SP Native [WB] Alternative Calradia Mod - Version 2 released!

(4 votes) Which factions are the most interesting?

  • Kingdom of Swadia

    Votes: 128 26.4%
  • Vaegir Tsardom

    Votes: 72 14.9%
  • Khergit Khanate

    Votes: 60 12.4%
  • Nordic Colonies

    Votes: 116 24.0%
  • Rhodok Empire

    Votes: 89 18.4%
  • Sarranid Sultunate

    Votes: 70 14.5%
  • People's Republic

    Votes: 157 32.4%
  • Barbarian Horde

    Votes: 144 29.8%
  • Khergit Shogunate

    Votes: 71 14.7%
  • Necromantic Cult

    Votes: 150 31.0%
  • Elven Confederacy

    Votes: 120 24.8%
  • Teutonic Culture

    Votes: 160 33.1%

  • Total voters
    484

Users who are viewing this thread

Punishment said:
Is it me or do the elven special units seem rather weak?

Very lightly armored, not exactly good weapons.
No it is not just you. All elves are generally lightly armored but very fast and quite strong attacks. Druids and Bards will be considerable better than low tiers but not strong enough to take on real troops. Their true strength will lie in their party supporting abilities if I can get it to work which is next on my to-do-list.

Comrade Temuzu said:
Do you need any scenes? I would love to try and give making a Necromancer castle a go.
:grin: Wow, awesome that you offer making a scene for my mod but a necromancer castle would be strange storywise considering that the Necromantic Cult crossed the desert and invaded sarranid territory.

When talking about sarranids, I feel bad for them considering how Little love they get in the poll.  :lol:
 
Yeah, I'm not quite sure of your scening needs, I just figured that the necromancers might have a citadel of their own, but yeah, dont go changing the (Pretty great) story just to add silly things like undead castles. :lol:
 
Comrade Temuzu said:
Yeah, I'm not quite sure of your scening needs, I just figured that the necromancers might have a citadel of their own, but yeah, dont go changing the (Pretty great) story just to add silly things like undead castles. :lol:
I am always open to ideas and changes and nothing is set in stone. When thinking about it, it would be pretty cool to have subtle changes made on some fiefs to make them reflect the many cultures of Calradia. As it is now, 11 factions share 6 fief styles so if you would consider that then it would be awesome but I would feel bad about wasting talent and time on a nobody-modder like myself.

I have also been thinking about making mercenary camps like those in WFaS (Think I saw a tutorial on it) because finding specific mercenaries in taverns is very hard right now. But I probably would not need new scenes for this as it would only take extra time to recruit if you have to enter and leave a scene.
 
Small changes into existing scenes would be fun to do, for example, the Sarranid city taken over by the Necromancers could still be in disarray after the siege, with all sorts of garbage and bodies on the streets, maybe some houses on fire in the distance, Necromancers capturing citizens for their own uses et cetera. Just PM me if you need help, it should be fun. :smile:
 
Comrade Temuzu said:
Small changes into existing scenes would be fun to do, for example, the Sarranid city taken over by the Necromancers could still be in disarray after the siege, with all sorts of garbage and bodies on the streets, maybe some houses on fire in the distance, Necromancers capturing citizens for their own uses et cetera. Just PM me if you need help, it should be fun. :smile:
I will remember this and maybe when I have come further in the mod and its release and quality feel more secured then I may contact you and ask for help.  :smile:
 
I'm being the Necromancers first. I've decided.  :grin:

That being said, I'd like to ask some questions: First, is the Necromantic Cult going to have lords and whatnot? Will they be like, uber powerful necromancers or what? Will the character creation be different than Native? Will you be able to choose your faction in character creation? Also, will you include different faces, like, a skeleton? So I can run around all undead-like :grin: If so, would just the face be a skeleton or the limbs too? Will firearms be purchasable, or will only the People's Republic have them?
 
Daethikus said:
I'm being the Necromancers first. I've decided.  :grin:

That being said, I'd like to ask some questions: First, is the Necromantic Cult going to have lords and whatnot? Will they be like, uber powerful necromancers or what? Will the character creation be different than Native? Will you be able to choose your faction in character creation? Also, will you include different faces, like, a skeleton? So I can run around all undead-like :grin: If so, would just the face be a skeleton or the limbs too? Will firearms be purchasable, or will only the People's Republic have them?
All factions will have at least 10 lords. I am probably going to make most lords considerably more stronger than in Native to act as some sort of miniboss. Especially warrior type lords like Warlords or Warchiefs. Character creation will not be changed how it works but I plan to change the options and rewards from the choices to suit the mod's lore. You will not be able to start in a faction and you will have to join one the old Native way. I had no plan to make skeleton race available for the player considering how strange it would be for the hero of the story to be a mindless puppet but I guess it would be a pity not to make it available purely for fun. The skeleton race is not a whole skeleton and most of the body needs one out of four skeleton armors but if you encase the invisible skeleton parts with armor it can look good with regular armor. Firearms are purchasable in shops but only the Republic uses them but maybe they will be available for a potential customizable player culture troop tree.
 
GunFred said:
Daethikus said:
I'm being the Necromancers first. I've decided.  :grin:

That being said, I'd like to ask some questions: First, is the Necromantic Cult going to have lords and whatnot? Will they be like, uber powerful necromancers or what? Will the character creation be different than Native? Will you be able to choose your faction in character creation? Also, will you include different faces, like, a skeleton? So I can run around all undead-like :grin: If so, would just the face be a skeleton or the limbs too? Will firearms be purchasable, or will only the People's Republic have them?
All factions will have at least 10 lords. I am probably going to make most lords considerably more stronger than in Native to act as some sort of miniboss. Especially warrior type lords like Warlords or Warchiefs. Character creation will not be changed how it works but I plan to change the options and rewards from the choices to suit the mod's lore. You will not be able to start in a faction and you will have to join one the old Native way. I had no plan to make skeleton race available for the player considering how strange it would be for the hero of the story to be a mindless puppet but I guess it would be a pity not to make it available purely for fun. The skeleton race is not a whole skeleton and most of the body needs one out of four skeleton armors but if you encase the invisible skeleton parts with armor it can look good with regular armor. Firearms are purchasable in shops but only the Republic uses them but maybe they will be available for a potential customizable player culture troop tree.


Awesome! Sounds great, thanks for the reply, good luck!  :grin:
 
Defiantly necromancer castles, with torches burning purple fire and all that. Even if the castles remain mostly sarranid, the lord's halls should at least be transformed into an evil place.

Also, customizable character factions would make this mod complete, even w/o all the other features.
 
GunFred said:
Comrade Temuzu said:
Small changes into existing scenes would be fun to do, for example, the Sarranid city taken over by the Necromancers could still be in disarray after the siege, with all sorts of garbage and bodies on the streets, maybe some houses on fire in the distance, Necromancers capturing citizens for their own uses et cetera. Just PM me if you need help, it should be fun. :smile:
I will remember this and maybe when I have come further in the mod and its release and quality feel more secured then I may contact you and ask for help.  :smile:
Roger that. :wink:
 
e27 said:
Defiantly necromancer castles, with torches burning purple fire and all that. Even if the castles remain mostly sarranid, the lord's halls should at least be transformed into an evil place.

Also, customizable character factions would make this mod complete, even w/o all the other features.

Sounds bad ass good idea  :shock:
 
Added to mainpage...

Banners:
I made a few banners for those who want to show support. I may make more later but for now I felt I should focus on other stuff. Many thanks to 10thgaming for inspiring me and showing me how to make them. Also thanks to dcoold for telling 10thgaming about me.  :smile:


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Code:
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Code:
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GunFred said:
Added to mainpage...

Banners:
I made a few banners for those who want to show support. I may make more later but for now I felt I should focus on other stuff. Many thanks to 10thgaming for inspiring me and showing me how to make them. Also thanks to dcoold for telling 10thgaming about me.  :smile:


Code:
[url=http://forums.taleworlds.com/index.php/topic,271842.0.html][IMG]http://imageshack.us/scaled/landing/9/bannerhed.jpg[/IMG][/url]


Code:
[url=http://forums.taleworlds.com/index.php/topic,271842.0.html][IMG]http://imageshack.us/scaled/landing/341/bannerrep.jpg[/IMG][/url]


Code:
[url=http://forums.taleworlds.com/index.php/topic,271842.0.html][IMG]http://imageshack.us/scaled/landing/838/bannernec3.jpg[/IMG][/url]


Code:
[url=http://forums.taleworlds.com/index.php/topic,271842.0.html][IMG]http://imageshack.us/scaled/landing/46/bannersho.jpg[/IMG][/url]

Awesome! I know which one I am using  :twisted:
 
This mod looks really interesting.

This might be a stupid question, but, do Swadian footmen line use one handed/two handed weapons? It's just that I don't see them in screenshots.
 
Bremmelgod said:
This mod looks really interesting.

This might be a stupid question, but, do Swadian footmen line use one handed/two handed weapons? It's just that I don't see them in screenshots.
Sorry for the slow answer, I did not notice there was a question until right now. The swadian infantry uses only polearms. At first they had sword sidearms but this game has a bit of an AI problem so they always switched to their swords by default so I had to remove the swords. The same problem can be seen on the lancers and pikemen as some of them do not even spawn with their polearms if they got one handed weapons.
 
I think you missed a point there... Khergits are Turks and Sarranids are Arabs in real life. There is nothing like Sarranid Jannisary, Dervish or Khergit samurai.
 
Wulfric said:
I think you missed a point there... Khergits are Turks and Sarranids are Arabs in real life. There is nothing like Sarranid Jannisary, Dervish or Khergit samurai.
I would say that Khergits are mongolians in Native and Sarranids are as you say. Khergits in my mod are mongolians/general asians and history have divided their cultures in mongolians and japanese. I do not know if turks are arabs but they are middle easterners which Sarranids are in my mod. Also, Jinete is spanish/moorish so Sarranids in my mod can stretch around southern and eastern mediterranean coast. Dervishes are "someone treading a Sufi Muslim ascetic path". I appreciate criticism and opportunities to explain how I am thinking so thanks.

Antonis said:
The missing point is yours, dude. It is not a historical mod, it is for fun. And seeing his description it will be an amazingly fun mod.
Thanks, the main point I guess would be to split up Calradia in more and smaller factions, each with its unique culture and approach on war.
 
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