Twilight of Chivalry

Twilight of Chivalry is an ambitious Multiplayer mod project for Mount & Blade II: Bannerlord. Built by veteran Multiplayer developers and players, Twilight of Chivalry aims to be the ultimate medieval Multiplayer experience.

Quick Overview

Category
Modding
Language
English (US)
Total members
34
Total events
0
Total discussions
6

Scening & Guidelines

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Marko͘

Section Moderator
A resource for mod sceners

General tips
- The mod has many different outer terrain variations, check DAC_terrain_border.brf for reference
- All the native props share a common, retextured base. Other unique/shared prop sets are:
props
dac_ado_med - Dark brick props for towns and forts
dac_ado_wood - Wooden props
dac_french - French architecture using stone_wall_1, use in combo with dac_slate houses
dac_slate - houses and props with dark slate roofs instead of red tiles, use in combo with dac_french castle props
flora
med_ flora with Mediterranean olives and pines
szn_ and scl_ flora include large/thick trees that complement the regular slim ones

Event maps
- When browsing maps make sure to tick on 'Show event maps' to view event maps for use and editing
- Aim for medium size maps that can still accomodate up to 150-200 people, but without every round including 10 minutes of walking before engagements.
- The maps shouldn't be too terrain heavy(at least in main engagement areas) for formations and cavalry movement.
- Build your maps with several landmarks in mind that are easily distinguished. E.g. a farm, ruins, village, logging camp and a million other things that make different map locations interesting and easy to point out to teammates.



Conquest maps
First, a little bit about how Conquest works and how we revamped it:
  • Two teams fight for objectives(flags, capture points) on a map.
  • Each team starts with an equal amount of tickets(1-3000) depending on admin options.
  • Teams lose tickets based on how many objectives they don't currently hold, and team player deaths. The team that reaches 0 tickets first loses.
  • Winning the round is achievable by capturing more objectives than the enemy(losing less tickets) and killing enemies(dropping 1 ticket from the enemy team for each enemy killed).
  • Each team has 1 starting position(flag) and there can be multiple neutral objectives placed for teams to capture.
  • You can choose to spawn on any flag your team owns via a spawn selector.
Technical information:
  • Original team flags - entry points 64 and 65 for team 1 and 2 respectively. These entry points spawn a flag prop.
  • Placing a prop named 'headquarters_flag_gray' spawns a capture point/flag that starts as neutral.
  • All entry points 0-63 must be placed. The entry points are automatically assigned as spawns to the flag they are closest to.
- Starting team flags should not be capturable. You can wall them off with barriers or build spawns/camps in a way they cannot be entered from outside. A team must always have at least their original spawn.
- Players should not spawn directly on flags they own to allow and reward pushes and capping. Try placing the entry points close to a capture point in some house, keep, cave or otherwise separate building that doesn't allow spawn camping and needs at least 15-20 second travel time for the fresh spawns to reach the contested objective.
- Conquest maps for pub play/happy hour should ideally have a starting flag for each team, and not more than 2 neutral objectives to keep the action focused and continuous. It shouldn't take too long(more than a minute) to reach the next objective travelling on foot, no one likes a walking simulator.

Siege maps
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