Mercenary Guild Scene Screenshots (SoD V5.0)

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Cyclohexane

Knight at Arms
Me and Kuba have been working on SoD version 5.0 for a few months now.  Kuba has been making a ton of programming changes to SoD.  Mostly bug fixes and things you will never notice graphically, but he did add quite a few features.  In order to properly represent all the cool mercenary guild features, I decided to learn how to edit scenes and add in scene props.  Now, there is so much detail, I cannot represent them all in the screens, there is tons of hidden details not shown.  You’re going to have to wait till Christmas to play!

Before I begin, I’d like to thank: 
1.)  skarb for showing me some 3-D modeling tricks and modeling the elephant, cobra, obelisk, and angel scene props.  Very cool guy to work with, he made them exactly like I asked and even textured a few of them for me saving a ton of time!
2.) Rosha for continued use of the wedding dance props.  All the special torture props such as the iron maiden, the rack, and hanging cages and also a few paintings
3.) <knight> for continued use of the Rise of Khergit props.  I used the tents for the boar clan. 
4.) dejawolf for making his Viking pack OSP.  I used his Viking longhouses as a very cool and unique Jotnar Clan base. 

Now onto the Screenshots!
Notice I randomly took pictures at night or day.  Each base is setup for both a day and night scene. 
Mercenary Guild Troop Screenshots Link


BLACK ARMY

Overview of castle.  They are definitely the most European of the mercenary guilds
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Some siege equipment being worked on
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Inner sancutuary
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Everyone’s got to eat
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Stairway to the general
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Inner Wall
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BOAR CLAN

Overview
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Main tent
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Random view in camp
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Yes those are “camels”.  M&B doesn’t really support alternate mounts very well, but these guys look good in battle and add some variety
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CONQUISTADORS

Overview on a rainy day
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In front of the castle keep / stables
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Night view of the cemetery – heroes of the Angel del Mar.  Don’t know what that is, talk to the Guild Master, want more details – talk to some guards
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Front of the cemetery
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Why would there be a boat in the fort?
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View of church inside fort
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Random night view
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Gate leading to the beach.  Notice the boats in background?
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ELEPHANT GUARD

Overview of the city on the cliff
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Cemetery outside the gates
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Entrance with view of altar and arena
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Inside the arena.  I bet you are wondering if there are any training quests?
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Inside the village fort
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A view of their God.  Yes that is a serpent for a tail.  If you don’t know why, you need to read up on your elephant guard history. 
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Another view
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The altar.  Yes you can donate goods in the chest.  Maybe the elephant god will smile on you…
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Another view.  Notice the weapon rack full of elephant guard weapons.  There are specialized racks like that in all the bases. 
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JOTNAR CLAN

Overview
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Entrance to base, now that is what you call a longhouse!
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In front of the guild master
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A random view of base
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The arena on a rainy night.  Yea it gets muddy.  By the way, all the archer targets in all the bases keep give you a score when you use them. 
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SERPENT HOST

Overview view of castle.  Notice the walls, you can walk all around the castle from there.  Same is true for all the castles I made. 
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The trail leading to the gates
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What to know why that bastard is hanging from the gates, you’ll have to speak with the guards
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Inside the castle
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Serpent Host training grounds.  I did a lot of creative things here to make all the stone match.  It wasn’t hard, just a few tricks with Native models.  I made all the cobra heads into torches at night.  Really beautiful castle
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A good view of rear of castle and the stables to the right
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Inside the stables
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SLAVERS - JELKALA
Lots of improved features on Slavers such as the ability to sell slaves.  This is really nice when you have a guild representative in your council (can get these from all the guilds)

Entrance into the dungeon
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Wonder what that unlucky guy did to find himself in a hanging cage.  Maybe you should ask him…
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General view of first floor
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The dungeon goes very deep in Jelkala. 
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SLAVERS - PRAVEN
Same bastards, different city

Entrance to the dungeon
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That contraption in the back is known as “the rack”.  Want to know what it does, google it. Looks like someone is about to be branded…
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This guy was not a very good gambler
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SLAVERS - REYVADIN

Business is good!
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A view of the front room
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That guy has been in there a very long time
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This dungeon is very long, go explore!
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SLAVERS - SARGOTH

Not a picture of the base, but rather a picture of the outside.  Yes, you can now navigate through the city and enter the Slaver Guild the old fashioned way.  Of course, you can also use the camp menu for quick access. 
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The entrance
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Another view of the entrance.  This slaver chief is a collector of art and seems to enjoy reading as well…
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I think she said it all
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View of second floor, yes those are iron maidens.  Play toys of the tormentors
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A close up of the iron maiden
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SLAVERS - TULGA
Yes, every Native faction has a Slavers Guild in the capitol

The entrance
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Open for business
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Looks like the ceiling has a leak
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Either someone is important, or they think they are.  Like his view?
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Another view
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Another example of ability to walk to Slaver Base from capitol city
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Wow  :shock: Looks awesome. :grin:  Can't wait till Christmas. 

Ps. Why is there a Boar Clan base?
 
Some pictures are not showing up, but guess that's the downside of free picture sharing sites.

Regardless, for the first time in my life I am unable to give criticism*. Cos' this is simply PERFECT.

*
THE END IS NIGH !!!

@Ryuk: they will be making an appearence in v5 as a new Faction. However, they will work slightly differently than other Guilds, as they will hold no allignance to any kingdom (at least in the beginning), won't have a "Captain" figure and will have many smaller warbands roaming the map freely. They will have now a complete new tech tree as well. Just be sure to have a good Honor rating, else they attack on sight...

Also, in the later Warband version(s), the Boar Clan will be the Guild of the Sarranid Sultanate. :wink:
 
Sounds nice. The camels perfectly fit the Sarranid Sultanate but the Clan will probably  need a new name and a  new banner.
 
Great stuff! 

Now can you besiege them? 

I really, really want to burn out the slaver bases.  The best way I've found to hurt the slavers is to capture the Slaver Lieutenant and then never, ever let him go.  Sure I take some honor hits, but the slavers go away while he's in the jug.  Killing him just brings him back and you have to imprison him again. 

I'd really be a happier gamer if I could seriously put the hurt on the slavers when I own the cities they operate in.  I'm willing to put up with some discontent in exchange for the improvement in the economy caused by elimination of slavery.  The old joke about communism of "they pretend to pay us, we pretend to work" was a reality.  With almost all slavery systems, there is no economic incentive to perform more than grudgingly.  Since this game doesn't include any realistic approximation of yellow fever and malaria, the mass die-offs that made the slave trade in the Caribbean so viable is not present. 
 
Daedelus_McGee said:
Great stuff! 

Now can you besiege them? 

I really, really want to burn out the slaver bases.  The best way I've found to hurt the slavers is to capture the Slaver Lieutenant and then never, ever let him go.  Sure I take some honor hits, but the slavers go away while he's in the jug.  Killing him just brings him back and you have to imprison him again. 

I'd really be a happier gamer if I could seriously put the hurt on the slavers when I own the cities they operate in.  I'm willing to put up with some discontent in exchange for the improvement in the economy caused by elimination of slavery.  The old joke about communism of "they pretend to pay us, we pretend to work" was a reality.  With almost all slavery systems, there is no economic incentive to perform more than grudgingly.  Since this game doesn't include any realistic approximation of yellow fever and malaria, the mass die-offs that made the slave trade in the Caribbean so viable is not present.

No you cannot siege them.  I am not sure how to make that work with pacts, high relations, and other factions ability to hire them.  They have to remain neutral so lords can hire them, they are mercenaries.  Perhaps in a future warband version the scenes can be made for multiplayer.  That should not be too hard but I do not know how performance would be.  These scenes are significantly more detailed than base Native.  When you add a few hundred troops, performance may drop.  I’m not sure, never tested in a battle. 

However, every guild will have at least one quest where you will have a little mini-game battle at their base.  In an arena, dungeon, or even a simulated siege.  All the mercenary guild quest bugs have been fixed and you will definitely want to do the new quests and check out the new fight scenes. 

The slavers are one of the guilds that you can ally up with when you play an evil or morally grey character.  When a lord raids one of my villages and I catch them, I’ll sell them all off to the Slavers…
 
Def top 5 best mod for warband. Personally my top first, cant wait until the mod is release, dont rush it, make it as epic as possible :wink:.
 
I love this mod, one of my favourites!! Most indepth mod ive played that literally cover everything! If i could ask for more, would probably be bigger sized armies for the AI lords, and a roman faction playble for the player, like a good roman faction :razz: just because i really like romans :smile: althou i do like my antarians
 
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