DOMA_
Knight
Download Link : http://www.mbrepository.com/file.php?id=2704
Scene code
Old forum link : http://forums.taleworlds.com/index.php/topic,162508.0.html
NEW UPDATES 7/22 Alpha 6
Change log
NEW UPDATES 4/2 Hotfix 4/4
Change log
NEW UPDATES 4/5
Change log
NEW UPDATES 4/7
I've looked around many 'pros and cons', and I accepted many suggestions.
Here is a change log
□ Overview (a little different from the real scene. Because the screenshot below is old one.)
what it now (alpha version)
□ A center city (Jerusalem)
○ A cityhall
- A job center ( Peasant, Serf, Footman, Crossbowman, Doctor, Engineer, Sailor )
- A jail
- A coart
- A guardhouse (2th floor)
○ A church
○ A mosque
○ A tavern
- Basic weapons
- Bedrooms
- A meeting room of resistance
- A door that you can go up to the rooftop (3rd floor on a ceiling)
○ A blacksmith
○ A harbour
- Export stocks ( woods/ores/ refined woods/ refined ores )
○ A sword-fighting arena
□ A suburb
○ A hut
- Sell woods
○ A stable
○ A jousting stadium
○ Mines
□ Each castle
○ an armory / a blacksmith / beds
○ thrones
- A door that you can go up to a top of the keep ( only the faction that owns the castle )
○ A harbour (no green's)
○ A forward tower
□ A bandit lair
○ An armory
○ A job center ( Ruffian, Brigand, Engineer, Pirate )
○ Beds
○ A blacksmith
□ Features of the factions
○ Red
- Feature : Strong cavalries and a castle with a moat.
- Theme : France, Holy Roman Empire
- Arm strength : Cavalry lv 5 , Infantry lv 2, Archer lv 2, Crossbowman lv 2
- Catle strength : lv 5
- Specialty : heavy armored horses, lances / heavy lances , swords
- Accessibility of mines : lv 3
○ White
- Feature : Well-balanced troops.
- Theme : Islams
- Arm strength : Cavalry lv 4 , Infantry lv 3, Archer lv 3, Crossbowman lv 3
- Catle strength : lv 3
- Specialty : Weapons of Sarranid ( Axes, Scimitars..etc ), bamboo spears, lances, light shields
- Accessibility of mines : lv 3
○ Blue
- Feature : Strong infantries and archers.
- Theme : Vikings
- Arm strength : Cavalry lv 2 , Infantry lv 5, Archer lv 5, Crossbowman none
- Catle strength : lv 3
- Specialty : Axes of nords, round shields, many strong bows
- Accessibility of mines : lv 4
○ Green
- Feature : Defensive strength of infantries and crossbowmen is very good.
- Theme : Switzerland, Milan, Venice
- Arm strength : Cavalry lv 2 , Infantry lv 5, Archer none, Crossbowman lv 5
- Catle strength : lv 4
- Specialty : Board shields, Maces, Many strong crossbows, Pikes, Siege hammers, Plate-armors
- Accessibility of mines : lv 2
□ Screenshots
Scene code
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sea_outer_terrain_2
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sea_outer_terrain_2
Old forum link : http://forums.taleworlds.com/index.php/topic,162508.0.html
NEW UPDATES 7/22 Alpha 6
Change log
- Blacksmith&Doctors' guild is added : Faction 8
- the Christian religion faction is added : Faction 6
- the Muslim faction is added : Faction 7
- Faction 6,7,8 gain profits from the town markets
- Available troops of faction 6,7 : 'Militia', 'Traveller', 'Huntsman'
- Available troops of faction 8 : 'Healer', 'Doctor', 'Craftsman', 'Engineer'
- All castles now have 'inner castle'
- You don't need any ladders to occupy castles, but it will be very hard to do without ladders.
- 'Mines' are capturable and defendable. And, the mine is Faction 9. (this is just for occupying them)
- Improved respawning method.
- Etc.. (Many things)
NEW UPDATES 4/2 Hotfix 4/4
Change log
-Castle gates(big doors) are added : it means less castle raping from opened gates
-The black smith is moved near the wood hut.
-Stockpiles for commoners are added to the wood hut and the blacksmith.
-Stockpiles are added to the bandit lair.
-Useless towers are deleted.
-A slave cell is added to the city harbour.
-You cannot change your troop as 'Footman' when you are in 'Commoners' (You can be a crossbowman)
-Proper names of territories are added.
-Useful towers are added. Use 'a rooftop door(a teleport door)' in the castle(near the castle stairs) to go up the tower.
-Some bugs are fixed.
-Refined economy-balance.
-The black smith is moved near the wood hut.
-Stockpiles for commoners are added to the wood hut and the blacksmith.
-Stockpiles are added to the bandit lair.
-Useless towers are deleted.
-A slave cell is added to the city harbour.
-You cannot change your troop as 'Footman' when you are in 'Commoners' (You can be a crossbowman)
-Proper names of territories are added.
-Useful towers are added. Use 'a rooftop door(a teleport door)' in the castle(near the castle stairs) to go up the tower.
-Some bugs are fixed.
-Refined economy-balance.
NEW UPDATES 4/5
Change log
1. The map for Alpha 5
2. Add many 'Jails' to each castle, city, harbour, bandit lair.. etc
3. Add a gillotine
4. Add a guard tower near the hut
5. Add iron ore stockpiles ( An iron ore stopile of the bandit lair is on the bandit's harbour. )
6. Proper signs for each territory
7. Etc
2. Add many 'Jails' to each castle, city, harbour, bandit lair.. etc
3. Add a gillotine
4. Add a guard tower near the hut
5. Add iron ore stockpiles ( An iron ore stopile of the bandit lair is on the bandit's harbour. )
6. Proper signs for each territory
7. Etc
NEW UPDATES 4/7
I've looked around many 'pros and cons', and I accepted many suggestions.
Here is a change log
1. No combatants to commoners (only Peasant, Doctor, Engineer, Sailor)
2. No heavy weapons to commoners (there are only a weak shield, a sword, an awlpike (for guards or sth))
3. No mining picks to commeners (If you want to earn much money, join factions!)
4. Resized trees
5. Add bushes and rocks
6. No invincible portcullises. All of them are substituted for 'destroyble gates'
7. ETC
2. No heavy weapons to commoners (there are only a weak shield, a sword, an awlpike (for guards or sth))
3. No mining picks to commeners (If you want to earn much money, join factions!)
4. Resized trees
5. Add bushes and rocks
6. No invincible portcullises. All of them are substituted for 'destroyble gates'
7. ETC
□ Overview (a little different from the real scene. Because the screenshot below is old one.)
what it now (alpha version)
□ A center city (Jerusalem)
○ A cityhall
- A job center ( Peasant, Serf, Footman, Crossbowman, Doctor, Engineer, Sailor )
- A jail
- A coart
- A guardhouse (2th floor)
○ A church
○ A mosque
○ A tavern
- Basic weapons
- Bedrooms
- A meeting room of resistance
- A door that you can go up to the rooftop (3rd floor on a ceiling)
○ A blacksmith
○ A harbour
- Export stocks ( woods/ores/ refined woods/ refined ores )
○ A sword-fighting arena
□ A suburb
○ A hut
- Sell woods
○ A stable
○ A jousting stadium
○ Mines
□ Each castle
○ an armory / a blacksmith / beds
○ thrones
- A door that you can go up to a top of the keep ( only the faction that owns the castle )
○ A harbour (no green's)
○ A forward tower
□ A bandit lair
○ An armory
○ A job center ( Ruffian, Brigand, Engineer, Pirate )
○ Beds
○ A blacksmith
□ Features of the factions
○ Red
- Feature : Strong cavalries and a castle with a moat.
- Theme : France, Holy Roman Empire
- Arm strength : Cavalry lv 5 , Infantry lv 2, Archer lv 2, Crossbowman lv 2
- Catle strength : lv 5
- Specialty : heavy armored horses, lances / heavy lances , swords
- Accessibility of mines : lv 3
○ White
- Feature : Well-balanced troops.
- Theme : Islams
- Arm strength : Cavalry lv 4 , Infantry lv 3, Archer lv 3, Crossbowman lv 3
- Catle strength : lv 3
- Specialty : Weapons of Sarranid ( Axes, Scimitars..etc ), bamboo spears, lances, light shields
- Accessibility of mines : lv 3
○ Blue
- Feature : Strong infantries and archers.
- Theme : Vikings
- Arm strength : Cavalry lv 2 , Infantry lv 5, Archer lv 5, Crossbowman none
- Catle strength : lv 3
- Specialty : Axes of nords, round shields, many strong bows
- Accessibility of mines : lv 4
○ Green
- Feature : Defensive strength of infantries and crossbowmen is very good.
- Theme : Switzerland, Milan, Venice
- Arm strength : Cavalry lv 2 , Infantry lv 5, Archer none, Crossbowman lv 5
- Catle strength : lv 4
- Specialty : Board shields, Maces, Many strong crossbows, Pikes, Siege hammers, Plate-armors
- Accessibility of mines : lv 2
□ Screenshots