Poll

Which is your favorite house troop?

Landsnecht
15 (17%)
Centurion
22 (25%)
Cavalier
7 (8%)
Hussar
16 (18.2%)
Ranger
21 (23.9%)
Hawkeye
7 (8%)

Total Members Voted: 85

Author Topic: Conquest! (v0.70 released July 3rd)  (Read 31740 times)

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kt0

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Conquest! (v0.70 released July 3rd)
« on: May 02, 2009, 01:15:30 AM »
(click to show/hide)

Conquest is a simple mod fixing some of the things that annoyed me about Native and adding in a set of features that I thought were missing.  It has been a learning process which will undoubtedly continue.  I wanted to build a mod that I'd want to play and thought that others might enjoy it too.

Swear fealty to no one!  Unite Calradia under your own banner!  Build an empire that will stand the test of time!

Start out with new backgrounds and higher stats to smooth out the early game.  Enjoy new equipment and horses provided by the modding community!  Start the game with a powerful artifact that will grow as you progress through the game!

Troop trees have been modified and many troops have been upgraded.  New and powerful companions have been added.  The bandits that scour the countryside are more numerous and more dangerous.

Lead a larger army of more elite troops!  Wars no longer require the player's interaction to make progress.  Recruit trained troops from new buildings! 

Miscellany:
- Honor counts for a lot more.
- Prosperity is factored into many more aspects of the game.
- Several pacing issues have been resolved.
- Many aspects of the game's simulation have been reworked.
- AI has been tweaked to be more aggressive.
- The autoresolver has been fixed. 
- Several new buildings have been added.
- Lots of new items and equipment have been added.
- Costs have been refactored across the board.
- Faction patrols roam the countryside.
- Deathcam!
- And much, much more!

Screenies:
(click to show/hide)

Horses:
(click to show/hide)

Credits:
(click to show/hide)

Current version is v0.70a which can be found here:  http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=7&lid=1384

Previous releases can be found here:
- v0.60a http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=7&lid=1320
- v0.50a http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=7&lid=1287
- v0.50a http://files.filefront.com/Conquest+v0507z/;13764776;/fileinfo.html

We're good on testers right now, but could use an artist.  Thanks, all!   :mrgreen:
« Last Edit: July 03, 2009, 05:24:26 PM by kt0 »

kt0

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Re: Conquest!
« Reply #1 on: May 02, 2009, 01:16:13 AM »

Changelist for v0.70 Alpha:
- lord and companion parties should follow directions somewhat better
- Fisheye's autoloot has been added with many modifications
- Lord & Realms Siege Pack has been added
- the Royal Corps of Engineers has finally shown up for assignment
- Chalbek and Tulbuk have been taken over by new mini-factions!
- new starting artifacts are now available at character creation
- resources and associated buildings have been added for each walled center
- camp followers' and hutress' equipment adjusted to be slightly better for battle
- sword maiden/sword sister equipment adjusted slightly
- player_supporters_faction correctly spawns caravans
- max skill level for surgery, wound treatment, spotting, pathfinding, tactics, athletics, weapon master, power draw, power throw, and power strike has been increased to 14
- fixed a bug where castles got extra training exp each day
- during sieges, the chance to attack with a marginally larger force decreased slightly
- during sieges, a lord is less likely to stick around just waiting outside the castle
- added color keys for various messages based on the player's perspective
- target of opportunity orders added for companion parties and lord parties
- the player can only ask lords to join if relation is 10 or better
- fixed a bug where asking an arena master was using uninitialized strings
- crown_mail value increased and no longer hides the wearer's head
- padded_leather_long value, weight, and armor increased
- mail_shirt and mail_shirt_blue now have difficulty 7
- most other armors now have lower difficulties
- heavier armors now have better leg protection
- difficulty of most heavy hammers has been reduced
- great bardiche should now appear on merchants
- atgeirr's shield penalty has been removed
- warspear can no longer be used on horseback
- lance damage increased slightly
- weapon lines have been refactored
- Whitesteel, Knightsbane, and Val Hallen have new art
- Val Hallen is now two handed only
- new barracks troop tiers added for resource building support
- fixed a bug with the autoresolver where fights involving allies counted remaining troops incorrectly
- newly captured centers are now garrisoned with a handful of house troops
- build guard post menu option now functions properly
- higher tier troops are now available at recruitment buildings if the appropriate buildings are present
- initial center garrisons have more appropriate strengths
- autoresolved fights at centers have been slowed down 30%
- artifacts giving a bonus to skl_surgery will give their bonuses properly now
- lord weekly income has been increased slightly to reflect changes in troop costs
- villages now suffer a population penalty when raided
- faction AI has been refactored slightly
- looters now will spawn with tougher troops as the game goes on
- Adalgeirr and Adrasteia's hiring costs are no longer swapped
- fixed a bug where disabling npc complaints still spammed in some situations
- fixed some bad math in population adjustment by percentage
- lords now build improvements slightly more often and slightly more intelligently
- the endgame's pacing has been modified slightly
- landsnecht and swordmaster troops no longer have throwing weapons
- random improvements are built more frequently
- deathcam added to village raid missions
- Kingmaker gives tactics skill bonus instead of shield
- Kingmaker's speed has been increased
- Unit cap on companion parties has been removed temporarily
- Lots of miscellaneous fixes and tweaks

Changelist for v0.60 Alpha:
- Bugs fixed with companion parties
- New lords added
- Player faction specific troop lines added
- Enemy lords make special guest appearances
- Troop gear tightened up and should loot better
- More lord interactions
- Enemy lords buffed substantially
- Whistle for your horse command (z)
- Increased walled center garrisons
- New buildings added (recruiter, fortification, guard post)
- Numerous patrol fixes
- Lords build improvements now
- Siege AI tweaked
- Player dialog is more polite when talking to non-hostile patrols
- Weapon Master now correctly gives bonuses for artifacts
- "Masterwork sword of war" artifact description changed to "An imposing greatsword"
- Lords recruited as prisoners should function properly
- Lots of miscellaneous tweaks and fixes

Bugs in v0.50 Alpha:
- Companion parties resting at cities will bug out (fixed in v0.60)
- Sometimes recruiting lords from prisoners causes the wrong lord to join your side (fixed in v0.60)
- If you capture a center at which the marshall + at least one other lord following the marshal, there will be some ugly script errors about invalid parties (fixed in v0.60)

v0.50 Poll:
Which is your favorite starting artifact?
The black bow  23 (38.3%)
The brilliant one handed sword  5 (8.3%)
The bastardsword of starmetal  16 (26.7%)
The masterwork sword of war  16 (26.7%)
Total Members Voted: 60

v0.60 Poll:
Which is your favorite horse?
Akhal-Teke 5 (5.7%)
Arabian 23 (26.4%)
Andalusian 9 (10.3%)
Friesian 9 (10.3%)
Percheron 3 (3.4%)
Shire 11 (12.6%)
Silverhoof 27 (31%)
Total Members Voted: 87

Banner, should you be so inclined:
Code: [Select]
[center][URL=http://forums.taleworlds.net/index.php/topic,63052.msg1637451.html#msg1637451][IMG]http://i41.tinypic.com/2z5pq1w.jpg[/img][/URL][/center]
« Last Edit: July 03, 2009, 05:28:11 PM by kt0 »

Deyshawn

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Re: Conquest!
« Reply #2 on: May 02, 2009, 01:31:31 AM »
Sounds cool. Can't wait to play it!   8-)
[/URL]

froggyluv

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Re: Conquest!
« Reply #3 on: May 02, 2009, 02:46:16 AM »

 Sounds good. What do you mean by the auto-resolve has been fixed? Will it now include weapons and armour etc...
Sexy Beast!

 

kt0

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Re: Conquest!
« Reply #4 on: May 02, 2009, 02:58:59 AM »
Sounds good. What do you mean by the auto-resolve has been fixed? Will it now include weapons and armour etc...
Yes.   :mrgreen: 

You can read more about the journey here:  http://forums.taleworlds.net/index.php/topic,8652.msg1575773.html#msg1575773

Adorno

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Re: Conquest!
« Reply #5 on: May 02, 2009, 03:02:15 AM »
Sounds really good, especially the AI being more aggressive, and honor actually counting for something.

Lord Yung

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Re: Conquest!
« Reply #6 on: May 02, 2009, 07:34:47 AM »
^^ actually i never got the point of honor, what is it suppossed to DO exactly?
We are the wolf that stalks
The stars in the sky

And swallows the star-fire

We hide amongst the night
When light is gone

The Light is within us

We run the ruin of Fire
In the darkness

Foes burn in our passing

polovolo

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Re: Conquest!
« Reply #7 on: May 02, 2009, 07:57:15 AM »
^^ actually i never got the point of honor, what is it suppossed to DO exactly?


If you have alott of honor, honorable lords will like you more, if you have few honor points dishonorable lords will like you more...dont know if it does anymore.
 
So, what I should do is become a billionare and buy a bunch of pointless things... like giant staples! Oh god I love pointless things.
I'm sure pointless things love you too.

Lord Yung

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Re: Conquest!
« Reply #8 on: May 02, 2009, 08:37:07 AM »
^^ actually i never got the point of honor, what is it suppossed to DO exactly?


If you have alott of honor, honorable lords will like you more, if you have few honor points dishonorable lords will like you more...dont know if it does anymore.

So bassically it serves no real purpose... :|
We are the wolf that stalks
The stars in the sky

And swallows the star-fire

We hide amongst the night
When light is gone

The Light is within us

We run the ruin of Fire
In the darkness

Foes burn in our passing

Shatari

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Re: Conquest!
« Reply #9 on: May 02, 2009, 09:18:40 AM »
So bassically it serves no real purpose... :|
If you have a really negative honor rating then most lords will hate you.
Cold be hand and heart and bone,
and cold be sleep under stone:
never more to wake on stony bed,
never, till the Sun fails and the Moon is dead.
In the black wind the stars shall die,
and still on gold here let them lie,
till the dark lord lifts his hand
over dead sea and withered land.

Forgive me for not taking scientific advice from someone who thinks evolution is bullshit.

kt0

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Re: Conquest! (updated May 9th)
« Reply #10 on: May 10, 2009, 01:20:13 AM »
Added new screenies today.  Also, I'm looking for a couple testers.

Wu-long

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Re: Conquest! (updated May 9th)
« Reply #11 on: May 11, 2009, 10:34:56 AM »
Added new screenies today.  Also, I'm looking for a couple testers.
I can test ;p btw how did you make your text? (the background and letters for conquest?)

Vendeta

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Re: Conquest! (updated May 9th)
« Reply #12 on: May 11, 2009, 01:33:35 PM »
Wow Looks awesome.
I loled at the
"I'm a pikeman why do you ask?  :lol:

Haya

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Re: Conquest! (updated May 9th)
« Reply #13 on: May 11, 2009, 01:35:07 PM »
Name change?
Already a mod named star wars: conquest. I bit stupid but i guess not a big problem

Vadermath

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Re: Conquest! (updated May 9th)
« Reply #14 on: May 11, 2009, 01:49:18 PM »
That hardly matters, this and the SW one being completely different mods. And there a difference between SW: Conquest, and just Conquest, IMO.
Magorian. Duels of the walls of text.
Bow before your god.

"Brothers, oh, brothers, my days here are done,
the Dornishman's taken my life;
but what does it matter, for all men must die,
and I've tasted the Dornishman's wife!"