A newbie's attempt at adding new stuffs to Native

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Wraithling

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Hiya.

This thread is about a few new stuffs that I, a newbie at modding M&B, have experimented with, and what I may intend to add after gathering all different flavours of feedback from.. the feedback givers. So be warned- if you're looking for something at least half decent then you may have accidentally entered the wrong thread , because what I did are at best, the most basic of edits  :oops:

Ah, with that said and done I'm going to outline my stuff until now. I have added:-

- 2 additional factions, complete with their own troop trees,
- 4 additional towns, 11 additional castles and 19 additional villages,
- 7 additional recruit-able NPCs, with a slight change to the original personality clash list,
- various other minor newbie-ish additions.

Let me introduce the two new factions first. They are the Kingdom of Capella, which is a mix of Swadia and Rhodok; and the Kingdom of Tsunai, which is inspired by the 1500s era of Japan. I must confess I am totally bad at making troop trees, so I won't post them here. If someone wishes to help me out in this area by inputting ideas I would be glad of it.


The Kingdom of Capella - (bordered by Nord, Swadia and Rhodok)
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The Kingdom of Tsunai - (bordered by Vaegir, Khergit and Sarranid)
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A few of the new areas:-

Castle Signul
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Castle Canivela
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Castle Tokugawa
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Castle Odawara
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An arena in one of the new towns
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I have tried to custom make all new towns, castles and villages so that they don't look like a clone of the original, but progress is quite slow in this particular field. Next thing I decided to add is more NPCs to be recruited. They are:-

- Sienna, a young exiled noblewoman. (origin: Swadia)
- Otieno, an ex-slave from outside Calradia. (origin: unknown)
- Wahadi, an out of luck slave trader. (origin: Sarranid)
- Dulei, a blade dealing with underhanded jobs. (origin: Vaegir)
- Ina Nori, a tough sword sister wannabe . (origin: Tsunai)
- Bims, a wandering troubadour with a taste for crude jokes. (origin: Capella)
- Joparm, a mercenary for hire. (origin: unknown)

More importantly to the addition of the new characters are the new skills that the recruit-able NPCs give. Below are some tried and working skills-

- Borcha, Deshavi & Rolf: ESCAPE ARTIST. 100% escape chance in the event of a defeat (I excluded siege defense for now) and will remain in party when the main character is freed.
- Marnid: CARAVAN ESCORT. 3% increase in exp and 6% increase in gold per level of Marnid when you successfully complete the Escort Caravan quest.
- Ymira: CLASSICAL KNOWLEDGE. 2% increase in book reading speed per level of Ymira.
- Alayen: KNIGHT CHIVALRY. 6% increase in exp per level of Alayen when you successfully complete the Kidnapped Girl quest. Relation to the quest town also increased from +2 to +3.
- Bunduk: CASTLE DEFENSE. +1 Battle Advantage during a siege defense for every 6 levels of Bunduk.
- Katrin: RATIONS EXPERT. Degradable food will not rot. Food consumption also decreased by 3% per level of Katrin.
- Nizar: VICTORY BALLAD. Morale gained for winning battles increased by 1% per level of Nizar.
- Wahadi: SLAVE TRADER. 1% increase in prisoner sell price per level of Wahadi.
- Joparm: MERCENARY. Doubled wages. Will not have personality clashes with anyone.

I'm currently still testing out or conceptualizing new skills for the remaining NPCs, as well as testing the new areas for bugs in battles. Also all 4 of my new towns are still in the planning phase and need extensive work, and these will be my short-term goals for the moment. Thank you all for bearing with me and reading through this crap  :lol:, so if you have any feedback to give, any at all, I would welcome them greatly. Whether you are a newbie like me who have a different point of view, or you are an experienced modder who can point out the flaws right away, I would appreciate it.

Thanks again. W.
 
i like it! but shouldn't these factions be bigger, and further away from the original factions bu, lets say a mountain ridge or a swamp region? this way the original balance will remain, to keep any faction from truly overpowering any other faction.
 
Sure looks sweet !
Calradia sure needed 1 or 2 more extra factions. The factions who were already there didnt fully cover the whole world as we knew it in the middle-ages. Like asians for instance, I know the khergit's look like them but there sure were more different forms of society's in Asia.
Really like your ideas, job well done !
 
Well, hello! No need to give your thread such a disparaging title, you've done good work. I'm very interested in how you did that with the NPC feat-things (like escape artist) and I like your scenes quite a lot. :smile:
 
I am overwhelmed by the fast feedback by you guys. Will address each reply the best I can.

@IMANU: Hey, good point there. I did try to mark out the empty spaces in the map before I begin for the potential placing of new factions, and I find out that one of the 'prime locations' that I wanted most cannot be expanded anymore, hence the very limited area for the Kingdom of Tsunai. I wish I could push back the map borders some more as to add more mountains between this new faction and the others. On the other hand I think that the Kingdom of Capella (separated by sea) should be far enough from the others :smile:

@Razorback17: Thanks, I agree we need another faction or two as well. But I hardly think my two new factions will suffice for this purpose.. they are mini factions at best, heh. I also hope my take on an oriental asian faction is up to the mark.

@FrisianDude: Hello back! I guess it is fair to say that I am new to the forums and not confident with my offering here  :oops:. Ah as for the various NPC skills, all we need to do is find the desired script and then voila! The escape artist thing is a bit tricky though, there are 3 events (that I have found so far) where the main character will be taken prisoner and the party scattered, and I edited under those three to exclude the NPCs that I want to remain on the party.

@sphere: Thanks, but this forum will do for now, plus I'm not sure this is ready to be 'showcased'. :grin:

@Temuzu: Thanks! I just do my best :smile:
 
Thanks for the positive feedback guys.

@Baron Conrad: It did took me a long while to make the new scenes so actually I have lost my patience several times already, but overall it is enjoyable to slowly sculpt a battle-worthy castle. My villages on the other hand, were simply made.. a few houses here and there, a path, some entry points and I'm done.
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@Dusk Voyager: I'll try :grin:

In the meantime, I've been testing an unnamed new skill for Matheld, which automatically upgrades newly recruited Nord Recruits into Nord Footmen or Nord Huntsmen. When she reaches a higher level, lets say at 16, the upgrades will increase a step further into Nord Trained Footmen or Nord Archers. Basically it means when our main party have a level 16 or above Matheld, we automatically recruit Nord Trained Footmen or Nord Archers from Nord villages. I'm still testing this, so if it turns out to be too unlanaced its back to the drawing board. And I'm still out of ideas for skills for these following NPCs.:- (If you have an idea and would like to help out I will appreciate it!)
- Baheshtur, Firentis, Matheld (still welcome suggestions), Jeremus, Lezalit, Artimenner & Klethi.
- as well as my new NPCs of Sienna, Otieno, etc.

It is a bonus if the skill can suit their personality or their background history. Any other suggestions on other fields are also welcome.
 
The companion abilities thing is really cool. For Klethi, perhaps she could give a bonus to stuff you get from looting villages and raiding caravans, since she seems to like that so much?

A possible skill for Borcha or Deshavi might be 'foraging', where they give you a small bonus to moral, representing their ability to scrounge food up from the countryside to supplement the food you're carrying.
 
Thanks for the ideas demiurge, good stuff here. I like klethi's skills about looting caravans and villages, as it represents the more 'sinister' side of her. For skills like that its a nice alternative for players wanting to build a more 'evil' party. The 'foraging' idea also has merits if it gives bonuses apart from food, which is itself very cheap and shouldn't be a problem for the player to acquire. If you can detail more about this morale bonus you have in mind, either here or via pm, I would appreciate it :grin:
 
Thanks! I didn't mean that they actually gave you food, but that their foraging skill gave you a boost to party morale, and represented their ability to sort of 'flesh out' your provisions with a bit of game, or scavenged food or drink. No that it would keep you from needing to eat, just that it would sort of represent them increasing the variety of what your soldiers have. Dunno though :grin:.
 
This looks great. I like your added kingdoms and companions. What are their units? And more importandly, when is the release date on this?
 
Thanks TheCleverPeasant, glad to have your feedback.

To answer your question, yes, I made some new troop trees to complement the new factions but they are just like a typical Vaegir troop tree with infantry, archers and cavalry, nothing much  :???:

Ah, as for release date I'm still not sure whether to release this thing. It surely is playable (beta) at the moment but still lacked several scenes and some overall polish. I'd like to work on it for another 2 or 3 weeks before releasing this on the Pioneer's Guild, or alternatively I might only release my scenes (as I think the rest is crap :grin:).
 
Nice, so you went into modding too? However that japanese castles should have more japanese feel, with that famous roofs and such.
 
Thanks guys, always glad to hear feeback.

@ John Xenir: I just wish there's a japanese model pack lying around somewhere too :grin:
 
very impressive stuff (I especially love the castles).

by the way if you're interested I developed a bit of code to implement the foraging skill (as a standard game skill), I'm still tinkering with it but I'll post the code as is if anyone want to play with it.

mainly it prevents food from being consumed (doesn't add anything to inventory) so that you don't have to fill your inventory with foodstuff with a large party and to alleviate the food consumption when you're in waiting stages during the game.

I designed it to forage from land, village and town (based on available resources for the last 2), with an evolutive maximum forage limit and range so it's not too overpowered, it's triggered at the same time the troops are eating and you could easily hook a morale boost there.
 
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