Archeymod (open source) *WIP* v0.1 working on it again

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Hi there,
This is the first mod i made, I've started it when 0.903 module system was released but haven't worked much on it back than.
Almost all of it is made/coded/scripted by myself except for the autoloot and formations.

Team:
Ibanez -Coding, scenery, all kinds of things
Arislide -Map

Credits:
Ibanez-For being both a nice person and a good help
SlayerKiller-Screenshots&testing
Mirathei-Formations
fisheye-Autoloot
DanTheMan2-testing&feedback

Features:
-Two new factions, and all troop trees redone

-All faction troops wear same style armor (swadia only white, vaegirs only leather, nords only mail etc.)

-Few new items
(few new models, more to come, more retextures)

-3 or more Ladders instead of 1 at sieges
(so far only swadian +rhodok towns done,
going to edit all siege scenes)

-Bridge fights
(when you attack or get attacked on a bridge on the world map,
you fight in a scene with a large bridge over a river)

-Items balanced, unable to block thrusts without shield

-Less hitpoints for horses

-Larger parties & Recruitment increased
(Battle sizer recommendend)

-Seperated limited recruitment from both village
(same as in native but more troops)
and towns (different troop tree)

-More types mercenaries
(Used by some of the lords too)

-Lot more effective spears (especially against horses)

-More effective crossbows (especially against armour)

-More effective bows, but only against unarmoured troops

-Formations by mirathei

-New lead_charge AI

-Autoloot by fisheye, and no more complaining NPCs

-Unique lord armies
(means there are lords with 100% archer armies,
or 100% mercenary armies, 100% melee etc.)

-Lots of looters/horde parties

-New banners
(only 3 so far, more to come)

Everything, scenes codes and stuff that was made by me can be used without asking for permission, and credits are optional but appreciated

Download link: (All got crashes, trying to fix for next version.)

M&B Repository
https://www.mbrepository.com/file.php?cid=1&id=1081
FileFront
http://files.filefront.com/Archeymodrar/;13101690;
RapidShare (probally broken)
http://rapidshare.com/files/189224220/Archeymod.rar
Mediafire (probally broken)
http://www.mediafire.com/?eytdnhetmzz

Screenshot of a bridge battle
Screenshot of an 'unique' lord party, only infantry

Suno with 3 ladders and vaegir archers on it.

Village walls feature (Only almost all swadian villages done, only works against bandits and raiding lords, no other advantages)

Swadian Pikemen and Ensigns defending the bridge against an horde. (They lost, altough they killed like 80 of the 200 with only 14 Swadians)


Veluca
mb20090131201824ei1.png

mb20090131201744ve6.png

Jelkala
Here are the 5 ladders, 3 on the wall, 1 on the tower and one more on the wooden battlement.
mb20090128112336df0.png
The streets. There will probally also be fought for the gate, since reinforcements will come either through that gate or see pic 3 for the other route.
mb20090128112435sc4.png
The streets, and the walls on the left. This is the other route for the reinforcements.
mb20090128112458dj1.png
The courtyard, where the reinforcements come from
mb20090128112526oz4.png
Overview
mb20090128112552ov4.png

Things to do:
-Fixing that crash (any info about people that do get error messages would be helpfull)
-Adding some more banners
-Changing the world map (including mountain passes and scenery)
-Changing every siege scene
-Completing the village walls feature that I haven't told about
-Fixing some AI pathfinding problems if I can
-Scripting battles some more
-Being able to give orders to parties of your faction (for example the Swadian Empire Patrol, and Swadian Empire Party)
the difference:
  -Parties: These can be ordered to do anything, raiding villages, helping with sieges, attacking enemy parties, patrolling, defend allied castles etc.
  -Patrols: Can only patrol at nearby bridges and allied cities
-Being able to set up fortifications at mountain passes and bridges (like wooden stakes and maybe wooden archer towers and walls)

Added banners:
archeymodbanner1textoo8.jpg

Code:
[URL=http://forums.taleworlds.com/index.php/topic,55691.0.html][IMG]http://img25.imageshack.us/img25/4184/archeymodbanner1textoo8.jpg[/IMG][/URL]

archeymodbanner2textmo7.jpg

Code:
[URL=http://forums.taleworlds.com/index.php/topic,55691.0.html][IMG]http://img24.imageshack.us/img24/2457/archeymodbanner2textmo7.jpg[/IMG][/URL]
 
-Bridge fights
(when you attack or get attacked on a bridge on the world map,
you fight in a scene with a large bridge over a river)
Good boy... That is just a great feature....

Anyway, Thank you for crediting me... :smile:
 
Bridge battles? Nice! I'll have to take a look!

Telawhatsyourface: do you have to quote the entire first post just to add your stupid 3 letter reply?
 
This mod sounds fun, and those brigde fights will fun. I sure will play it when it comes out.
 
Cool... so could this be used with other map features then? For example if you had some farm icons on a map and you fought near them you could go to a scene with cornfields and a farmhouse etc?
 
Dain Ironfoot said:
Cool... so could this be used with other map features then? For example if you had some farm icons on a map and you fought near them you could go to a scene with cornfields and a farmhouse etc?

If someone  could code that, it would be awesome.
 
FuryOfViking said:
Dain Ironfoot said:
Cool... so could this be used with other map features then? For example if you had some farm icons on a map and you fought near them you could go to a scene with cornfields and a farmhouse etc?

If someone  could code that, it would be awesome.

When you downloaded it, go to the ModuleSystem inside, and check in module_game_menus
"encounter_attack"
there you can see how it's done

(uploading to rapidshare too, since some people don't like mediafire)
 
[/quote]

When you downloaded it, go to the ModuleSystem inside, and check in module_game_menus
"encounter_attack"
there you can see how it's done
[/quote]

Thanks i am kinda newbie at coding  :grin:
 
Oh lala :smile:
Great idea with more ladders and a bridges, hope other MODs can use some of that.
Bridges can make a great tactical advantages/disadvantages  :grin:
 
Dain Ironfoot said:
So another question which is slighty unrelated, could we have AI parties guard bridges and other sorts of scene?

I think it could be done, but I never modded Ai on world map before.

Should be done with something like patrol_radius 1 and party_patrol_around_party p_bridge_1
 
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