SP Native Blood and Steel!! Mod for 0.952

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Dindi

Sergeant Knight
Blood and steel adds many new troop types and attempts to make the game balanced.



Credit:
HokieBT for his troop editor
jordan for his item editor
rejenorst for his music (im not sure its working)
Septa Scarabae for some textures
Gwalchmai for some ideas!

Current version update: New items and some troops redone

Swadian longbowmen added

Vaegir knights and other troops improved

redone the farmer troop tree, now it is much better

some more overall balancing

khergit foot troops are better, foot lancer has been replaced by foot guard.

old updates
New merc types such as pikemen, macemen and passive crossbowmen

New rhodok swordsmen tier

Higher tier rhodoks are improved and equipped with the right weapons

Nords now have dedicated archers and beserkers

Khergits have some more units

Swadians have improved knights, yeomen and pikemen

Vaegirs have horse archers and guardians

Looter parties are bigger and include pillagers, they also hold a number of farmers prisoner

Farmers can be upgraded to either peasant militia then townguard, or huntsmen then foresters

Manhunters include slave hunters and chiefs.

Enjoy!!
https://www.mbrepository.com/file.php?cid=1&id=748

Taking on looters:


Rhodoks preparing to siege


Battle on the wall:


Taking the walls:


A Nord Beserker about to kill a pillager:


A large Nord army, infantry at the back archers at the front:


Battle is joined, the beserkers lead the way and a Vaegir guardian is surrounded and brought down:


To do:
Edit the arena fights
Village defender depend on wealth of village
Add scouts, patrols and war parties
New factions
Add religion
New upgrades for towns, castles, villages.

 
I have not played a lot but here is a bug i have found :

Mercenary horseman cost 22 upkeep and the upgrade, the mercenary cavalry, cost only 15.

Havent found any other bug yet :smile:
 
Mercenary horseman cost 22 upkeep and the upgrade, the mercenary cavalry, cost only 15.
I will have a look at that now thanks! :wink:

Sounds nice, especially the "upgrade peasants" bit.
Thanks!! Im going to make the peasant tree larger aswell as small parties of militia to defend each village

it wont work everytime i try it it it just cant load the module.ini
Im not sure what you mean?
 
I just made a copy of the native folder then placed the Blood and steel files into it (Renaming the folder as I went) and that seemed to work pretty well
 
thanks Im working on expanding on peasant tree at the moment, currently it looks this:

                                                Farmer
                                                /        \
                                    Huntsman      Peasant Militia
                                            /                \
                                    Forester        Town Guard

If you guys have any suggestions releated to the peasant tree please post them!
 
Perhaps a renaming and ajusting of ranks would be appropriate?
Something like that, perhaps? (ability as well as overall equipment quality in brackets)
Woodsman Tree

Farmer (very weak, pitchfork, clubs, knives and stones - as usual)
> Hunter (poor ranged/melee/poor cloth armor)
> Woodsman (avg ranged/poor melee/avg cloth armor)
> Forester (good ranged/avg melee/light leather armor)
> Ranger (excellent ranged/avg melee/good leather armor)
> Huntsmaster (excellent ranged/good melee/best possible leather armor)

Guard Tree
Farmer (see above)
> Reservist(poor melee/not really ranged, nearly as farmers but a bit better equipped)
> Bailiff (avg melee/some rudimentary thrown weapons/better clothing for armor)
> Militia (avg melee/poor ranged/light armor, small shield)
> Town Guard (good melee/avg ranged/heavy leather-light chain&perhaps shield)
> City Guard (good melee/good ranged/light to medium chain, crossbows and perhaps shield)

The second tree somehow overlaps with the mercenary trees - there's not that much difference between the watchman and the town guard, I think.
But I hope I could at least help to inspire.

@ Suspect-Device: I tried the installation your way and the game completely and thoroughly messed up everything. First of all I made a new character, who was promptly leveled up to 50.
Then I came to the world map and just wanted to play around a bit with my unwanted ultra veteran, decided to recruit some troops - they would be in shape in no time with trainer 7, I thought. but the only guys I could recruit in villages were some half naked morons called "mercenaries end" and fully plated, two handed sword wearing "prison guards" - both hadn't any upgrade options. After some figths with pillagers and sea raiders, I suddently got another EXP boost of 1.500.000 with brought me to level 51. After that I decided against importing my native character into the game...
Gwalchmai
 
Gwalchmai 说:
Perhaps a renaming and ajusting of ranks would be appropriate?
Something like that, perhaps? (ability as well as overall equipment quality in brackets)
Woodsman Tree

Farmer (very weak, pitchfork, clubs, knives and stones - as usual)
> Hunter (poor ranged/melee/poor cloth armor)
> Woodsman (avg ranged/poor melee/avg cloth armor)
> Forester (good ranged/avg melee/light leather armor)
> Ranger (excellent ranged/avg melee/good leather armor)
> Huntsmaster (excellent ranged/good melee/best possible leather armor)

Guard Tree
Farmer (see above)
> Reservist(poor melee/not really ranged, nearly as farmers but a bit better equipped)
> Bailiff (avg melee/some rudimentary thrown weapons/better clothing for armor)
> Militia (avg melee/poor ranged/light armor, hunting crossbows, small shield)
> Town Guard (good melee/avg ranged/heavy leather-light chain, light crossbows, perhaps shield)
> City Guard (good melee/good ranged/light to medium chain, crossbows, perhaps shield)

The second tree somehow overlaps with the mercenary trees - there's not that much difference between the watchman and the town guard, I think.
But I hope I could at least help to inspire.

@ Suspect-Device: I tried the installation your way and the game completely and thoroughly messed up everything. First of all I made a new character, who was promptly leveled up to 50.
Then I came to the world map and just wanted to play around a bit with my unwanted ultra veteran, decided to recruit some troops - they would be in shape in no time with trainer 7, I thought. but the only guys I could recruit in villages were some half naked morons called "mercenaries end" and fully plated, two handed sword wearing "prison guards" - both hadn't any upgrade options. After some figths with pillagers and sea raiders, I suddently got another EXP boost of 1.500.000 with brought me to level 51. After that I decided against importing my native character into the game...
Gwalchmai
 
Those are some great ideas!!
Are you using the most current version of M&B (0.952)? Im not sure why it isnt working, Although the next version will be the actually module you download which is easier to install.
 
FrisianDude 说:
Wouldn't militia be a step below bailif?
On second thought...I'd nearly agree.
Ranking in that tree proves problematic anyway, since reservist and militia are more like military ranks, while bailiff and the two guards go more into the law enforcement direction...
I think, the final decision would be up to Dindi, I'm just making suggestions.
@ Dindi: No, I'm using 9.51... where's .52 to be found?

EDIT: OK, got it. Second try...
 
I would like to see the awesome horsestopping 3 meter pikes when you get item editor...
Of course these should be made to be somehow sucky against infantry.
 
Pii100 说:
I would like to see the awesome horsestopping 3 meter pikes when you get item editor...
Of course these should be made to be somehow sucky against infantry.
YES!
The Pike formation was one of the downfalls of cavalry.

reading this, it sounds pretty good.
The peasant tree sounds great.
I admit cavalry do have an advantage, but there were always ways to counter them.
 
I'll probably put some super pikemen in at a later stage when I do elites for each city. Im still looking for new ideas for troop types for any of the factions.
 
How about some better archers for swadians?

I dislike crossbow troops, so longbowmen would be excellent for them, and they will need good archers seeing as you are implementing more horse archers...

Also, I always like the idea of having troops that I can kit out myself to specification, beats having to ride around looking for companions and matching equipment for them...
 
I dislike crossbow troops, so longbowmen would be excellent for them, and they will need good archers seeing as you are implementing more horse archers...
As an option instead of sharpshooters? or a whole new tree?

Also, I always like the idea of having troops that I can kit out myself to specification, beats having to ride around looking for companions and matching equipment for them...
That wont be possible until the release of the module system sadly.
 
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