SP Native M&B - Classic (v1.1)

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Updated to v1.1:

- Chance to declare war raised from 1.5% to 10% per week.
- Enabled capturing of Lords when their party is defeated in battle (10% chance).
- Reduced effect of player party size on loot amount by 2, now with a party of 40 you'll get as much loot as with a party of 20 before, etc (like in Native, NPC heroes count for 5 regular troops when calculating loot shares).
- Included Seff's Siege Scenes fix.
 
Thanks. Good features. This is all I play, when I get the chance. Is it compatible with v1.0?

Feature requests:
-Salt Mine and Four Ways Inn (for nostalgia's sake)
-Rescued Prisoners parties
-Deserters parties
 
Is there any chance some of the content from .210 could be added, for an even more classic version?
 
I fairly new to M&B (about 10 days).  I wanted to play through Native (or at least quite a bit of it) before I tackle any mods.  But this seems like with this mod, it's pretty much playing Native.  I'm very interested in it.

Can you use your save file from Native?  Or must one start a new game?  Though I'm only 10 days into it, I've put quite a few hours in it over spring break.  Now that schools back on, I don't have much free time, and don't feel like starting over.
 
Talon 说:
Thanks. Good features. This is all I play, when I get the chance. Is it compatible with v1.0?

should be compatible with 1.0 savegames, yes.

Dryvus 说:
Is there any chance some of the content from .210 could be added, for an even more classic version?

I haven't tried 0.210, and there's no module system for it. Unlikely.

Mallets 说:
I fairly new to M&B (about 10 days).  I wanted to play through Native (or at least quite a bit of it) before I tackle any mods.  But this seems like with this mod, it's pretty much playing Native.  I'm very interested in it.

Can you use your save file from Native?  Or must one start a new game?  Though I'm only 10 days into it, I've put quite a few hours in it over spring break.  Now that schools back on, I don't have much free time, and don't feel like starting over.

you know what, it might very well be compatible with Native save games. but I'm not 100% sure.
 
chel. this is a very good mod. what i want to ask is how did you increased the threshold to 2 that makes you flinch? i mean which part of the source code handles this issue. i am working on my own amateur mod and couldnt find a way to edit that.
 
arjuna one 说:
chel. this is a very good mod. what i want to ask is how did you increased the threshold to 2 that makes you flinch? i mean which part of the source code handles this issue. i am working on my own amateur mod and couldnt find a way to edit that.

that's in the module.ini configurations file
 
An idea occurred to me... is there any way of adding an 'exclude faction' option during the character creation process that would allow the missing faction's settlements be divided up between their neighbours? I.e. you choose to leave out everyone but the Vaegirs and Swadians, to relive the two-sided war, with the historic settlement allegiance. Or you choose to leave out the Khergits, which would give the Rhodoks and Vaegirs bigger portion of the map. I don't know how much work that would take, just putting the idea out there.
 
When selling a NPC lord to my faction leader I decided not to sell him to see if I could store him in my castle, there was no exit dialogue & I couldn't exit the dialogue screen so I had to alt+F4 & load a save.
 
I had no time to test it, but it seems like a great mod, reminds me of the times I played 0.808. Is the black armor playable?
 
I had a quick go on this as I'm interested in the source as a modding base. All seems very nice.

One thing I did notice is that with the new/old parties (foragers, scouts etc.) you can attack them at will because although they are not hostile in the campaign map (ie: they will not attack you) their dialogue when you encounter them is hostile in that you instantly go into the attack/retreat menu. Furthermore, although you do gain renown for these encounters you do not take any kind of negative or positive faction hit with the faction to whom the party belongs. I attacked a lot of Vaegir scouts and foragers and was still very popular with the Vaegirs.
I don't really see a problem with the dialogue i mentioned in my first point as you still have the option to leave them alone but I do think it would be nice if fighting these parties incurred adjustments to the appropriate player-faction relation statuses.

Just a thought anyway.
 
Spong 说:
I had a quick go on this as I'm interested in the source as a modding base. All seems very nice.

One thing I did notice is that with the new/old parties (foragers, scouts etc.) you can attack them at will because although they are not hostile in the campaign map (ie: they will not attack you) their dialogue when you encounter them is hostile in that you instantly go into the attack/retreat menu. Furthermore, although you do gain renown for these encounters you do not take any kind of negative or positive faction hit with the faction to whom the party belongs. I attacked a lot of Vaegir scouts and foragers and was still very popular with the Vaegirs.
I don't really see a problem with the dialogue i mentioned in my first point as you still have the option to leave them alone but I do think it would be nice if fighting these parties incurred adjustments to the appropriate player-faction relation statuses.

Just a thought anyway.

yeah, I know. I didn't go into figuring out how to do that yet, but it shouldn't be too hard.
(the source is included)

vimsu 说:
I had no time to test it, but it seems like a great mod, reminds me of the times I played 0.808. Is the black armor playable?

I think black armor is not for sale, but you can loot it from dark knight parties.

CaseD 说:
Anywhere I can download this in non .zip format?

what is wrong with zip? what other format is easier to use? I made it a zip instead of rar so that those without winrar could extract it without problems.
 
I have played native for a only a few days, but already I'm completetly in love with this game, so much potential.....

like one of the other posted, i wana finished the native first before trying any mod. It seems impossible to capture lord in native, but i really would love to have this feature in my game, is it ok you give me a short instuction....
 
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