Main Topic

What feature do you mostly want to add?

  • Religions Improvements: pray, spendable Piety Points, branches, deeper immersion

    Votes: 90 19.8%
  • Offices: town/guild/kingdom council, vote for tax level/more profit, war/peace

    Votes: 235 51.6%
  • Revised Traits: more traits, buy/train traits, gain upon actions

    Votes: 130 28.6%

  • Total voters
    455

Users who are viewing this thread

Hello,
Very impressive mod !
I am on 68th ingame day, and i love it, but i have some questions :

1- when i ask a guildmaster to create an industry, i have no choice to respond him
and when i click, i see the message "no matter"

2- i dont see option to rebuild old ruins (may be i need to be the king to do it)

I am not in a faction and possibly i need to be to do theese tasks ?

3- in towns with harbor in native, i cant see them with this mod, couldn't we do commerce here ?
perhaps because their use is now for colonisation ? (i have found only one for that purpose)

After a battle in loot window, compagnons dont equip/upgrade their stuff themselves, is it normal ?
(Sorry i just find another similar question in suggestions topic, so it's actually normal)

PS: i have 1.3 version with 1.4 patch overwrited it.
 
Guess I'll just drop this here; I'm being credited for [OSP][Anim] Animation Variety Mod, though I know nothing about animating neither did I contribute to it. So you should probably credit the actual creator. (Can't tell who that is tho)  :razz:

Nonetheless, good work on the mod!  :smile:
 
lol, need an option for all 3 in the poll.

The more the merrier I say...I don't think I have ever played a game with too many options and ways to play.
 
Of course you do need another option. But I won't give you that one. CHOOSE! NOW!  :twisted:

@Shrapangel
1) You need to ask for apprenticeship, after this you can setup an enterprise.

2)In order to rebuild the Ancient Capital, you need to own Praven.

3) You'd mean the sea trade minimod, don't you?

4) Companions don't auto equip loot indeed. This is a minimod. Furthermore I'd like to keep this situation, so player given items will stay.

Thanks for playing the mod and contributing to this subboard. Have fun!

@Gokiller
Thanks and edited.



Preview of v1.5:

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Current DevLog for v1.5:
FIXED ISSUES
- No longer double god names for Nordic at religion choose
- No more 'wood sounds' for arena swords
- No longer able to climb up stairs in tournaments for both AI and player
- Typo: No longer need to buy chips instead of ships for travelling to New World at ingame FAQ
- Removed heavy arena plate armour for Rhodok Levy
- Added mail mittens for Mercenary Sword and Buckler men
- Random building in villages will now apply the native bonusses.
- No more war with Turguhn Horde before their arrival
- Fixed bug with some tournament helmets not showing up
- Fixed missing upgrade from Rhodok Sergeant to Rhodok Knight

BALANCING / POLISHING
- Corrected weights of armour
- Better armour for Sword and Buckler men
- Lowered Prestige Points bonus for winning options at end of battle
- Looter and bandit armour now fit with headwear
- More shiny and heavy plate armour for lower troop tiers
- Recruitment period now shortened by every trainer skill point, but never fewer than 4 days.
- OSP: Overhauled morale and routing system which improves performance in battles greatly

GRAPHICAL / PERFORMANCE
- Significantly improved overall graphical performance by making collision meshes quad-dominant.
* Only affecting scenes with props / not battles
- Better graphics with bump mapping
- New loading screens
- New skyboxes for night
- Corrected late townhall scene
- Added collision meshes for some Mohtai statues (no longer walking through)

ADDED FEATURES
- Renamed sacred sword to Zulfikar for Islamic religion
- Changed forest bandits to the creepy religious Black Knights
- New items for food
- OSP: New dynamic troop tree overviews, listed under Reports menu
- OSP: Volley fire! For crossbowmen, archers and arquebusiers. Use F8 to start/end volley fire

BUGS
- Map glitches in New World (land disappearing for short time)
- Customisable troops might re-uip their old gear together with new equipment on reload.
- The passages in scenes are obsolete; don't use them.
- One/multiple greathelms with messy colour when picking it up


NO BUGS
- Tournament swords are now from steel



-----------------------------------------------------------------------------------------------

NEED TO TEST
page 29


SUGGESTIONS
- Items become available at merchants after years pass
- More shiny armour for infantry
- Upgrade player built castles






© Quintillius - Nova Aetas
 
  I have erected a new kingdom on the islands, and owns a castle I built myself. I tried to train my own kingdom soldiers, but I cannot even train the 904 Fl. levies despite the fact that I have 3,000,000 Fl. in my treasury and have a overall positive account for my kingdom every week. I am playing v1.2. Why is that?
 
In v1.5 all items are renewed including:
- Colony goods
- Common goods
- Food
- Religious items
- Other

l68LTlV.jpg

Current DevLog of v1.5:
FIXED ISSUES
- No longer double god names for Nordic at religion choose
- No more 'wood sounds' for arena swords
- No longer able to climb up stairs in tournaments for both AI and player
- Typo: No longer need to buy chips instead of ships for travelling to New World at ingame FAQ
- Removed heavy arena plate armour for Rhodok Levy
- Added mail mittens for Mercenary Sword and Buckler men
- Random building in villages will now apply the native bonusses.
- No more war with Turguhn Horde before their arrival
- Fixed bug with some tournament helmets not showing up
- Fixed missing upgrade from Rhodok Sergeant to Rhodok Knight
- Fixed 'defend village against bandits' quest
- Fixed 'defend village against bandits' quest being the only one for villages
- Fixed bug where you are called wrongly in dialogues. Cause was creating a masterpiece
- Fixed dungeon passages so the quest 'rescue prisoner' works now
  * Other passages are still obsolete - do not use them!
- Added extra condition check before redirecting to Zendar so walking on bridges
  shouldn't lead you to Zendar menu anymore
- Parties/player icon will sooner change to ship when leaving Zendar
- Bridges no longer change to bandit icon (need testing)
- Fixed crash bug when entering castle hall of Agonic castles
- Victory options now only affect kingdoms instead of villagers and bandits
- Fixed Senuzgda castle hall scene
- Typo: Rodelero, instead of Rodeleros (plural form)
- Fixed various lady's dressing. They caused a ctd
- Fixed King's Purse not actually giving money to player
- Fixed some Turguhn troops being in the Archer group
- Fixed personal customisable troops being in the Archer group
- Cheat option for castle construction menu is now hidden
- Fixed castle construction bug where you can't add 1 unit

BALANCING / POLISHING
- Corrected weights of armour
- Better armour for Sword and Buckler men
- Lowered Prestige Points bonus for winning options at end of battle
- Looter and bandit armour now fit with headwear
- More shiny and heavy plate armour for lower troop tiers
- Recruitment period now shortened by every trainer skill point, but never fewer than 4 days.
- OSP: Overhauled morale and routing system which improves performance in battles greatly
- Becoming a vassal now makes you enter the Noble Class immediately
- Becoming vassal now requires you to be an Aristocrat
- Penalties from killing lords/kings now greatly reduced
- Penalties from killing lords/kings now only affect hit faction and allies for half impact
- When there are barracks in a village, you can recruit upgraded troop (footman/militia)
- Prestige points gained by cutting/harvesting/mining increased from 1 to 3
- Halved chance for AI to build stuff in towns and villages
- Halved chance for random events in towns and villages
- Lowered damage stats for Acztaoc weapons with about (3 - 7 points)
- Increased accuracy of all firearms with 5 points
- Increased damage done by coloured jousting lances
- Added option to castle construction menu to finish castle

GRAPHICAL / PERFORMANCE
- Significantly improved overall graphical performance by making collision meshes quad-dominant.
  * Only affecting scenes with props / not battles
- Better graphics with bump mapping
- New loading screens
- New skyboxes for night
- Corrected late townhall scene
- Added collision meshes for some Mohtai statues (no longer walking through)
- Revised sea travel script for better performance
- New textures for native stones and bricks

ADDED FEATURES
- Renamed sacred sword to Zulfikar for Islamic religion
- Changed forest bandits to the creepy religious Black Knights
- OSP: New dynamic troop tree overviews, listed under Reports menu
- OSP: Volley fire! For crossbowmen, archers and arquebusiers. Use F8 to start/end volley fire
- Buying items in towns - not sharing your religion - are 25% more expensive now
- Completely new items for common goods, food, religion items, colony goods and more!
- Forced recruitment: you can force volunteers to follow you if nobody wants so, success depends on skills
- Added steel bolt type which causes heavy damage (also added to crossbowmen of kingdoms)
- Muskets and bullets now appear when first faction has developed new technology

BUGS
- Temporarily map glitches (black land, disappearing land)
- Customisable troops might re-uip their old gear together with new equipment on reload.
- The passages in scenes are obsolete; don't use them.

NO BUGS
- Tournament swords are now from steel
- You financially support lords in exile at your court


-----------------------------------------------------------------------------------------------

NEED TO TEST
page 33 Huseby


SUGGESTIONS
- More shiny armour for infantry
- Upgrade player built castles






© Quintillius - Nova Aetas
 
Update: Battlefield improvements


Next version of Nova Aetas contains so many new grand features and does have so many fixes (prison bug, castles,
ladies, sea travel and more) that I've decided to call it v2.0 instead of v1.5.

You fans of Nova Aetas kept suggesting to implement volley fire and formations. So I did another try to implement these huge, complex OSP scripts. Last time I failed to do so, but now I have succeeded.

I am proud to present you the volley fire & better AI & form ranks & Campagin Tweaks scripts from Caba'drin and Motomataru & Jacobhinds.


Volley fire by Caba’drin
- You can set divisions to fire in volleys
- Working for archers, crossbowmen and arquebusiers
- Use numpad period to start and to end volley fire

Formations and AI Mods by Motomataru
- You can assign formations to divisions, choose either
* Ranks
* Shieldwall
* Wedge
* Square
* Wedge
- AI armies make formations as well
- Improved AI battlefield decision making
- Your troops start the battle in ‘hold’ position
- Hold-F1 ability is expanded. When placing flag into an enemy division, your troops will attack it
- In case of above situation and the enemy division has been wiped out, your troops will return to you

Campaign AI Fixes and Tweaks by Motomataru
- Many bug fixes at AI decision making
- More activity done by AI parties on world map
- Lords are now more travelling instead of sitting down in castles
- Village raiding reduced
- Setting invalid AI objectives is now being avoided
- Marshall is being prevented from stranding during campaign
- Lords are more aggresive towards each other
- Better decision making for Marshall on world map
- Fixed party not reinforcing weak centers (if fall below 100 troops, was 7)
- Kingdom becomes defensive when weakened and small
- Factions will now defend even without Marshall
- Weak lords now levy troops form over-defended centers
- Electing new Marshall also being influenced by party size now
- Weak Marshalls lose renown thereby leading to better Marshall elected


Random
- Thanks to Jacobhinds I've revised the morale script. It was originally poorly coded by the deveopers. There were 2 try_for_agents blocks inside each other (!). This means it will make (big) calculations for all troops standing on the battlefield per troop. In an average battle of 100 men this would make 100*100-100 = 9,900 useless calculations every 3 seconds!. In a full battle of 400 men this would make 400*400-400= 159,600 useless calculations per 3 seconds. That causes a lot of stutter.

Well thanks to Jacobhinds again, this is over.
 
Quintillius said:
Update: Battlefield improvements


Next version of Nova Aetas contains so many new grand features and does have so many fixes (prison bug, castles,
ladies, sea travel and more) that I've decided to call it v2.0 instead of v1.5.

You fans of Nova Aetas kept suggesting to implement volley fire and formations. So I did another try to implement these huge, complex OSP scripts. Last time I failed to do so, but now I have succeeded.

I am proud to present you the volley fire & better AI & form ranks scripts from Caba'drin and Motomataru.


Volley fire by Caba’drin
- You can set divisions to fire in volleys
- Working for archers, crossbowmen and arquebusiers
- Use numpad period to start and to end volley fire

Formations and AI Mods by Motomataru
- You can assign formations to divisions, choose either
* Ranks
* Shieldwall
* Wedge
* Square
* Wedge
- AI armies make formations as well
- Improved AI battlefield decision making
- Your troops start the battle in ‘hold’ position
- Hold-F1 ability is expanded. When placing flag into an enemy division, your troops will attack it
- In case of above situation and the enemy division has been wiped out, your troops will return to you

Random
- Thanks to Jacobhinds I've revised the morale script. It was originally poorly coded by the deveopers. There were 2 try_for_agents blocks inside each other (!). This means it will make (big) calculations for all troops standing on the battlefield per troop. In an average battle of 100 men this would make 100*100-100 = 9,900 useless calculations every 3 seconds!. In a full battle of 400 men this would make 400*400-400= 159,600 useless calculations per 3 seconds. That causes a lot of stutter.

Well thanks to Jacobhinds again, this is over.

Well i have to say quintillius , for a while i thought u went inactive but boy was i wrong. Your work is really underrated. Nova Aetas is one of the best mods there is for Mount and blade warband. I am really thrilled for this  release. May i ask without being rude, when do you estimate a release.
 
Guys! I need a bit help. Does any of you have pictures/photos/paintings of colonies and settlements in the New World (Spanish preferably) of the 16/17th century? NOT 18th, but 16/17th century!
 
I bet matmo has a whole collection.  :!:

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JAMESTOWN_OVERVIEW_01.gif

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new-amsterdam-5.jpg

It's not much, but I guess it's something.
 
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