SP Native Might and Blade - 0.3 FINAL released for .960 -Quick Bugfix Released-

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Sorry about that, the bug is fixed, please redownload and it will work.

Final Release Below


QUICK BUGFIX

Link

Install the final release first, then install the quick bugfix.

I am proud to present the final version of Might and Blade for Mount&Blade .960, due to a massively underwhelming response I will not be developing this mod any further for .960. When 1.0 is released, if it strikes me as a good idea, or if I get enough responses that'd like a 1.0 version, then I'll probably do it. But as for now, the mod is in a state that I quite like, and can't go any further without feedback, but I'll be waiting to 1.0 anyway

What is Might and Blade?

Might and Blade is a mod that focuses on the vicious melee combat that is so often overlooked in Mount&Blade. I thought that while running around on a horse was fun, it didn't have much of an element of danger. That's why in this mod, the ~90 new troops are tuned to my liking, the peasants are just that, peasants, while the elite troops will DESTROY you if you get too cocky. Thanks to it being melee there's no sure fire way to escape either, I want to put the player's life on the line with every fight.

Along with the ~90 new troops, there are 5 entirely new factions, each with their own different style. Also there are ~30 new weapons and sets of armour. The best of which will be found on the kings of a country, or the very elite troops of each faction.

As it stands, you can still buy horses and ranged weapons at the shops, but if you've downloaded a mod for melee combat, I don't see why you'd bother.

A word of warning for those who haven't played before. Beware the bandits, start with robbers, and move onto Forest Bandits. Mountain Bandits and Sea Raiders are very unforgiving to low tier troops and poor equipment. Along with the robbers, your best bet at the start of the game is tournaments as far as getting some income goes.

Special thanks go to -

Mirathei and Chel - Formations and Battle Morale scripts.
Luigi - Models
Stoned-Dude - Models.

Thank you to everyone who downloads, please leave some feedback!

Information about the factions is below.

Aldasar

Aldasar, led by the young King Barald is going through growing pains. Aldasar was never particularly wealthy, that is until their recent war with the Valtanians. After suffering a number of crushing defeats and lost territory Barald ascended the throne. He led a radical wave of reforms that propelled Aldasar into the modern era, now boasting Incredibly strong troops and technological advances they have the ability do inflict incredible damage upon their foes. However Aldasar tries to remain diplomatic, knowing how easily entire nations can crumble.​

Pinochia

Pinochia prides itself on being the pinnacle of cultural development in Calradia. It boasts an immense army and great wealth. However King Louis is not without his problems. As a king that favours the nobility in his kingdom, the lower classes have become poor and unruly. While it has the most elite troops of any nation in Calradia, it also suffers from a weak base. Even regulars in the army are stricken with poverty, and hold no love for the country which has forsaken them. Nonetheless, with the power of the upper class, nobody wants to make an enemy of the Pinochians.​

Valtania

Valtania, led by the savage King Valtarok is a nation of fearsome, bloodthirsty warriors. The culture is built on violence, harsh punishments, bloodsports, you name it. The only problem is that Valtania has a small problam financing it's bloodthirst, it simply can't afford troops as elite as the Pinochian nobles, however, as a kingdom it acts as one mass. There is little by the way of dissent, and even the lower-downs in the army are fearsome warriors indeed. Preferring to go all out attack with a 2h weapon rather than using a pathetic shield, they are a terrifying enemy to fight.​

Kratva

Kratva is the newest established nation in Calradia, after declaring independence from the Valtanians 150 years ago their soil has been drenched in blood. Between the Valtanians lusting for bloodshed with their former subjugates, and the Kratvans fighting with furious desire for revenge there is little peace. Czar Jakov has wasted no time since he ascended the throne, he has worked massively on improving the armed forces of Kratva, transforming them from a raable-like guerilla group into a fully functional military force. For the first time since they declared independence, the Kratvans have become a threat to the Valtanians again.​
 
Got the elite units to where I want them to be, they are damn powerhouses, and will trash lower troops if you leave them alone, they will run through them like runaway trains, but with another elite unit, or a couple of slightly lower, tier 8/9 out of 10 troops and they'll go down. They're not too easy to get (I think, guess we'll see) but they are damn worth it.

Status as of now: Pinochian, and Aldasarian trees done, lords no longer have cavalry. Currently making variants of weapons for the higher tier troups to use, and a few uniques. also I have a question. If I put an item in the inventory of a lord, and you beat that lord, can it show up in the loot? I'd like for all the kings to be using unique weapons.

Cheers.

EDIT: For overly large and unnecessary picture

aldasarchargekw4.jpg



A bunch of Aldasarians charging towards Mountain bandits, the order of how good the troops are in this picture are self-evident by the athletics skill shown.

Destroyer > Royal Guard > Royal Swordsmen > Landowner > Captain > Veteran > Soldier.

There are 3 other tiers below that, every faction will have 10 tiers of infantry units, from the low peasants to the elite units.
 
pentagathus 说:
How powerful are bandits going to be?

A point I'm still considering, out of the 10 tiers of troops, I think I'm going to make your bog standard bandit the strength of your second tier bog standard militia, but also raise their numbers. I had the idea of an organized party of bandits as well, that have decent numbers and are around the strength of the median troop, the average man in the army. Again, with decent numbers.

Of course I'm open to all and any suggestions.

I was thinking perhaps I need to make seperate tiers of bandits, with the difference between elite troops and your bog standard recruits I'm thinking that there really needs to be a good way of levelling up your men. I think I'll go with the idea of staggering the difficulty across the bandits, say River pirates being the weakest and mountain bandits being the strongest. Perhaps the higher tier of bandits not being bandits at all but ex-military or something or other, something where they can be strong and still make sense.

As for progress, I've done the Kinsar units now, plowing through the Valtish, I decided the Valtish are only going to have 6 tiers of units, nothing as weak as the others, but nothing quite as strong either. Might end up underpowered, I'll take a look at if that's so afterwards.

EDIT: All unit trees complete, time to take a look what I can do with these bandits.
 
Sorry for bumping this after so little time, but I think the first alpha release deserves to have the bump.

Read the first post for important information and a download link!
 
if you do this, it would be cool to see indeed of archers cavalry infantry. spearmen, swordsmen and axemen and of course, formations  :mrgreen:
 
UPDATE: Mirathei and Chel's battlefield tactics successfully in, and no more starting the game with horses and crossbows!  :lol:

Also I inadvertedly overwrote the entire troop trees  :roll: Time to download my own file to sort that out  :lol:.

Looking for another release maybe a week or so from now with more content.

EDIT: OH WHAT THE CHRIST. Apparently now all the troops have reverted to vanilla troops, and even in the version that I released has vanilla troops, even though I KNOW that I changed them all via the troop editor, I spent forever doing that  :cry:

The strange thing is, my backups are showing as if I didn't make any changes to the troops.txt file as well, same with party templates, everything seems to have well. Rolled back for no reason. Even in the picture above where it is proof I didn't imagine changing the troops, they don't exist anymore, they're back to vanilla troops.

Well that's made me pretty damn furious, it's going to be one hell of a chore to go through all that crap again.

Anyone who downloaded the mod, can you confirm for me that they are indeed vanilla troops? It seems odd to me that they have reverted, and yet my change to the names of towns hasn't reverted.


EDIT: OK so faction names, town names, and new items seem to be intact, it's just imploded my troops.txt. But not just one troop.txt, my real one, my backup, and my zipped one. Did this happen just before I rar'd it up?

I seriously have no idea how this crap happened.

EDIT: Think I found the bloody culprit. I edit the troops.txt file with the troop editor, and in the troop editor it shows as Pinochian Rabble. In the game, it shows as Pinochian Rabble. In the troops.txt file it shows as Swadian Recruit still. I guess when I backed up the troops.txt file so I could compile the morale/formations scripts, then replaced it afterwards, it just reverted to native. Somehow. God knows.

So it looks like I'll be having to do the troop trees via python. OH JOY, now it'll only take three times as long, expect a release some time next week. Maybe even at the end of this one depending on how into the modding I get.

14:20 EDIT: Currently going through the Pinochian troop trees through Python and making sure everything works right, wrestling with trying to change their attributes.

DEAR GOD MORE EDITS:

Major headache averted when I realised that the mod actually uses the python files, for some reason I had it in my mind that building the module converted all the needed information into the .txt files but it seems this isn't the case. This just saved me big style.
 
Kamos32 说:
Hold strong the community is patient just keep trying to fix the problem.

Oh no worries about that, not getting upset with it or anything, took a break from it today when I was defied by a single line of code. Trying the set attributes on one of the troops and it wouldn't compile. Had no problems when I'd edited the attributes of the other troops. But one just well, REFUSES to compile no matter what I do. I've more than double and triple checked, there's no punctuation errors, no spelling mistakes, I even copied one of the entries and changed it so that I COULDN'T make a mistake with the syntax. It still says "str_31" is not defined.

So I got annoyed and stopped for the day  :roll:

I'll find some way around it.
 
****, I had that error too and I know I solved it. I will brainstorm over it and let you know what the solution is... >.<
 
Servitor 说:
****, I had that error too and I know I solved it. I will brainstorm over it and let you know what the solution is... >.<

:!:

Nice one, thanks a bunch!
 
You need to re-enter all the troop information?

If you want, I can do it for you.

I've had lots of experience with troops and creating new troops and such (in Python), and I can do it all for you, so long as I'm given credit :razz: not for the idea obviously. Just send me what you want via PM if you so desire.
 
A very kind offer, but it won't be necessary any more! I had a breakthrough. After sleeping an idea popped in my head, almost every single one of my modding woes comes from Vista's security bull**** messing everything up. So I tested it, I used the troop editor on my old account, which I supposedly had enabled administrator access on. The troops.txt didn't change.

I do it on the real secret administrator account and voila, it works. So yeah that's a lifeline, I can do my changes through the troop and item editor now, and not have to worry about actually having to do any work  :lol:

Time to get this thing started at full throttle once again, troop trees first. Special sets of armours and weapons for the elite troops is something I'll whip up, and unique weapons for the kings.

Then I might take a look at customizing the heroes, yeah, I like that idea. Then sorting the strength and party sizes of the bandits.

If anyone has any suggestions for features please do tell me, and if they fit I'll look into implementing them.

EDIT: Just tested it, works a charm, you won't accidentally be getting repackaged native this tinme  :lol: Though it makes me wonder how the changes showed up before, even though they weren't writing to any files. Oh well, it's a mystery!

EDIT: Half-way through the troop trees and items.

EDIT: I swear, sometimes controlling the infantry AI is like trying to herd cats.
 
Giving this here topic a bump, because I've release version 0.2 of the mod.

It has many new features compared to 0.1, such as the ability to actually work.

Check the first post for details, time for me to sleep now  :smile:
 
This looks like a very very very good idea, and I'm really anxious to see how this will work out. If you want, I can try for backstories.
 
veerserif 说:
This looks like a very very very good idea, and I'm really anxious to see how this will work out. If you want, I can try for backstories.

Anybody at all is welcome to suggest things, if you get an idea aboout any of the backstories at all, throw me an e-mail at [email protected] or of course post it here, either way. If I like it I'll happily use it!

Cheers!
 
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