The mighty Alesch mod! In production, Now!

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alesch

Sergeant
Alright I've got some concept work done, and I've started to create the various troop types, I've finished the troops for the main kingdom. The soldier's equipment is tentative, I don't have anything to use as heraldry yet so I'm just using the Native items as placeholders. Python seems pretty easy to pick up, at least so far. Removing the swadians and vaegirs from the factions list (and replacing them with my own) is keeping me from actually compiling anything yet, but I think that should fix itself once I get around to altering the other files.

Anyway, here's what I have for a concept so far:

There are four main factions in the as-yet-unnamed continent the game takes place in. These are, in order of size, The Kingdom of Yunsar, the Salibic tribes, the Cities of Casadrin, and the Mikdir tribes. I ahve several types of bandits, and I've replaced the Dark Knights with Robber Baron forces. I'll probably give them a few castles as well. Anyway, each of those four factions are composed of at least two separate factions, I hope eventually to let the player affect the minor factions dispositions towards one another, perhaps starting a civil war.

The Kingdom of Yunsar has the King's city, and then is divided into four vassal states. There's the Duchy of Vorbis, which I hope to give red colours to. The Duchy's main troops will be heavy foot archers, with some mounted crossbowmen playing a lighter role. The Barony of Thriss will be given a blue colour-scheme (eventually), and provides the kingdom's best swordsmen, as well as having some lighter cavalry forces fo it's own. The Earldom of Cabun is the main cavalry force in the kingdom, having Squires and knights as lancers, and Cavalry and Heavy cavalry armed with swords and shields. The Earldom was a weaker peasant force than the other groups, and I'll give them purple colours. The last of the Kingdom's vassals is the County of Bersin, which is almost the opposite of Cabun in that is has a hearty peasant force, and better-than-average low-tier troops, but it's upper-tier units are a bit lackluster. Bersin will have green heraldry, again, if I can get anything to use for it.

The City-states of Casadrin are comprised of the city of Casadrin itself, and the township of Durnas. I'll try and have both groups outfitted in yellow. The City of Casadrin will produce Medium infantry and archers, as well as some light cavalry. The township of Dornas will have light spearmen and skirmishers, and a force of medium cavalry. I have set both to be neutral to the Kingdom of Yunsar, and might use them to replace Zendar I'm not sure yet.

The Mikdir tribes are intended to be the wooly-panted barbarians to the north. Because pretty much any fantasy world has wooly-panted barbarians in the north. The Yactich and Yipipsi tribes are set to be hostile toward anything, including each other. Neither group has any cavalry, and I don't plan on giving them any kindof heraldry because I don't think it would fit well. There won't be many of them wearing any kindof metal armour, and the furs and beards (because no barbarian would be caught dead clean shaven) should give them a bit of a unified appearance anyway.

The Salibic tribes are the desert peoples. The only thing they really have in common is that they come from the desert/steppes, and are mostly mounted. I have the Drothi designed as nomadic horsemen, the Samil as a small part of a larger foreign empire, and the Rudici as a small desert city-state.

I still need to find something to use to give the diffferent factions the sense of a uniform that I want. I remember a few mods used to have different coloured heraldric armours, and the BRFeditor does have that paint function, but I'm still just getting the hang of using that.

Also I'd like to know if there's a way I could make it possible to jioin multiple factions. So that if you joined the Earldom, you could get missions from the Baron and the King as well.

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Wow, this is probably the first post I've made (besides maybe one reply) since I used to frequent the board way back with version .600. My old computer flat out refused to run .700 and I stopped posting on the forums since I couldn't play the game. I have a new computer now, and it's running the new versions just fine, and after playing some of the mods for M&B I wanted to make one of my own. I've got Thorgrim's map editor and Effidan's editor, and I've been playing around with them for a bit, mostly to see how much I'd be able to change without having to actually type any code. Anyway my idea for my mod came to me while I was playing 1066 (which is just totally sweet).

The number of factions, and how various raider groups will fight each other interested me. I started thinking of making a world (not Calradia) of my own with a similarly complicated political spectrum. I like the idea of city-states and fiefdoms fighting each other. Maybe have a kingdom that has degenerated into a multi-sided civil war. What I'd want to do is make every single town a faction of it's own, maybe have some outlying farms and mines and such surrounding them, but every actual town would be it's own faction. I don't think I'll make any of them actually joinable though, maybe make them a tad xenophobic. but while you won't be able to join them and have a wage I'll have other ways to get quests set up, and they definately won't all be hostile (unless you antagonize them all, which probably wouldn't turn out well).

1066 has lots of different colour items, and I was thinking (if I can use them, or someone would make something similar for me, I have no skill at modelling or texturing whatsoever) that I could use that as a type of heraldry. I'd have one faction's army wearing red, another's wear green etc. I'l try to keep the differnet factions as unique as possible. I was thinking maybe modelling them after different time periods and cultures. I'd make more dialogues and put some people in the towns other than the merchants and guards, and have them say things that would give an idea of the culture of a city-state.

I'll probably end up asking for help in this thread at some point, I still don't quite have the hang of the tools.
 
Just make sure that you DO ask the people whose models you want to use.

Good luck on this.  Always good to have new mods.  Also, I'd try to learn Python, as it eventually becomes easier than the unofficial editor in my opinion.

-Grocat the Nostalgic Post Conglomerate
 
Grocat 说:
Just make sure that you DO ask the people whose models you want to use.

No worries there, I'm afraid of vendettas and hitmen and the like. I'm still working on making a map as it stands now, I probably won't get into making items (and thus needing models and textures) for awhile.

I was really hoping the editor alone would be enough to make the mod. The idea of learning python intimidates me a little bit to be completely honest.
 
You can certainly get by with the unofficial editor, but the module system isn't that hard, and the documentation for it is quite good. You don't really have to "learn python". Doing relatively simple things such as what you've suggested is quite easy. I suggest you read a bit of the documentation to try to get a feel for it before deciding against it.

You're idea sounds similar in some respects to a mod I am in the process of making, to give m&b a more genuine "medieval" feel, with more colour and heraldry, estates, etc.
Come to think of it I should update my thread with some screenshots..

Anyway, you're free to use any of the textures I make for that mod. And I or other more experianced modders can help you with any editor/python questions you have.
 
Thanks, I appreciate that. I'm not really going for any kindof authenticity of historical accuracy really, there are lots of mods for that already. What I want to make is a world with lots of separate and distict factions. The heraldry idea is mostly for the factions that make up a kingdom (which I'm going to call the Kingdom of Yunsar, because I try and slip that word in everywhere, like a calling card or sorts) that'll consist of several indepent towns that produce similar types of solders. What I'm really hoping to do is have a good variety of different troop types. I've already outlined around 12 different troop trees, and about 50 or so different types of soldiers. I don't have many of them made in the editor yet though, just outlined on paper.

I've already run into a bit of a problem with spawning points though. I can't figure out how to make new ones. So far I've just been altering the Sea Raider parties and the sea raider spawn points to test the different troops that I have got worked out, but the spawn points I've tried makign from scratch never seem to spawn anything. It's wierd.
 
That's because nothing is triggering the parties to spawn there.

I don't know if it's different in the unofficial editor, but just look under triggers to see how the triggers for other spwan points work, then copy that method.

-Grocat the Explorative Vishnu Collector
 
Alright I've updated with a slightly more detailed outline of my concept, and a little about the small amount of work I've got done so far.
 
Well I like the idea of naming the mod after your forum name :grin:

The BRF coloring is very easy and useful, open a *.brf with meshes (not textures or materials), clone the mesh you want to make a color version of, rename it to something different, press 'Set', then use the pain tool to color the mesh.
In my Expanded Gameplay mod I used that feature quite a bit, and also gave different sides 'uniforms' with different sets of armor, may be interesting for you to see since you're looking to do something similar.

And yes, don't start a mod in Unofficial Editor, you'll regret it. Go straight to python. It is a little harder to figure out, but most things are faster to do there and more things are possible.
 
I've been using pthon pretty much exclusively so far. I got Thorgrim's map editor, and BRFedit but I haven't quite figured out how to use the new map I made with the Python scripts.

Is there a way to change the town names and faction affiliation in the map editor itself?
 
You just need to change the party locations in the python scripts. You can determine the correct positions in the map editor. I forget which key it is; v or x or something like that.
Once you compile the scripts after setting the location in them, the map editor will show them in their new locations.
 
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