Poll

Include the new recruiting and population.

No idea.
 10 (10.8%)
Include it.
 79 (84.9%)
Don't include it.
 4 (4.3%)

Total Members Voted: 93

Author Topic: Avarice of the Exiled (Updated 9th August) - Wating for Warband  (Read 14057 times)

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Arch3r

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Avarice of the Exiled


The year is 1312. The factions have undergone vast changes in fifteen years, culturally, socially and militaristically. The civilizations squabbled, fighting over land and slaughtering each other. Armies marched. War drums echoed, the sound of war. A new era was coming to Calradia. New lands where discovered. Swadian explorers called the continent Calradia sits on Grauland. It is time for expansion, conquer, and perhaps for some a time to settle old grudges. The era is an era more bloody, violent and more dangerous than ever.

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Features: (dark green=done, light green=almost done, red=not started, orange=in progress)

Currently working on: Swadian campaign, armours, and new features

Campaign progress:
-Nord campaign
-Swadian campaign
-Rhodok campaign
-Vaegir campaign
-Khergit campaign
-Kabiel campaign
-Zrak campaign

Models/Textures:
-Nord equipment
-Swadian equipment
-Rhodok equipment
-Vaegir equipment
-Khergit equipment
-Kabiel equipment
-Zrak equipment


-Map: map done 100%
-Bridge battles (Battles on bridge, happens when encountering an enemy near a bridge.)
-Larger battles with new AI
-Better AI on the world map (defending bridge and moutain passes, etc)
-New economy and recruiting system
-New troop trees Still need to do mini-factions
-Still having the old Calradian factions, with 2 new large factions and about 10 or more small factions.
-More kingdom parties (more lords and other parties that can be ordered to siege castles or defend positions)
-Travel by sea, naval combat (going to be done by Ibanez) Not done in first release
-More heraldry, regional troops with specialties
-New siege scenes and more towns
-Player starts as a lord
-Horses weaker against pikes and spears, stronger against cutting weapons
-Arrows do more damage, but penetrate less
-More powerful crossbows
-Weaker shields
-Lower costs of items (horses, armour and weapons)
-First person helmet vision
-New formations

Total Progress: 25%

Team/Credits:
Arch3r - Author of the Mod+script, modeller etc.
Ibanez - Scripting, naval battles
Hairfree - Finding music and selecting
Lorenzo - Contributing, advice and learning to model
eragoen - Lore, scenery
AlphaDelta - Viking pack
jacob25 - Scenery + Models
Jubal - Map and exilian
atolest - Palm trees and desert textures
Llew2 - Bridges, models, fortifications and OSP
Kolba - Open Source Project items (woad skins)
Dindi - Open Source Project items (helmets)
foxyman - Form Ranks Kit
No release date
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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.

http://s9.zetaboards.com/exilian/forum/44331/ Exilian forum

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Banners to support the mod:
Swadian banner (more coming soon)
Code: [Select]
[URL=http://forums.taleworlds.net/index.php/topic,61901.0.html][img width=600 height=153]http://img22.imageshack.us/img22/2296/swadiabanner.jpg[/img][/URL]

MODDB: http://www.moddb.com/mods/avarice-of-the-exiled/
Music: http://www.moddb.com/mods/avarice-of-the-exiled/videos
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:

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.

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.

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.

HALTED:

Warband looks too nice compared to this M&B including the mod. I just can't work on this until I know all features that Warband has, and till I can make everything on the same graphics level.
« Last Edit: October 04, 2009, 11:03:13 am by Arch3r »
it is obvious you are intimidated by the screen shot i put up of me going 42-2 on you.


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?
They’re filthy, flea ridden creatures that sniff each others bottoms & slobber everywhere… That’s the Latvians/French anyway, I quite like dogs though.


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
Schadenfreude ist die ehrlichste Form von Mitleid.

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 »
it is obvious you are intimidated by the screen shot i put up of me going 42-2 on you.


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.  :)
They’re filthy, flea ridden creatures that sniff each others bottoms & slobber everywhere… That’s the Latvians/French anyway, I quite like dogs though.


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)
it is obvious you are intimidated by the screen shot i put up of me going 42-2 on you.


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.
Schadenfreude ist die ehrlichste Form von Mitleid.

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?
it is obvious you are intimidated by the screen shot i put up of me going 42-2 on you.


Venitius

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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.
it is obvious you are intimidated by the screen shot i put up of me going 42-2 on you.


Darkstar707

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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.
Schadenfreude ist die ehrlichste Form von Mitleid.

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.
it is obvious you are intimidated by the screen shot i put up of me going 42-2 on you.


bjorne.

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Re: Avarice of the Exiled (mod announcement)
« Reply #14 on: April 16, 2009, 06:44:06 pm »
Looks great Arch3r
Frankly, I see more "evidence" for lizardmen.