SP Native The Fall of Zendar version .300 released for .960 (Link on Page 1)

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              The Fall of Zendar version .30
                for Mount and Blade v.960


Link:

https://www.mbrepository.com/file.php?cid=7&id=822


Version .30 includes (the short list):

Modified Map which shows the political make-up of Calradia in 603.
New Factions
New Lords
New character creation choices
Several New Features
Extremely Robust Troop Trees

For those of you familiar with version .25 of the Fall of Zendar you'll notice that this is more or less a
simple port over to take advantage of the features included with .960 Native.  There are a few new
features added for your enjoyment however, have fun finding them.

Special thanks goes to Njiekovic who has faithfully created new content for use with this mod.  I'm
sure you'll all enjoy his vision, as I have.  Also when it seemed like I was the only one that really wanted to
see this thing through and had lost faith he was right there with his new models to prod me along.  To be
honest he deserves a lot more credit than just a few more models.

I would also like to thank the mod teams that were so kind as to allow me to borrow material from their fine mods.

Band of Warriors
    NCrawler
    Hardcode
    RRaptor65
    Fisheye
    JaGer
Paleolithic Mod
    Vautare
    Highlander
867 A.D. - Lords of War
    Markus II

Known issues:
The advanced line of troops for the Calradic empire has a placeholder model for their heavy mail
-It will look the same as the Imperial Leather
The only advanced trees that have been completed are for Rhodokia, The Calradic Empire,
and the Council of Nords

-The rest will come once I am able to get a few more people of Njiekovic's caliber to work up
some new models for me.
Training grounds only allow for sparring
-This is the beginning of several attempts to take out the training grounds and place that option in
the camp menu

Please feel free to post comments and bug reports in this thread.

As of now the mod team consists of me, and me, working with myself.  If anyone is taken in with
this mod and would like to help, please either post here or send me a PM.

-Cheers


 
The Fall of Zendar

The Fall of Zendar is a modification for Mount and Blade that predates native by about 600 years.

With its capital city and namesake Zendar located along the banks of the Zendan River the empire once stretched the whole of Calradia.  A great epidemic struck the city in 574 and spread like wildfire throughout the imperial land.  Killing tens of thousands outright the numerous tribes held under the empire's sway looked to their old gods to deliver them from the Great Shroud.  Stricken by the plague Emperor Ilnatius was left mad and unable to deal with the numerous revolts that sprang up within the empire or the Nordic and Rhulga incursions from the North and South.
When the Emperor finally succumbed to plague in 590 his fourteen year old son Xavien was crowed Titus, or emperor.  Claiming a breach of common law because of his young age, and all hoping for the throne themselves, a large group of nobles rose up against the new emperor that same year in what became known as the Noble’s Rebellion.  Although the rebellion was put down it took four bloody years and Titus Xavien now presides over a dying empire one fifth the size of its former self.


Factions:

Calradic Empire:
Once a great empire now only a shell of its former self

Council of Nords:
The beginning of Nordic influence in Calradia.

Kingdom of Rhodokia:
The furthest land holding away from the Imperial seat of Zendar and also the first to revolt and throw off the Emperor's influence.  A brief period of internal fighting saw the Rhodakian tribes united into a small kingdom by King Ulthar in 585.

Kingdom of Swadia:
The Swadian lords were involved in the Noble’s Rebellion and although the rebellion was put down by Xavien’s army the lands that form the new Swadian Kingdom found themselves free of the Imperial yoke, however they were not freed from war. 

Kingdom of Vaegaria:
The Vaegarian lands were always the most difficult for the empire, even in times of plenty and growth.  Always rebellious the Vaegarians united all the tribes under one ruler and struck at their former masters with fury following the Great Shroud.  Although not as wealthy or cultured as many of the other factions the Kingdom of Vaegaria is not an opponent to be underestimated.

Realm of Rhulg:
Arriving in Calradia from the South the Rhulg are another factor that contributed to the Zendarian Empire’s collapse.  These consummate warriors live by one rule: the Rule of the Club.  Currently comprised of two separate warring factions if the Rhulg ever were to unite they would pose a threat to all of Calradia, but their wanderlust and their thirst for battle leave them fighting amongst each other when outside enemies fail to present themselves.  By the timeframe of native Mount and Blade the Rhulg have fought themselves to near extinction and have been assimilated into the Khergit tribes from the southern horse steppes.


The current plan for this mod is to make it role-play heavy with consequences for actions.  There will be little black and white and instead I plan to paint this mod in shades of grey.  A lot of what I was working to implement in my personal mod was completed by the (great) development team in .900 and I’m looking forward to what they are going to unveil in the final version.

Currently I plan on keeping new features close to the vest to avoid either disappointment if I am unable to implement them and 10 pages of nay saying posts because it doesn’t fit into their vision of Mount and Blade. 

---This project started as a personal mod I made for myself to both create a mod based on aspects that I enjoyed and to practice creating a mod.  I finished a version for Mount and Blade .894 shortly before .900 was released and figured if I was going to do it again I may as well do it right.

The original mod contained models and textures cannibalized from all of the great modmakers works already out there.  So many in fact that if I were to release it I would be hard pressed to be sure everyone received the credit that was due them.

I’m not the most active person on these boards (the vocal minority can be slightly daunting) but I have been a member of the Mount and Blade community for some time and although my skills may be limited I have come along nicely with python.

Now with that being said if I’m going to take this from my computer for personal enjoyment and turn it into something for the community to enjoy there are a few slots that I can’t fill myself:

Modeler:  You don’t have to be the pinnacle of the field, even a beginner who’s willing to take their time and learn would be great, granted the early models won’t be in the final release.  I’ve seen a lot of posts from people who would like to learn or be a part of a mod team and the first reply is usually “let me see your work”.  I don’t need to see your work if you're willing to stick this out to the end and improve your models as time wears on.

Texturer:  Same deal as with the modeler

Rigger:    Same deal as texturer

Scripter:  I’ll be doing most of the compiling and scripting, getting new weapons, armor, and items in the game is a cinch, as is troop tree and equipment make-up, most of the conversations and some scripts.  I am however still learning a quite a few of the other aspects.  Ideally the team doesn’t need a dedicated scripter but someone to fulfill more of an advisor role.  Someone who doesn’t mind getting PMs with questions every now and then and doesn’t mind trying to get an answer back in a timely manner.  Hopefully as the mod develops there will be less and less questions being sent.  That being said putting it all together is a big task and if they would be willing to take a little more active role in the mod creation that would be very much appreciated as well.

Scene Creator:  Again this is something I plan to be taking  point on once I get my hands around the process better, but if someone is interested in this mod and would  like to lend their expertise to this role, or even just freelance a few scenes to help with the workload I would be more than appreciative.

Anyone interested in one or more of these roles please feel free to PM me.

-Cheers

 
The current plan for this mod is to make it role-play heavy with consequences for actions.  There will be little black and white and instead I plan to paint this mod in shades of grey.  A lot of what I was working to implement in my personal mod was completed by the (great) development team in .900 and I’m looking forward to what they are going to unveil in the final version.
Sounds promising!
 
sounds interesting... the thing is though, despite the amount of attention they get caladria based mods rarely get released, just warning you
 
Nethoras 说:
sounds interesting... the thing is though, despite the amount of attention they get caladria based mods rarely get released, just warning you

Glad it sounds interesting, hopefully we'll break the curse with this mod.

I actually had the idea a while ago and decided not to act on it when the Dark Age of Calradia was anounced because they seemed a similar setting, but that was back before I had any python experience.

-Cheers
 
I've finally got the cable company's attention and have a reliable internet source, although I am still restricted to my laptop until next week when I should have my desktop upgraded and back up in good running order.

In the meantime the troop trees have been hashed out:

Player Joinable Factions:

Zendarian Empire -Finished (nine different troop lines)
Council of Nords -Finished (five different troop lines)
Kingdom of Swadia -Finished (eight different troop lines)
Realm of Rhulg -Finished (six different troop lines)
Kingdom of Rhodokia -Finished (six different troop lines)
Kingdom of Vaegaria Finished (six different troop lines)

Other Factions:

Manhunters -Finished (two different troop lines)
Female -Finished (five different troop lines including branches to an elite Rhulga unit an an amazon troop line)
Bandit -Finished (four different troop lines including branches to a replacement for searaiders)***
Mercenary -Finished (three different troop lines including a branching for the creation of any basic faction troops from farmers and peasants)
-It is yet to be decided, but the Bandit faction may become joinable, as would the Manhunter faction through a quest recieved from the Imperial Slaver.


*** The Searaiders are replaced by a new faction trainable from the bandit tree and are upgradable, their story provides an explanation to the Dark Knights 
      found in earlier native builds.


Changes planned for the campaign map:

Reduction of towns from fourteen to ten (the reduced towns will make their presence known as new villages to the map to represent the growth of Calradia in the 600 year span from the Fall of Zendar mod to the native game.

Number of castles increased from 20 to 26 with several moved in location to more strategic locations with the new faction allignments.  Eventually all castles will be re-scened as a mott and bailly or wooden palisade with keep construction to maintain the time frame of the mods feel.  Castles that do not move locations will keep the same name (they would have simply been fortified over the next 600 years to become what there in current native.  Those that do move locations will have their names changed as they would have either been torn, or burned down by natives time frame.  I want to keep the mod as plausible with Native as possible.

If this interests you and would like to lend a hand, please feel free to PM me.

-Cheers.
 
Pictures of the first models I made: (Thought I'd post them here to give the thread a bump.)

Small Dagger (which cannot block):

Dagger2.jpg


Dagger1.jpg


Barbarian warlord's helmet:

BarbarianHelm.jpg


A Gladius:

Gladius2.jpg


Gladius1.jpg


A Pilum:

Pilum.jpg


And a Screamsaxe:


Screamaxe.jpg


 
Work has been moving forward on the mod despite the relatively few posts and most of the changes have been completed and some features added although we are waiting for the next version release of Mount and Blade so we can compare new features placed by the development team with ideas we would like to add.

We still however are in desperate need of a modeller willing to whip up a few new armors and weapons and a scene creator.  Anyone who is interested please feel free to PM me.

-Cheers
 
Hmm, I have not yet practiced enough for armor, but if you have a patient texturer, I could give you some models. Here's one I just completed. I like it, Though not a masterwork..  :eek:

spearthing01hl8.jpg
 
I'm looking forward to seeing this mod. As a suggestion, if you have all of the scripting, troop trees, and other functionality done, don't feel it's wrong to do a beta release while waiting for models. The graphics are just the icing on the cake. It will still be fun to play with Native items as placeholders.
 
"The Fall of Zendar", eh? BLASPHEMY!!!!

Zendar is just a town because its respectable and wise leaders believe it is better so, not because it ever failed at anything.
 
I came here thinking I'd see another suggestion or request with no planning whatsoever and found myself surprised by the maturity in the first post, especially this part:

Modeler:  You don’t have to be the pinnacle of the field, even a beginner who’s willing to take their time and learn would be great, granted the early models won’t be in the final release.  I’ve seen a lot of posts from people who would like to learn or be a part of a mod team and the first reply is usually “let me see your work”.  I don’t need to see your work if your willing to stick this out to the end and improve your models as time wears on.

Good luck, check.
 
After a few stumbles it apears that the mod is back on track and I thank everyone that has volunteered to help out.

For those that are paying attention I'm hopeing to port when the next version comes out with an early beta and then work to take advantage of whatever new bells and whistles the development team has in store for us all.

We still however need a few armors modelled and textures to get the game to "feel right" everything else should be able to be worked around until after the first public release.  If anyone feels like whipping up about three different armor configurations for us please PM and I can get you started.  We're looking for one based off late model roman armor (with a different color scheme that doesn't scream SPQR) and the other two are hard to explain, I would need to e-mail some concept work.

-Cheers
 
I wouldn't mind helping anyone with modding weapons and
maybe helmets after I make a few more practice ones.
I enjoy making them but I can't figure out how to texture
them or anything.

EDIT:

pm me if you would like help  :twisted:
 
What?? How can a mod which is based on the fall of Zendar survive?!

Do you really think I will let you do this?!




Your mother!!!
 
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