SP Native Unnamed Mod - My First Project

正在查看此主题的用户

Rotnroller89

Recruit
Insert my Fancy Name Here

Introduction

Hiya Folks!

Figured I would take the time today to make a nice formatted topic for my first mod. This is just a slight introduction to what all this is going to be about and how I am going to lay out the next few posts.

First and foremost this mod is mainly for my own entertainment and for me to get my feet wet. Its going to pertain all the elements I have liked and enjoyed from other mods I have been playing as well as some features I would like to have. Then after all that going to throw it into my own little world. Below I'm going to list all the Features, in no particular order, of what is going to be in, or attempt to, this mod of mine. Hope you enjoy the next few posts its going to be the story, factions and screen shots as they are available.

* Sea Travel
* Sea Combat
* New Map
  - Containing a minimum of one massive continent and small islands
* All New Factions (See later post for Details)
* New Weapons, Armor, Mounts and General Goods
  - With the intent to include relic items and unique items
* Recruiting from Towns and Castles
  - New recruitment options from villages as well
* Faction Specific vendors
* All new Mercenary units
* Increased Party Sizes (Proudly finished this, Tweaks will be made after beta testing, If necessary.)
* Revamped companions as well as brand new ones
  - Randomly generated companion at start of each new game as well (If it can be done this will be in it)
* Along with the new factions, new lords and kings to go with them
* Player faction available
  - Hopefully to include a generic troop tree
  - Hire-able lords
  - Steal lords from other factions
  - Promote Companions to Lord (This is just a thought no idea if its possible)
  - Advisors (Hireable from companions and as a recruitment option. Will accompany the player)
* All new construction items for towns, castles and villages
  - Buildings will include things like barracks, training halls, farms, smiths etc.
* An all new tournament system
  - With different events such as jousting, 1h and 2h sword bouts, archery and crossbow challenges (I will find a way to make this happen)
* New randomized npc parties, specifically bandits and raiders
  - region specific bandits and raiders
  - random mercenary war-bands (recruit-able)
  - Monster Hordes, with things such as dragons and rabid wolf packs
* New! Removing training camps and makeing it an option in the camp screen. (More on this as it develops)
* And anything else I may have forgotten


The above list is subject to change based on skill, time, and help received. Not to mention the application of the above listed items. However, all and any help is appreciated even down the formation of an mod team or myself joining a mod team and/or a team just helping out.

Please note I will be reserving the next few posts for story, factions and screen shots.
 
Story

Please keep in mind with the mod in development parts of or possibly even the whole story may change to better make sense for factions that are removed or added at a later date. Also I have yet to name the world and factions so there may be odd bits of insert name here. That is just for me at a later date to make editing easier.

*Insert my world name here* has been a land of great serenity and prosperity for its people for countless generations. From the first nomadic peoples settling on the plains of the western regions, the Northern peoples whom craft the finest weapons, to the central hills where the great horsemen live. All of these cultures and more have prospered. However, there is a great change on the wind. The men of the east have smelled the sulfur and seen the ash of this change on their distant trade ships to far off lands. The sounds of metal fill the southern coasts and it is said that even the fearless dragons and drakes flee from the coasts at the arrival of this change. Will the land stand and fight together or will minor feuds from past keep these empires apart leaving them to be conquered by change?

I know this is very plain and choppy. Then like I have said this is all just a work in progress.
 
So for now I will just put up the first two factions. With out a shadow of a doubt I am going to keep in this mod.

Ok so three of the factions are now up!  :grin:

Make that four!

Well they are all up just gota finish the details!

Details are done and up. Each will be refined and specific story arcs / minor history on each faction will be added as they are worked on and finished. The order they are in does not reflect the order they will be worked on. Some may be taken away or complete changed. Others may be added if the need calls for it.

Northmen (This is just for current reference)
The Northmen can be found in the high snow capped mountains of the lands. They pride themselves on the prowess in combat and their finely crafted swords and axes. Rumor is told that their castles and towns where once great mountains and they just carved them out.  The rulers of their lands are referred to their people as the Wolf Lords for it is said they lead their men into battle atop monstrous wolves that can only be found in the Northern Mountains.

Theme: Norse/Viking
Specialties: Battle Axes and Swords, Shock Troops(Heavily armored fast troops), wolf mounts

Things to expect for the player:

If they player intends to go the route of the Northmen, by originating their character their from the beginning options or working with them as they play the game, should expect the following. The Lords of the faction will be granted unique wolf mounts only available to lords of the faction. Most of the troops will be designed around fast hard hitting units. Their main goal will be to move in and break the line of the enemy so the light cavalry and archers can clean up the rest. Players can also expect to find several unique quest chains that will lead to unique item rewards, such as weapons and armor.

Troop Concept Names:
Wolf Guard
Huskarl
Axe-men
Berserker

Steam Punks (Once again just reference for now.)
The Steam Punks are the bringers of change in the story. For those whom seek to be loyal to any of the native factions they will be the main threat to your faction. They come from a land far to the south and have a driven mind into expansion and technological growth. Their troops will yield deadly yet early gunpowder weaponry such as muskets and flintlock pistols. They will also be the only faction with access to regular troops that will have firearms, their will be merc troops that have firearms.

Theme: Steam Punk
Specialties: Firearms

Things to expect:

Things to expect for the player will be much like any other faction. Specific quests and items based around firearms and a steam punk look. However, with the fact they will be quick expansionists they will only have a limited number of recruiting hubs in this land. Its likely that their npc armies won't be very large and as the came progresses may even include mercenary troops.

Troop Concept Names:
Musketeer
Dragoon
Sharpshooter
Assaulter

Horsemen (Reference purposes for the time being)

The primarily Horsemen based faction will hail from a central hilly zone. They will be a major force to be reckoned due to having the most powerful horses. With this said their infantry and supportive troops such as archers and skirmishers will be very limited. However, if that fact is taken for granted then their powerful horse charge and their heavy horse could tear an opposing army to pieces.

Theme: Eastern Europe (Russia mostly) and Steppe Plains Horsemen mixed with an English Heavy armoured Horse.
Specialties: Heavy Horse with High Damaging Charge

Things to expect as the player:

The included quest line for unique equipment. If you enjoy being on Horseback and leading a charge of horsemen then this will be the faction for you. The Player can expect a wide range of Horsemen Units available to them. The draw back is the lack of infantry. Though they will be heavy initial hitters they lack the "clean up" troops like the nords with their initial shock infantry charge. Hit and Run style tactics would be advisable.

Troop Concept Names:
Armored Charger
Light Cavalry
Lancer
Heavy Cavalry

Shield Wall Experts (As Always a reference place holder)

Alrighty so, The Shield Wall/Spear Experts are going to hail from the same central area as the horsemen. They will be one of the smallest of all factions but have on of the best infantry troops by far. They will be positioned in a valley like area leading into the eastern end of the map essentially one of the only and or fastest routes to that side. With this overall in mind this is how the concept of them being shield wall experts (Or just shield in general experts) is coming from. They will have developed their skills over countless generations of the other factions attempting to capture this vital route into the eastern area. They will also be proficient with the spear due to their many encounters with their neighbors the Horsemen.

Theme: Probably a Slavic and Late Roman (mainly just for tower shield) mix.

Specialties: Shield walls and spear/pike troops

Things to expect as the player:

Of course the good old quest chain for unique items. A main thing to expect from them is their Shields and spears. They will have some the best around. For any player looking to get their hands on the best shield this will be the place to be. A key thing to keep in mind is their small size in comparison to other factions. Depending on how the AI gets written they will likely be in a state of constant war as factions gun for control of their valley pass. Their main trouble will be advancing further outward. This is due to their troops being mainly defensive in nature and their lack of cavalry based units. They will also have a limited troop tree for ranged based units.


Troop Concept Names:
Linemen
Pikemen
Spearmen
Spear Master
Shield Captain

Eastern Islands (Reference Name/ possible faction name)

You'll find the faction specific quest chain as with the other factions. In addition they will have a variety of quests specific to their guild masters. This faction has a high emphasis on trade caravans. It will likely have allot of them around the map (codeing permitting) The Other thing about the Eastern Islands is their theme. It will be strong blend of several Asian Cultures Mainly China, Japan, Thailand and Korean society. Don't worry though I haven't mentioned this when I get into allot of the specific details I will do allot of research into them as to properly represent and accurate items can be added.

Theme: Asian (Mainly Japan, China, Thailand and Korean blended together of course)

Specialties: Trade Caravans and Leather Armor 1h/2h able swords.

Things to expect:

As mentioned above there will be an additional series of repeatable quests directed around trade. This faction will likely be one of the richest if not the richest. They are known for their trade routes that go all over the world, (Keep in mind the game map will only be a small part of said world). Their armors will be mainly Leather or plated leather armors. They will excel in sword fighting which will lead to them having a wide variety of sword based troops. So, if you like asian themed factions or want to focus on allot of trade based quests and/or be a trader they will be the way to go.

Troop Concept Names:
Samurai
Sword Master
Sword Dancer
Ronin

Hakrim Desert Peoples (Reference Name)

Okie dokie folks. The Hakrim Dessert peoples are from you guessed it the Hakrim Dessert which will be located on the southern end of main lands. Their main design concept will mostly be around a middle eastern / desert raider feel. They are one of the oldest factions in the lands having roamed the desserts for generations. (Just a current thought process, but they may be the first to have truly settled in the lands and all other factions may have derived from them. Feedback?) They will specialize in fast attack skirmisher style combat. Either using fast lightly armored infantry with bows/javelins and short swords/spears or light cavalry based units of the same load out but slightly more armored. Other thing to look for out of them will be their camel riders. These will be slightly slower then their average cavalry because the troops will be more heavily armored and carry a different style of javelin (Possibly only one or two ammo wise) and a long spear like weapon that wouldn't be the bad hell spawn of a lance and pike. They will not be on very friendly terms with the Holy Order style faction nor the Knightly Order. They will have a mixed feeling towards the Zealots of Change.

Theme: Middle Eastern, with maybe a slight blend of Mongolian influence.

Specialty: Skirmisher/Ambush stylized troops, Fast lightly armored designed mainly for hit and run type tactics.

Things to Expect:

The typical quest line. One major thing you should expect is larger sized armies from them. To offset their low defensive nature they will have a slight increase to their attack but not enough to make them Over powered so their hit and run style tactic will become a commodity to use. In Addition their troop cost and cost of maintaining them will be less then troops from other factions allowing you greater number of troops. If done right one should be able to hit n run or potentially overrun the opposing army.

Troop concept name:
Hakkriam Camel
Sand Rat
Ambusher
Dessert Horsemen

Knightly Order (Reference Name)

This is probably going to be one of my favorite factions I will probably work on. They will literally be your typical knightly order loosely based on templars, teutonic and Hostiplars. However, the difference is going to be they won't be religious. They will follow as having separated from a Holy order due to the extreme nature of their faith. Their troops will have a higher weapons skills then most to account for their well trained armies. In addition to that they will have some of the more expensive troops to maintain cost wise.

Theme: Templars, Teutonic and Hostiplar Knights. Minus the religion

Specialty: Armored and trained troops.

Things to expect:

The typical quest chain. However, gear awarded will work with the heraldry that you select and may come in a variety of styles. Lords will be Knights in this faction and they will be led by a Lord-Marshall. They will probably start at war with the Zealots of Change and Hakrim desert peoples. They will have a variety of quests along the lines of capturing enemy troops so they can be made examples of. For those who love to go to battle clad in plate mail wielding a variety of weapons this will be the faction for you. Troops will start off as peasants and move up through a variety of trees leading them up to things like pike-men, swordsmen, Archer, ranger, and crossbowmen. In addition some of the more high end trees will feature troops like squires and armored heavy horse. One thing to note is as they may have a large troop tree they are going to be one of the hardest to level the troops. In addition to that the more high end troops you have the more money you should expect to spend. It will keep a good amount of money to maintain a large well trained army.

Troop Concept Names:
Armored Horsemen
squire
Spearmen
Pikemen
Archer
Zealots of Change (May Be Final Faction name, currently up in the Air)

This is probably the major threat to the Holy Order and the Knightly Order factions more so then the Steam Punk based invaders. This will be mainly around their design will be base around countering both factions. Best comparison I can think of is every rebel like faction through out history. The Celts in roman controled brittan, Robin hood and his merry men, American millitia during revolutionary war etc etc. Their main goal is to bring these two factions to their knees. They will have their own outlook and religious beliefs that are opposite of the Holy Order Faction in turn making them Heritics.

Theme: A wide mix of Rebel type factions through out history mixed with a pagan / alternative religious view.

Specialties: Fast troops wielding armour pierceing weaponary (ex specialty crossbow rounds and reinforced tipped spears and pikes).

Things to expect:

The typical quest chain for unique gear. Expect allot of raiding style missions of hitting peasant mobs,villages and caravans. One thing to keep in mind is the fact they are designed to counter the knights and holy order makes them not so good against other factions. With that said expect to enlist the aid of the large variety of mercenary troops that will be found in the world.

Troop Concept names:
Hunter
Armour Breaker
Generic Faction A (Reference Name)
So, just as the reference name sounds a generic faction in the game. However, they will be themed around a specific cultural aspect mainly for name and appearance purposes. Their troops will be middle of the road and will not excel at any one thing aside from that troops role. They will have things like swordsmen and archers but have no real specialization other then aesthetic reasons. They will have a unique troop selection found in the Holy Order.

Theme: A European Faction (Ex. Spain, Italy, France. etc etc.)

Specialty: N/A troop wise. They will have a specific appearance based around their cultural theme.

Things to Expect:

Well not a whole lot outside the new quests and the quest chain. They will be one of the largest factions in the game. So, for those players who can't really decide on one of the more specifically crafted factions they are sort of the go to faction outside of become a player faction.

Troop Concept Names:
Swordsmen
Spearmen
Archer

Generic Faction B (Reference Name)

So, just as the reference name sounds a generic faction in the game. However, they will be themed around a specific cultural aspect mainly for name and appearance purposes. Their troops will be middle of the road and will not excel at any one thing aside from that troops role. They will have things like swordsmen and archers but have no real specialization other then aesthetic reasons. They will have a unique troop selection found in the Holy Order.


Theme: A European Faction (Ex. Spain, Italy, France. etc etc.)

Specialty: N/A troop wise. They will have a specific appearance based around their cultural theme.

Things to Expect:

Well not a whole lot outside the new quests and the quest chain. They will be one of the largest factions in the game. So, for those players who can't really decide on one of the more specifically crafted factions they are sort of the go to faction outside of become a player faction.

Troop Concept Names:
Swordsmen
Spearmen
Archer



Holy Order (Reference Name)

Alrighty, so the low down on the Holy Order is as it sounds. A pious order loosely based on Christianity. They will have allot of units similar to the Knightly Order in addition to having some specialty units that will be from Faction A and B. Best example I can give of that would be like the Swiss Guard in Rome. Whom, from my understanding, are originally from Switzerland though I may be wrong in that information in which I am sorry. Guess the easiest way to explain would be like mercenaries but not they join based on their faith. Any way they will have an ongoing grudge against the Hakrim whom the view as unworthy to be in this world and seek to send them to their version of hell for their beliefs and cultural life style.

Theme: Christianity and the Papacy

Specialties: Religious Based troops and a wide array of troops.

Things to expect:

Our typical quest chain. Other things to expect will be the wide variety of troops ranging from cheap unskilled easy to recruit to the expensive well trained troops. Expect allot of crusade like campaigns called by the leader or military commander of this faction. You will find this happens very often and with little time between campaigns. So, unless you have cheats activated you will find yourself recruiting troops from the lands you conquer or by hiring mercenaries from towns along the way. If your a fan of long continues military conflict in the name of an almighty force well this is the place to go. One other thing to mention they will have the highest amount of relics of any other faction. Relics will be unique items in your inventory similar to the books in Native that gave plus 1 to a skill when in your inventory. These Relics will have things as morale boosts to skill increases. A concept I am debating about will be to add stat boosting attributes to their armor and gear in the quest chain. Some of the relics will be side quests found from lords and the religious centers dotted around the factions lands.

Troop concept names:
Monk
Abbot
Warrior-Priest
Battle Brother
 
Alrighty got the basics up now back to work with me. Drop some feedback.

Currently working on editing the starting dialogues for character creation and other few generic simple starting stuff. Next step is going to be adding the northmen to the game. Well technically just going to overwrite the Nords for this it will be easier.
 
going to clean up the Northmen faction a bit in terms of whats posted and probably post up two more factions later today. Probably post a screen or two of the opening dialouge in character creation after I clean that up as well.

Oh and before I forget I'll be adding some features to the list that I forget mainly.

Advisors (Really liked this feature from the Native Expansion Mod for 1.011, Going to tweak it a bit mainly with making them hireable out of companions in addition that they are added to your party and will accompany you if hired elsewhere. Well thats the idea any way.)

Don't worry for those of you who have done the features I have listed I will be asking permission for parts I borrow and given credit if I used the idea and built off and/or tweaked it to how I would like to see it. This will be done as I add each feautre.
 
Sorry for the lack of promised screens I will hopefully be putting them up today I had a few bumps in the road while working a few things last night that put me back a little. Though really it doesn't matter I'm not really on a time frame.

Edit:

I did add one more faction to the list though.
 
Its been a long drawn out process to my own fault of course. I should have the character creation menus done by end of week. I'm just being picky and keep proof reading my already 100 time proof read write ups that I just gota put into the scripts.

I will as well finish posting up all currently planed factions by end of week to go along with, yes I know I keep saying it, screen shots I will post up with them.

My next step is going to be starting work on the first faction and editing the starting gear accordingly for those choices. I don't think I will add new items till after I get the faction done and tested with all the features. I will probably do an Alpha version test before moving on. After that I will work on the map and adding items for said that finished faction and then move on to the other factions.

In between work on the factions I will probably do little things like the new mercs and "trash mobs" as I like to call them. I will probably look for modelers/texture people to help out for some unique items I have and mind in addition to my beast mobs I want to add (Dragons,Wild Animals, etc etc.)
 
If all goes well I will screen shots up by end of day. I am going on a week vacation and probably won't have my laptop with me. If I do take it with me I will only work on it little bit. I will also have the faction details finished for the last four factions on the list.

My next step will be working on the first faction, Northmen. I may also start working on the map.
 
Uhtred Ragnarson 说:
Suspicous Pilgrim 说:
Argh, it sounds good but I can't stand steampunk.

Agree. I was really excited about this mod until I saw that.

Please, keep in mind that as of right now the factions are mostly concept. I may add/change or take away.
 
Learning as I go, playing with each thing I edit/script in the code till I get it just the way I want it or become comfortable with it. Its taken me roughly a month just for playing with size of the armies and the initial character screen menus to be comfortable with them.

Any and all help is appreciated. In case I haven't mentioned that.

Models/textures are out of my expertise range.

I do having modding experince in other games but that was just opening the files in notepad and editing values this is far different. So, experince limited very limited.
 
The rough details of all factions are now up. I'm off to finish editing the scripts and hope to add screen shots within the next few hours. From there I begin work on refining the Northmen Faction and will begin work on features associated with factions and those that would affect a players interaction with a faction. Once that is done it will be a matter of translating that to the other factions and putting it all together then adding weapons, armors, items and other features on the list not directly related to faction play.
 
Idk if I'm wrong, But.. can't you make companions to Lords in the original game because i got companions that owns villages, towns and castlles, and they are named: Lord...? or is it i that mix up the normal one with the extended version. Also i know that you can steal lords from other factions if they agree with your political view, like you enough and you got enough men so they feel safe in the orignal Native.
 
后退
顶部 底部