Crossed Swords Mod

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A friend and I were a little bored with the original Mount&Blade as there weren't enough units and NPCs for us. So, in a fit of madness we attempted to mod it to enlarge the tech trees with very vaguely historical units (for some reason the Vaegirs are Vikings/Byzantines and the Swadians crusading/early medieval europeans). Zendar we made into a load of fictitious mercenaries/bandits.

We added in a cavalry hero and a psychotic healer and a couple of new parties and made a quest that allows you to get constable Hareck as a hero (he is a little better than he was originally). marnid is now a decent fighter on foot, but no cavalryman or merchant. We also made parties bigger and units in general nastieras well as adding a few items.

It is a first attempt and I am no great artist so the redone warhorse and a few shields are by no means great achievements.

If I can work out how to add screenshots I might put a few on.
I'm presently finishing a couple of the dialogues off and making everything that breathes attackable.

Once that's done I'll ask for it to be hosted on the unofficial hosting website thing.
 
thanks, narcissus

Now I've found out how to add screenshots I'll try to add some.

Presently all the troops are done, but the conversations need more versatility (and for some reason, my feeble attempts at making peasants attackable are not working :sad: . but as M&B modding is quite easy I should be able to attack everyone soon.
 
I'd like to get into modding, but I'm not sure the engine would be able to handle what I'd want to do... I've noticed that people have added heroes, changed troop names, city names... But I guess you can't really change the machanics of the game?

It would be neat to have the war actually progress. Allow you to take towns over, possibly fight at the castles?

Can you edit the battle maps? the area as well?

I've got other ideas on how to (possibly) allow sieges, but I'd need to know to what extent the game can be changed...

example, for siege engines, why not make a troop type called catapult. The physics of the attack would have to be chaned (ie, more of an arc flight path, more gravity effect), make a new object for it. (I can do this side of things, I have skills in 3d modelling, just need to know how to import it) I don't have the programming background, and that's where I'd need help...
 
I don't think it's possible to have towns being taken over and castle fights and the real problem with a catapult is balancing it.

If it is accurate and deals a lot of damage, on good AI setting it will be invulnerable as there is no command to scatter your troops. Meanwhile, if the player could get it then I think it would be too good for people to miss.

If it were innacurate then humans wouldn't get it as the AI always charges. But the AI would move it forward too much and it would be lanced. Even with 10 ironskin and unique good armour, it would not survive 150 damage from a good lancer.

I'd love it if it could be done but sadly :cry: i don't think it can.

Thanks to Nairagorn for the advice.
 
Huskarl - Saxon / Norse in origin. (House Karl) Karl being servant of some kind - I think (my memory does not surpass the average goldfish) - the term came to apply to the elite household guards of a king or a noble. These were the best of the Saxon and Norse soldiers. They would, historically, work in pairs with one carrying a double handed axe and the other carrying a big shield to defend the former while he prepared to strike. When the axeman grew tired they would change roles.

They were, unlike the Norman knights, actually trained to fight in formation and were a highly professional force.

We gave them to the Vaegirs as they have mainly saxon and norse units with a few steppe units as light cavalry and byzantine elites to round it off.
 
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