Mod idea collection: I want this mod.

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jacobhinds said:
Gotta say, mods were a lot more...colourful back in the original m&b days. Stuff like gangs of Glasgow and star wars conquest had nothing to do with native, and were practically new games. Even Xpearse's mod which gets laughed deviated from the done-to-death shields and unbeatable heavy cavalry setting.
I noticed this. So few mods for Warband really break the mold of the game and change it into something new like Star Wars Conquest did. Fantasy mods and Sci Fi (I even suggested a Terminator mod a few pages back that nobody seemed to notice) mods in particular are a premium. I was really surprised to see few Lord Of The Rings mods and the ones that do exist are apparently made by people obsessed with lore accuracy to the point that it kinda defeats the point of making such a mod out of a game like this to begin with.

Maybe Warband just isn't flexible enough to accommodate such mods.
 
It's not that, it's just that Warband didn't attract a lot of the same people that the original M&B did for a variety of reasons.
 
Austupaio said:
It's not that, it's just that Warband didn't attract a lot of the same people that the original M&B did for a variety of reasons.
That's an interesting statement to make (for a banned person, anyway). What are these "variety of reasons"? Maybe I could answer.
 
My ban was self-requested and hardly relevant.

The multiplayer was poorly balanced and designed, the single-player had few meaningful changes and Warband just didn't have the time and care put into it's development that the original did. My opinions anyway, obviously, they vary from person to person.
 
They... are?

Like who?

Dain Ironfoot, Yoshi, the TLD crew, N0ught, Flanged, Caliph, CinuItza, QueenPinky, Highlander, rucchi, the Sword of Damocles crew, the Eagle and Radiant Cross crew, Ealabor, HokieBT, Rosha -- and certainly numerous others aren't.

When I go down the Caravanserai, I don't really see any modders who strike me as being particularly old to the community except Lynores and Llew.
 
Austupaio said:
My ban was self-requested and hardly relevant.
Sorry, was being a mean drunk there.

Austupaio said:
The multiplayer was poorly balanced and designed, the single-player had few meaningful changes and Warband just didn't have the time and care put into it's development that the original did. My opinions anyway, obviously, they vary from person to person.
Probably true enough. There were quite a few unusual and creative mods back in the old days and Warband didn't offer much except multi-player. But it still had a large influx of new players and modders, so it is puzzling why there are so many similar mods and no brave experiments. I guess people that are both creative and competent are very rare.

Edit:
As for the old guys leaving, it is normal for modders to move on after a while. Usually guys and girls get fed up or don't have time anymore for what can be a very time-consuming hobby. People can also get a job (quite a few modders are actually unemployed), get married (Rosha) or even die (AncientWanker presumably).

For me, it's the amount of work that puts me off. I have at least two mod ideas that would make you ask "Why wasn't this done before?", but it takes months of work to get them into an enjoyable state. So, I'll wait and see if Bannerlord is good enough and decide then if it's worth it, instead of making something for Warband's diminishing player base.
 
MadVader said:
Sorry, was being a mean drunk there.
:lol:
MadVader said:
But it still had a large influx of new players and modders, so it is puzzling why there are so many similar mods and no brave experiments. I guess people that are both creative and competent are very rare.
Well, yes, as you have both said, there was a big new crowd with Warband... but they were largely younger and more, well, casual. Not trying to be judgmental, it's just not quite the same type of player.

Creative and competent is rare enough, but even more rare is a person who is creative, competent and dedicated with both the personality to put up with this petulant on-topic community (wen relez u ******) and the spare time to put an entire mod together practically single-handedly.
 
A mod based on the current political situation might be interesting. The year of the mod would be 2014 and the map would cover the north eastern Europe, the middle-East and maybe some of north Africa.

Factions and their alliances would be the following:

- Nato (never in war with Israel, Ukraine government or Syrian opposition)
- Ukraine government forces (set to be always in war with Donbass separatists)
- Donbass separatists (never in war with Russia)
- Russian Federation (never in war with the Donbass separatist or Syrian government)
- Syrian government forces (always in war with the Syrian opposition)
- Syrian opposition
- Islamic State (always in war with everyone)
- Iraq army
- Kurd rebels
- Iran
- Israel
- Palestine forces
- Army of Egypt

- If the faction list feels too middle-Eadt centric, maybe these would also do:
* Belarusia (a homie to Russia, Syrian government and Donbass separatists)
* Finland (never in war with Nato, Sweden or Ukraine government)
* Sweden (never in war with Nato, Finland or Ukraine government)

Bandit parties

- In Ukraine, there'd be two minor rebel parties and one significant. The smaller ones would be "Minor rebel parties" and "Ukrainian volunteers". The third one would be the "Green men" who move in packs of 5-15 and have the same stats and equipmnent as Russian elite troops.

- Elsewhere in Europe would roam neonazi and communist protesters. Manhunters would naturally be police and swat-like special forces.

In the middle-East, well, threre'd be terrorists such as Isis fighters, al-Nusra, al-Qaida and muslim rebels.

That kind of plan. I don't have any modding skills myself and as I don't believe anyone is interested to do this for me or anything, this all is merely a fantasy. Of course, be free to draw inspiration from this if you want.
 
Well, I have another idea a long time ago I had for a video game that I posted on another site, there would probably be a pretty big overhaul involved so I don't really expect it to be made, but might as well post it here:

It would be a sort of Dinosaur based RTS/FPS/RPG/Fighter hybrid, and the description I had was pretty detailed so if anyone's interested I'll spoiler tag it

Which genre it would be depends on if you control humans or small, weak but fast dinosaurs or large, slow, and resilent dinosaurs at the time. You move around the world like usual, and when you run into another enemy unit you *FLASH* and enter a battle arena which is based on the terrain of the RTS map you're in at the time (you're surrounded by trees if you're in a forest, in a narrow passage if in a mountain, etc.). If you're a human against a human, it's a standard First or third person shooter (you choose), but using whatever weapons and body armor you've got equipped at the time, as well as traps everywhere around the area you can use to trip your enemy up, such as snare traps or something, and they could do the same to you. If you're a human against a dinosaur, if it's a small dinosaur it's just a shooter with the aforementioned traps, but with a dumber opponent more likely to fall for traps and if you're up against a large dinosaur you can't beat it as human unless you're equipped with heavy ordinance and must use traps such as using a large boulder trap to drop on them or trick the dinosaur into dropping into a pit to damage it, or whatever (the dinos are stupid but the same dino won't fall for the same trap twice so you have to mix it up). If you're a small dinosaur it's basically the same as human but you must melee your enemy, and if you're a large dinosaur if you fight a human you must chase the human and get close to attack it while avoiding falling into traps. If it's same size dinos vs each other would be more like a fighting game, while small vs large would be pretty much like human vs large dinos. Of course, eventually tanks would enter the picture, fighting them would be like a smarter large dino that also needs heavy ordinance or traps to take out and can cause great damage but can't trigger most traps.

If you win the battle, depending on your enemy you'd get loot, weapons, armor and money for humans, tanks would be salvaged for metals used to craft weapons and armor and sometimes even fully repairable and thus useable and dino bones and skins with which to make various armors and primitive weapons (useful when you're out of ammo or don't have a gun at the time) or to be sold and sometimes eggs that you could later hatch and then be able to use the type of dinosaur you looted the egg from (unless you took out an egg eating dinosaur, in which case the species of the egg would be randomly selected).

You'd also get experience and thus level up, which would increase either the speed (how fast the unit moves during combat) defense (how much damage the unit can avoid taking before health is lost) HP(duh) accuracy (humans with weapons) and attack (damage you inflict obviously).

Humans would have body armor and either primitive or modern weapons to equip while dinosaurs would have to rely on their statistics to get them through.

Is anything similar to this even remotely possible to mod in? Better yet, is anyone interested in making it for me?
 
dinnerblaster said:
A mod based on the current political situation might be interesting. The year of the mod would be 2014 and the map would cover the north eastern Europe, the middle-East and maybe some of north Africa.

<snip>
Ooh, some people might find any representation of the current events to be offensive!
I'd also include China, which does nothing until the beginning of the third year of in-game time, then opens up and steamrolls everyone while they're too busy being at each other's throats.
 
dinnerblaster said:
- If the faction list feels too middle-Eadt centric, maybe these would also do:
* Belarusia (a homie to Russia, Syrian government and Donbass separatists)
* Finland (never in war with Nato, Sweden or Ukraine government)
* Sweden (never in war with Nato, Finland or Ukraine government)

:mrgreen: * Transnistria - http://en.wikipedia.org/wiki/Transnistria

20140117_TRANS.png
 
matmohair1 said:
I'd ask who's next in getting a free staged coup d'état, with the added bonus of a fascist government.

Why's everyone being brainwashed into believing the Russians are evil? I can name one other major country, one with questionable economy and great imperialistic interests, which manipulates the EU and basically does whatever it wants. Someone tried to **** with Russia, Russia ****ed with them instead.
Not saying the Russians are innocent goodies. Everyone's pulling the rug in his own direction, and it's always us, the regular folks on ALL sides, which suffer in the end.
Still, I can't help but think that I'm on the wrong side, should something terrible happen.
 
To me personally, Obama lost his innocence after the NSA scandal, and even further so after he defended human rights violators in Iraq. When Obama was first elected a president, it felt to me like USA had got back it's conscience. Agreed, the man has brought some needed sense to the American politics. In general however, he has proved that the country is unable to change its attitude but can pretend that it can (and will).

Though United States has lot of barbaric elements and other faults, I could never swear any loyalty to Russia under any circumstances. At least with Americans I have some shared views and opinions. Russia's current government is nothing but a medieval plutocratic dictatorship which I'm never gonna trust. Both sides are evil, but I find US to be the lesser one.

I find it ironic how Russian sympatithers claim Poroshenko's moderate capitalist rule as fascist, while their beloved Putin is invading countries, controlling media, limiting freedom of speech and suddenly spending 400 billion to buy intercontinential missiles and other weapons. Sure that money could've been used to enhance the country's social security, advance public infrastrucure or support education or technological advancement or anything useful instead. But no. To Putin "western fascists" are more important issue than the wellfare of his people.
 
[size=24pt]THE EMPEROR STRIKES BACK[/size]

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Single Player Mod for Warband with Polished Landscapes.

Game Design Concept

The Emperor Strikes Back lets you relive the classic Hundred Days episode of the Napoleonic Wars, set directly after Napoleon reaches Paris from Elba.
Start date is March 20,1815
You can play as the French, Anglo-Allied and the Prussians.
The world map consists of Northern France, Belgium and the Rhineland. Littering the game world are villages, cities and forts/depots(castles) found in the area during 1815.

Hundred Days Campaign Area of Operations
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[size=36pt][size=24pt]CONCEPTS

You can begin the game as a veteran of the campaigns of 1812,1813 and 1814(Freelancer integration for all factions), an officer or general in charge of troops or as the Commander-in-Chief of the factions itself(Napoleon, Wellington, Blucher).The Commander-in-Chief's tasks is the same with the Marshall in native, but with more control over the army.
These character backgrounds can be selected during the intro to the game.

If the player selects the veteran, officer or the general background, the first scene(the bandit attack in Native) will be changed to a European idyllic village scene(regardless of what faction you chose) where you participate in a drunken brawl outside of a tavern(free for all just like the tournaments in Native), then a Town Crier(the merchant in Native) will announce Napoleon has escaped from Elba and he marches into Paris unopposed.
If the player selects the Commander-in-Chief background you will start the game immediately in the following locations:
Paris for Napoleon
Brussels for Wellington
Namur for Blucher


The Commander-in-Chiefs will start the game with a number of companions already in your party, they will act as your staff so that you can coordinate the mobilization of your forces. For example Blucher will begin with his trusted chief-of-staff August von Gneisenau, his aide-de-camp Count Nostitz, a number of staff officers, a reigment of elite troops and a courtesan.

Generals and officers at the start of the game will be at full manpower strength consisting of trained troops and will contain a number of veteran troops. Commander-in-Chiefs along with his staff officers(companions) will lead a contingent of elite troops(Guard).

The difference on how many men an officer and a general can lead depends on their level, at the start of the game an officer is level 40(200 men)
while the general and Commander-in-Chief is at level 60(500 and 700 men respectively).

The Commander-in-Chief can assign each officers and generals to the three separate wings of the army (Left,Center,Right) and each wing will follow the lead of the assigned Marshal. In battle, this will be the basis for the starting positions of your troops.
The Artillery arm of the army is in direct control of the Commander-in-Chief, its placement on the battlefield will be done just like the "Hold Position" command in Native.

The charisma and persuasion skill of the Commander-in-Chief must be overpowered so that he can exercise total control of the faction's army.
The AI must be programmed to follow all of the Commander-in-Chief's commands disregarding the M&B AI like their tendency to seek out enemies on their own(unless the Commander-in-Chief orders them to).

Recruiting of Infantry troops will be done in villages under the control of your faction by using your persuasion level or forced conscription(low morale and likely to desert), and the conscripts will be brought to the Forts/Depots to train. To simulate desertion or this will be implemented by making the conscripts as prisoners in M&B gameplay, so that they will have a chance to escape while you are heading for the training sites. The AI must also be programmed to DO THIS recruiting method. To prevent massive amounts of Cavalry troops in your armies, the recruitment of Cavalry will be determined by how many horses the faction possesses in its depots. Horses are acquired in the villages or can be captured in the world map, their behavior would be like bandits in Native and their delivery into the depots will be like cattle. Training cavalry troops takes much longer than infantry. Artillery will also be determined by the number of cannons, these cannons however can only be manufactured in the workshops and factories found in the cities. You don't have to organize the cavalry and artillery arms from scratch however, as veteran troops of these arms will be available at the start of the game, also a set number of horses and cannons are ready in the stockpiles of your depots, just waiting for the men to use them.

For Wellington, he will have to rely on Belgian villages for recruits while Blucher will have to rely on villages along the Rhineland.
Commander-in-Chiefs can order their staff officers to send word to the generals and officers to recruit fresh troops in the villages.

With these great exertions of men and materiel, money will be needed, lots of it. At the start of the game each faction will receive a lump sum of money depending on the wealth of the faction. An example of this occured during March 1815, when Napoleon came back to power he discovered 50 million francs in the Treasury while the Imperial War Budget of 1815 is 100 million francs.
The expenses accumulated by the costs of the preparation will be deducted from the treasury on a weekly basis, just like in Native.
To accumulate wealth to support your ever growing army, players playing the Commander-in-Chief in the French side can raise taxes, which will affect your faction's relation with the cities and villages. While the Commander-in-Chief of the Anglo-Allied and Prussian factions will receive money from British subsidies on a weekly basis.

To feed these large numbers of men this is where the Caravan system in Native will be implemented,  caravans will travel from the cities to the forts/depots within the control of their faction. The AI of the generals and the officers would be programmed to order their staff officers to visit these depots in order to get their supplies, instead of looting and burning enemy villages. The option to raze the village will be replaced by "Search every house for forage" while the option "force the villagers to give you supplies" will also remain to reflect the foraging of troops during the era. These two options will have different penalties to your faction's relations with these villages.

Village relations will also affect the campaign, negative relations with villages under your faction's control gained either by conscription or foraging can have negative effect on the morale of the conscripts you bring into the depots while negative relations with villages of other factions will increase the army of the enemy faction as partisans will join in their ranks.

Considering the Waterloo Campaign started in June, you have two months worth of in-game days to assemble,recruit and train your conscripts for all factions. By early June the Emperor(Marshall for the French side) will gather the Armee du Nord and cross into Belgium if the player chose not to play as the Frencg C-in-C. This will be the signal for all Generals(Nobles) of all factions that the campaign has begun.
Militia troops( National Guard/Landwher/Fencibles) can also be used to bolster the ranks during the campaign, but remember there are cities and forts/depots to be garrisoned.

Players playing the C-in-C will be given the freedom to begin the campaign anytime they wish, but striking  without proper preparations is not advisable.

Players playing as officers can also harass the enemy mobilization efforts by launching your own incursions into enemy territory either for the chance of crippling veteran troops of the enemy faction before the main clash of arms begins in June, while risking your own veteran troops in the process.

By early July, no matter the outcome of the Belgian Campaign the game will spawn an invasion force of Austrians(10,000 men), then followed after a few days by the Russians(10,000 men). So it is imperative for the French side to crush the Anglo-Allied and Prussians then shift to the defense in order to stop the Austro-Russian advance.

When this begins, the French faction will have support in the form of franc-tireurs, these independent units will spawn near French villages. They will not engage enemy troops by themselves and flee once chased, but once you engage an enemy force, they will assist in the battle if nearby.

It is possible for the Belgian campaign to end in one great deciding battle as all the officers and generals in your army will be following you, I think 10,000 troops for each faction in one battle (30,000 men!) would give the mod an epic feel to it. The number of troops present in the battlefield at once is still determined by your battlesizer, but the recommended battle size would be 500 or 1000 men. The battlefields must also be widened to enable more room for maneuver.



So what do you guys think? Suggestions are welcomed to get this discussion started.


 
please somebody make a mod that you could be a bandits leader/bandit,and you could organize bandits campSSS,and you could have a small garrison in the bandit camp,also you could beat the noble scum with the bandits
 
How about a Mafia Mod?
           
I have to be honest i haven't done much searching on mafia mods, so if there is one i apologies.
The reason why a mafia styled mod would be good in my opinion is, it's different from any other mod that I've seen.
The way I see it is that it would be a great experience for the player.
Also some of the features already implemented in the native module would be great for example the vassal system,rents/tax and bandits witch could maybe become police officers. Witch brings me to my next point, what if there could be a feature in that when you get destroyed by bandits(Police Officers) you could maybe go to a prison on a island (not Alcatraz.)
        Now I think that the map would look great if it had a sort of Italy style borders look but with a few more islands for prisons,hideouts and claimable land. With the claimable land you could make different structures depending on your engineering/construction skill like tiers in witch every 3 levels count as one tier and if the player reaches level 10 in the skill he would get a bonus from defensive structures. Defensive Structures witch could be a guard tower like you would get in prisons, a barbed wire fence or a bunker...etc.
        The factions could be 3 different regions of the country with 3-4 clans/minor factions in each region. What i read on the development on Bannerlord i would say it would be easier to make it on that. So considering that, it might be equally important to make a different type of law enforcement for each region that would be specializing in the clans of that area. Also just like when bandits attack you need to bribe the officers to look the other way. It might be a good idea to make another option to bribe the police (of that area) a load of cash to focus most of their attention on the rival clans, giving you time to build up your team. The three main factions could be docile with each other but once in a while they all gather their clans to fight each other for territories and power.

The main factions could be:

Red=Dotti

Green=Bina

Yellow=Traewood
                                                       
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Minor Factions:

Dotti:                Bina:                Traewood:
        Nama              Raman                      Bolos
        Prot                  Dafal                        Renti
        Clapio              Toga                        Wilts

Instead of being a vassal and taking a oath. You would have to undertake a job to kill a rival clan member. To do so you would have to eliminate his squad and take him prisoner( no "managed to escape" for this) then you would have to either take him back to the don then kill him or help him sabotage the don you were working for's hideout. If you take the sabotage option you will then be offered to join their clan because the guy you helped will vouch for you but then your reputation will be decreased with all other clans by 10. But if you do kill him you will then be able to work for the clan and work your way up with no consequences. When you reach the point in where the don offers you a position as a hierarchy in witch then you will be able to own towns and cities etc.
          The way you manage the towns and villages that you own has three options:

Good in where you don't aggravate the citizens and then you gain reputation, but then you will receive less that what you deserve.

Neutral in where you don't do anything to that citizens except collect taxes. You gain nothing except cash.

Bad in where you terrify the citizens to the point that they give you bigger amounts of cash but then it makes the people angry and the place poorer and could also spark a riot. You could avoid having a riot by placing enforcers to that area witch you could recruit from a town/city that you own.

The marketplace could be different as well in where you can't purchase weapons but you order them from the black market. There could be one Black Market in each region witch can be obtained to get additional profits and discounts, but expect heavy resistance. I wouldn't expect cars to be totally honest but motorbikes maybe. Also there could be a place in where you recruit hit-men that have a chance of eliminating a specific target. Just like the defect to my kingdom chance system but it would be a chance to kill, ranging from 1-5% depending on your level in persuasion/Intel. It would also be pretty nice to see cut scenes like in TLD for special moments. Maybe you could also have a election for the position of Don in your clan witch would make it so you won't have to start your own faction just to be boss. But there will be no election for the capo of the region. Due to it being a special character with specific quests from him. The region Capo would always be in a manor and would only come out for meeting(Feasts) but don't expect to win because he would have a army the size of witch your party morale wouldn't be able to handle. Take Leo from Mafia Two he would make a great representation of a region Capo because he's old and he has a mansion with fancy cars.
           
So that's about all i can think of. I doubt it will ever be considered but it was fun writing down my idea.
It would make a great mod for Bannerlord in my opinion. 
                 
 
I find it annoying when you take a castle of an enemy faction and the village that comes with it has only the recruits of the "original" owner of the fief.

A mod with the ability to "convert" the fief recruits to the faction that captured it, this is optional as you may not want to make the whole kingdoms troops extinct in your game. The contrast between this and real life is that you would convert the village by forcing their religion and beliefs and building styles, and training procedures to your factions ways. This would perhaps detoriate the relationships with the converted village.

Concerning a player made kingdom this would still apply, unless you were able to create your own kingdom troop tree then, I suggest that when you make your kingdom you choose a "template" kingdom. So if you chose your template to be the Nords then you are then able to convert villages your kingdom controls to the Nord troop tree.

I am unable to help with the making of this mod as I have no idea on how to do anything and I do not have the time to learn how to. So if someone could make this mod and email/PM me when it is finished that would be great! Thanks in advance :wink:
 
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