SP Native Fewer Horses Mini-mod (0% done to next version)

Do you like the troop names?

  • Yes

    Votes: 17 73.9%
  • No (please specify which, and why.)

    Votes: 6 26.1%

  • Total voters
    23

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The Fewer Horses Mini-mod, by Tuckles
Grammar corrected by bryce777

First Updated: 05/08/07
Last Updated: 06/6/07
Current Version: 0.02
For Mount&Blade: 0.808

Download:
https://www.mbrepository.com/file.php?cid=8&id=461

Details:

This minor modification of Mount&Blade was made by me for the purpose of reducing the number of horses and horsemen in the Native Mount&Blade.

You can choose between 8 starting classes, 4 of which are mounted and the other 4 are not.
The choice of being mounted gives you the benefits of a horse, and a better agility and strength score.
On the other hand, the choice of being on foot gives you the benefits of better equipment, more money, and a better intelligence and charisma score.

Features:
    * Mounted troops are rarer
    * Mounted troops are more expensive
    * Mounted troops are stronger
    * Horses are more expensive
    * Marnid and Borcha have better equipment
      -A Sword of War for Marnid
      -A bow, a horse, and a nomad sabre for Borcha
    * Black Armor, Greaves, and Helm do not appear in merchant shops
    * Horses are more expensive, with a few changes in stats
      -Sumpter Horses and Saddle Horses are weaker, and a bit more expensive
      -Steppe Horses, Coursers, and Hunters are stronger and stronger
      -Warhorses and Chargers are much stronger, but much more expensive*
    * Totally revamped Troop Trees
      - Made from scratch
    * New Starting Menu
      - Much more flexible

Planned for next release:
    * Revamped/New Quests
      - How to get Borcha
      - How to get Marnid
      - Quest to make armored horses
    * New Destrier Horse
    * New Scenes and NPCs

Planned for future releases:
    * A few new NPCs
    * New Quests
      - Quests given by lords
      - Quests given by fellow NPCs
    * Whatever Else I can think of


Progress to next release:
|==========| 0%​

Add Destrier - NOT DONE
Code Destrier - NOT DONE
Re-code Borcha Quest - NOT DONE
Re-code Marnid Quest - NOT DONE
Code Armored Horses Quest - NOT DONE
Add new items for Armored Horses Quest - NOT DONE
Make new NPCs - NOT DONE
Make new Scenes - NOT DONE
Code new NPCs and Scenes in - NOT DONE
Bug-testing - NOT DONE

---------------Informal Post and Data below this point--------------

Comments? Suggestions? Post 'em here!

-UPDATE-

Set up a Poll to see if you guys like the new troop names. Just answer Yes, or No and why please.

-UPDATE-

I've given up on the Chel's Horsepack Idea, instead, I'm going to remake the starting menu.

-UPDATE-

I need a tester to balance the new starting screen. Just tell me if you want to.

-UPDATE-

Almost ready for the next release! I just need some testers. Please PM for volunteers.

-UPDATE-

I have one tester, McLenin, a few more would be welcome.

-UPDATE-

McLenin has found no bugs so far, just a few imbalances.

-UPDATE-

New version up.
Temporary Hiatus as the new school year sets in.

A Special Thanks to:

- DJNad for helping with the coding.
- Lamjose for reminding me that this thing was still alive.  :lol:
- The community for giving criticism and comments.
- Armagan for creating such a great game.
 
Please note:

The troop trees you see below are based off these assumptions of the factions:
Swadian
*Troops:
  - Good Melee Cavalry
  - Good Melee Foot
  - Average Ranged Foot
  - Bad Ranged Cavalry
  - Rely on shields
  - Highly trained
  - Expensive
*Weapons
  - Footmen Melee: Swords and Spears
  - Footmen Ranged: Javelins, Jarids and Crossbows
  - Cavalry Melee: Swords and Lances
  - Cavalry Ranged: Javelins

Vaegir:
*Troops:
  - Good Ranged Cavalry
  - Average Melee Foot
  - Good Ranged Foot
  - Bad Melee Cavalry
  - Rely on speed
  - Badly trained
  - Inexpensive
*Weapons
  - Melee Foot: Axes, Spears, and Swords
  - Ranged Foot: Bows, Javelins and Jarids
  - Melee Cavalry: Axes and Spears
  - Ranged Cavalry: Bows
Neutral:
*Troops:
  - Average Melee Cavalry
  - No Ranged Cavalry
  - Average Melee Foot
  - Good Ranged Foot
  - Rely on numbers
  - Badly trained
  - Very Cheap
*Weapons:
  - Farm Implements
  - Crude and basic Weapons

Legend:
Melee
Ranged
Mounted
Special
Mounted and Special
Mounted and Ranged
Blunt Weapons
May be both ranged and Melee*
Mounted and may be both ranged and melee

Swadian**:

Tavern***:
Conscript - Guardsman - Town Watch - Ranged Captain
                                  - Gate Keeper - Melee Captain

Stables***:
Light Cavalry - Heavy Cavalry - Knight - Lancer
                  - Skirmisher

Barracks***:
Spearman - Pikeman - Halberdier - Royal Guard
Regular - Blade - Swordsman - Veteran Swordsman - Foot Knight
Crossbowman - Marksman - Sharpshooter
Maceman - Prison Guard

Vaegir**:

Tavern***:
Volunteer - Peace Keeper - Tower Guard  \
                                                              --Guard Captain
                                    - Guardian        /

Stables***:
Horseman - Cavalry
                - Horse Archer - Cavalry Archer - Raider - Dragoon

Barracks***:
Regular - Fighter - Axeman - Royal Axeman - Berserker
Footman - Two-handed Swordsman
            - Defender
Spear Hurler - Javelineer
Bowman - Archer - Longbowman - Sniper

* All melee footmen will have a throwing weapon as a back-up against horsemen
** Units will have the names of their respective factions before their troop name
  - e.g. "Swadian Regular"
*** Units may be recruited from 3 (possibly 4 in the future) places.
- Horsemen from the Stables
- Military Footmen from the Barracks
- Paramilitary units from the Tavern.

------------------------------------------------END OF TROOP TREES-------------------------------------------------

I'll post the other two troop trees (Neutrals and Bandits) later, as this is a pretty long post now.

I personally don't like:
The name "Conscript"
The fact that "Archer" is after "Bowman" when they're synonymous
The over-use of "Raider" (To be seen when I post the other two troop trees)
 
cool, nice job tuckles. Altough most of it is basic scripting it still makes the games a lot better.
 
Gah, I'm getting this frustrating error, can anyone help?

############################### #
#RGL ERROR######################X#
################################
#                                                                    #
#\/                                                                #
#/\  get_object failed for texture: earthenvmap  #
#                                                                  #
################################
 
It could be a variety of things... make sure that the BRF's with the textures are placed at the top of the ini file. Otherwise, make sure you haven't made a mistake with your naming/referencing of textures. Also, delete any materials that are imported when you import your obj (usually there is something like a "cube_auv" that is imported automatically) in the BRF with your models.
 
Wait, so you're saying it's something like this?
(Using chel's horses by the way)

Code:
scan_module_textures = 1
scan_module_sounds = 0

load_mod_resource = horse_meshes
load_mod_resource = darkmod_textures
load_mod_resource = darkmod_materials
load_resource = textures_face_gen
load_resource = shaders
load_resource = textures
load_resource = materials

or...

Code:
scan_module_textures = 1
scan_module_sounds = 0

load_mod_resource = horse_meshes
load_mod_resource = darkmod_materials
load_mod_resource = darkmod_textures
load_resource = textures_face_gen
load_resource = shaders
load_resource = textures
load_resource = materials

or something else?
 
No, make sure all textures are before materials, and all materials are before meshes.
 
No, that error usually occurs for the opposite reason....

the Get_Object is not related to anything, it is the type of error.

The important bit in your error is the texture bit. It is telling you that a material or mesh is trying to call the texture "earthenvmap" but it can't find it. Therefore make sure all the spelling is correct, and that you have textures and materials all with the correct names. If you really want, you can PM me a link to where I can download your BRF's and I'll go through and try to solve it for you.
 
I don't get it...horseman are buff and dumb while infantrymen are weak and smart? :???:

Also, why won't you be able to buy horses with armor in the next version? "Before I become a full fledged knight, I must go on a quest to rob the villainous Dark Hunters of their armored horses! Wait...where did they get their armored horses from?"
 
No, I'm gonna make an NPC that asks for a sort of horse and a few pieces of Iron, he'll make an armored horse for you.

In a sense the armor is custom-made.

the footmen are weak and smart so that they'll be able to get more troops and take care of them.

the horsemen are buff and strong because that's how I observed people use horses, the lone wolf.
 
Generally (:lol:), a leader would ride a horse...

If you mean just in the game, I think it's quite the opposite. As a horsemen, I always have a contingent of troops, whereas infantrymen often solo large enemy parties because they are really strong.
 
I must say, I like your first page lay-out! I'lll give this mod a go.

Tuckles said:
Oh, well, in my experience, as a footman, I'd get slaughtered by the enemy horsemen.

Also; Can anyone help me with that problem?  :cry:

Good agility helps a lot, you need to be able to out run the badguys. Thats one thing you should probably do you know, give the footmen classes higher agility.
 
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