SP Native Avarice (Updated 22 May 2010) new OP, with feature list.

Users who are viewing this thread

Avarice

Story in short: The Nords, coming from their own Island, the size of Calradia, have sent more troops to help the Nords conquering entire Calradia. After years of fighting, they manage to kill or drive out all original Kingdoms from the region, capturing and ransacking all towns. The Vaegirs flee into the snowy mountains, the Rhodoks flee south, over sea and land. The settle at a large bay, estabalishing trade with Desert people. The Swadians took a large piece of land near a large lake and the Khergits flee to their Khaganate territory. This story will be re-written, but should give an idea of the situation.

Nords

The Nords, in fifteen years, changed the face of their military tactics and strategy drastically. They employed new levy forces, training them with the experience and wisdom of the old Calradian veterans. They forged new men, men equipped in heavy mail and plate, wielding long swords perfect for mutilating foes. 'Killing machines', 'bringers of death' are what they are called, to name a few. The Nords, using their new armies and tactics, put their fellow Calradians to the test. They took over vast amounts of land, looting and pillaging any towns in sight. The Nords forged a new name for themselves, and lived relatively undisturbed. Until, one day, messengers reported seeing something strange in the fog to the north of their home island, in the sea. The king himself, a greedy but wise man, was escorted by a group of fifty veteran soldiers. They set up search parties, scanning the beach and sent some vessels out to sea. Something seemed strange, about the eerie silence the soldiers witnessed that morning.

They soon found out why. "Zok tor kator!" a yell was heard from the fog lying low over the sea. The Nords stopped their searching and prepared a defence, but it was too late. hundreds of arrows wizzed and whistled into the unorganised and unready Nord ranks, slaughtering fourty eight of the kings guard. The strange new force landed onto the shore in their rough canoes and warships. A great warcry rose up, barbaric shouts and animal-like noises plunged fear deep into the remaining nord scouts hearts. The barbarians, wielding crude spiked maces and spears, charged into the Nords, annihilating the remaining troops, their blunt weapons bloodied the beach on that cold, frosty morning. The Nords named the place where the great massacre occurred strönd-torr, ruined beach. The barbarians, now known as the Tribes of Zrak, pushed deep into Nord territory. Their fearful numbers engulfed Nord settlements. They where barbaric and evil compared to the Nords, looting and pillaging houses, raping and then killing the women along with the rest of the populace. They secured over half of their large homelands, which had belonged to the Nords. Now, the Nords are weakened, their numbers stretched by being surrounded by their enemies. Perhaps their ambition and ruthlessness will be their undoing, perhaps not.
Swadian Empire
Swadian saying: "A good name is better than riches"
Duncan Lindenshield (Swadian inventor and politician)

The story of the Swadians is one of sadness, and inspiration. Some may say, in the times of the Swadian empire being at its strongest, they deserved their downfall to the hands of the Nords. After being pushed back out of Old Calradia completely, the Swadian navigators and colonizers discovered that the alien lands beyond the realm of Calradia where perfect. The land extremely arable, as well as natural mines being found in the hills where they made their homes in. The Swadians discovered and colonized vast amounts of this uncontrolled land, building great stone fortresses and cities. The old grandeur of the Swadians was returning. The lands they held now matched even the Nord region of Old Calradia. Pompous Swadian nobles planned a new future for the Swadian Empire. Plans of greatness and conquering. The royalty of Swadia sneered at the Nord's empire. Their confidence grew, as did their technology. They learned from the Rhodoks about the surprising benefits of recruiting a free man, usually young and trained by their fathers, militia from cities. They discovered how to smith steel, a metal made by combining iron and small amounts of carbon together, giving a stronger quality to their armour and weapons. As well as discovering powerful and mighty horses native to the land which they called Dalralia, they also invented an ingenious design of crossbow. The crossbow featured a repeater action, firing around four bolts one after another. The reformed armies of the Swadian Empire grow restless. The Swadian armies march to war. The day for further expansion has come.

Dhirim swordsman
Rhodok Principality
Rhodok saying: "The rich person is richer when he becomes poor than the poor person when he becomes rich" 
Merchant Alfonso (1314, climax of Rhodok power)

The Rhodoks where the first to be pushed out of Old Calradia by the Nordic legions. They fled south, where they occupied nomad lands. They made peace with the natives they met, and even went to trade and form an alliance with these natives, who called themselves the Kingdom of Kabiel. The Rhodoks natural diplomacy skills allowed them to forge a strong alliance with the isolated people of Kabiel. The Rhodoks cherish knowledge and wisdom. The Kabiels, the Rhodoks found out, put to use a great military regional system, where instead of levying and forcing unwilling peasants and farmers into the army, they hired willing militia and veterans, whom they paid great amounts due to their skill and experience in battle. The Rhodoks learned this technique, and quickly put it to good use in their armies. Together, the Rhodoks and the Kabiels became the most powerful and wealthy factions known to Grauland. Using their endless funds, they crafted mail armour to protect their foot soldiers from enemies. They deployed pikemen, heavily armoured infantry armed with a long pike and a sword for close combat, to retaliate against cavalry charges by forming an impenetrable wall of brisling spears. This earned the tactic the infamous nickname of pericolo ricio - the deadly hedgehog due to its similarities in appearance with a hedgehog. In the mix of this 'wall' of spears, crossbowmen with mail till their knees and legguards hailed a deadly swarm of bolts on an incoming charge, piercing armour as easily as flesh. The Rhodoks sat in their cities and citadels, drinking their wine and throwing around gold coin as if it where dirt, waiting for the right time. The time to strike, and take back what was rightfully theirs.
Kingdom of Vaegirs
Vaegir proverb: "When masters are fighting, their servants' forelocks are creaking"
General Grigori Vladilen (year 1245, before the battle of Custov)

The Vaegirs where pushed into the mountains by the Nords, their homelands destroyed. They settled in a mountainous and pine-ridden land, unknown and feared originally by the Calradian inhabitants. It is said fearful beasts and creatures unknown to man stalk the gloomy pine forests in the crags and caves of the lands the Vaegirs now inhabit. They called it Kvatak, which meant gloomy forest in their old tongue. The Vaegir controlled a large amount of this land, building strong wooden forts to defend against attack, or perhaps against the creatures of legend that supposedly stalked the forests. The Vaegir where naturally good with the bow, as they needed it to hunt and supply their armies with rations. They also became very skilled in the use of the axe, which they used extensively in their armies. As well as discovering new breeds of stocky, strong and agile mountain horses, the Vaegirs discovered horse archery, and used guerrilla warfare to a great extent this way. They would ride closely to the enemy with lightly armoured but fast horse archers, pepper the enemy with arrows, then run back to the main army. By the time the enemy reaches the Vaegir's main fighting force, they are already injured and exhausted. The medium armoured Vaegir Guard move in quickly to finish off the enemy with their powerful two handed axes. If the enemy put up a fight against the Guard, strong agile cavalry equipping heavy axes quickly flank the enemy, lowering morale and creating a scissor-like action, which quickly annihilates the opposing army. the Vaegir prefer to use a loose, casual army without military doctrine. They hire willing huntsmen, woodsmen and horsemen into their army, paying them poorly. The Vaegir recruits do not mind this though, as they fight for the honour of their once mighty nation, and fight to regain some of that might. The Vaegir are out to regain control of their old lands, but more importantly, to gain some of the honour their people where once known for. The sounds of Vaegir battle drums echoes throughout the mountains, the sound of marching men and horses resounds through valleys. Their enemies better be ready, for the reformed Vaegir are as strong and ruthless as ever.
Khanate
Khanate saying:"Better die with honour than gold coins" 
Okin Barkak (Khergit shaman and prophet)

The Khergit's unorganised army as well as their impotent arrows against the Nords heavy plate and ring mail armour meant they where forced back into a small part of the steppes they originally inhabited. The shamans foretold a future of mixed outcomes. They prophesised two futures for the Khergit people. If they stayed in their land and kept to their old customs, they would wither and be consumed by their neighbours growing armies. If they pushed, conquered and changed their old ways, they would succeed. So the Khan accepted this, being a wise, but strong leader. They quickly learnt from their Rhodok neighbours the techniques of recruitment, and how it improves the quality of the army. They did this, recruiting fierce and hardened steppe warriors into their ranks. With the inspirational words of their Khan, the people rose up, volunteering to join the army. Various tribes joined the Khans force, bolstering the Khanate strength and morale. With their newfound numbers and army tactics, the Khergit people found new inspiration and hope for their ancient tribe. They rebuilt some of their old fortresses, started trading with the tribes in the region, gaining wealth and strength once again. The Khergits, after studying the Southern Tribes, understood the importance of variation in armies. They deployed light mounted archers as well as newly trained footmen with lamellar and scale armour, wielding composite bows made with great care out of horn, leather and wood. They held on to the tradition of cavalry armed with spiked, leather bound shields and long, slender sabres. With their newfound strength and courage, the Khanate was ready. Whispers of fear where heard in all of the continent. The Khergits were ready, and the taste of vengeance was never sweeter. Rather than keeping themselves the Khergit Khanate they renamed themselves to the Sanjar Khanate, because they were driven out of the Khergit Steppes. The horde was about to show Grauland what real fear meant.

Total Progress: 10%

Team/Credits:
Arch3r - Author of the Mod+script, modeller etc.
Fredelios - Models/Textures
Hairfree - Finding music and selecting
Checkmaty - More Metal Sounds

No release date
Origianal compositions used:
------------------------------------------------------------------------------------------------------------------------------

"Brass Octet" by Sadlersongs

sadlersongs.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"Courage Of Fire" by Sadlersongs

sadlersongs.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"Centurion" by Markus Hilmersson (a.k.a. Tome89)

tome89.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"Final Conquest"             by Skragga

skragga.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"Arabian Night" by Fadious

fadious.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"Bandits' Nest" by Alpachix

alpachix.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"Native Warrior" by Darren Begay (a.k.a. Spcialist)

spcialist.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"Entering The Stronghold" by Denny Schneidemesser (a.k.a Danman87)

danman87.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"Midnight's Courtyard" by Josh Kemp (a.k.a. Kelwynshade)

kelwynshade.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"The Thrill Of Anticipation" by Popa Razvan (a.k.a. Popraz)

popraz.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"Wakening" by Mattimeeleo

mattimeeleo.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"The Irish" by Castiel

castiel.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"War Of Souls" by XGM-Zeth

xgm-zeth.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"...To Where I Came From" by SimPelyRocks

simpelyrocks.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"Crushing Castles" by MaestroRage

maestrorage.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"Tales Of Forgotten Time" by Twisted Technology

twistedtechnology.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

"A Warrior's Journey" by Clone3872

clone3872.newgrounds.com

------------------------------------------------------------------------------------------------------------------------------

A special "Thank you!" to the unknown former newgrounds.com artist who created

the track "Character Select"

------------------------------------------------------------------------------------------------------------------------------

A special "Thank you!" to rejenorst.com for donating the tracks:

"Call Of The Wardrum", "Riders At Sunset", "Over The Mountains" and "Pushing East"

------------------------------------------------------------------------------------------------------------------------------

And a very special "Thank you!" to Justin R. Durban (a.k.a. Edgen) for donating

his composition "In A Time Long Ago"

edgen.newgrounds.com

edgen.com (Edgen Animations)

kingsandkingdomsmovie.com

Feature list:
-New factions, including mini-factions.
-Better diplomacy.
-More effective pike and spearmen against cavalry.
-More skirmish classes.
-More lethal, but slow firing archers and crossbowmen.
-A campaign when starting a new game. (Fight in battles part of the Avarice story, such as the Nord invasion.)
-New 'scenario' quick battles.
-A Title system, ranking from Freeman to King, including Count, Squire, Sherrif, etc.
-A new Region system.
-New graphics for both the world map (new icons and terrain) and battle mode.
-New economic system.
-Party size limited on money, rather than leadership.
-Less 'super' troops, give battles more tactical value. (Instead of mass knight charge=win, they're countered by pikemen and spearmen.)
-New multiplayer troops and gamemodes, including (hopefully) a caravan escort.
-Weather effects
-Maybe new animations and sounds.
-New Battle scenes, including bridge battles.
-Lot's of new models.
-New Battle AI for your enemies.

Preview of the new economy:

Easier to cripple lords economy, or players. When a lord/the player can't pay wages, some of his troops will leave. The lords will no longer get a standard income, they'll get their income only from raids, trading, taxes and looting. Lord's can also spawn new parties (Detachments) which can besiege castles, protect settlements or bridges and raid village. Any income these detachments receive will go to their Lord (Unless the detachment gets beaten in a battle before the lord comes near to receive the income). Lords and player will receive taxes when in the settlement or patrolling near. The player can also spawn detachment and give them orders. Lord parties won't get free xp for their parties every 24 hours like in native, but have to pay for it. They also pay to raise their own stats or to improve their gear. There will be new settlement improvents too, both to improve trade income as well as fortification.

In native it was hard to criple the economy of a faction because the lords received a constant amount of money every 24 hours and they didn't lose troop with negative wealth. In this mod this changes, so you can make a faction almost defenseless by raiding their villages+caravans and besieging their settlements.

I've decided to make a new recruiting system, more expanded and suitable for new formations. As well as featuring more settlement management.

Towns and villages will now have population, divided in:

[Peasantry] Farmers, peasants - The poor people from the faction, having though jobs. The most available civilians of a faction. Usually drafted as light infantry with cheap weapons such as spears, clubs, bows.

[Commoners] Citizens, craftsmen - The guildsmembers, having jobs like f.e. smith, merchant, fletcher, taverner. They costs more money to recruit, but they will have better equipment. Usually drafted as more advanced troops, like swordsmen, axemen or even horsemen.

[Nobility] Nobles, rich merchants - The more exclusive citizens, having good jobs or being sons from rich families. They costs lots of money to recruit, but they are often the elite in the faction, that can afford the best weaponry or armoury. Usually drafted as the elite, like heavy horsemen or infantry, or in some cases even trained as elite archers.

Population will also effect building time,
Peasants can be the builders and quarryworkers and each peasant will affect the building time a little.
Citizens can be the suppliers and smiths and each citizen will affect the building time a bit more than peasants.
Nobles can be the engineers and each noble will affect the building time a bit more than citizens.

Note: Castles won't have population. Their building time depends on the nearest village and town.
Of course population will also effect the economy/taxes of a city so if you/a lord needs money it's best to keep the recruiting at a minimum.

Population is positively influenced by:
The current population of the settlement itself, and nearby towns/villages that belong to the same faction.
Some buildings that can be constructed.
The economy of the settlement itself, and nearby towns/villages that belong to the same faction.

Population is negatively influenced by:
Recruiting.
Events like natural disasters (diseases, earthquakes etc.)
Sieges and enemy troops including bandits plundering the land.


Progress report 4:
-Made a straw shield for the desert factions. Will do a smaller one for cavalry and some other variations. They have the least resistance of all shields, but average-high hit points due to the large size. (Yes it's heraldic and the phoenix banner doesn't fit, but there are 3 versions: non-heraldic, light heraldry and one showing the banner almost fully.)
97636455-4.jpg
-Did some terrain touch-ups.
-Worked on Zrak outfits.
97567085-4.jpg

-Wrote an idea/goal list for myself to code:



-Having a rank system based on renown and property, introducing new ranks for player and NPC with a requirement system:
Freeman (no req.)
Gentleman (req: 50 renown)
Page (req: 100 renown)
Squire (req: 100 renown and vassal of a knight)
Knight (req: sworn vassalage to a kingdom)
Viscount (req: owning a town)
Sherrif (req: owning a city)
King (req: having a kingdom)

Ranks would of course be required for certain things, such as being allowed to speak with lords or kings.

-Adding cities, being even larger than towns.

-Having countries, regions, counties and eventually districts.
A country contains multiple regions;
A region contains one city and multiple counties;
A county contains one town and multiple districts;
A district contains one village.

-Adding variables to settlements, like population, subdivided in Peasantry, Commoners and Nobility.

-Adding a class-based troop tree:
Troops recruited from the Peasantry are the cheap troops using f.e. polearms, clubs, (cross)bows and other low weapons;
Troops recruited from the Commoners are better equipped and have access to f.e. axes, swords and horses;
Troops recruited from the Nobility have expensive equipment and can use f.e. heavy chainmail, warhorses, great lances.




Progress report 2
-Worked out the skills of Native factions and added bots
-Gave the new Raganda faction (replacing Kabiel) Fredelios Rebel Textures (from our old WB:MP Rebels mod)
96139007-4.jpg

96139023-4.jpg

96139043-4.jpg
-Sorted out all factions classes

The 'Avarice' classes will be more specialized in both SP and MP. This to encourage teamwork in multiplayer and to make for a more interesting gameplay in SP. Pikemen for example, will only have pikes and short swords for Swadians. No more two-handed swords, one-handed swords, pikes and throwing weapons for the same class. The class order will in SP be (not in MP, due to balance):
-Peasant class (cheapest)
-Peasant class (cheapest)
-Milita class (average price)
-Milita class (average price)
-Rich class (expensive)
-Rich class (expensive)
Each faction will have 6 classes.

96086030-4.jpg

Swadians:
Their main strength lies with their heavy armor. They also have the best anti-armor troop to counter enemy heavy infantry. They have very good melee weapons, but their skills aren't as high as their more 'barbaric' rivals. They should take advantage of having the longest lances and swords for their horsemen.
Crossbowman
-Swadians only ranged troop. Better armor than other factions dedicated ranged troops, also better melee.
Pikeman
-Swadians anti-cavalry troop.
Swordsman
-Swadians basic infantry, good against medium armored enemies, or lighter.
Infantry
-Swadians heavy infantry, slightly better armor than the swordsmen, only has heavy, blunt and anti-armor weapons.
Man at arms
-Swadians heavy cavalry. Uses heavy horses and the long bastard swords, no lances and no fast horses such as Coursers.
Lancer
-Swadians medium cavalry. Got the longest lances from all factions, but only a Short Sword as back-up weapon.

96086044-4.jpg

Vaegirs:
The most versatile faction. It has a good infantry class as well as very good ranged troops. Most of their recruits also have some basic hunting skills and got a bow, while their infantry is made up out of woodcutters, they are hardened and strong. Their weapons are fairly cheap, but they lack heavy armor and horses. They also don't have long anti-cavalry weapons.
Vaegir Skirmisher
-Vaegirs mixed melee and ranged troop. Has javelins for short distance, good athletics for hit-and-run tactics, a shield and (not more than) mediocre melee weapons and armor as well as a bow.
Vaegir Spearmen
-Vaegirs anti-cavalry troop. Can buy spears, long hafted maces and battle forks. Has a scimitar as backup weapon as well as a shield, but no ranged.
Vaegir Archer
-Vaegirs specialized archer troop. Has heavy bows while the skirmisher only has the nomad bow, but no shield.
Vaegir Axeman
-Vaegirs specialized infantry. Has one-handed axes as well as all kinds of Bardiches and the heaviest armor, does well against any infantry.
Vaegir Horseman
-Vaegirs melee cavalry. Using lances, scimitars and bardiches, it emphasizes the Vaegirs versatality.
Vaegir Guard
-Vaegirs heavy shock troops, using maces, bardiches and military forks.

96139089-4.jpg

Khergits:
Khergits are a horse-based factions, but under the rule of Kogai Khan, the successor of Sanjar Khan, this has changed a bit. Their strength still lies with their extremely versatile cavalry that can also function as footmen, but they also have more dedicated foot soldiers as well, that can stand (be it with difficulties) against enemy infantry. Therefor they still prefer the hit-and-run tactics with their numerous ranged weapons.
Footman
-The Khergit basic foot class, got better athletics than the horsemen, but still has some riding skill. Uses bows and javelins as skirmish weapons and one-handed weapons for close-combat.
Pikeman
-The Khergit anti-cavalry foot class, got a medium ranged hafted blade that does decent slashing damage. Their small shields make them vulnerable against ranged.
Swordsman
-The Khergit basic foot soldier, got good sabres, both one-handed and two-handed. Their speed is on par, or even faster than some other factions footmen and they have access to javelins.
Horseman
-The Khergit versatile cavalry, has access to all sort of ranged weapons as well as a one-handed melee weapon arsenal. They do well as medium cavalry as well as skirmish cavalry.
Horse Archer
-The Khergit Horse Archer, the specialty of the Khergits, their Horse Archery skill is unmatched. They are lethal against enemy infantry who have no hope on catching them. They are, however, weak in melee.
Lancer
-The Khergit melee horseman, can function as both heavy and light cavalry, at both roles it's quite fast due to their amazing riding skill. They have access to lances as well as good one-handers.

96119552-4.jpg

Nords:
Nords still use their old tactics, as they proved to be very successful, but with the addition of spearmen and long-axes to counter cavalry. They aren't especially strong against horsemen, but all their classes, even their archers, are lethal in melee. Their infantry throw lot's of spears, javelins and axes before the fighting begin, and severly weakens the enemy, giving the Nords the upper hand.
Archer
Spearman
Scout
Skirmisher
Huscarl
Swordsman

96139107-4.jpg

Rhodoks:
After the large Rebellion against the Swadians lead by King Graveth, the old Lord Falsevor has taken the throne when his liege died in the Nord assault. Having a lot of expierence in fighting and being one of the last Rhodok Lords that survived the Nord assault, he has changed a lot of the Rhodok way of fighting. Still understanding the nessity of having pikemen when surrounded by horse-factions, their pikemen received larger pikes but also shorter pikes, for more variety in different scenario's. Having learned from their most succesful old troop, the sharpshooters he also introduced a crossbowman-infantry hybrid, that does well both in melee as well as ranged.
Crossbowman
-Rhodok traditional crossbowman, light armored, not good at melee, but very proficient at using their main weapon: the deadly siege crossbow. Unmatched by other factions crossbowmen.
Pikeman
-Rhodok dedicated anti-cavalry troop. Have access to short pikes, normal pikes and very long pikes, for use on flat fields as well as being useful in urban warfare. Best anti-cavalry troops.
Footman
-Rhodok versatile foot infantry. Uses throwing weapons to soften the enemy and can use heavy hammers to finish the job.
Spearman
-Rhodok standard swordsmen. Does well against archers and infantry alike, has access to cleavers.
Infantry
-Rhodok infantry. Has good armor, combined with slashing polearms. Uses long and lethal polearms and military picks plus sickles.
Horseman
-Rhodok mounted crossbowmen. They can use swords and light crossbows to harass the enemies from a distance. They are however very inaccurate and make bad horse archers, so they can also function as medium cavalry.


Banners to support the mod: coming soon.
 
Your vote is difficult to answer as more mini factions means more weak targets for bigger kingdoms (unless that is what you want).
Depending on your story you could fracture the Nord (have they lost their king?) so in total they still hold a lot of land together but one Nord faction alone only holds a city and 2 castles or so.

Edit: The black lines seem to be mountain passes
 
Tiberius Decimus Maximus said:
Out of curiousity, what were the black line-thingies on that map of yours?
Could have explained a bit more, but the gray dots are mountains, black lines are mountain passes. Just like the blue lines are rivers, with dark blue lines being bridges.

Berpol said:
Your vote is difficult to answer as more mini factions means more weak targets for bigger kingdoms (unless that is what you want).
Depending on your story you could fracture the Nord (have they lost their king?) so in total they still hold a lot of land together but one Nord faction alone only holds a city and 2 castles or so.

Edit: The black lines seem to be mountain passes
U are a fast reader, unless u only read the nord part. And the nords will still have a king, they replaced their old one. And yes they're supposed to be either weak targets, or for more trading income (so protected by larger factions). Player can also protect them, because these factions can offer good troops.
 
no problem :smile: I'll improve the map later, it's a bit rough. Also got a map with the faction borders, but thats even rougher ^^. The rhodoks will be on the west (around the bay), Swadians in the middle, Vaegirs on the snow part, Zrak on the island and a bit in the mountain+snow area, Nords got a small part on the island too and they have whole Calradia, Khergits on the steppes (west, green with brown) and Kabiel in the desert (south)
 
Yes, I am a fast reader.

By the way, are your changes to the Calradia map intentional?
If I remember correct the coast is to the north (Nord territory), the steppes to the south (Khergit), mountains to the east and the west with a great pass in the west (Rhodok territory). As the Khergit came from the steppes to the south and the Vaegir from the mountains to the east there have to be smaller passes of course.
 
Berpol said:
Yes, I am a fast reader.

By the way, are your changes to the Calradia map intentional?
If I remember correct the coast is to the north (Nord territory), the steppes to the south (Khergit), mountains to the east and the west with a great pass in the west (Rhodok territory). As the Khergit came from the steppes to the south and the Vaegir from the mountains to the east there have to be smaller passes of course.

Ill answer the question for arch3r. Basically its a rough version (says not done on it) so its not finished yet :smile:

Also the mod has made changes to calradia a bit, like the nords homeland on a large island, so it isn't exactly like the old calradia. Basically the continent is Grauland, Calradia is the tiny part to the north west. Two new factions added and the original factions have moved out of calradia and discovered what was beyond calradia.
 
Berpol said:
Yes, I am a fast reader.

By the way, are your changes to the Calradia map intentional?
If I remember correct the coast is to the north (Nord territory), the steppes to the south (Khergit), mountains to the east and the west with a great pass in the west (Rhodok territory). As the Khergit came from the steppes to the south and the Vaegir from the mountains to the east there have to be smaller passes of course.

steppes are still south, altough a bit more south-east (like at the native map). The coast of Calradia still is north, and the mountains to the east is where the vaegirs go to. The mountains on the west will be still there, but on the coast so no land, just water lies behind them. Seems all pretty similar in my opinion, also what do you mean with smaller passes?
 
So is this a sort of expansion for the original Archeymod with a larger map and the factions in new places, a new time setting, new items and other features? Good luck!
 
Venitius said:
So is this a sort of expansion for the original Archeymod with a larger map and the factions in new places, a new time setting, new items and other features? Good luck!

I started from scratch, removing the crash from Archeymod. Also removed some features, and adding others. Troop trees changed a lot too, but still the same large factions as in Archeymod yes.
 
Arch3r said:
steppes are still south, although a bit more south-east (like at the native map). The coast of Calradia still is north, and the mountains to the east is where the vaegirs go to. The mountains on the west will be still there, but on the coast so no land, just water lies behind them. Seems all pretty similar in my opinion, also what do you mean with smaller passes?
It's just that the pass in the west is mentioned (and visible) in Native while other passes are not. But some ways must exist because of the existence of trade routes (Marnid's background) and the fact that some factions originate there.
It's not important, I just wondered a bit.
 
Berpol said:
Arch3r said:
steppes are still south, although a bit more south-east (like at the native map). The coast of Calradia still is north, and the mountains to the east is where the vaegirs go to. The mountains on the west will be still there, but on the coast so no land, just water lies behind them. Seems all pretty similar in my opinion, also what do you mean with smaller passes?
It's just that the pass in the west is mentioned (and visible) in Native while other passes are not. But some ways must exist because of the existence of trade routes (Marnid's background) and the fact that some factions originate there.
It's not important, I just wondered a bit.
Never really looked at the pass, but since I'll still use the standard calradia (or a smaller version if the map would get too large) the pass will be there and I will add other passes too. There will still be lots of differences with the native map though.
 
bjorne. said:
Looks great Arch3r
Thanks :smile:

Preview of the new economy:

Easier to cripple lords economy, or players. When a lord/the player can't pay wages, some of his troops will leave. The lords will no longer get a standard income, they'll get their income only from raids, trading, taxes and looting. Lord's can also spawn new parties (Detachments) which can besiege castles, protect settlements or bridges and raid village. Any income these detachments receive will go to their Lord (Unless the detachment gets beaten in a battle before the lord comes near to receive the income). Lords and player will receive taxes when in the settlement or patrolling near. The player can also spawn detachment and give them orders. Lord parties won't get free xp for their parties every 24 hours like in native, but have to pay for it. They also pay to raise their own stats or to improve their gear. There will be new settlement improvents too, both to improve trade income as well as fortification.

In native it was hard to criple the economy of a faction because the lords received a constant amount of money every 24 hours and they didn't lose troop with negative wealth. In this mod this changes, so you can make a faction almost defenseless by raiding their villages+caravans and besieging their settlements.
 
This sounds like that it is going to be very poor armies (which is very realistic). I mean, poor equipment because of the high costs, poor experience because of the high costs. (But here comes the problem) But there is going to be alot of small armies just raiding each other factions until everyone is out of money. And then the game stands still because noone haves any money.
 
Well, I'm going to make the profits of winning battles quite high to compensate that. When a weak army tries raiding well prepared enemies and they get killed, the enemies will only get more wealth instead of less. Also the detachments will be large, and expensive so the main of the game will still be the lords parties (so not lots of small parties raiding each other). I'll have to make the AI so that they only try to cripple enemy economy when they have enough wealth themselves to recover if they fail. And just like in real wars, the faction with the most resources usually wins.
 
I can safely say this will be a good mod - Arch3r has been working on it and the new economy and recruiting system for a long time.
 
eragoen said:
I can safely say this will be a good mod - Arch3r has been working on it and the new economy and recruiting system for a long time.

I hope you are right :smile: Got the detachment spawning done, but the training seems to have some bugs.
 
Back
Top Bottom