Author Topic: Khergit Mod for 808.  (Read 11672 times)

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Amman de Stazia

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Khergit Mod for 808.
« on: October 13, 2006, 09:01:45 am »
This replaces the 'clans of kherge' mod of 751.

Link= http://www.mbrepository.com/modules/PDdownloads/visit.php?cid=1&lid=511


basics:
Khergit v Calradian factions to join.
Other un-joinable factions.
Juicy bonuses for aceepting river pirate quest BUT recruitment only from 4 cities until you reach Sergeant in faction rank.
lots of bonus NPCs in return for glorious deeds.
heraldry assigned when you make Knight (Lords wear their heraldry or hang it on walls in castles.  You get the heraldry of whichever Lord knights you.)  This heraldry is then distributed to your top-tier troops.

« Last Edit: September 10, 2007, 12:04:13 am by Amman de Stazia »
http://forums.taleworlds.net/index.php/topic,12250.msg208344.html#msg208344

Family IS more important than Mount and Blade. 

Family D'Stazia.  (A, K and S )

PS - this line plugs TPW - The Peninsular War mod.http://forums.taleworlds.net/index.php/topic,42454.0.html

Jaghatai Khan

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Re: Clans of Kherge Mod
« Reply #1 on: October 13, 2006, 10:57:45 am »
Kherge is a geographical definition, the Khergit people are split into six major tribes, who each have autonomy. They are the Panther, Hounds of Silver, Red Lion, Dragon, White Eagle and Black Swan clans.   Every so often, the leader (Schah or Khalif) of one tribe will prove strong enough to be declared Emperor.


Khergits must have Khans. Schah? They are not persians. Khalif? Not Muslims.
They are horse-riding,raping,pillaging,horse-smelling,horse archering,horseflesh-eating raiders.

And Borcha and MArnid should have children.

Borchi and Mardin,able to hire.

And how do river pirated plague a country with experiences army? I kill them for fun lol

Matheus

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Re: Clans of Kherge Mod
« Reply #2 on: October 13, 2006, 12:58:21 pm »
I fave a feeling that I will like this mod. :lol:

Raz

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Re: Clans of Kherge Mod
« Reply #3 on: October 13, 2006, 02:16:57 pm »
I'm curious about the shield wall. Downloading :wink:.

HardCode

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Re: Clans of Kherge Mod
« Reply #4 on: October 13, 2006, 02:25:59 pm »
I really, really like the story pretext here. This sounds like fun.
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ronin47

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Re: Clans of Kherge Mod
« Reply #5 on: October 13, 2006, 03:31:33 pm »
Kherge is a geographical definition, the Khergit people are split into six major tribes, who each have autonomy. They are the Panther, Hounds of Silver, Red Lion, Dragon, White Eagle and Black Swan clans.   Every so often, the leader (Schah or Khalif) of one tribe will prove strong enough to be declared Emperor.


Khergits must have Khans. Schah? They are not persians. Khalif? Not Muslims.
They are horse-riding,raping,pillaging,horse-smelling,horse archering,horseflesh-eating raiders.

And Borcha and MArnid should have children.

Borchi and Mardin,able to hire.

And how do river pirated plague a country with experiences army? I kill them for fun lol


RIGHT! Especially the Shah/khalif-Thing. They should be called Khan (or if you don´t like the Term) Khagan!

Downloading and play-testing in 5,4,3...... :D
I´m a leaf in the wind, watch me soar....

VALARLIGHT

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Re: Clans of Kherge Mod
« Reply #6 on: October 13, 2006, 03:47:14 pm »
Looks like fun, but i'm refraining from playing Mount and Blade for awhile, although i look forward to seeing how it does and future versions ;)
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Amman de Stazia

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Re: Clans of Kherge Mod
« Reply #7 on: October 13, 2006, 04:06:13 pm »
 :lol:

thanks guys!

Schahs and Khalifs will remain.  Ghjan or Khjan may also be introduced.   They are not just the raiders we met in M&B vanille.  Like so many bloodthirsty invaders in history, they are actually quite nice people when you get to know them...  or rather, they are comparable to the tribes of the 'North West Frontier' in the 19th century - they make great friends and deadly enemies.

I've done a few bits n pieces for the next version, but I need to test the 'special items'.  Might be a while.  Savegames will not be compatible, I can say that right now.  It's to do with the number of triggers.
http://forums.taleworlds.net/index.php/topic,12250.msg208344.html#msg208344

Family IS more important than Mount and Blade. 

Family D'Stazia.  (A, K and S )

PS - this line plugs TPW - The Peninsular War mod.http://forums.taleworlds.net/index.php/topic,42454.0.html

An4Sh

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Re: Clans of Kherge Mod
« Reply #8 on: October 13, 2006, 04:11:05 pm »
Can't start it, missing weapons_R.brf
This has to be the most retarded person alive!
[00:29]   |<--   Llandaryn has left quakenet (Read error: EOF from client)
[00:29]   <Bugmanina>   I think I'm gonna fuck off too. Night all
[00:30]   <Seff>   Convenient that you leave right when LLandy does
[00:31]   <Seff>   You dirty, dirty little boy.
[00:31]   <Bugmanina>   yup. I'm going to have 5 minute wank over her and then I'm going to cry that she doesn't love me

junit

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Re: Clans of Kherge Mod
« Reply #9 on: October 13, 2006, 04:11:38 pm »
Can't start it, missing weapons_R.brf

same

Chilly5

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Re: Clans of Kherge Mod
« Reply #10 on: October 13, 2006, 04:14:20 pm »
I find this to be extrememly like Forgotten glory, lep also wants to add a new khergit faction, new khergit items, Ymira, and Antler knights. But good luck with it anyway, maybe lep can lend you some stuff.

Jaghatai Khan

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Re: Clans of Kherge Mod
« Reply #11 on: October 13, 2006, 05:17:01 pm »
:lol:

thanks guys!

Schahs and Khalifs will remain.  Ghjan or Khjan may also be introduced.   They are not just the raiders we met in M&B vanille.  Like so many bloodthirsty invaders in history, they are actually quite nice people when you get to know them...  or rather, they are comparable to the tribes of the 'North West Frontier' in the 19th century - they make great friends and deadly enemies.

I've done a few bits n pieces for the next version, but I need to test the 'special items'.  Might be a while.  Savegames will not be compatible, I can say that right now.  It's to do with the number of triggers.


Good work.

Still I think the hierarchy could be:

Kharkhan > Khan > Bashbugh > Begh

WHatever. As for the combat stuff,I think you should program in an extra horse named "rugged Khergit horse" or something. If we stand against Khergits,we'll need FAR better horses. And good long lances. And extra sturdy shields. Most importantly,since it has 2 decades of advancement,the dread of horsemen: The Arquebus.

Khergits should be overly powerful,and only defeated by superb tactics and fast horse attacks.

junit

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Re: Clans of Kherge Mod
« Reply #12 on: October 13, 2006, 07:00:38 pm »
Anyone else cant start the game because of the commonRes/weopens.brf error.
I want to play this it looks good.

Swordmaster

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Re: Clans of Kherge Mod
« Reply #13 on: October 13, 2006, 07:18:08 pm »
Jaghatai Khan, your suggestion doesn't look a lot like the old Turkish military ?  :)

"Kharkhan > Khan > Bashbugh > Begh"

« Last Edit: October 13, 2006, 07:27:00 pm by Swordmaster »
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Roka

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Re: Clans of Kherge Mod
« Reply #14 on: October 13, 2006, 07:41:06 pm »
Anyone else cant start the game because of the commonRes/weopens.brf error.
I want to play this it looks good.


i also get this error, has anyone NOT got this error  :?:
Scots, wha hae wi' Wallace bled,
Scots, wham Bruce has aften led,
Welcome to your gory bed
Or to victorie!