Author Topic: Avarice (Updated 22 May 2010) new OP, with feature list.  (Read 16281 times)

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Arch3r

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Avarice (Updated 22 May 2010) new OP, with feature list.
« on: April 16, 2009, 03:27:28 PM »
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.

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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
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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.

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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.)
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-Did some terrain touch-ups.
-Worked on Zrak outfits.
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-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)
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-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.

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Banners to support the mod: coming soon.
« Last Edit: May 29, 2010, 02:47:55 PM by Arch3r »

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Tiberius Decimus Maximus

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Re: Avarice of the Exiled (mod announcement)
« Reply #1 on: April 16, 2009, 03:41:54 PM »
Out of curiousity, what were the black line-thingies on that map of yours?
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Berpol

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Re: Avarice of the Exiled (mod announcement)
« Reply #2 on: April 16, 2009, 03:43:10 PM »
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
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Arch3r

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Re: Avarice of the Exiled (mod announcement)
« Reply #3 on: April 16, 2009, 03:43:29 PM »
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.

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.
« Last Edit: April 16, 2009, 03:45:38 PM by Arch3r »

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Tiberius Decimus Maximus

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Re: Avarice of the Exiled (mod announcement)
« Reply #4 on: April 16, 2009, 03:45:24 PM »
Ah, I see. Thanks.  :)
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Arch3r

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Re: Avarice of the Exiled (mod announcement)
« Reply #5 on: April 16, 2009, 03:47:45 PM »
no problem :) 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)

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Berpol

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Re: Avarice of the Exiled (mod announcement)
« Reply #6 on: April 16, 2009, 04:04:14 PM »
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.
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eragoen

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Re: Avarice of the Exiled (mod announcement)
« Reply #7 on: April 16, 2009, 04:17:27 PM »
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 :)

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.
« Last Edit: April 16, 2009, 04:22:22 PM by eragoen »

Arch3r

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Re: Avarice of the Exiled (mod announcement)
« Reply #8 on: April 16, 2009, 04:28:29 PM »
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?

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Re: Avarice of the Exiled (mod announcement)
« Reply #9 on: April 16, 2009, 04:35:22 PM »
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!

Arch3r

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Re: Avarice of the Exiled (mod announcement)
« Reply #10 on: April 16, 2009, 04:38:20 PM »
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.

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Re: Avarice of the Exiled (mod announcement)
« Reply #11 on: April 16, 2009, 05:00:43 PM »
Interesting, I musts be watching this.
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Berpol

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Re: Avarice of the Exiled (mod announcement)
« Reply #12 on: April 16, 2009, 05:12:56 PM »
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.
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Arch3r

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Re: Avarice of the Exiled (mod announcement)
« Reply #13 on: April 16, 2009, 05:51:05 PM »
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.

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Re: Avarice of the Exiled (mod announcement)
« Reply #14 on: April 16, 2009, 06:44:06 PM »
Looks great Arch3r