NOTE -- THE ARAB CAMPAIGN SHOULD NOW BE FIXED
For those interested, there's a new version of Battle for Sicily available for download. It is an Alpha, meaning that it is incomplete, but I have put an early version up for playtesting and feedback. However, please don't be too upset if your campaign is cut short by a bug and you have to start over.
As always, assistance in modeling, texturing, scene design, and historical research is heartily welcomed.
Here's the download, for a rar archive file.
https://www.mbrepository.com/file.php?cid=7&id=341
If this doesn't work, send me a PM and I'll send you a download link for an installer
Description:
This is an Alpha - meaning that it is incomplete. The campaign should be fully playable as a Lombard or Norman vassal of the Count of Troina, and might be playable as a captain in the service of the Emir of Enna (the code is there for the latter, but it has not been tested all the way through).
This game plays somewhat differently than Native -- there are no quests, and the goal is to fight a medieval war of raids and counter-raids culminating in large-scale siege of the enemy's main fortress. For a more complete, playable mod similar to Native in the same setting, try Battle for Sicily 0.2, which should still be available on the repository.
Screenshots:
The Sicilian countryside
Defending the siegeworks outside Enna
Overview of the Norman's forward base at Troina, with a Greek orthodox church in the foreground (in edit more, hence the odd coloring): http://i93.photobucket.com/albums/l69/nijis/troinaoverview.jpg
Features:
* A dynamic campaign system, where enemy patrols respond to the player's movements, raids are met with reprisals, and pillaging your foe's lands affects his ability to field troops
* Armors and weapons relevant to the time period, and changes to the combat system based on 1066
* New scenes and buildings that (I hope) are plausible reconstructions of what the villages and towns of 11th century Sicily -- a mixture of Arab and Byzantine influences -- would have looked like. The scenes are still very much a work in progress, and I plan on expanding them with the new tools in 0.802 once the module comes out. Anyone help in creating villages and castles would be very much appreciated.
* More developed sieges, with your troops fighting up and down staircases and through towers
Known bugs/omissions:
* There's an invisible barrier surrounding the play area (the County of Troina and the Emirate of Enna). This means that smaller parties will often freeze when they're trying to run away from larger parties.
* There are no quests, offered either by the liege lords or the merchants. You gain experience and rewards by assisting your liege in prosecuting a successful war
* Most character classes are not supported, at least for now
* Byzantines and ships, present to a limited degree in BFS 0.2, are not here, yet. They will be in future versions
* Enemy units, when adjacent to walls, are sometimes invulnerable to missile fire. You'll notice this a lot when fighting inside buildings. As far as I can tell, this is a problem with the collision system in 0.751
Notes on play:
* Talk to your military advisor for in-game help
* Speak to your liege lord every 24 hours or so for an experience bonus based on how well the war is progressing
What's planned for the next version:
* Making a few new provinces (probably Gheflud and Palermo) playable
* A detailed system of feudalism, where both friendly and enemy parties will be led by named commanders. You'll compete against them for prestige in the eyes of your lord, who will reward you with estates on which you can settle vassals of your own.
What's planned for future versions:
* Byzantines and Almoravids
* Ships and a more complicated economic model, for you merchant types
* Feudal, urban and court politics. Each main character will have personality traits, which can cause internal conflicts within factions (if you've played Crusader Kings, you'll have a rough idea of what I'm trying to implement)
* More and bigger scenes
* The rest of the island of Sicily, plus southern Italy, up to Monte Cassino in the north and Bari in the east. Popes, anti-Popes, resentful Norman barons, ambitious merchant princes, and the Emperor
Credits:
Mod design by Nijis
I would like to thank the following designers for their models and textures:
Colt for the map outline
Fisheye for the use of the Norman shields in 1066
RR_Raptor for the weapons xpack
Khaled Ibn Walid for the Saracen shields and surcoats, and for supplying lots of information about medieval Sicily
Sahran for the material on which many of the troop outfits were based
Septa Scarabae for his scale armor
Yoshi for various nautical items and for showing how a naval system might work
Ancientwanker for permission to use TLD's dark courser
Chel for his horses
JiK for the palisade pack
HighElfWarrior for the house building kit
Aqtai for historical advice and pictures
KnightOfHonour for the initial playtesting on v 0.3
The mud wall, brick wall, and Maghrebi door textures are all the copyright of Mayang's texture archive
Many of the names, particularly of the Lombards, came from http://www.sca.org/heraldry/laurel/names/
Thanks also to the 1066 team for adapting the item stats to create what I think is a much more challenging combat system that is more appropriate to the early medieval era than the Native system
And, of course, thanks to Effidium and Thorgrim for their invaluable tools, and Janus for the installer script.
For those interested, there's a new version of Battle for Sicily available for download. It is an Alpha, meaning that it is incomplete, but I have put an early version up for playtesting and feedback. However, please don't be too upset if your campaign is cut short by a bug and you have to start over.
As always, assistance in modeling, texturing, scene design, and historical research is heartily welcomed.
Here's the download, for a rar archive file.
https://www.mbrepository.com/file.php?cid=7&id=341
If this doesn't work, send me a PM and I'll send you a download link for an installer
Description:
This is an Alpha - meaning that it is incomplete. The campaign should be fully playable as a Lombard or Norman vassal of the Count of Troina, and might be playable as a captain in the service of the Emir of Enna (the code is there for the latter, but it has not been tested all the way through).
This game plays somewhat differently than Native -- there are no quests, and the goal is to fight a medieval war of raids and counter-raids culminating in large-scale siege of the enemy's main fortress. For a more complete, playable mod similar to Native in the same setting, try Battle for Sicily 0.2, which should still be available on the repository.
Screenshots:
The Sicilian countryside
Defending the siegeworks outside Enna
Overview of the Norman's forward base at Troina, with a Greek orthodox church in the foreground (in edit more, hence the odd coloring): http://i93.photobucket.com/albums/l69/nijis/troinaoverview.jpg
Features:
* A dynamic campaign system, where enemy patrols respond to the player's movements, raids are met with reprisals, and pillaging your foe's lands affects his ability to field troops
* Armors and weapons relevant to the time period, and changes to the combat system based on 1066
* New scenes and buildings that (I hope) are plausible reconstructions of what the villages and towns of 11th century Sicily -- a mixture of Arab and Byzantine influences -- would have looked like. The scenes are still very much a work in progress, and I plan on expanding them with the new tools in 0.802 once the module comes out. Anyone help in creating villages and castles would be very much appreciated.
* More developed sieges, with your troops fighting up and down staircases and through towers
Known bugs/omissions:
* There's an invisible barrier surrounding the play area (the County of Troina and the Emirate of Enna). This means that smaller parties will often freeze when they're trying to run away from larger parties.
* There are no quests, offered either by the liege lords or the merchants. You gain experience and rewards by assisting your liege in prosecuting a successful war
* Most character classes are not supported, at least for now
* Byzantines and ships, present to a limited degree in BFS 0.2, are not here, yet. They will be in future versions
* Enemy units, when adjacent to walls, are sometimes invulnerable to missile fire. You'll notice this a lot when fighting inside buildings. As far as I can tell, this is a problem with the collision system in 0.751
Notes on play:
* Talk to your military advisor for in-game help
* Speak to your liege lord every 24 hours or so for an experience bonus based on how well the war is progressing
What's planned for the next version:
* Making a few new provinces (probably Gheflud and Palermo) playable
* A detailed system of feudalism, where both friendly and enemy parties will be led by named commanders. You'll compete against them for prestige in the eyes of your lord, who will reward you with estates on which you can settle vassals of your own.
What's planned for future versions:
* Byzantines and Almoravids
* Ships and a more complicated economic model, for you merchant types
* Feudal, urban and court politics. Each main character will have personality traits, which can cause internal conflicts within factions (if you've played Crusader Kings, you'll have a rough idea of what I'm trying to implement)
* More and bigger scenes
* The rest of the island of Sicily, plus southern Italy, up to Monte Cassino in the north and Bari in the east. Popes, anti-Popes, resentful Norman barons, ambitious merchant princes, and the Emperor
Credits:
Mod design by Nijis
I would like to thank the following designers for their models and textures:
Colt for the map outline
Fisheye for the use of the Norman shields in 1066
RR_Raptor for the weapons xpack
Khaled Ibn Walid for the Saracen shields and surcoats, and for supplying lots of information about medieval Sicily
Sahran for the material on which many of the troop outfits were based
Septa Scarabae for his scale armor
Yoshi for various nautical items and for showing how a naval system might work
Ancientwanker for permission to use TLD's dark courser
Chel for his horses
JiK for the palisade pack
HighElfWarrior for the house building kit
Aqtai for historical advice and pictures
KnightOfHonour for the initial playtesting on v 0.3
The mud wall, brick wall, and Maghrebi door textures are all the copyright of Mayang's texture archive
Many of the names, particularly of the Lombards, came from http://www.sca.org/heraldry/laurel/names/
Thanks also to the 1066 team for adapting the item stats to create what I think is a much more challenging combat system that is more appropriate to the early medieval era than the Native system
And, of course, thanks to Effidium and Thorgrim for their invaluable tools, and Janus for the installer script.