SP Native Medieval Age of Chivalry mod (updated 21/6 with images)

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I'm happy to see any mod going for a more genuine medieval feel, and I think less high quality troops is a good idea. Sounds to me you're going to need some good, ordinary peasant clothes rather than a lot of different armour for this mod. Maybe you've heard of it before, but I would recommend the Maciejowski Bible for inspiraion (found here among other places http://www.medievaltymes.com/courtyard/maciejowski_bible.htm). It's mid C13th French.
 
Hey thanks for that site, I'd never been to it before. Might come in useful.

By the way, I've been working on implementing a ransoming system (to make capturing enemy lords or knights actually something worthwhile). And also I forgot to mention in the features that I'd like the church to make an appearance in the mod in some way. It was a really large part of medieval life and isn't really covered at all in vanilla m&b. Any suggestions?

I should have a few screenshots of new textures I've been working on pretty soon.
 
for ransoming you could do something like a dialouge..

player) I'm willing to ransom you back
prisoner) I can offer "x amount" denars
player) a) hm.. no deal b) hm... deal

then a trigger would fire, the prisoner gets released and however much gold he offered is given to you.

as for churches, you could place a couple monastareys on the map, possibly raidable, or you could take quests form the abbot, such as, deliver parchment to an other town/monastarey, or escort a couple monks to a different monastarey, or town, or hunt down an army that's threatening the monastarey (like the "troublesome bandits" quest in vanilla)
 
I've updated the main post with some images.

Oh, and does anyone know if that "medieval experience" mod still being developed? I haven't heard of it for a while.
 
First Citizen said:
I've updated the main post with some images.

Oh, and does anyone know if that "medieval experience" mod still being developed? I haven't heard of it for a while.
The screenshots have a very cool look with all the different armor patterns and colors! Very nice.
 
First Citizen said:
I eventually want to have each knight matched with a specific horse, armour and shield texture, so it wont be the motley affair you see above.

I've thought up a way to do this, but it's such an utterly vile script that it's probably better wait for an easier way. I certainly wouldn't want to code it. Just thinking about it causes me physical pain, not least because you'd have to have about 100 extra spawn records, one for each knight that could possibly be in the party. This can be less if you want to restrict the number of knights that can spawn, but you couldn't avoid having at least one record for every set of heraldry that you'd want to deploy.

Disenchantingly,
Winter
 
First Citizen said:
I guess just having knights as different troops with the same name would be silly, hey. Hmm...
I think having those awesome coats-of-arms is good enough. They don't have to be different for all the knights.
 
First Citizen said:
It looks so much better when the horse, armour and shield is colour coordinated :razz:
Yes, but making a few different troops for different factions is probably more feasible than making 100 troop types with different heraldry. I definitely agree that the horse/armor/shield should be compatible.
 
I like this mod :smile: Great time period (my 2nd favorite) and ideas you got there. Good luck further developping it!

edit: If you want any items from the Holy War mod, or my help when you get stuck, just pm, I'd be glad to help this mod to a release.
 
First Citizen said:
And also I forgot to mention in the features that I'd like the church to make an appearance in the mod in some way. It was a really large part of medieval life and isn't really covered at all in vanilla m&b. Any suggestions?

1st I want to say great job on the pictures and the work you are doing.

As far as suggestions to including the church. It wasn't uncommon for the church to employ its own guards especially for the bishopries and cathedral towns. The church during that time period was often a spiritua (as well as a temporal) force in the land with extensive holdings and property.

Creating a few "raidable" abbeys could be one way to go, but the consequences for attacking abbeys should be severe.
You could of course also create powerful monestaries and bishopric towns that would employ their guards and where low level characters and parties can seek safety. The church was often granted the right to offer sanctuary to any christian seeking safety from the temporal authorities.
Another way to go with the church would be through the offer of quests and missions by the bishop / abbot. These missions can range from hunting the sea raiders that often prayed on defensless monks, to the search for a holy relic (and those often played a major part in medieval life with almost each church and monestary containing some holy remains or other such items), and other such quests.

To really incorprate the church however you need to include some sort of "spiritual" rewards that you may earn by preforming services to the church. I am a history major not an engineer and would not know how to code spirituality, the only suggestion I could offer is that any "spiritual" or church related quest or mission there should be no monetary only spiritual rewards. Maybe you can attempt to code the game in a way where lay missions and merchant missions offer money but little experience while church missions offer experience but little money. This would be an accurate way to show how a medieval knight was supposed to be both spiritual AND temporal.

In any rate, I hope these suggestions to include the church helped. Good luck with the project and if you need any non-technical help please let me know. :grin:
 
First Citizen said:
the one at the bottem which I blatently ripped off somewhere or other

preview29cd.jpg

If you mean the armour floating by itself in the middle, might be Tomato's, for Forgotten Glory (I recognise the colour scheme and the symbol on the horse). By all means, use it.


Brilliant job, looks amazing. Can't wait for the first release.
 
This looking like a fudging great mod and I would love to help, I can model a little, weapons mostly but I have tried a few helms.
 
If some of my items interest you, take them ! I made some that would fit a medieval look, I also let you modified them if you want (you or everyone else).
I really like the heraldry concept. I hope you'll have some good textures and heralds images.
good luck  :grin:
 
Thanks guys for the support. The texture I was talking about wasn't the one in the middle, I created that (never played forgotten glory before!). It was the horse, down the bottom.

Heres another screenshot:
preview37qk.jpg

The weapons textures are Chel's, I added them to the game to test them for him.

Next I'll have some shots of infantry textures I've been working on.

These shots really don't to justice to just how much a bit (or alot!) of colour adds to the game. Each knight on the battlefield is unique and just gives them that little bit more personality.

What do you think of having your knights able to be "upgraded" to foot knights and "upgraded" back to mounted knights? To give the player extra control.


By the way, does anyone remember any of those old classic medieval films from the 50's and 60's? Like Ivanhoe for instance. You know, the ones where they'd stab the swords in between the other guys arm and torso and the camera angle would make it look like the sword went through the guy? :razz: The ones where the characters were actually beleivably medieval? (Mayby it was the grainy film..) And which were all colourful and chivalrous?
Ah, now you know where I'm coming from!
 
jeansberg said:
Yes, but making a few different troops for different factions is probably more feasible than making 100 troop types with different heraldry.

I said nothing of 100 troop types. I said mission template entries, which are the only feasible way to do it currently. However, knights would never die or fall unconscious. It would be possible to implement a special script to effect losses if we could match an agent to a troop type, but we can't.

It would be a nasty, nasty kludge, take it from me.

Heraldically,
Winter
 
Love the ideas in this mod ... good luck

I definately agree that the knight's horse / shield / armour should be colour co-ordinated.

To start with, it might be easier to just have troop slots for each variation, e.g. Swadian_knight1, Swadian_knight2, Swadian_knight3, Swadian_knight4, etc, and give each its own armour, weapon, horse, shield, etc.

However, one problem with this is that to get all the variations in one party, you have to have at least one of each knight in it, so parties with Swadian Knights would have at least 4 Swadian Knights.

As for items, I think that there were some pig-faced bascinets and possibly some other useful items for you in the Hundred Years War Modhttp://forums.taleworlds.com/index.php/topic,5576.0.html  if you ask Gandalf / Raz they might let you use them.
 
Good looking knights Citizen.

If you're using photoshop for the textures, I bet there is some filter or effect you could apply to the warhorse textures to give the cloth a bit of a worn and weathered look? I think it would make them look better and stand out less from the rest of the game with their bright colors.

The knights also look similar to the ones made for the Hundred Years War mod. Maybe you could ask Raz for those textures if he is focused on the Holy War mod and does not plan to work on the HYW:
http://forums.taleworlds.com/index.php/topic,5576.msg118398.html#msg118398
 
First Citizen said:
The texture I was talking about wasn't the one in the middle, I created that

No probs.

This is the armour from Forgotten Glory:
Wait, can't find it. Just ignore me.

EDIT: I know what it was - it was the lion on the horse next to it is on some of my armour, and it made me think I'd seen it before.

How would you like some nice golden armour as an apology?

goldonhorse.jpg
 
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