lukaszirn
Recruit
Hi, I am trying to start a new mod based on the original Native, but improve it along different lines then Improved/Expanded/Enhanced did. Hopefully we will make a mod that is deep, realistic and enjoyable to play. Here are the 5 things I would like to impliment in Native Adapted
1. Bigger Kingdoms-- The native map seemed really good, but i was always struck how small each kingdom was. Adding more villages, lords, castles, and towns would be a priority
a. Renown for all lords and characters increased so lords ahve 2-5 k and kings 10k
2. Bigger Troop Trees--I was shocked the first time my troops leveled to the max level after 1 week. I was equally shocked when I realized that 30 swadian knights could beat almost everything in the game in the field. Our first priority would be to increase the number of units in the troop tree (i will elaborate later if you have any questions) by creating different levels of the troop first: swadian recruit->sawdian recruit'->sawadian recruit", second: expand the number of possibilites for troops and include paths for specialty weapons that fit with the factions style (nords-large things that hurt, rhodoks- spears...etc)
I just drew out the troop trees a bit here is a basic rendition of the nords one (the /'/" tell you how many ranks of that certain kind of troop there would be, as that would make it really hard to get the professional armies you can get in a week of native), ask if you have any question based on names
nord recruit/'->nord footman/'->nord trained footman/'/"->nord warrior/'/"/*->nord veteren/'/"/*->nord huscral/'/"/*/^
->nord axeman(2handed axe)/'/"->nord axe-warrior/'/"/*/^->nord breserker/'/"/*/^
->nord huntsman/'->nord archer/'/"->nord veteren archer/'/"/*->nord elite archer/'/"/*/^
->nord slinger/'/"->nord axe thrower'/"/*->nord veteren axe thrower/'/"/*/^
Yeah, each rank /'/"/*/^ would increase the level by 1 and skills by 1 or two and also put the equipment up (like rusty axe-chipped axe-axe-reinforced axe) for the elite units the */^ would give them extra equipment, like the huscrals would get throwing axes (cutting) besides their axe, shield, and javelins (piercing) or maybe even a different type of one handed weapon besides their axe (something like a lordly nordic sword or even a shortened falx)
3. Formations--I know its been done, but it would be interesting to see how much depth we could put into that system (phalanx????)
4. Campaigns--Have actually widespread advances by a number of lords, no longer the lets have 2000 troops running around with marshall doing nothing
Idea so far-- 1.Multiple marshalls for certain groups of lords
2. mercenary parties (no fiefs) acting as scouts and small battle groups (30-90) for the lords (130-190) and marshalls (200-225)
5. Character/Unit Traits-- Put some realism into it and balance it. The swadian knight always wins, have each kind of character have its advantages and disadvantages
6. Weapon Wear--Swords/shields get rusty/chipped/break and they need replacing--A metal warhammer will break anything it smashes basically. The tiny arming sword is not gonna block it.
Maybe use the same system for shield health on weapons and replace them with a broken version(or nonexistant version) once the battle ends: rusty- over time chipped- random as you block or hit a blocked weapon cracked- if the shield breaks
7. More Quests?/Guildmaster doesnt give annoying quests.--pretty self explanitory
8. Factions really diverse
Vaegirs-Pagan with lots of specialty units and insane weapons (falxes, hooks, slings, chains, bows,spiked clubs, flamberges, voulges, bardiches, tridents,etc.)
Khergits- 100% mounted light cavalry (leather armor) everyone has ranegd weapons
Rhodoks- long spears, large shields, tight formations, slingers and crossbowmen
Nords- Heavy heavy heavy infantry, with archers holding long bows
Swadians-master of heavy cavarly a diverse troop tree with cavarly (medium and heavy, slower movement heavy charge) infantry (not really that effective but able to hold units in combat, crossbowmen can't compare to rhodocks
So, if you are interested in helping post on this and lets see what happens. I really hope that this idea comes into fruition.
Also, I can't texture well (i tried it was downright painful to look at) and do advanced coding, but I have orked my way through the tutorials
1. Bigger Kingdoms-- The native map seemed really good, but i was always struck how small each kingdom was. Adding more villages, lords, castles, and towns would be a priority
a. Renown for all lords and characters increased so lords ahve 2-5 k and kings 10k
2. Bigger Troop Trees--I was shocked the first time my troops leveled to the max level after 1 week. I was equally shocked when I realized that 30 swadian knights could beat almost everything in the game in the field. Our first priority would be to increase the number of units in the troop tree (i will elaborate later if you have any questions) by creating different levels of the troop first: swadian recruit->sawdian recruit'->sawadian recruit", second: expand the number of possibilites for troops and include paths for specialty weapons that fit with the factions style (nords-large things that hurt, rhodoks- spears...etc)
I just drew out the troop trees a bit here is a basic rendition of the nords one (the /'/" tell you how many ranks of that certain kind of troop there would be, as that would make it really hard to get the professional armies you can get in a week of native), ask if you have any question based on names
nord recruit/'->nord footman/'->nord trained footman/'/"->nord warrior/'/"/*->nord veteren/'/"/*->nord huscral/'/"/*/^
->nord axeman(2handed axe)/'/"->nord axe-warrior/'/"/*/^->nord breserker/'/"/*/^
->nord huntsman/'->nord archer/'/"->nord veteren archer/'/"/*->nord elite archer/'/"/*/^
->nord slinger/'/"->nord axe thrower'/"/*->nord veteren axe thrower/'/"/*/^
Yeah, each rank /'/"/*/^ would increase the level by 1 and skills by 1 or two and also put the equipment up (like rusty axe-chipped axe-axe-reinforced axe) for the elite units the */^ would give them extra equipment, like the huscrals would get throwing axes (cutting) besides their axe, shield, and javelins (piercing) or maybe even a different type of one handed weapon besides their axe (something like a lordly nordic sword or even a shortened falx)
3. Formations--I know its been done, but it would be interesting to see how much depth we could put into that system (phalanx????)
4. Campaigns--Have actually widespread advances by a number of lords, no longer the lets have 2000 troops running around with marshall doing nothing
Idea so far-- 1.Multiple marshalls for certain groups of lords
2. mercenary parties (no fiefs) acting as scouts and small battle groups (30-90) for the lords (130-190) and marshalls (200-225)
5. Character/Unit Traits-- Put some realism into it and balance it. The swadian knight always wins, have each kind of character have its advantages and disadvantages
6. Weapon Wear--Swords/shields get rusty/chipped/break and they need replacing--A metal warhammer will break anything it smashes basically. The tiny arming sword is not gonna block it.
Maybe use the same system for shield health on weapons and replace them with a broken version(or nonexistant version) once the battle ends: rusty- over time chipped- random as you block or hit a blocked weapon cracked- if the shield breaks
7. More Quests?/Guildmaster doesnt give annoying quests.--pretty self explanitory
8. Factions really diverse
Vaegirs-Pagan with lots of specialty units and insane weapons (falxes, hooks, slings, chains, bows,spiked clubs, flamberges, voulges, bardiches, tridents,etc.)
Khergits- 100% mounted light cavalry (leather armor) everyone has ranegd weapons
Rhodoks- long spears, large shields, tight formations, slingers and crossbowmen
Nords- Heavy heavy heavy infantry, with archers holding long bows
Swadians-master of heavy cavarly a diverse troop tree with cavarly (medium and heavy, slower movement heavy charge) infantry (not really that effective but able to hold units in combat, crossbowmen can't compare to rhodocks
So, if you are interested in helping post on this and lets see what happens. I really hope that this idea comes into fruition.
Also, I can't texture well (i tried it was downright painful to look at) and do advanced coding, but I have orked my way through the tutorials