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  • 用户:Khali
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  1. Mod idea collection: I want this mod.

    I'd like to see a mod for warband that is set in the stone age. More specifically, the Paleolithic Period, during the Pleistocene geological epoch ( though not necessarily completely historicaly based)

    A few threads that have similar ideas, but none of them still being worked on (I don't think); surely not polished and usable for warband.
    Dawn of Man: http://forums.taleworlds.com/index.php/topic,67009.0.html
    Paleolithic: Fight for the Homo Genus: http://forums.taleworlds.com/index.php/topic,23274.0.html
    Paleolithic mod ressurection: http://forums.taleworlds.com/index.php/topic,54158.0.html

    I think it's important to attempt to keep all the features of warband, by finding some equivalent to the new setting.

    I also think that parties should on the small size.

    Mother bears w/ cubs should be on the map, the mother aggressive, with the cubs just roaming at spawn point. Would be cool if you could "recruit" the cubs after killing the mother bear. Aggressive packs of wolves (even aggressive to other packs of wolves!? IF possible!), spawning in the range of 5-10, but (maybe) able to assimilate ko'd wolves from other packs they've defeated. Would give the possibility of a pack eventually comming to dominate them all...which could prove a problem for the player. Wolves should be moderately strong on a 1 vs 1 basis, but it should be difficult to kill them when they gang up on you. Momma bears should be really tough. As in, hunters would be better off shooting them with arrows or throwing spears at them, then going toe to toe.

    Other spawns could include other forms of Homo Genus (Neanderthal, cro-magnon, idaltu, ect.)


    Money needs to be removed from this mod completely. Pure bartering system.

    Villages should be replaced with roaming "hunting grounds". Instead of the village elder, you'd have a "Elder Hunter" or something. A respected hunter. You can trade for Food from him, get quests, ect. If the hunting ground belongs to you, you can hunt there. Hunting grounds will be attached to "Caves" and "villages" in the same way as villages are attached to castles and towns in native

    Replacing castles, I think, would be caves. Caves with cave paintings!

    Towns will be replaced with villages (which will act as towns. Obviouslly there will be no need for siege equipment. Fences, and small stone walls would be acceptable, I think. Will still need to "siege" it, which will show up as "Planning the attack" which will give time for the defenders allies to come and whoop on you)

    Along those lines, food that doesn't belong should be gotten rid of (example: ALE *Cries*), and the quantity for each piece of food needs to be dropped to 1 (make getting food important)

    weapons should all be bone/stone...maybe some VERY RARE bronze (maybe a quest of some sort-bronze dagger, spear with bronze head, quiver of arrows with bronze heads?)

    Armor should be hide/leather

    Companions should make up the players party until if/when they join a clan/tribe/family unit (which I think should only be through marraige, or very high faction rep- much more difficult then native). Starting your own clan/tribe/family would just involve taking over a cave (castle) or village (town) and incur the wrath of whomever you stole it from, which will make keeping that cave/village very hard since you will be easily out numbered.

    If you go the married/faction rep method of joining a clan, you can take it over by issuing a challenge to the clan leader (maybe with enough rep with the other members of the clan?)

    If anyone is interested, I've got a lot more ideas. I just can't mod much more then simple tweaks and changes; I surely couldn't script all my ideas, or create the needed models.
    _________________________________

    My other idea would be a mod (or add on to another mod such as The Peloponnesian War, Imperium Romanum (brytenwalda submod), or any other roman-esque mod) that expands on the arena by creating a system of gladitorial combat that takes you through the life of a gladiator as an alternative playstyle (or a consequence for being a criminal/hated/captured(if not a lord/king) in which you have to fight to earn your freedom.

    Again, if anyone is interested, it would be a pleasure to bounce ideas.
  2. SOD Warlords - Suggestions & Discussions Thread

    I don't know if this has been mentioned, or if its already in game (I couldn't figure out how to do it, if it is.)...the ability to change your kingdom's culture, would be nice. For example: I like the Villianese, but I don't want to be part of their faction (don't want to miss out on the running my own kingdom thing)...I also don't want to be at war with them, though...But I want to have their troops. I'd like to take over a swadian castle and change the culture to Villianese so the village I captured would produce Villianese recruits.

    To compound onto that, maybe places that npcs take over, switch to their faction automatically? Or maybe it could be a change that takes time?

    I'd also like to see family expanded on. The ability to have children; which might be cool for a hardcore mode in which if your PC dies, time skips ahead until your son is old enough to take over (maybe losing all properties of your kingdom save a single town/castle + their villages?). Maybe the ability to adopt high-relation companions/vassals into your family (in which case, if you died, they'd take over as the heir and you can keep all your property; just end up with a char you didn't build from the ground up)

    I'm a total war nut; if total war added in mount and blade combat as a third layer to their game, I would go crazy with joy :grin: So for now, I just hope I can see some of total war brought to M&B.
  3. Pre-battle deployment

    Would there be a way to make it so you can deploy troops before a battle or siege? I mean, I'd love to be able to place my archers more strategically around a castle I am defending.
  4. "Reserve troops"

    Someone to either mod this, or for the devs to build it into the game: "Reserve Troops" (for lack of a better name), a group of troops that will not, under any circumstances enter combat unless you have no other troops to combat the enemy with. Likely just a single player thing.
  5. M&B Wow Mod

    Warcraft I-III is awesome...Wow is okay... Only thing bad about WoW, really, is how much they retconned previous lore. Jan is right though, the lore was pretty sweet, and there are plenty of free WoW servers out there that have been up and running since beta. A WoW m&B mod would be sweet, the only problems I see would be the fact that skeletons still cant be altered, which would mean no races besides humans. Though, like the Star Wars mod, you could just make 'armor' that made the races... EX: use WoW model viewer to equip a orc with the armor you wanted it to wear, chop it up, import it so that you can 'equip' the troop with the armored 'head' of the orc and set that as the piece of armor that the orc troop would wear....then you'd have to go about making the scenes and all the custom buildings..would be a ton of work, and not something you could post here...but you'd be able to distribute the mod via torrent and keep a blog up somewhere that held the information for the mod (myspace/facebook ect. would work for screenshots/ info write ups)


    I think....
  6. SP Native Custom Commander v1.396 for Warband 1.165+ (source code included)

    Having big issues finding this line: "2133 2 144115188075856758 0" in scripts.txt Am I the only one missing it?
  7. Starving 'em out!

    Alright..I'm sitting at Curaw trying to starve them into giving up...have had then starving to ten days, actually, and the castle commander is still talkin' crap about how they can hold me off until old age >.< Is it even POSSIBLE to get them to surrender using this tactic?
  8. SWORD OF DAMOCLES - GOLD - V4.5 BETA DOWNLOAD

    Perfection, everything included that i've thought should be included in native with the exception of Battle formations and moral... Anyways those could get put in?
  9. Altering leader skills

    Thank you, ill give that a try.
  10. Altering leader skills

    Right, so my next objective is to try and make it so that npc companions/heros's leader skills stack in effect with the player's (Prisoner management/Leadership/Inventory Management), I was wondering if anyone knew of a mod that already does that, or if it would be possible to do it (and if so...
  11. Dionisia (Custom Order Equipment, +) for 0.960 Updated: Mon, July 7

    An option to make it so that npc quest givers (village elders, lords, ect.) always have qests available, would be appreciated.

    Nice Mod,
    Khali
  12. A couple 'how to' questions.

    Right then! Thats great! From what I read of them I thought them being for a previous version (Before .960)
  13. A couple 'how to' questions.

    See....item and troop editors would be awesome, but I dont think the ones ive seen have said that they are compatible with .960, which is what I am running. :sad:
  14. A couple 'how to' questions.

    Looked through the the dialogs and started off with the village elder dialogs and didnt see anything that looked like it was for quests.... Looked through the troops, again starting with the village elders and didnt find anything that hinted at quests....Im rather new at this stuff, took me forever and a couple hours of tinkering to figure out how to edit the item types so that there would be more arrows.. Keep wondering why there are so many 0's and -1's and other jibberish numbers and letters mixed together..how do people read that stuff?! :razz:
  15. A couple 'how to' questions.

    Alright, thanks, time to hunt!
  16. A couple 'how to' questions.

    Question 1: Is it possible to make it so that quest givers always have a quest for you? Question 2: Is it possible to make game time go by quicker when out of pause and when camping/waiting(in a town)? Question 3: Is it possible to alter native so that the game is always running even when your...
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