Project prettify.

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Ben Hussey

Sergeant Knight
Well, I'm not sure I want to start another mod as such, especially as I'm contributing on several others as I work on my own. However if this idea was well received enough and I got enough community support I would be prepared to start it.

The idea behind it is realising M&B's potential, this will include re-equipping troops with all the new weapons and armour, getting rid of blatantly ugly models (such as the heraldic armour and silver plate armour), possibly incorporating other mini mods, possibly making Khergits and Dark Knights joinable factions. I was also thinking it could act in a similar way to project detail props, allowing budding modders to get creative with the in game edit mode to make pretty scenes. Another possible feature would be the inclusion of some dungeon systems, which has been discussed since the release of .800.
Meh, well tell me what you all think.
Ben.
 
I'm not sure we have enough 3D artists that are exerienced or not tied up in other projects tbh, I'd still be happy to help out where i can if it gets going.
 
A good start would be to enable specular mapping (iron shader) on maille and plate armour!

(My personal peeve!.  I'd contribute, but I don't have the files or tools on this computer - my other pc is broken.)
 
I'd suggest working out all the details in python before even worrying abouts models, textures and scenes. Would give you something to work up from.
 
Yeah I might double the town numbers for two extra factions first and see if I get bored from there.
 
Ealdormann Hussey 说:
Yeah I might double the town numbers for two extra factions first and see if I get bored from there.

The Dark Knights and Khergits seem more like bandit factions. I'd do maybe 3-5 castles or fortified outposts for the Dark Knights, but make them look like they've been sieged and captured. For the Khergits, make simple farming villages, some fortified some not. They're set up so they can quickly move around. I'd also enlarge the playable map out so you can further expand the desert area. Use this for the Khergit and setup the Dark Knights in random captured areas throughout the map. You could even use some of the existing towns and change them to the Dark Knights faction.
 
I disagree.
I mean, its a good idea, but there are plenty of other mods that are pretty much just improving native following the M&B world style, although yours is slightly different, it would be better if another mod already like this incorporates this concept some-what at least, I dont think there is need of another one. And as you said, you are quite busy as it is.
 
I like the idea. I've been pondering the idea myself and adding two new factions sounds like a good idea. It's a foundation to add in more flavor to the game and expand on Mount & Blade. Here is my idea:

-: Map of Calradia

The mod would take place one hundred and fourty two years after Native. It would be intended to be played after someone has played Native. We'll say Native takes place in C.T. 864, meaning we're now in C.T. 1006. After the standstill of the Swadian invasion of Calradia, the Swadians begin to deplete their resources. Because of this, the Dark Knights are able to overpower and capture numerous towns in a sea raid of the North coast of Calradia. Both the Swadians and Vaegirs are pushed inland, but the majority of losses fall to the Swadians.

Meanwhile, to the South, the Khergit have managed to strengthen their foothold in the desert. Both Swadian and Vaegir towns have fallen to them.

(Eventually, I'd like to label geographic locations in Calradia. Ex. sea, desert, mountains, etc.)

Factions
Main:
-: Swadians (from Swadia, to the West)
-: Vaegirs (native to Calradia)
-: Dark Knights (from Galvarr, to the North)
-: Khergit

Chaotic Independant:
-: Outlaws
-: Swadian Deserters
-: Vaegir Deserters

Lawful Independant:
-: Manhunters
-: Slavers
-: Commoners

Swadian Hierarchy
King:
-: King Harlaus II

Nobles:
-: Duke ???
-: Count ???
-: Count ???
-: Count ???
-: Viscount ???
-: Baron ???

Vaegir Hierarchy
King:
-: King Leomir IV

Nobles:
-: Count ???
-: Count ???
-: Count ???
-: Count ???
-: Count ???
-: Count ???

Dark Knight Hierarchy
King:
-: Emperor ???

Nobles:
-: Count ???
-: Count ???
-: Count ???
-: Count ???
-: Count ???
-: Count ???

Khergit Hierarchy
King:
-: Chieftan ???

Nobles:
-: Count ???
-: Count ???
-: Count ???
-: Count ???
-: Count ???
-: Count ???

Dark Knight Outposts:
Urien Keep - Snowcapped Castle
Naroqeen Castle - Castle
Dunelan - Castle Outpost
Suno - Captured
Sargoth - Captured
Tihr - Captured
Wercheg - Captured

Khergit Outposts:
Yashir - Desert Town
Abt'hi - Desert Outpost
Tha'lba - Desert Outpost
Gulshan - Castle
Tulga - Captured
Halmar - Captured

Vaegir Outposts:
Naisi - Vaegir Outpost
Khudan - Town
Rivacheg - Town
Curaw - Town
Radoghir Castle - Castle
Praven - Captured

Swadian Outposts:
Uxkhal - Town
Jelkala - Town
Veluca - Town
Culmarr Castle - Castle
Dhorak Keep - Castle
Reyvadin - Captured

Neutral Outposts:
Zendar
Four Ways Inn
Salt Mine
 
Hmm yeah that would work for me.
Also we could add in: craftmod, dionisia, NPCmod, Arena expansion (when it is updated).

On the topic of Dungeons, inside it there could be facilities to a) store your prisoners b) sell your prisoners c) Enslave your prisoners (hire them out to sweat shops etc) Also there should be a quest such as "rescue our troops from ladedah's dungeons"

I'm not sure that we would really need that much in the way of 3d models either, all I can really think of is a decent plate armour model, something that M&B has needed for a long time anyway so if we could get one made it would be doing everyone a favour. Fisheye's one is nice but a bit over ornate for what I'm thinking. Otherwise the native models plus some from other mods if they are offered should prove sufficient.

Also a big part of this will be restructuring the troops, firstly to equip them sensibly (archers without voulges  :roll:) equipping them with the new items, I was also thinking where Khergits are now more steppe, we could give them a more oriental feel, and the dark knights could live up to their name and be pseudo African  looking, like perhaps Moor's. Also Swadians could be more representative of western classical/Germanic, while Vaegirs could be more eastern Russian/Slavic.
 
Ealdormann Hussey 说:
Hmm yeah that would work for me.
Also we could add in: craftmod, dionisia, NPCmod, Arena expansion (when it is updated).

That would seem like a good idea. Depending on what Janus does with his latest version, I'd prefer that we used the current loadouts for troops over the ones done by DaBlade. Also, for Craftmod, I think we should limit the number of new models and textures added. More or less, use the things that "fit" and exclude those that don't. If of course, they're offered for use.

Ealdormann Hussey 说:
On the topic of Dungeons, inside it there could be facilities to a) store your prisoners b) sell your prisoners c) Enslave your prisoners (hire them out to sweat shops etc) Also there should be a quest such as "rescue our troops from ladedah's dungeons"

A and B could be done with a scene entrance leading to a dungeon. If possible, use A as part of castle sieges. You can already station prisoners, but they don't spawn. If we could spawn them in a dungeon, that would be an interesting feature. As for B, all you'd really need to do is add in scenes for towns, which kind of sells into C. D would be the most difficult to do, I think.

Ealdormann Hussey 说:
I'm not sure that we would really need that much in the way of 3d models either, all I can really think of is a decent plate armour model, something that M&B has needed for a long time anyway so if we could get one made it would be doing everyone a favour. Fisheye's one is nice but a bit over ornate for what I'm thinking. Otherwise the native models plus some from other mods if they are offered should prove sufficient.

Probably not. I personally like the Native plate armor model, but wouldn't mind using a different one. I agree that most of what M&B has to offer is pretty sufficient for what we'd be doing. My only objection to a new item would be that it would have to be in the art style of M&B. I hate new items that stick out like a sore thumb.

Ealdormann Hussey 说:
Also a big part of this will be restructuring the troops, firstly to equip them sensibly (archers without voulges  :roll:) equipping them with the new items, I was also thinking where Khergits are now more steppe, we could give them a more oriental feel, and the dark knights could live up to their name and be pseudo African  looking, like perhaps Moor's. Also Swadians could be more representative of western classical/Germanic, while Vaegirs could be more eastern Russian/Slavic.

I was thinking of doing the Khergit as an Arab/African mix with the Dark Knights similar to Vikings. I like where you're going with Swadians and Vaegirs, though.
 
I'm with chilly. each part of what your proposing has been done before (each part in a different mod, but still)

 
Hmm yeah, thats always seemed wierd to me that there are so many open source mini mods but no one has ever combined them all together to make one uber pseudo native mod. That's essentially what I was intending to do.
 
Its cool idea and all but i am afraid that it will take way to long since it relies on contributors.
 
tsQuared 说:
Its cool idea and all but i am afraid that it will take way to long since it relies on contributors.

The basic setup shouldn't be too difficult. Then can just work from there.
 
This is more like an expanded gameplay mod, but doesn't introcude any new functionality into the game. As a community project, I would rather like to see an animation system addon, siege system addon, hunting system addon etc, like craftmod, just more specialized and less modelling. If I could use such a ready system for my own mod, yeah I would definately contribute.
 
Well I like the ideas here, but one thing: you totally forgot the sea raiders!

By the way, what's Galvarr in the new map?
 
Hallequin 说:
Well I like the ideas here, but one thing: you totally forgot the sea raiders!

By the way, what's Galvarr in the new map?

'tis where the Dark Knights hail from, sir.
 
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