M&B - Daimyo Wars Old Thread - Thread now closed

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So far we have decided that this MOD will be based around the Onin period, focusing on the Yamana and Hosokawa clans. A lot can be done in this period... We are focusing on creating a historically accurate representation of life in the Onin period, and will try our best to stick with this unless it really interferes with the gameplay.


Contents
Mapping
Weapon and Armour Models
Character Classes
Backgrounds and Menus
Weapon Stats
Artwork and References
Current Team


MAPPING
Work by GonZ

We're going to convert the M&B map into two Japanese provinces: Echizen & Kaga. (Mitsuhide: This is due to the inability to create maps for now. This will change in the future)

provinces.jpg


In terms of town and village names, we're going to take them from this map.

towns.jpg



WEAPON AND ARMOUR MODELS
Work by Matt G

A katana, modelled and textured by Matt G (Thanks!)

katana60pz.jpg


katana26zb.jpg


katana18sd.jpg


Yoroi Armour, modelled and textured by Matt G (WIP)

o-yoroi-new.jpg



CHARACTER CLASSES
Work by Arahan

Character Classes: I propose the following selection of character classes.
- Ronin: This class, on the basis of previous experience in warfare and leadership, would receive an advantage in combat skills, riding, athletics, party training, and perhaps begin with a decent kit and a handful of soldiers under his/her command. On the flip side, they would have little money, and, (my personal preference for this class,) they would begin the game as an enemy of the two clans, making trade and so forth more difficult, along with a increased rate for hiring soldiers. This class, most of all, lends itself to the open-ended plot thread.
- Ninja: This class, as has been suggested, would begin with a boost in intelligence and certain skills, perhaps tracking, spotting, and so forth, with an emphasis on one-handed and thrown weapons. For me, the real flavor of this character comes in the form of a unique plot and side-quests, (again, I acknowledge this may be impossible).
- Ji-samurai, (low ranking, aristocratic warrior): I like Manji’s description in terms of stat allocation, though I feel this class should begin with a bit of money, and the player must choose between one of the two clans to play for. He/she would begin with a decent kit and perhaps a discount for recruiting soldiers.
- Merchant: this character would begin with a neutral alignment to both clans, a kit on the lower end of the armor and weapon scale, but perhaps with several horses. Personally, I prefer to have this character start out with a large bankroll, rather than goods to sell. Stats and such would mostly follow the present model.
- Yamabushi, (warrior monk; thanks to Manji for the term of reference): the image that comes to mind is something generally akin to the monks of the Shaolin Temple in China, so such a character might begin with high athletics and a slight boost in all weapon types, with no great advantage in any particular one. Intelligence would be a high stat, and he/she should be adept in the three healing skills.
- Emissary/Geisha, (Geisha is perhaps an erroneous term of reference for a female emissary; maybe princess is more thematic?): Here too the flavor comes from a unique plot and side-quests, though he/she might have a boost in money, riding, and skills related to party management, such as leadership. It seems to me that this class should also come with a choice of one clan or the other from the beginning.


BACKGROUNDS AND MENUS
Work by Lost-Lamb and Manji

[EDIT] - Do you two have direct links to smaller versions of your work? Just so I can post them on here rather than links.

These two are by Lost-Lamb... (These are WIP)

http://img101.echo.cx/img101/4416/mainmenu9aq.jpg

http://img231.echo.cx/img231/5821/dialog8fz.jpg


These two are by Manji... (These are WIP)

http://img60.echo.cx/img60/2627/snap10qg.jpg

http://img46.echo.cx/img46/6448/intro9ss.jpg


WEAPON STATS
Work by curiosepic -

Weapon stats so far: (thanks go to curiosepic for this)

Daggers/Shortswords

Tanto (dagger/shortsword) 15-30 cm
Price:
1H
Weight: 0.5-0.75
Swing: 8-12c
Thrust: 12-16p
Speed:
Reach: 25-40
Special: can't block

Wakizashi (shortsword, most often paired with katana) 30-50 cm
Price:
1H
Weight: 0.75-1.0
Swing: 12-16c
Thrust: 14-18p
Speed:
Reach: 40-60
Special:

Kodachi (shortsword) 50cm
Price:
1H
Weight: 1.0
Swing: 18c
Thrust: 18p
Speed:
Reach: 60
Special:

Chokuto (or ninjato, rare, straight double edged)
Price:
1H
Weight: .75
Swing: 20c
Thrust: 24p
Speed:
Reach: 66
Special:

Sai (blunt, can be thrown?)
Price:
1H
Weight: .75
Swing: 6b
Thrust: 12b
Speed:
Reach: 48
Special:





Daito - long swords

Katana 60-80cm
Price:
2H
Weight: 1.0-1.5
Swing: 26-30c
Thrust: 26p
Speed:
Reach: 70-90
Special:

Bokken (wooden practice katana) 64cm
Price:
2H
Weight: 1.25
Swing: 24b
Thrust: 16b
Speed:
Reach: 74
Special:

Suburito (heavy wooden practice katana) 64cm
Price:
2H
Weight: 2.5
Swing: 28b
Thrust: 18b
Speed:
Reach: 74
Special:

Jo (rare, long wooden practice sword) 120cm
Price:
2H
Weight: 3.0
Swing: 30b
Thrust: 20b
Speed:
Reach: 120
Special:

Tachi (longer katana for horseback) 80-90 cm
Price:
2H
Weight: 1.5-2.0
Swing: 32-34c
Thrust: 26p
Speed:
Reach: 96-106
Special:


Odachi (very big, long katana) 90-120cm
Price:
2H
Weight: 2.0-3.0
Swing: 34-38c
Thrust: 28p
Speed:
Reach: 106-136
Special:

Shikomizue (straight edged sword concealed as a walking stick, used by some ninja)
Price:
1H
Weight: 1.0
Swing: 28c
Thrust: 28p
Speed:
Reach: 70
Special:





Yari (spear) 100-600cm
Price:
1-2H
Weight:
Swing: b
Thrust: p
Speed:
Reach:
Special:

Bamboo Yari (sharpened bamboo staff)
Price:
2H
Weight:
Swing: b
Thrust: p
Speed:
Reach:
Special:

Su Yari (simple spear)
Price:
2H
Weight:
Swing: b
Thrust: p
Speed:
Reach:
Special:

Kikuchi Yari (long double edged blade, swing: cutting damage)
Price:
2H
Weight:
Swing: c
Thrust: p
Speed:
Reach:
Special:

Jumonji Yari (trident-like)
Price:
2H
Weight:
Swing: c
Thrust: p
Speed:
Reach:
Special:

Kama Yari (reverse-trident, swing: piercing damage)
Price:
2H
Weight:
Swing: p
Thrust: p
Speed:
Reach:
Special:

Kagi Yari (2-pronged fork spear)
Price:
2H
Weight:
Swing: b
Thrust: p
Speed:
Reach:
Special:



Other Polearms

Naginata (glaive) pole = 260-300cm
Price:
2H
Weight:
Swing: c
Thrust: p
Speed:
Reach:
Special:

Bisen-to (heavy, curved naginata)
Price:
2H
Weight:
Swing: c
Thrust:
Speed:
Reach:
Special:

Nagakami (katana or shortsword mounted on a short pole as a naginata) 110-160cm
Price:
2H
Weight:
Swing: c
Thrust: p
Speed:
Reach:
Special:





Walking Stick
Price:
2H
Weight: .75
Swing: 9b
Thrust: 10b
Speed: 90
Reach: 80
Special:

Hanbo (quarterstaff) 90cm
Price:
2H
Weight: 1.0
Swing: b
Thrust: b
Speed:
Reach: 90
Special:

Bo (staff) 120cm
Price:
2H
Weight: 1.25
Swing: 10b
Thrust: 10b
Speed: 94
Reach: 120
Special:

Rokushakubo (long staff) 182cm
Price:
2H
Weight: 2.0
Swing: b
Thrust: b
Speed:
Reach: 182
Special:

Tetsubo (rare, heavy iron staff) 120cm
Price:
2H
Weight: 3.75
Swing: b
Thrust: b
Speed:
Reach: 120
Special: requires STR 9 to use




Bows

Yumi (bow)
Price:
2H
Weight: 1.0-1.75
Damage: p
Speed:
Special:

Hankyu (shortbow used by some ninja)
Price:
2H
Weight: .75
Damage: p
Speed:
Special:

Daikyu (longbow)
Price:
2H
Weight: 2.25
Damage: p
Speed:
Special:



Crossbows

Light Crossbow
Price:
2H
Weight: 2.5
Damage: 53p
Speed: 43
Special:

Heavy Crossbow
Price:
2H
Weight: 3.5
Damage: 67p
Speed: 41
Special:



Thrown Weapons

Shuriken (throwing stars used by some ninja)
Price:
Weight:
Damage: c
Ammo:
Speed:
Special:

Kunai (small "daggers" used by some ninja, was not sharp and rarely thrown, but we can make an exception)
Price:
Weight:
Damage: b or c
Ammo:
Speed:
Special:



Miscellaneous Weapons

Sickle (used for farming rice)
Price:
1H
Weight: 1.0
Swing: 15c
Thrust:
Speed: 99
Reach: 40
Special:

Kama (modified sickle, used by some ninja)
Price:
1H
Weight: 1.25
Swing: p
Thrust:
Speed:
Reach: 40
Special:

Tonfa (police baton, high blunt damage when swinging) 50-60cm
Price:
1H
Weight: 1.5
Swing: b
Thrust:
Speed:
Reach: 50-60
Special:

Tessen (rare, iron "fan", basically a club) 44cm
Price:
1H
Weight: 2.5
Swing: b
Thrust:
Speed:
Reach: 44
Special:

Ono (rare, axe)
Price:
2H
Weight:
Swing: c
Thrust:
Speed:
Reach:
Special:

Masakari (rare, heavy battle-axe)
Price:
2H
Weight:
Swing: c
Thrust:
Speed:
Reach:
Special:

Otsuchi (rare, wooden hammer for bashing gates) 180cm
Price:
2H
Weight:
Swing: b
Thrust:
Speed:
Reach: 180
Special:


ARTWORK AND REFERENCES
Work by Mitsuhide

Here are the two clan's crests, and the Hosokawa banner...

Hosokawa crest
hosokawa.jpg


Hosokawa banner
tadaoki.jpg


Yamana crest
yamana2.jpg




- CURRENT TEAM -

Leads
- Mitsuhide

Co-Leads
- GonZ
- Vaerraent

Modellers (Needed desperately)
- Matt G (Contribution of occasional models)

Texturers/Skinners
- Lost-Lamb
- Vaerraent

Plot/story writers
- Arahan
- Manji

Coders
- Lost-Lamb
- Omegamann (Sharing with Roman mod)

Historians/Information hunters
- GonZ
- Manji
- Curiousepic


Current team roles

Leads and Co-leads are thinking up how exactly to put this mod together, what we need, and what is impossible at this time. They are also helping to give all other members the information once it is decided upon.

Modellers will be using the information gathered by other members to accurately make any needed 3d models. Right now we will probably need a few variations of katanas, wakazashis, naginatas and other weapons. They will work on armour after a decent amount of weapons are done, unless we get 2 or 3 definate modellers (not likely =p)

Texturers/Skinners will be converting the menus and backgrounds into a Japanese theme. If any models are made with no skin, or a skin that can be improved on, they will also work on them. (texturers/skinners can work on backgrounds/menus alone if you wish and we can choose the best ones)

Plot/Story writers will be trying to decide upon a story that will remain as historically accurate as can be achieved but implementic dramatic twists and story conflicts to make the overall gaming experiance more interesting. (A decent story for the main character needs to be done soon so everyone knows exactly what to work on)

Coders can begin working on converting the town names to the names of towns found by the Historians and Information hunters. Also once faction names are decided on and more information on troop types are gathered, coders may begin to change the faction names and create new parties.
[EDIT] - Definate clan names are Hosokawa Clan and Yamana Clan.

Historians/Information hunters will be doing a lot of work at this time, gathering as much information from any kinds of sources available about the Onin period of Japanese history. Such specifics as important town names, maps, troop types and factions/clans will need to be found.[/u]

Mitsuhide
 
Sounds great. Made a request for such a mod this morning :grin:

http://taleworlds.com/v-web/bulletin/bb/viewtopic.php?t=2060
 
Oh sorry I must have missed that, I didn't read many of the new threads as I was short of time before hehe. I think playing as a Ronin (A Samurai with no lord I believe) would be a great idea. Perhaps just make a story that your lord was peacuful and did not want to get involved in conflict but was assassinated, making you a Ronin. Perhaps there was such an event in history but I cant really remember right now. I want to try and keep this as historical as possible, but would mean trying to implement muskets instead of crossbows or something which would be hard.

Mitsuhide
 
Hey, I was just going to post the exact same idea! :razz:

Mind if I join up? I can do texturing and am quick to learn whatever's needed!

I could be co-leader? :grin:
 
Hi Mitsuhide, great idea, Ill try to make sure that any scripting that might be usefull gets shared between Rome and this mod.
Also, if you are interrested I can try to supply you with refferences, though my knowledge of ancient Japan is not nearly as good as that of ancient Europe.
 
Vaerraent, if you have a decent knowledge of Japanese history around the Sengoku period then you can definately be 'co-leader' =D If you can help with the texturing then that would be good, as I highly doubt I would be capable of texturing everything myself hehe. PM me with your email address if you have msn.

Omegamann, thanks for the offer of sharing any scripting between the mods, I am sure both mods will meet some of the same problems at times and we can help each other out.

Can anyone think of which factions would be good in the game? I am not sure if there is a limit to factions that can be added with the MOD tools but I hope it is at least 4.

Mitsuhide
 
The Sengoku period would be perfect for a mod IMO. The background is exciting and the potential for the Samurai battlefield is awesome.

One of my favourite games ever is Shogun Total War. I recommend this game to anyone interested in wargaming and in this period of Japanese history. The game is a few years old now and on budget release so very good value for money.

Over on the TotalWar.org website there are a group of modders working on a Sengoku Jidai mod for Rome Total War. At the very least you may get some interesting source material and inspiration here:

http://forums.totalwar.org/vb/showthread.php?t=39885&page=1&pp=30

I'd love to help out on the Mod. I'm not a programmer or artist so that limits what I can do. But I like to think I've got a good eye for games (well I'm here aren't I?) and plenty of experience. I can play test, sanity check, organise etc.
 
Shogun Total War was a great game, still one of my favourites. It sounds like you know a bit about the period. Perhaps you could help look up some history, or find sources on the internet or books to help accurately portray the period into the game. Does this sound suitable?

Thanks for the support so far guys, I am glad there are others interested in this period of history.

Mitsuhide
 
Yes Shogun was defiantly one of the best games ever, Medival and Viking werent so bad also, so consider any CA criticism I have directed at therecent developments concerning the Total War series. (Which I only consider playable with any of the great mods out)
 
Exellent, now I can finally look foward playing as true samurai style warrior in Mount and Blade, from your developing mod. I can't wait for this to be worked, and if possible, I will help you with anything I could offer when i see an opprunity to do so.

cheers!


Eagle out...
 
We have already begun planning pretty heavily and will begin work as soon as we can. It looks like there is enough support to say that this will definately be a mod, not just an add-on with extra armour.

Mitsuhide
 
I suppose the next question is, where to start?

What we could do is take the existing M&B map and give it a Japanese makeover. Change the names etc. Then change the names for the characters etc.

Without a map editor, creating Japan is obviously out of the question (also a massive job!) But with the name changes we take the game from the world of M&B to that of the Samurai.

The basic theme would be the same. Two warring factions, Lord Xzu and Lord Yzu. Our hero (herronine) would be Ronin at the befinning of the game and possibly choose to serve on or the other Lord.

I see this as a way to get things moving at least. What do you guys think?

Further down the line we'd need to get skinning the battlefield characters and npc's. First thing for me is to try and understand what's involved in the modding process more. Expect some noob posting in the mod forum :wink:
 
GonZ, thanks a bunch for that link, I had no idea that such a mod was in development! It looked very good, I've got to start keeping an eye on that mod.

On the actual topic, good luck with your mod, guys, hope it'll be good.
 
Hello gang.

I too have zero experience in the realm of modding, but they say that willingness and enthusiasm are just as important - these two qualities I possess in abundance.

If there is anything I can do to help, let me know and I will be happy to contribute as I can, particularly in the area of theme or plot development.

For the present, see if this page is any help as a reference for brainstorming and the like; it is the best, broadly inclusive historical site I have located so far: http://www.japan-guide.com/e/e641.html

On the topic of character beginnings, (and I hope this doesnt sound corny,) you might include a ninja character path. I doubt the assassination of Daimyo is feasible, but considering that initial character stats are meant to represent the life of a character before entering the game, such a frame of reference might provide an interesting set of skills.

- Arahan
 
GonZ said:
The basic theme would be the same. Two warring factions, Lord Xzu and Lord Yzu. Our hero (herronine) would be Ronin at the befinning of the game and possibly choose to serve on or the other Lord.

Change the names of the Lords, I'm not sure if those are even valid Japanese names(I don't *think* they are, but I could be wrong, so I'm not going to say either way).
 
Well, I might be of some help, my modding skills are -1 but my knowledge of Japanese History might be handy. :wink:


First of all, is this mod to be somewhat historically correct and played out as if the player lived in Japan or on a fantasy world based in Japan?
If you are going with fantasy then:

- About factions: three to four factions, each controlled by a daimyo. Perhaps a neutral faction could be the Imperial Household.

-About the main character: a ronin is a masterless samurai, masterless not because he was "unemployed" but because either he betrayed his master or runned away in the face of defeat, hence I think the main character could/should start out as a low rank ashigaru or just a common bushi (warrior) who would eventually gain levels and rise until full fledged samurai. Ronin would be if he betrayed a daimyo.

Anyway, if I can be of ay help contact me at [email protected]

Cheers :wink:
 
The mod is aimed to be historically correct, but as the MOD tools have not yet been released we will be doing some fictional work for now. As for the two lord's names, we will discuss proper ones. I understand what your saying about the main character being a ronin, but samurai could become ronin if their Daimyo/Master was assassinated also. I am willing to discuss the story though these are early ideas that are likely to change. I will sort out who is doing what in the mod when I get home, I am at work right now. Thanks for the support so far guys.

Mitsuhide
 
As I thought, neither of those names are valid. As well, Mitsuhide is correct, a samurai can become ronin when his lord is assassinated. IMO it would be very cool if the player started as ronin trying to find and get whomever killed his master :smile:
 
OK folks well we're getting things moving. There's not a great deal we can do at the moment but this is what's happening.

We're going to convert the M&B map into two Japanese provinces: Echizen & Kaga.

provinces.jpg


In terms of town and village names, we're going to take them from this map.

towns.jpg


Mitsuhide is currently woking on this conversion. Let us know what you think of the ideas.

--

Anyone who's interested in helping out on the mod please contact me via MSNM [email protected]

--

@n00854180t

The Lord names Xzu and Yzu were never meant to be taken literally... we'd obviously need proper names... I was just demonstrating Lord X VsLord Y :wink:
 
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