or will there be quick moving zombies for gameplay reasons.
« Last Edit: June 15, 2010, 10:48:18 AM by Urist »

Kazzan

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Re: [M] Full Invasion
« Reply #12 on: June 15, 2010, 11:48:28 AM »
Urist, heavy gear + low agility makes zombies slow. Did this in 1.011 and slaughtered armies of zombies with my crossbowmen.
 
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robbyg

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Re: [M] Full Invasion
« Reply #13 on: June 15, 2010, 12:20:01 PM »
ahh nice i cant wait to see it in action

some fk'd up player factions would be cool too - like chaos faction or barbarian (naked) faction etc
Fallen Tourney Video: http://www.youtube.com/watch?v=U3Sb6gaUW44

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Re: [M] Full Invasion
« Reply #14 on: June 15, 2010, 12:25:41 PM »
Hmm, yeah, looks nice, but its missing somethi- CAVARLYCAVARLYCAVARLYCAVARLYCAVARLY