SP Musket Era Neo Native (v1.35 en/ger)

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Hey Morgh, i am looking forward for the next release of your nice mod. What are you going to add in the next release? Other question: Will be there an next release? I really hope so, cause FaS is much more fun than in the native.

Greetz

Michel
 
michelthemaster said:
Hey Morgh, i am looking forward for the next release of your nice mod. What are you going to add in the next release? Other question: Will be there an next release? I really hope so, cause FaS is much more fun than in the native.

Prince de Radzivil said:
Are there any updates planned? I have several suggestions but unsure if it has any sense to post them here.

Currently I'm not working on anything which has to do with Mount & Blade - also the module is (almost) finished.
But I'm still here, reading the posts about this module and the editor I've released. So it would interesting to read about yur ideas.

My brohter and I discussed a lot about M&B past week, so maybe I'll get back to work - but I can't promise :wink:
 
xFishBowlx said:
I don't know if it's my bad luck or what, but I can't get past the tutorial at the beginning. I've tried twice, and both time haven't been able to destroy the lock on the gate. I can save and come back to the game, but I have no weapons or horse or anything..

Any idea on what the problem is?

Try thrusting it with your sword (worked at me), or press TAB to skip the tutorial.
 
Morgh said:
Currently I'm not working on anything which has to do with Mount & Blade - also the module is (almost) finished.
But I'm still here, reading the posts about this module and the editor I've released. So it would interesting to read about yur ideas.

My brohter and I discussed a lot about M&B past week, so maybe I'll get back to work - but I can't promise :wink:
In fact a have a very long list of suggestions.:smile:
I like your work a lot. This is a very great improvement in compare to vanilla map. And I really admire the colours and style of your map.
Nevertheless there is always a place to improve or fix some things, may be when you will have some spare time.

Most problems related to Neo-map are certain amount of anachronisms as in choice of places and names. For example, many towns and villages are even did not exist in the 17th century (especially in Wild Fields, i.e. Southern Ukraine or so co-called "Novorossiya" that was colonised only since the 18th century). Several during the 1650s-1660s were only like a tiny villages or little towns absolutely unimportant economically or military wise (Lodz or Stolin).

There are also some anachronistic names used such as "Sovetsk" in Prussia or modern Latvian and Estonian names for Livonian places where elites and bourgeoisie were Germanophone. So I tried to fix all the names more like they sound historically and were more common in use during the 17th century instead of modern ones.
Lastly some geographic improvements can be done  (like moving Riga a bit to the north of the Daugava where the biggest part of historical city was situated or moving Warsaw into the correct place). I am not sure if this is hard to fix because my modding skills are absolutely poor, so I leave you to decide if such corrections could be worth the effort.

Anyway I allowed myself to make a sketch image with all my suggestions in order to visualize them and to make self-explaining. Check this, please:
xmages.net/storage/10/1/0/8/d/upload/69263bad.jpg
(open it in browser please as I just registered and unfortunately cannot post external links on the boards yet)

The towns/cities are marked with big dots and the villages with the small. The red lines portrait the related towns and villages.
I tried to save almost the same number of towns/villages and the balance between factions as in your mod. Also I edited the towns control for factions as the military situation was historically on May 1655 (there were a lot of mistakes in vanilla).

Ideally it would be great if you can cooperate with other modders to introduce several new factions such as Transylvania and Prussia that played very important role in this war. This is really odd that both were not included by the game developers. Also may be one combined faction for Wallachia and Moldavia, and another one for Courland (not that important so). May be even "Radziwill faction" but this is probably way too complicated.
Still for the possible game set-up without adding any new "realms" you can consider making it like in my suggestion. Transylvanian towns could be Swedish controlled from the start (as Rákóczi allied Karl X Gustav and invaded Poland), Moldavia under Cossack control (Turkish vassal but still very closely related and allied to Khmelnytsky and Russia), Wallachia under Tatar control (as Turkish vassal) and Courland under Polish control.

Hope you will find at last several of my suggestions as useful and worthy to be potentially included in your great mod.
 
A lot of stuff. I've seen the image, and I thought one thing: A lot of time, that you've invested!

First let me say, I'm german, I've done my personal best job without understanding the language and the history of the involved area. This means also research at the web. Also I haven't found any really useful map. So I've done a lot of (frustrated) work with goole maps - which is 2012 style :wink:

Second I must say, that a lot of your wishes are really impossible to realize without a lot of scripting.

>> Most problems related to Neo-map are certain amount of anachronisms as in choice of places and names. <<

I REALLY know that! :grin: but...

At GAME START, the dependencies of villages to towns are set by its distance to the next town on the map, doesn't matter which faction it is. Trust me I invested several hours to get a map which is balanced in distance and faction, without having a module system - because WHEN I released the mod, there was no module system!
EVERYTHING at these map has to do with these dependencies, also the exact town positions - but I have done a better job than the developers -.-  :evil: !!!

I created a better looking setup with a lot of compromises. So these mod is a gameplay improvement and not a real historical improvement. When I saw the game when it was released, I really thought one thing: IS THIS A BAD JOKE!????  This was the reason do do all the things.

Sure, we can set a perfect historical setup, but this also means, the game get back worse as it was at beginning! Take a look to your colors, and WHERE they are, HOW MUCH they are, and take a look to the distances between EACH town - and thats the problem! You need to analyze this, to understand what I mean and why I decided to use the whole region, and NOT tearing apart the factions to different locations.

So at this time, this is just another vindication from me, why I have done things as they are. I thought I CLEARLY wrote that at the description of the module....

I won't join a team, I won't invest another 30 hours. But I can try to take the names of your map, and insert it to the module. Maybe...
I wrote something like that half an year ago I haven't changed anything.

I know that my answer is frustrating for all the people who are enthusiastic enough to change the whole game. But I'm not enthusiastic enough to invest that time in a game which has bugs, and bugs, and lots of more bugs... This was the reason why I finished playing and modifying the game. And I'm also not the man who "heals" the game, the game play and the developers bugs. I often finished the work at this module and then I found another stupid bug from the developers of WFAS, and then time was coming when I got really annoyed... And here at the forum, people are teling me bugs, and I know, these bullsh... isn't from me.


It's not easy to tell all the things in a foreign language - If I can use my native tongue I would be really able to exactly say, WHY I finished all the M&B work, and trust me I have done over 750 hours of M&B work - so it isn't easy to say: CUT!



EDIT:

If you fixed the names at parties.csv in the language folder - which is the place to do this - I also can put this mini-mod to the official module homepage... Send me this to: [email protected]

This also concerns all you modders, if you have improvements for Neo Native, which are just a simple .txt (which doesn't crash the game :smile: ) or .csv modification, send it to me. Theres always a way to share this over http://mountandblade.mircon.de !
 
Thanks for the reply.
Really hope I did not sound as an annoying newcomer with hyperinflated ego. I absolutely understand all you mentioned and my suggestion was more kind of "ideal world" I wished to see in game. This is defiantly not necessary that you or any other players would desire the same representation of game map or something.:smile:

Yeah, I absolutely love your map in compare with original and some mentioned oddities ("Sovetsk" or Stolin etc) really does not matter that much for me. Still I hoped that such a long list of suggestions could provide you some sort of ideas resource for any possible future changes or fixes. At last my MA in Polish-Lithuanian history sometimes could be even useful in game modding. Or sort of. :grin:

And once again many thanks for your great mod and all the work you invested to it.
 
Morgh said:
If you fixed the names at parties.csv in the language folder - which is the place to do this - I also can put this mini-mod to the official module homepage... Send me this to: [email protected]

This also concerns all you modders, if you have improvements for Neo Native, which are just a .txt or .csv modification, send it to me. Theres always a way to share this over http://mountandblade.mircon.de !
Ok, will try to do something this way. Thanks.
 
Sometimes I wonder why people won't report more bugs, but I think they accepted that bugs in this game are normal.

I reinstalled M&B WFAS / Neo Native and checked a few things in the game. Those plants which are not on the ground, at some villages, are really annoying. It results from the Polished Landscapes plants, and I decided to remove the bushes.dds texture and also the plant_meshes.brf in v1.36 - which I want to release within a few days. This means that the grass models and textures will remain in the module, but the larger bushes are removed, and the original ones will be loaded instead.

Also I got "Prince de Radzivils" parties.csv via email, which has a lot of name changes which sounds interesting. I don't know whether they are correct or not, but he promised that he has done his work as accurate as he can. But I think there are also differences between the novel and the history. So people who had read the novel will see some discrepancies at the game. But I can't take care of everybodies wishes...

I changed the story at the english version a few hours ago, it was just an hour of work. I will add it as modification for the module at my M&B homepage within next 24 hours.

All upcoming changes won't affect saved games.

So, I think you should thank "Prince de Radzivil" for his subtle motivation (his image was the reason why I got back to work - it was to much work to ignore it!) , that I reinstalled Mount & Blade WFAS and making some improvements to this module :wink:


EDIT: Here is the result:

Alternative mini-mods for Neo Native

The alternative english (only) party names, which are closer to the history, are now available. I added a new sub page for mini mods for Neo Native.

http://mountandblade.mircon.de/wp/alternative-mini-mods-for-neo-native/

Remember, this is from players for players. This is also not the real history. And this also not compatible to the novel which the original WFAS is based on! This is just for a bit more precise historical names in the 17th century- not more! It has nothing to do withe the real historical country borders and factions!
 
Morgh said:
I won't join a team, I won't invest another 30 hours. But I can try to take the names of your map, and insert it to the module. Maybe...
I wrote something like that half an year ago I haven't changed anything.

Understand your frustration with the modding. We lazy folks never make the investment in time that you are making to design, test, and publish these mods only to face criticism. You have done an excellent job. Any chance you might be willing to share your work. I know you will not join a team, but getting credit in other modes for work you have invested in really can help out the entire community. Your map and rebalancing would be a great contribution to the Enhancement Mod--which I think is also a good mod--that allows players to establish their own kingdoms and increases playability. Your work would be greatly appreciated.
 
Hi Morgh! I'm the developer of WFaS Enhanced. We all, appreciate your mod work and effort of improving native map. Don't let all of your work to be lost. We are all working on improving this unfinished game and with the colaboration of the wfas modders comunity we are all making this game better.
I hope you change your mind, and share your native improvements with the community. We are expecting for it.

I am working also with "Prince de Radzivil" on historical modifications about lords and cities, so we can join our efforts to make this game better. Thanks in advance.
 
el_infante said:
Hi Morgh! I'm the developer of WFaS Enhanced. We all, appreciate your mod work and effort of improving native map. Don't let all of your work to be lost. We are all working on improving this unfinished game and with the colaboration of the wfas modders comunity we are all making this game better.
I hope you change your mind, and share your native improvements with the community. We are expecting for it.

I am working also with "Prince de Radzivil" on historical modifications about lords and cities, so we can join our efforts to make this game better. Thanks in advance.

I deleted my last answer.

So... you want the map? You are interested in some scenario changes like trees or plants? You are also interested in adding some polished landscapes textures and resources?
And... mainly, you are interested to add a german story (translation) to your module? Or lets say, you are interested to change the existing german translation to the new lords and places?

The german part is very important to me, because I'm NOT interested to play games which are not in my native tongue. I want to play games without any thinking about a translation...

So lets work together...
 
el_infante said:
I'm interested on your map and polished landscapes. I am also interested on language translation. So, we can work together!

Ok, we both start the work.

The "new" project may be "Neo Native Enhanced" :wink:
 
Morgh said:
el_infante said:
I'm interested on your map and polished landscapes. I am also interested on language translation. So, we can work together!

Ok, we both start the work.

The "new" project may be "Neo Native Enhanced" :wink:

Excellent! Team Work from people who know what they are doing!
 
There will be no further support for Neo Native from me, I keep it online for donwload, but thats all.

I'm currently integrating all features from Neo Native and also new ones at "WFaS Enhanced". Also the next WFaS Enhanced has a full german translation.

->http://forums.taleworlds.com/index.php/topic,218099.0.html
 
Gambino said:
morgh , what is MORGH WB/WFAS EDITOR?

http://mountandblade.mircon.de/wp/morghs-mb-wbwfas-editor/frequently-asked-questions-en/

-> http://forums.taleworlds.com/index.php/topic,105928.0.html
 
also morgh, see this idea of WFAS mod up date.
a mod where :

there are several guilds each guild is like a castle base marked white like merc camp, cannot be captured but u can raid its supplies and steal some but if u do u can only take 5 of ur troops with u against like 15 troops and must be in night

u can improve ur relation with a guild by solving simple missions for it such as killing the bandits next to the guild base or raiding an enemy guild's supplies or escorting a caravan for the guild. u can make ur relations worse by raiding guilds supplies or attacking guild caravans/patrols and scouts.




example


the dragon guild/clan (asia)
it is like a castle but its white text like mercenary camp and u can recruit troops from it, at the start u will only be able to recruit bad troops, but then u will be able to recruit good troops like chinese marksmen and grenadiers and japanese samurais cavalry and infantry.


the sea pirates clan ( the ocean)

they gota be next to the sea and have pirate recruits with pistols and cutlasses and very light armor and u get better troops over time when u improve relations( sailors, captains).


the englishmen guild ( old england kingdom)

the ones from england and the leaders of the guild claim that they are the descendants of king arthur and the round table knights, they think fire arms are dis honorable. so they have melee cavalry and infantry and when ur relation improves u can get the best heavy cavalry from them.





WHAT THEY CAN DO:

several lands that do not belong to any faction will be added. such as : farms, workshops, ore mines, horse breeding houses, hostels. those can be owned by guilds not factions.

guilds steal these stations from each other, u can make prisoners work in the stations as slaves to get crops from farms, weapons from workshops, metals from ore mines, horses from horse breeding houses, and finally money from hostels.

each guild has 1 or 2 lords, they cannot be captured . the main house of the guild (( marked white on map like merc camp )) also cannot be captured.





so if u just started a campagin u would join a guild/clan and fight for it before going into kingdoms and factions. guilds and factions never fight, factions cannot conquer guilds station and guilds cannot conquer faction lands.




if u want i can show 2 mods with guilds but not for wfas


i  want this mod to mix with war getting worse mod so that it becomes a very nice game
 
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