Highlander
Marquis
Beta Release 0.503:
Status: Stable.
0.503 savegames are compatible with 0.502 and 0.501 as long as you use the same MaB version for all of them!
Download link:
https://www.mbrepository.com/file.php?cid=7&id=933
Mirrors:
http://rapidshare.com/files/161007508/Age_of_Machinery.zip
Trailer by Moff Taka:
http://www.youtube.com/watch?v=qqQ8W1GWPoo
Changelog 0.503:
Features of the current release:
Mod source (module system):
The module system is included in the download. Before releasing any mod with it to public:
Send me a message asking for it.
telling me what mod you want to use it in.
Give me credit.
Old First Post:
Age of Machinery is a mod quite similar to native with a few tweaks which I missed there.
Aim is not to lose the native feeling.
Most of the features are already done (some stuff I made from time to time and now combined into one mod).
Features:
-Highlander's artillery
-Highlander's hunting
-Chell's battle morale
Artillery:
Probably most characteristic for this mod and therefore name giving.
Field Artillery:
This mod is contains a large variety here. Artillery can be build from different engineers of the factions. The numbers of siege engines in battle is limited to 4 per team.
The factions:
Swadians:
Swadian engineers are the best ones in Calradia. With their advanced technology, they are frightened by their enemies.
They are famous for their trebuchets.
Vaegirs:
Vaegir craftsmen are building mangonels.
Rhodoks:
Rhodoks are quite similar to Vaegirs. Averange engineers. Using mangonels mostly.
Nords and Khergits:
Weak artillery. Those factions use mercenary engineers in their armies who build onagers.
The artillery:
Trebuchets:
Very effective. Longest reach and largest destruction. Long reloading time and big map speed penalty.
Mangonels:
Long reach and good destruction. Averange reloading time and big map speed penality.
Onager:
Averange reach and destruction. Fast reloading and small map speed penality.
The projectiles:
Rocks:
The standard ammonition. Round rocks.
Advantage:
As the rock continues to bounce near the ground after hitting it, it can fly through multiple rows of enemies.
Disadvantage:
Quite small area damaged.
burning tar/pitch:
Barrels of thermal weapons.
Advantage:
Area damage. Big causalities, if a close formation is hit.
Disadvantage:
Quite inaccurate and likely to miss the target.
Swadian fire:
Balls of cloth in burning, liquid substance. Greek fire in reality.
Effect is similar to burning tar/pitch, but more destructive. A secret weapon of the Swadians only.
Control:
Artillery is controlled using a modified battle interface.
Siege Artillery:
Not yet done and not sure if they will be.
Problems:
All castle scenes would have to be modified.
Defenders have usually little space for those big engines.
A collision system would have to be created
Building destruction is hard to make. I don't really think a R:TW system would fit well (the wall receives 200 damage and then suddenly disappears).
If you have useable ideas, I might consider doing this.
Chel's Battle Morale:
I'm fascinated by this feature and it fits very well to the artillery.
Hunting:
Information can be found here: http://forums.taleworlds.com/index.php/topic,39335.0.html
Misc.:
I'm planning to implement some stuff like lord recruitment when being a king as well, as this is the most needed feature in my opinion.
Status: Stable.
0.503 savegames are compatible with 0.502 and 0.501 as long as you use the same MaB version for all of them!
Download link:
https://www.mbrepository.com/file.php?cid=7&id=933
Mirrors:
http://rapidshare.com/files/161007508/Age_of_Machinery.zip
Trailer by Moff Taka:
http://www.youtube.com/watch?v=qqQ8W1GWPoo
Changelog 0.503:
- Fixes on the kingdom leader feature: Lords are now always available in the list; 3rd, 6th, etc. fief can now be given to lords.
- Minor spelling corrections.
- 5 instead of 4 siege engines useable on the field.
- New castles that support artillery: Jelbegi Castle, Gunwalder Castle.
- Support of debug mode: People can now edit castle scenes.
Features of the current release:
- Expanded kingdom leading feature
If you create an own kingdom without a claimant...- Recruit lords (available in the camp menu)
- Give your kingdom's terrirory to lords as fiefs(available in the camp menu)
- Cooler Rebel faction names!
- Artillery
- field artillery
Options for building are in the camp menu, you need engeneers for catapults.
Engeneers are new upgrades of "swadian crossbowmen", "vaegir archers", "rhodok trained crossbowmen" and "watchmen".
Use backspace in battle to access the artillery GUI.
- siege artillery
WARNING: unfinished.
Due lack of scene building, the only castle that features artillery is Ismirala Castle.
- field artillery
- Hunting
Herds can be found in forests.- Deer Hunting
- Boar Hunting
- Morale Script
<Made by Chel>
Self explaining. Troops morale added to the battles. Troops might flee.
Mod source (module system):
The module system is included in the download. Before releasing any mod with it to public:
Send me a message asking for it.
telling me what mod you want to use it in.
Give me credit.
Old First Post:
Age of Machinery is a mod quite similar to native with a few tweaks which I missed there.
Aim is not to lose the native feeling.
Most of the features are already done (some stuff I made from time to time and now combined into one mod).
Features:
-Highlander's artillery
-Highlander's hunting
-Chell's battle morale
Artillery:
Probably most characteristic for this mod and therefore name giving.
Field Artillery:
This mod is contains a large variety here. Artillery can be build from different engineers of the factions. The numbers of siege engines in battle is limited to 4 per team.
The factions:
Swadians:
Swadian engineers are the best ones in Calradia. With their advanced technology, they are frightened by their enemies.
They are famous for their trebuchets.
Vaegirs:
Vaegir craftsmen are building mangonels.
Rhodoks:
Rhodoks are quite similar to Vaegirs. Averange engineers. Using mangonels mostly.
Nords and Khergits:
Weak artillery. Those factions use mercenary engineers in their armies who build onagers.
The artillery:
Trebuchets:
Very effective. Longest reach and largest destruction. Long reloading time and big map speed penalty.
Mangonels:
Long reach and good destruction. Averange reloading time and big map speed penality.
Onager:
Averange reach and destruction. Fast reloading and small map speed penality.
The projectiles:
Rocks:
The standard ammonition. Round rocks.
Advantage:
As the rock continues to bounce near the ground after hitting it, it can fly through multiple rows of enemies.
Disadvantage:
Quite small area damaged.
burning tar/pitch:
Barrels of thermal weapons.
Advantage:
Area damage. Big causalities, if a close formation is hit.
Disadvantage:
Quite inaccurate and likely to miss the target.
Swadian fire:
Balls of cloth in burning, liquid substance. Greek fire in reality.
Effect is similar to burning tar/pitch, but more destructive. A secret weapon of the Swadians only.
Control:
Artillery is controlled using a modified battle interface.
Siege Artillery:
Not yet done and not sure if they will be.
Problems:
All castle scenes would have to be modified.
Defenders have usually little space for those big engines.
A collision system would have to be created
Building destruction is hard to make. I don't really think a R:TW system would fit well (the wall receives 200 damage and then suddenly disappears).
If you have useable ideas, I might consider doing this.
Chel's Battle Morale:
I'm fascinated by this feature and it fits very well to the artillery.
Hunting:
Information can be found here: http://forums.taleworlds.com/index.php/topic,39335.0.html
Misc.:
I'm planning to implement some stuff like lord recruitment when being a king as well, as this is the most needed feature in my opinion.