cremo
Sergeant
NATIVE IMPROVED MOD V. 1.3 for taleworlds' Mount&Blade 1.011
By Cremo, all rights reserved
INTRODUCTION
Native Improved Mod (NIM) is a mod whose aim is to improve native without modifying his setting, graphics adding new items or companions that weren’t in the original game, or creating anything from blank: this mod wants to handle out many issues of the original native, still keeping all of native’s “feel”, allowing you to play at something that totally feels like native yet is much improved in his continuity.. that you could say it feels “more native” than native itself!
Have you ever thought that, too many times, the troops of different factions were too similar to each other, making it impossible to recognize them without the "show-names" option on? that, too many times, they equipped items they shouldn't have equipped (i.e. nord lords in khergit robes) or that they lacked some "uniqueness" (like vaegir troops being equipped with a mix between nord/khergit items)?
Have you ever thought that it was ridiculous that an heavy armored knight could ride a frail courser as fast as a naked woman on it? or that an horse archer could rode with no hands an horse without any penalty to his maneuverability?
Have you ever thought that the game was "won" when you got like 50 swadian knights since they could win in every condition? while there were troops that were totally useless (i.e. swadian seargents in comparisons to knights that were better even on foot).
Have you ever thought that the armor/weight ratio of many armors in native was without any balance so many times in native? or that you would have never been able to use a longbow on horseback? and that throwing weapons were just too weak?
Than, this mod could be for you, and I suggest you read more about this to find out!
TABLE OF CONTENTS
1. WHAT DOES THIS MOD DO?
2. VERSION HISTORY
3. DOWNLOAD LINKS/CHECK FOR NEWEST VERSION
4. INSTALLATION
5. COMPATIBILITY
6. ARMIES’ BALANCE
7. KNOWN PROBLEMS, CLARIFICATIONS AND ISSUE ABOUT BUGS/FEEDBACK
8. FUTURE EDITIONS AND THINGS I WOULD LIKE TO ADD / HELP OUT THE MOD
9. CREDITS, THANKS AND WISHES, ABOUT USING PART OF THE MOD FOR YOUR OWN MOD
10. SCREENSHOTS
1. WHAT DOES THIS MOD DO, EXACTLY?
To cut it “short” this mod modifies the properties of horses (adding some encumbrance limits to the weight of the soldiers they can carry – no longer will you see heavy armored troops on frail coursers – and modifying all the other stats in order to make each one of them useful, and to create a serious distinction between light, medium and heavy cavalry), weapons (with a great damage increase to throwing weapon – in order to make them finally useful not only to the player, but to the NPCs that now make a far greater use of them – but also a small mod to many other weapons, to put many of them more in line with the power of other weapons, and to create some weapon types that were “missing”: here we are “bastard axe” and “swingable from horse” scythe and military scythe, that still can be used to deal couched damage) and armors (with a focus on consistency of weight/protection: no longer will you see lighter armor give more protection than an heavier one, yet the armor protection of many lighter armors has been improved in order to make the a viable alternative to heavier armors, especially for the footman PC/NPC but also to the horsemen that now have to deal with encumbrance limit of horses).
Note also that troops were modified accordingly to this rules, and now each one of them uses an horse compatible with their armor/equipment type (in particular horse archers now use only highly maneuverable saddle/steppe horse, if they want make to narrow circles around their enemies while shooting: it simply felt inconsistent to me that someone having both hands occupied to aim/shoot a bow could steer an horse as easy as someone with at least one hand free.. note that this also makes the use of throwing weapons from horseback useful, and there are NPCs that effectively use this technique with fast coursers, and are very good especially against those horse-archers).
Yet the mod to the troops was much more consistent than this, because, in order to make each one of the 5 traditional faction of native having a more unique “look” (that will enable you to recognize the different troops even with the “show-name” function turned off), the mod (which still utilizes the original graphic meshes of m&b) “redistributes” – with a maniacal attention – the armor/weapons of each army, so that you won’t any longer find different factions sharing the same equipment.
This is especially noticeable on the Vaegir, which are no longer a mix of equipment between Nords and Khergits, but have their own, unique look (to enhance their “Slavonic” look they now favor spiked helmets, nomad caps – which now are removed from kherghits that carry steppe caps instead – voulges, scythes, bardiches, studded leather, banded armors and fur coats, and all the equipment typical to a faction used to live in an harsh snowy terrain), but it’s also notable on all the other factions, since now everything, from boots to helmets, no longer tends to be “universal”, and you can easily tell the difference even between a rhodok and swadian crossbowmen, not to mention between a lord and another, both in their “civil” and “military” outfit.
In particular helmets will be a very strong “symbol” to recognize each army, with all the classic nasal helmets (guard, norman, segmented and so on) going to swadian (as well as the iconical flat-topped helmets of their knights), leather caps, footman helmets, kettle hats and bascinets to rhodoks, spiked helmets and nomad caps to vaegirs, skullcaps, nasal helmets (different look from swadian ones) and Viking helmets to nords, while khergits now make a “smarter” use of all the “steppe” caps and helmets they’ ve got.. but, more in general, you will always be able to tell the rank/affiliation of each troop just by the helmet it wears (to put it clear, usually all other equipment is also unique, but the helmet is something that really “jumps” to the eye).
Yet it’s important to note that, even if troops were modified both in equipment and stats, this isn’t a “total troop revamp” that modifies the “feel” of native, since I’ve tried to keep and even enhance the “feel” that each army had in the original module.
- Rhodoks and Nords still are foot-only troops, the first one heavily based on spearmen (which now truly are ONLY spearmen, but spears have been improved and now are far better, especially against cavalry) and crossbowmen (which also have been strengthened, but now sharpshooters are a t4 troop and a new, t3 “rhodok veteran crossbowman” has been introduced, while the “spearmen” line, has seen sergeants go to T3: it seemed logic considered the fact that spearmen were never the diamond-point of rhodok army.. now sergeants are more easy to get, while sharpshooter have become more deadly due to their increased rank, making the rhodoks a fearsome army even in the open field), while the second one powerful melee-soldier supported by their ranged troops (which have been far improved over the native version: there must be a “point” to train a troop instead of another.. while in native the nord ranged line really was that embarrassing that any javelin wielding footman was a better investment than a veteran archer.. they still are the “worst” ranged troop line together with swadians, but now they are indeed useful).
- Vaegirs have the best equipped ranged troops in the game, and their cavalry has been improved in term of speed (still retaining that 2h-bardiches mechanic to their knights, while now horsemen carry military scythes that can even be swung, and have fearsome jarids to throw) due to the changes I’ve made to horses.
- Swadians have been edited in order to be less “uber” as well as khergits: the first one have seen their cavalry line – which still is the heaviest in the game and very very strong – a bit nerfed, but this is barely noticed when they are on their steed.. the difference is noticeable when they are on foot instead: now if you want to go into a siege you are better off training sergeants and infantry.
- Khergits mechanic-wise, remain the same, aside the fact that “khergits horsemen” are now a “light
cavalry” unit. And that now lamellar armor is “medium” armor.
But this really keeps us to the next big change of this mod: horses.
As I said previously, horses statistics have been revamped: the idea was to make each horse useful (but keep in mind that saddle/sumpter horses are not “on par” with others, due to their price and to the fact they just require 1 riding skill)
Here’s the new chart:
1) Horses that can carry only light armored soldiers (chest-armor’s weight is 9.0 or less)
- saddle horse*: armor(15) – hp (100) – speed (40) – charge (15) - maneuverability(41)
- courser: armor(20) - hp (130) – speed (44) – charge(17) - maneuverability(36)
*can be used by horse archers
2) Horses that can carry light armored (chest armor weight is 9.0 or less) and medium armored (chest-
armor’s weight is between 9.1 and 20.0) soldiers
- steppe horse*: armor (20) - hp (120) – speed (40) - charge (15) - maneuverability (44)
- hunter: armor (20) – hp (140) – speed (40) - charge (20) - maneuverability (36)
*can be used by horse archers
3) Horses that can carry light armored (chest-armor’s weight is 9.0 or less), medium armored (chest-
armor’s weight is between 9.1 and 20.0) and heavy armored soldiers (chest –armor’s weight is
above 20.1)
- sumpt. Horse: armor(20) – hp(120) – speed (35) - charge (15) - maneuverability(33)
- warhorse: armor(35) – hp(140) – speed. (37) – charge(23) - maneuverability(36)
- charger: armor(50) – hp(145) – speed (35) – charge(27) - maneuverability(33)
More weapon have also been limited to horse use: in native only thing you couldn’t use were board shields,
now every shield with 60+ size is horse forbidden, meaning max size you’ll be able to use is an heater/kite shield.. also weapons like longbows and warbows are no longer usable from horse (making “foot archers” a viable alternative to mounted ones, since they have at their disposal the biggest and most damaging bows).
Shield weights have also been adjusted slightly.
IMPORTANT NOTE
Note that while the troops automatically follow the “encumbrance” limit (meaning you will not find heavy armored troops on coursers, I wasn’t able to actually “force” the player to follow those rules: if you don’t wish to cheat, simply follow those “rules” yourself and remember this easy “armor chart”:
- light armor: from 0.1 up to 9.0 weight
- medium armor: from 9.1 to 20.0 weight
- heavy armor: from 20.1 weight
Keep in mind that the “weight” considered is just the one of the chest armor.
As I’ve already said, now every horse-archer in the game will either use a saddle or a steppe horse, this makes them reached fastly by light cavalry (meaning light-armored soldiers on coursers) that with their polearms and throwing weapons (which can instead be used on every mount without problems, since they just need one arm), will really be strong against them.
Even in this case I wasn’t able to “limit” the player.. yet if you don’t wish to cheat you should only use bows/crossbows on horses different from steppe/saddle horses if you just will shoot while going straight or holding ground.. since “rp-wise” you would need a more maneuverable steed if you wanted to shoot making circles around your enemy.
These changes were really fun because actually they made me able to really make the cavalry of different factions “different”: swadians have a medium cavalry (man at arms with hunters and mail with surcoats) and heavy cavalry (knights in coat of plates and warhorses) making them perfect especially to charge infantry; vaegirs have “horsemen” that are lightly armored with fur coats.. yet on fast coursers wielding polearms and fearsome jarids (which now and are often able to kill lightly armored soldier with 1 hit), making them perfect skirmishers as long as you don’t throw them into heavy infantry ranks.. while their knights are really powerful with their strong (and with an high reach) 2h bardiches and voulges, and have a reasonably fast hunter compared to the slow swadian knights.. yet they are nowhere as good as swadian knights to charge large mobs due to their lack of shield and lower armor.
Khergits archers use saddle horses (steppe for veteran horse archers), while lancers use hunters and their horsemen are similar to the vaegirs ones, carrying spears and throwing weapons (but weaker being them of
lower rank).
Another change (very long and boring to make.. but it was really worth it imho) was done to all the lords of the game (and also to “crown pretenders”): you won’t any longer find nord lords in nomad robes, or khergit ones in plate armor.. every lord is easily recognizable both when they are in their castle (with clothes that enable you to easily recognize their faction and rank without having to “talk” to them first) that when they are on the battlefield, where they will adopt a type of warfare compatible to those of their troops (for example, you won’t find any longer nord lords ridings horses: they now often carry 2h sledgehammers, great axes, 1h and Huscarl shields, throwing weapons, long bow and so on).. Their stats/equipment has been really improved in general.. and now you will often find yourself in the urge of eliminating those nasty lords fast due to their power – now they won’t be just some “enemy troop” but they’ll often kill multiple enemies like the player does!
That’s basically all.. but to know “everything” you will have to play the mod.. since many minor things have
changed, that I don’t have the time to point out here like.. just to mention some, a complete revamp of mercenary troops, that will now cost really a fortune to maintain (and, as always, to hire) but probably they now are one of the strongest in the game, as well as a revamp to the equipment of all the bandits/raiders (with the addition of some cool new items to them, that were previously “no longer” available in the game.. nothing unbalancing, but some cool new graphic that feels consistent with those units, and gives the player the ability to acquire those), removed 2h weapons from nord huscarls (I know great axes were cool.. but it really sucked when an hardly trained t5 troop was killed before he could even reach the enemy because it was too stupid to understand that maybe against khergits archers it was best to use a shield.. in general polearms/2h are reserved to non top-tier troops, making them ideal to put behind a line of ranged troops, in order to form a nice barrier against enemy cavalry.. while top rank infantry troop usually carry solid shields, in order to make them perfect in sieges), and a lower level to NPCs companions, in order to have more “freedom” of choice about their progress of some NPCs like Artimenner and Rolf that, due to their high starting level, were already “made”.
2. VERSION HISTORY
- V. 1.0: mod release
- V. 1.1: hotfix for khergit lords that now wear the proper civilian clothes.. Thanks D’Sparil!
- V. 1.2: adjustments to horses (Thanks Wanuvas) and warbows available in shops (thanks LOSTknight)
- v. 1.3: compatible with 1.010 (and 1.011), kherghit claimant is no longer shirtless(Thanks Smiling Demon), glaives and waraxes no longer deal piercing damage when swung(Thanks
Smetrios)
3. DOWNLOAD LINKS / CHECK FOR NEWEST VERSION
To download the mod, or simply check if there’s a new version available, simply check this link: https://www.mbrepository.com/file.php?cid=1&id=899.
Feel free to leave any general comment and vote my mod there but, please, for any articulate comment/feedback/bug you may find, use the thread on taleworlds’ forum:
http://forums.taleworlds.com/index.php/topic,46535.15.html.
4. INSTALLATION
To install the mod just follow this procedure:
a. go into you m&b directory, than into your “modules” subdirectory;
b. into the “modules” subdirectory copy the “native” directory (select it and CTRL+C) and then paste it (CTRL+V) thus creating a “copy of native” directory (inside the
modules folder); -> important note: your native directory must not have been edited by other mods or it won't work! if that's the case you'll have to make a new
installation of m&b in order to have the original native folder unmodified before you proceed to copy/paste it.
c. rename the “copy of native” directory to “native improved mod”;
d. extract all the files in this archive into the “native improved mod” directory (overwrite everything);
e. run the game (remember that you have to choose the “native improved mod” as the “current module” in the game launch-menu).
f. Play!
5. COMPATIBILITY
Native improved mod 1.3 is compatible with every release from 1.0 to 1.011.
Due to the few files that are actually modified by this mod (Item_kinds1 - item properties – and Troops - soldiers stats and inventory) it can probably be compatible with newer version that could come out later, even if the mod isn’t adjourned.
Compatibility with other mods (like Formations and Morale from Mirathei) is usually possible: just install NIM after you've installed the other mod you want to play with (basically overwriting "item_kinds1" and "Troops" with the one you can find in NIM's zip file).
Still you can always check the forum (http://forums.taleworlds.com/index.php/topic,46535.15.html) to see if a newer version is available.
6. ARMIES’ BALANCE
Troop balance was tested by my personally, creating an army of 50 troops (30t3 and 20t4 of my choosing) of each faction, and trying to defeat a 75ish enemy war force.. I was able to manage and win all battles without me fighting, but just leading my troops.
Keep in mind that m&b is a single player game. We don’t need it to be 100% balanced (especially considered that due to the AI the player ménages to always have an advantage over it). The game is fine as long as you are able to play it and you either don’t find an opponent to be unbeatable or too easy to beat when it shouldn’t be the case (this means that it’s not an issue if you are easily beaten by an army which is far greater/has better troops than yours nor the opposite).
Tactics I used varied.. yet don't expect to win by charging with your cavalry a huge mob of rhodok spearmen staying in formation on hills..
Best tactic I've found were this:
o Swadians: I used their cavalry to kill the enemy and distract its main forces (still trying to charge the edges of the army, and avoid charging them through the middle when without the number advantage, because that means losing a lot of men) while helped by swadian sharpshooters that often were able to shoot at the backs of other troops, maybe with the backup of some sergeant/infantry covering them.
o Rhodoks: I used an even army of sergeants and veteran crossbowman/sharpshooter, ordering them to hold in place (with sergeants often being like 20 pace ahead of them a t the beginning and spreaded out so to work as "pin cushions" against enemy arrows), and to stay close (trying to form a double line of sergeants xbowmwen in the back) especially useful against cavalry.
o Vaegirs: I used an army of 20ish marksman/Archers, less than 2 infantry with their 2h weapons to make a second line against cavalry behind them, and 20ish horsemen, with just a bunch of knights.. Tactic was to hammer the enemy with my archers, while trying to distract the main force with cavalry.. Horsemen are frailer than swadian ones, yet faster and more "offensive", and ranged troops are better..
o Nords: the best tactic is to try and force the enemy to go into your melee mob, this means you have to use the terrain accurately (especially if the enemy at the beginning stays on the defensive it's important to try and reach them by using hills and other means of cover to avoid being shoot from far.. if that's impossible yet, remember that ammunition is limited.. thus a good tactic is to simply spread out your infantry and, after ordering them to "hold their fire" (so they will surely use their shield and won't attempt to use throwing weapons instead) make them advance until they are reached by the first arrows.. which will be far weaker than from a nearer distance: they will eventually finish those arrows and they'll charge your (or either you'll be able to do that having lost a lot less men).. your archers are useful, yet they are not very protected.. so when a lot of cavalry is around, keeping them near your footmen is a must, while in foot-centered fights, it's really good to put them on the flanks/back of the enemy, which is occupied fighting with your footmen.
o khergits: always try to fight in plains, since otherwise your horse centered troops will really have a great disadvantage.. if you have a lot of archers, try and make circles against your enemy.. yet keep in mind that if they have ranged troops (especially if they are vaegirs/rhodoks) your best bet is to let them waste their arrows from afar while you order your archers to hold their fire and then cancel the order when, with enemy arrows finished, you can make narrow circles.. Lancers aren't bed.. yet don't expect them to be able and charge enemy on harsh terrain, and don't waste them against a compact wall of rhodoks/nords.. try to make them loose formation first, by running in circles around them.
IMPORTANT:
o remember to actually check out how differently troops are equipped, because not always higher rank troops are better than lower ones for certain roles: for example infantry lines tend to have their top tier troops equipped with shields (that is to make them the best for sieges), while often (vaegir and swadian t3 infantry) will carry 2h/polearms: this makes them perfect to stay behind a line of archers/xbowmen to help against cavalry, because, due to their high reach weapon, they’ll be more effective than T4 troops that have an assured shield (because their role is that of being strong in sieges.
o for any info/hint/feedback on troop equipment/stats/balance please use the thread on the forum (http://forums.taleworlds.com/index.php/topic,46535.15.html).
7. KNOWN PROBLEMS, CLARIFICATIONS AND ISSUE ABOUT BUGS/FEEDBACK
there are a few known problems (some of which have already been mentioned in the previous sections) but also things some people pointed out that instead “work as intended”.
Please check the thread on the forum (http://forums.taleworlds.com/index.php/topic,46535.15.html) to see the adjourned list or to point out any new bug you think to have found or to suggest any solution/change to the known problems.
a. Loot of some troops is way more abundant that it should be (for example sea raiders carry a lot of shields). This is a known issue whose cause is dependant by the fact for balance reasons I had to give a lot of "copies" of the same item to some troops in order to be scure to have an higher chance of them actually equipping it over something else they could equip (for example I gave like 10 short spears 2 pikes and 2 medium and long spears in the inventory from which the rhodok spearmen have to choose their equipment, so that there's an higher change they'll get short spears than other weapons), problem is that this seems to affect the amount of loot you receive.. This problem will be eventually solved in future releases (yet I don’t know if I will simply reduce the “looting” skill power, in order to balance it with the new increased item tables, or will find another way to solve the problem). Thanks to LOSTknight and Confed for providing feedback on this first.
b. Horse rules are not forced to the player: as I said, I simply wasn't unable to "force" horse restrictions to the player.. yet, even if I was able, I would have found it unnecessary, since troops already follow those rules (due to the horse they are given), while you, as a player, can simply choose to follow the rules by yourself: use an horse that is compatible with your chest armor weight, and, if you want to make circles around enemies while shooting with a bow, use a saddle or steppe horse.. That is if you want to play legit.
c. Shield restriction on horses can be exploited, by creating a combo of 1h/shield weapons: that's a native bug.. I can do nothing about it.. but to point yourself at your self-responsibility: don't cheat if you want to play legit.. it's really that simple!
d. Rhodok lords use Warhorses on porpoise, that's not a bug, but simply the lords lead their foot troop from a steed often with a 1h weapon without shield, and with the distinctive looks of a xbow on their back (which they will of course use in sieges).
e. Vaegir sabers are different from khergits sabers: they have straight hilts (with different graphic), and
less recurved blades, just check.
f. vaegir often carry nomad boots as well as khergits.. I would have loved to give them different boots, yet no more models were available (Aside the horrible looking "hunting boots").. still it's just a low tier troop issue, and, anyway, all armor pieces are different.. so it's easy to distinguish them anyway.
g. pilgrim armor weight/protection is out of scale.. yet it's not acquirable by the player (unless you strip Jeremus naked) and I decided to not modify it due to it being the armor you HAVE TO use in some minigames and fearing to make them too hard.
h. Sanjar khan "civilian" cloth is a lamellar vest: works as intended.
8. FUTURE EDITIONS AND THINGS I WOULD LIKE TO ADD / HELP OUT THE MOD
I don't know if there will be "space" (or simply the "time" for me) to release future editions of this mod (aside for some hotfix that I could make for minor issues that could be found.. but yet I hope there aren't any!)..
With the module system coming out, more and more elaborate mods will come out, that will be able to add graphic and modify far more deeply the game.. yet this is why this mod could have a future: it's philosophy is not to "revolutionarize" native, but to simply make it a "better experience", while retaining all of its setting and gameplay feel.. thus, even after greater and complex mods will be released.. maybe at one time you will want to try and play the original native.. and I think that this mod is simply a non revolutionary improvement of it (that's just my 2c, of course!).
It’s important to note that, as it was already said, purpose of the mod it to “improve native, but keep it native”.
This does not only mean that this mod aims not to revolutionarize the game with a new setting or totally new things, but this also explain how the mod should work: what I mean is that this mod is about “improving native by using native”, this means that I don’t plan to add totally new things, yet I would like to implement/modify every small thing that could have been improved in native: focus should be on easy to make changes that would improve native instead of great modifications hard to realize and able to totally change it.
Look, for example, at how I handled out horses: I simply edited their stats and then assured myself that the troops carried an horse which was in line with their armor.. yet I could have done something different and more complex (like making riding speed work similar to athletic and be affected by the player/npc encumbrance: this would totally rock and, on day, I could add it to the mod – I bet for a scripter it would be easy to do, so if you want to help out, I’ll gladly accept your help at open arms! – yet this didn’t prevent me to solve the problem in an alternate and easier way, like the one I used).
there is one thing, in particular, that I would like to focus on to improve native in a future release:
Improve the “economic-difficulty” of the game.
The game “economic-wise” is just too easy to my taste.. once you get over the initial part of the game (which is about getting some experience to your character, equipping it with decent stuff, and recruiting your HERO companions, training them in party skills and equipping them too), money is no more of a problem: once you’ve bought the best equipment, it’s yours forever, it never decades (aside shields/horses), and that’s it.
Also troop wages are not much of a problem..
You don’t actually need to have fiefs or having a lot of leadership to have an army of 100 soldiers and like 100 150 in your castle-city.
I would like to review completely the wages of troops, so that to have like 30-40 knights should be something only lords with wealthy fiefs- city could afford (NPCs seems already to follow that rule.. problem is the player, that even when playing as a mercenary as no problem to afford the wages of uber-elite armies).
That said I am welcome to any new ideas and I will welcome with open arms any help you may want to give, especially script wise since I am no way able to do that.
9. CREDITS AND THANKS
The mod was done by me alone (Cremo - you can contact me via PMs on the M&B boards for any info, and I'll be happy to reply) yet I wouldn't have never done this without the aid of the fantastic tools that HokieBT (troop editor) and Jordan (item editor) have made.. thanks a lot guys!
Of course major thanks must go to Armagan and all his team for creating and releasing one of the greatest game ever! Also thanks go to the guys in the historical boards of m&b which have given me some feedback on "swingable polearms" from horseback.
I know this mod is so small and "naive" compared to other bigger mods that will come out later.. yet that's what I was able and wanted to do.. and, frankly, I'm happy to be able to play with it since from the release of the final game I really didn't like how many things were handled (still loving the game tough) thus felt the urge to modify those.
I didn’t expect this mod to have any great success.. but I must admit it has already obtained more than I had imagined! Really thanks to anyone that tried out my mod!
If you wish to "mod this mod" (like adding new items to it or introducing new things) or just take some of the ideas to your mod, well i'm happy that you do if you want to credit me I'll be happy.. but frankly I'm not the kind of guy who gets mad if somone forgets to do that for something as trivial as a game mod!
What i would like yet, is to be informed about them, so i could actually try them out
Well, enough of this.. Hope you'll enjoy this mod and wish you good look.
yours, Claudio
10. SCREENSHOTS
just some of the troops I've made.. keep in mind that many "tier" of troop have multiple variations which aren't shown in these pics (like, for example, nord warriors
can also wear byrnies, and kherghits often carry helmets).
6 of the new vaegir troops
6 of the new swadian troops
6 of the new kherghit troops
6 of the new nord troops
6 of the new rhodok troops
Lord haringoth (now swadian lords have a more proper steed!)
Vaegir knights charging a line of swadian crossbowmen
A vaegir infantry welcome
swadian knight being attacked by vaegir infantry
By Cremo, all rights reserved
INTRODUCTION
Native Improved Mod (NIM) is a mod whose aim is to improve native without modifying his setting, graphics adding new items or companions that weren’t in the original game, or creating anything from blank: this mod wants to handle out many issues of the original native, still keeping all of native’s “feel”, allowing you to play at something that totally feels like native yet is much improved in his continuity.. that you could say it feels “more native” than native itself!
Have you ever thought that, too many times, the troops of different factions were too similar to each other, making it impossible to recognize them without the "show-names" option on? that, too many times, they equipped items they shouldn't have equipped (i.e. nord lords in khergit robes) or that they lacked some "uniqueness" (like vaegir troops being equipped with a mix between nord/khergit items)?
Have you ever thought that it was ridiculous that an heavy armored knight could ride a frail courser as fast as a naked woman on it? or that an horse archer could rode with no hands an horse without any penalty to his maneuverability?
Have you ever thought that the game was "won" when you got like 50 swadian knights since they could win in every condition? while there were troops that were totally useless (i.e. swadian seargents in comparisons to knights that were better even on foot).
Have you ever thought that the armor/weight ratio of many armors in native was without any balance so many times in native? or that you would have never been able to use a longbow on horseback? and that throwing weapons were just too weak?
Than, this mod could be for you, and I suggest you read more about this to find out!
TABLE OF CONTENTS
1. WHAT DOES THIS MOD DO?
2. VERSION HISTORY
3. DOWNLOAD LINKS/CHECK FOR NEWEST VERSION
4. INSTALLATION
5. COMPATIBILITY
6. ARMIES’ BALANCE
7. KNOWN PROBLEMS, CLARIFICATIONS AND ISSUE ABOUT BUGS/FEEDBACK
8. FUTURE EDITIONS AND THINGS I WOULD LIKE TO ADD / HELP OUT THE MOD
9. CREDITS, THANKS AND WISHES, ABOUT USING PART OF THE MOD FOR YOUR OWN MOD
10. SCREENSHOTS
1. WHAT DOES THIS MOD DO, EXACTLY?
To cut it “short” this mod modifies the properties of horses (adding some encumbrance limits to the weight of the soldiers they can carry – no longer will you see heavy armored troops on frail coursers – and modifying all the other stats in order to make each one of them useful, and to create a serious distinction between light, medium and heavy cavalry), weapons (with a great damage increase to throwing weapon – in order to make them finally useful not only to the player, but to the NPCs that now make a far greater use of them – but also a small mod to many other weapons, to put many of them more in line with the power of other weapons, and to create some weapon types that were “missing”: here we are “bastard axe” and “swingable from horse” scythe and military scythe, that still can be used to deal couched damage) and armors (with a focus on consistency of weight/protection: no longer will you see lighter armor give more protection than an heavier one, yet the armor protection of many lighter armors has been improved in order to make the a viable alternative to heavier armors, especially for the footman PC/NPC but also to the horsemen that now have to deal with encumbrance limit of horses).
Note also that troops were modified accordingly to this rules, and now each one of them uses an horse compatible with their armor/equipment type (in particular horse archers now use only highly maneuverable saddle/steppe horse, if they want make to narrow circles around their enemies while shooting: it simply felt inconsistent to me that someone having both hands occupied to aim/shoot a bow could steer an horse as easy as someone with at least one hand free.. note that this also makes the use of throwing weapons from horseback useful, and there are NPCs that effectively use this technique with fast coursers, and are very good especially against those horse-archers).
Yet the mod to the troops was much more consistent than this, because, in order to make each one of the 5 traditional faction of native having a more unique “look” (that will enable you to recognize the different troops even with the “show-name” function turned off), the mod (which still utilizes the original graphic meshes of m&b) “redistributes” – with a maniacal attention – the armor/weapons of each army, so that you won’t any longer find different factions sharing the same equipment.
This is especially noticeable on the Vaegir, which are no longer a mix of equipment between Nords and Khergits, but have their own, unique look (to enhance their “Slavonic” look they now favor spiked helmets, nomad caps – which now are removed from kherghits that carry steppe caps instead – voulges, scythes, bardiches, studded leather, banded armors and fur coats, and all the equipment typical to a faction used to live in an harsh snowy terrain), but it’s also notable on all the other factions, since now everything, from boots to helmets, no longer tends to be “universal”, and you can easily tell the difference even between a rhodok and swadian crossbowmen, not to mention between a lord and another, both in their “civil” and “military” outfit.
In particular helmets will be a very strong “symbol” to recognize each army, with all the classic nasal helmets (guard, norman, segmented and so on) going to swadian (as well as the iconical flat-topped helmets of their knights), leather caps, footman helmets, kettle hats and bascinets to rhodoks, spiked helmets and nomad caps to vaegirs, skullcaps, nasal helmets (different look from swadian ones) and Viking helmets to nords, while khergits now make a “smarter” use of all the “steppe” caps and helmets they’ ve got.. but, more in general, you will always be able to tell the rank/affiliation of each troop just by the helmet it wears (to put it clear, usually all other equipment is also unique, but the helmet is something that really “jumps” to the eye).
Yet it’s important to note that, even if troops were modified both in equipment and stats, this isn’t a “total troop revamp” that modifies the “feel” of native, since I’ve tried to keep and even enhance the “feel” that each army had in the original module.
- Rhodoks and Nords still are foot-only troops, the first one heavily based on spearmen (which now truly are ONLY spearmen, but spears have been improved and now are far better, especially against cavalry) and crossbowmen (which also have been strengthened, but now sharpshooters are a t4 troop and a new, t3 “rhodok veteran crossbowman” has been introduced, while the “spearmen” line, has seen sergeants go to T3: it seemed logic considered the fact that spearmen were never the diamond-point of rhodok army.. now sergeants are more easy to get, while sharpshooter have become more deadly due to their increased rank, making the rhodoks a fearsome army even in the open field), while the second one powerful melee-soldier supported by their ranged troops (which have been far improved over the native version: there must be a “point” to train a troop instead of another.. while in native the nord ranged line really was that embarrassing that any javelin wielding footman was a better investment than a veteran archer.. they still are the “worst” ranged troop line together with swadians, but now they are indeed useful).
- Vaegirs have the best equipped ranged troops in the game, and their cavalry has been improved in term of speed (still retaining that 2h-bardiches mechanic to their knights, while now horsemen carry military scythes that can even be swung, and have fearsome jarids to throw) due to the changes I’ve made to horses.
- Swadians have been edited in order to be less “uber” as well as khergits: the first one have seen their cavalry line – which still is the heaviest in the game and very very strong – a bit nerfed, but this is barely noticed when they are on their steed.. the difference is noticeable when they are on foot instead: now if you want to go into a siege you are better off training sergeants and infantry.
- Khergits mechanic-wise, remain the same, aside the fact that “khergits horsemen” are now a “light
cavalry” unit. And that now lamellar armor is “medium” armor.
But this really keeps us to the next big change of this mod: horses.
As I said previously, horses statistics have been revamped: the idea was to make each horse useful (but keep in mind that saddle/sumpter horses are not “on par” with others, due to their price and to the fact they just require 1 riding skill)
Here’s the new chart:
1) Horses that can carry only light armored soldiers (chest-armor’s weight is 9.0 or less)
- saddle horse*: armor(15) – hp (100) – speed (40) – charge (15) - maneuverability(41)
- courser: armor(20) - hp (130) – speed (44) – charge(17) - maneuverability(36)
*can be used by horse archers
2) Horses that can carry light armored (chest armor weight is 9.0 or less) and medium armored (chest-
armor’s weight is between 9.1 and 20.0) soldiers
- steppe horse*: armor (20) - hp (120) – speed (40) - charge (15) - maneuverability (44)
- hunter: armor (20) – hp (140) – speed (40) - charge (20) - maneuverability (36)
*can be used by horse archers
3) Horses that can carry light armored (chest-armor’s weight is 9.0 or less), medium armored (chest-
armor’s weight is between 9.1 and 20.0) and heavy armored soldiers (chest –armor’s weight is
above 20.1)
- sumpt. Horse: armor(20) – hp(120) – speed (35) - charge (15) - maneuverability(33)
- warhorse: armor(35) – hp(140) – speed. (37) – charge(23) - maneuverability(36)
- charger: armor(50) – hp(145) – speed (35) – charge(27) - maneuverability(33)
More weapon have also been limited to horse use: in native only thing you couldn’t use were board shields,
now every shield with 60+ size is horse forbidden, meaning max size you’ll be able to use is an heater/kite shield.. also weapons like longbows and warbows are no longer usable from horse (making “foot archers” a viable alternative to mounted ones, since they have at their disposal the biggest and most damaging bows).
Shield weights have also been adjusted slightly.
IMPORTANT NOTE
Note that while the troops automatically follow the “encumbrance” limit (meaning you will not find heavy armored troops on coursers, I wasn’t able to actually “force” the player to follow those rules: if you don’t wish to cheat, simply follow those “rules” yourself and remember this easy “armor chart”:
- light armor: from 0.1 up to 9.0 weight
- medium armor: from 9.1 to 20.0 weight
- heavy armor: from 20.1 weight
Keep in mind that the “weight” considered is just the one of the chest armor.
As I’ve already said, now every horse-archer in the game will either use a saddle or a steppe horse, this makes them reached fastly by light cavalry (meaning light-armored soldiers on coursers) that with their polearms and throwing weapons (which can instead be used on every mount without problems, since they just need one arm), will really be strong against them.
Even in this case I wasn’t able to “limit” the player.. yet if you don’t wish to cheat you should only use bows/crossbows on horses different from steppe/saddle horses if you just will shoot while going straight or holding ground.. since “rp-wise” you would need a more maneuverable steed if you wanted to shoot making circles around your enemy.
These changes were really fun because actually they made me able to really make the cavalry of different factions “different”: swadians have a medium cavalry (man at arms with hunters and mail with surcoats) and heavy cavalry (knights in coat of plates and warhorses) making them perfect especially to charge infantry; vaegirs have “horsemen” that are lightly armored with fur coats.. yet on fast coursers wielding polearms and fearsome jarids (which now and are often able to kill lightly armored soldier with 1 hit), making them perfect skirmishers as long as you don’t throw them into heavy infantry ranks.. while their knights are really powerful with their strong (and with an high reach) 2h bardiches and voulges, and have a reasonably fast hunter compared to the slow swadian knights.. yet they are nowhere as good as swadian knights to charge large mobs due to their lack of shield and lower armor.
Khergits archers use saddle horses (steppe for veteran horse archers), while lancers use hunters and their horsemen are similar to the vaegirs ones, carrying spears and throwing weapons (but weaker being them of
lower rank).
Another change (very long and boring to make.. but it was really worth it imho) was done to all the lords of the game (and also to “crown pretenders”): you won’t any longer find nord lords in nomad robes, or khergit ones in plate armor.. every lord is easily recognizable both when they are in their castle (with clothes that enable you to easily recognize their faction and rank without having to “talk” to them first) that when they are on the battlefield, where they will adopt a type of warfare compatible to those of their troops (for example, you won’t find any longer nord lords ridings horses: they now often carry 2h sledgehammers, great axes, 1h and Huscarl shields, throwing weapons, long bow and so on).. Their stats/equipment has been really improved in general.. and now you will often find yourself in the urge of eliminating those nasty lords fast due to their power – now they won’t be just some “enemy troop” but they’ll often kill multiple enemies like the player does!
That’s basically all.. but to know “everything” you will have to play the mod.. since many minor things have
changed, that I don’t have the time to point out here like.. just to mention some, a complete revamp of mercenary troops, that will now cost really a fortune to maintain (and, as always, to hire) but probably they now are one of the strongest in the game, as well as a revamp to the equipment of all the bandits/raiders (with the addition of some cool new items to them, that were previously “no longer” available in the game.. nothing unbalancing, but some cool new graphic that feels consistent with those units, and gives the player the ability to acquire those), removed 2h weapons from nord huscarls (I know great axes were cool.. but it really sucked when an hardly trained t5 troop was killed before he could even reach the enemy because it was too stupid to understand that maybe against khergits archers it was best to use a shield.. in general polearms/2h are reserved to non top-tier troops, making them ideal to put behind a line of ranged troops, in order to form a nice barrier against enemy cavalry.. while top rank infantry troop usually carry solid shields, in order to make them perfect in sieges), and a lower level to NPCs companions, in order to have more “freedom” of choice about their progress of some NPCs like Artimenner and Rolf that, due to their high starting level, were already “made”.
2. VERSION HISTORY
- V. 1.0: mod release
- V. 1.1: hotfix for khergit lords that now wear the proper civilian clothes.. Thanks D’Sparil!
- V. 1.2: adjustments to horses (Thanks Wanuvas) and warbows available in shops (thanks LOSTknight)
- v. 1.3: compatible with 1.010 (and 1.011), kherghit claimant is no longer shirtless(Thanks Smiling Demon), glaives and waraxes no longer deal piercing damage when swung(Thanks
Smetrios)
3. DOWNLOAD LINKS / CHECK FOR NEWEST VERSION
To download the mod, or simply check if there’s a new version available, simply check this link: https://www.mbrepository.com/file.php?cid=1&id=899.
Feel free to leave any general comment and vote my mod there but, please, for any articulate comment/feedback/bug you may find, use the thread on taleworlds’ forum:
http://forums.taleworlds.com/index.php/topic,46535.15.html.
4. INSTALLATION
To install the mod just follow this procedure:
a. go into you m&b directory, than into your “modules” subdirectory;
b. into the “modules” subdirectory copy the “native” directory (select it and CTRL+C) and then paste it (CTRL+V) thus creating a “copy of native” directory (inside the
modules folder); -> important note: your native directory must not have been edited by other mods or it won't work! if that's the case you'll have to make a new
installation of m&b in order to have the original native folder unmodified before you proceed to copy/paste it.
c. rename the “copy of native” directory to “native improved mod”;
d. extract all the files in this archive into the “native improved mod” directory (overwrite everything);
e. run the game (remember that you have to choose the “native improved mod” as the “current module” in the game launch-menu).
f. Play!
5. COMPATIBILITY
Native improved mod 1.3 is compatible with every release from 1.0 to 1.011.
Due to the few files that are actually modified by this mod (Item_kinds1 - item properties – and Troops - soldiers stats and inventory) it can probably be compatible with newer version that could come out later, even if the mod isn’t adjourned.
Compatibility with other mods (like Formations and Morale from Mirathei) is usually possible: just install NIM after you've installed the other mod you want to play with (basically overwriting "item_kinds1" and "Troops" with the one you can find in NIM's zip file).
Still you can always check the forum (http://forums.taleworlds.com/index.php/topic,46535.15.html) to see if a newer version is available.
6. ARMIES’ BALANCE
Troop balance was tested by my personally, creating an army of 50 troops (30t3 and 20t4 of my choosing) of each faction, and trying to defeat a 75ish enemy war force.. I was able to manage and win all battles without me fighting, but just leading my troops.
Keep in mind that m&b is a single player game. We don’t need it to be 100% balanced (especially considered that due to the AI the player ménages to always have an advantage over it). The game is fine as long as you are able to play it and you either don’t find an opponent to be unbeatable or too easy to beat when it shouldn’t be the case (this means that it’s not an issue if you are easily beaten by an army which is far greater/has better troops than yours nor the opposite).
Tactics I used varied.. yet don't expect to win by charging with your cavalry a huge mob of rhodok spearmen staying in formation on hills..
Best tactic I've found were this:
o Swadians: I used their cavalry to kill the enemy and distract its main forces (still trying to charge the edges of the army, and avoid charging them through the middle when without the number advantage, because that means losing a lot of men) while helped by swadian sharpshooters that often were able to shoot at the backs of other troops, maybe with the backup of some sergeant/infantry covering them.
o Rhodoks: I used an even army of sergeants and veteran crossbowman/sharpshooter, ordering them to hold in place (with sergeants often being like 20 pace ahead of them a t the beginning and spreaded out so to work as "pin cushions" against enemy arrows), and to stay close (trying to form a double line of sergeants xbowmwen in the back) especially useful against cavalry.
o Vaegirs: I used an army of 20ish marksman/Archers, less than 2 infantry with their 2h weapons to make a second line against cavalry behind them, and 20ish horsemen, with just a bunch of knights.. Tactic was to hammer the enemy with my archers, while trying to distract the main force with cavalry.. Horsemen are frailer than swadian ones, yet faster and more "offensive", and ranged troops are better..
o Nords: the best tactic is to try and force the enemy to go into your melee mob, this means you have to use the terrain accurately (especially if the enemy at the beginning stays on the defensive it's important to try and reach them by using hills and other means of cover to avoid being shoot from far.. if that's impossible yet, remember that ammunition is limited.. thus a good tactic is to simply spread out your infantry and, after ordering them to "hold their fire" (so they will surely use their shield and won't attempt to use throwing weapons instead) make them advance until they are reached by the first arrows.. which will be far weaker than from a nearer distance: they will eventually finish those arrows and they'll charge your (or either you'll be able to do that having lost a lot less men).. your archers are useful, yet they are not very protected.. so when a lot of cavalry is around, keeping them near your footmen is a must, while in foot-centered fights, it's really good to put them on the flanks/back of the enemy, which is occupied fighting with your footmen.
o khergits: always try to fight in plains, since otherwise your horse centered troops will really have a great disadvantage.. if you have a lot of archers, try and make circles against your enemy.. yet keep in mind that if they have ranged troops (especially if they are vaegirs/rhodoks) your best bet is to let them waste their arrows from afar while you order your archers to hold their fire and then cancel the order when, with enemy arrows finished, you can make narrow circles.. Lancers aren't bed.. yet don't expect them to be able and charge enemy on harsh terrain, and don't waste them against a compact wall of rhodoks/nords.. try to make them loose formation first, by running in circles around them.
IMPORTANT:
o remember to actually check out how differently troops are equipped, because not always higher rank troops are better than lower ones for certain roles: for example infantry lines tend to have their top tier troops equipped with shields (that is to make them the best for sieges), while often (vaegir and swadian t3 infantry) will carry 2h/polearms: this makes them perfect to stay behind a line of archers/xbowmen to help against cavalry, because, due to their high reach weapon, they’ll be more effective than T4 troops that have an assured shield (because their role is that of being strong in sieges.
o for any info/hint/feedback on troop equipment/stats/balance please use the thread on the forum (http://forums.taleworlds.com/index.php/topic,46535.15.html).
7. KNOWN PROBLEMS, CLARIFICATIONS AND ISSUE ABOUT BUGS/FEEDBACK
there are a few known problems (some of which have already been mentioned in the previous sections) but also things some people pointed out that instead “work as intended”.
Please check the thread on the forum (http://forums.taleworlds.com/index.php/topic,46535.15.html) to see the adjourned list or to point out any new bug you think to have found or to suggest any solution/change to the known problems.
a. Loot of some troops is way more abundant that it should be (for example sea raiders carry a lot of shields). This is a known issue whose cause is dependant by the fact for balance reasons I had to give a lot of "copies" of the same item to some troops in order to be scure to have an higher chance of them actually equipping it over something else they could equip (for example I gave like 10 short spears 2 pikes and 2 medium and long spears in the inventory from which the rhodok spearmen have to choose their equipment, so that there's an higher change they'll get short spears than other weapons), problem is that this seems to affect the amount of loot you receive.. This problem will be eventually solved in future releases (yet I don’t know if I will simply reduce the “looting” skill power, in order to balance it with the new increased item tables, or will find another way to solve the problem). Thanks to LOSTknight and Confed for providing feedback on this first.
b. Horse rules are not forced to the player: as I said, I simply wasn't unable to "force" horse restrictions to the player.. yet, even if I was able, I would have found it unnecessary, since troops already follow those rules (due to the horse they are given), while you, as a player, can simply choose to follow the rules by yourself: use an horse that is compatible with your chest armor weight, and, if you want to make circles around enemies while shooting with a bow, use a saddle or steppe horse.. That is if you want to play legit.
c. Shield restriction on horses can be exploited, by creating a combo of 1h/shield weapons: that's a native bug.. I can do nothing about it.. but to point yourself at your self-responsibility: don't cheat if you want to play legit.. it's really that simple!
d. Rhodok lords use Warhorses on porpoise, that's not a bug, but simply the lords lead their foot troop from a steed often with a 1h weapon without shield, and with the distinctive looks of a xbow on their back (which they will of course use in sieges).
e. Vaegir sabers are different from khergits sabers: they have straight hilts (with different graphic), and
less recurved blades, just check.
f. vaegir often carry nomad boots as well as khergits.. I would have loved to give them different boots, yet no more models were available (Aside the horrible looking "hunting boots").. still it's just a low tier troop issue, and, anyway, all armor pieces are different.. so it's easy to distinguish them anyway.
g. pilgrim armor weight/protection is out of scale.. yet it's not acquirable by the player (unless you strip Jeremus naked) and I decided to not modify it due to it being the armor you HAVE TO use in some minigames and fearing to make them too hard.
h. Sanjar khan "civilian" cloth is a lamellar vest: works as intended.
8. FUTURE EDITIONS AND THINGS I WOULD LIKE TO ADD / HELP OUT THE MOD
I don't know if there will be "space" (or simply the "time" for me) to release future editions of this mod (aside for some hotfix that I could make for minor issues that could be found.. but yet I hope there aren't any!)..
With the module system coming out, more and more elaborate mods will come out, that will be able to add graphic and modify far more deeply the game.. yet this is why this mod could have a future: it's philosophy is not to "revolutionarize" native, but to simply make it a "better experience", while retaining all of its setting and gameplay feel.. thus, even after greater and complex mods will be released.. maybe at one time you will want to try and play the original native.. and I think that this mod is simply a non revolutionary improvement of it (that's just my 2c, of course!).
It’s important to note that, as it was already said, purpose of the mod it to “improve native, but keep it native”.
This does not only mean that this mod aims not to revolutionarize the game with a new setting or totally new things, but this also explain how the mod should work: what I mean is that this mod is about “improving native by using native”, this means that I don’t plan to add totally new things, yet I would like to implement/modify every small thing that could have been improved in native: focus should be on easy to make changes that would improve native instead of great modifications hard to realize and able to totally change it.
Look, for example, at how I handled out horses: I simply edited their stats and then assured myself that the troops carried an horse which was in line with their armor.. yet I could have done something different and more complex (like making riding speed work similar to athletic and be affected by the player/npc encumbrance: this would totally rock and, on day, I could add it to the mod – I bet for a scripter it would be easy to do, so if you want to help out, I’ll gladly accept your help at open arms! – yet this didn’t prevent me to solve the problem in an alternate and easier way, like the one I used).
there is one thing, in particular, that I would like to focus on to improve native in a future release:
Improve the “economic-difficulty” of the game.
The game “economic-wise” is just too easy to my taste.. once you get over the initial part of the game (which is about getting some experience to your character, equipping it with decent stuff, and recruiting your HERO companions, training them in party skills and equipping them too), money is no more of a problem: once you’ve bought the best equipment, it’s yours forever, it never decades (aside shields/horses), and that’s it.
Also troop wages are not much of a problem..
You don’t actually need to have fiefs or having a lot of leadership to have an army of 100 soldiers and like 100 150 in your castle-city.
I would like to review completely the wages of troops, so that to have like 30-40 knights should be something only lords with wealthy fiefs- city could afford (NPCs seems already to follow that rule.. problem is the player, that even when playing as a mercenary as no problem to afford the wages of uber-elite armies).
That said I am welcome to any new ideas and I will welcome with open arms any help you may want to give, especially script wise since I am no way able to do that.
9. CREDITS AND THANKS
The mod was done by me alone (Cremo - you can contact me via PMs on the M&B boards for any info, and I'll be happy to reply) yet I wouldn't have never done this without the aid of the fantastic tools that HokieBT (troop editor) and Jordan (item editor) have made.. thanks a lot guys!
Of course major thanks must go to Armagan and all his team for creating and releasing one of the greatest game ever! Also thanks go to the guys in the historical boards of m&b which have given me some feedback on "swingable polearms" from horseback.
I know this mod is so small and "naive" compared to other bigger mods that will come out later.. yet that's what I was able and wanted to do.. and, frankly, I'm happy to be able to play with it since from the release of the final game I really didn't like how many things were handled (still loving the game tough) thus felt the urge to modify those.
I didn’t expect this mod to have any great success.. but I must admit it has already obtained more than I had imagined! Really thanks to anyone that tried out my mod!
If you wish to "mod this mod" (like adding new items to it or introducing new things) or just take some of the ideas to your mod, well i'm happy that you do if you want to credit me I'll be happy.. but frankly I'm not the kind of guy who gets mad if somone forgets to do that for something as trivial as a game mod!
What i would like yet, is to be informed about them, so i could actually try them out
Well, enough of this.. Hope you'll enjoy this mod and wish you good look.
yours, Claudio
10. SCREENSHOTS
just some of the troops I've made.. keep in mind that many "tier" of troop have multiple variations which aren't shown in these pics (like, for example, nord warriors
can also wear byrnies, and kherghits often carry helmets).
6 of the new vaegir troops
6 of the new swadian troops
6 of the new kherghit troops
6 of the new nord troops
6 of the new rhodok troops
Lord haringoth (now swadian lords have a more proper steed!)
Vaegir knights charging a line of swadian crossbowmen
A vaegir infantry welcome
swadian knight being attacked by vaegir infantry