SP Native [WB] Native Alternate Expansion

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I'm proud to announce that First Release is feature complete. We are bug testing now. If you would like to join in on the action please send me a PM.
 
Congrats! Will check it out tomorrow, I've actually been itching to play a modded-Native based campaign again, but Floris and Silverstag just seemed "too much" (my go-to mods for Native campaigns).
 
Played for a little this morning, pretty fun!
The new factions fit in seamlessly imo, nice job!
 
I'm glad its liked! We had a discussion earlier today. Next release is going to have new faction(s), the Archapelago of Yore, and a water travel system.
 
Been playing this mod for a while and here's a few issues I came across so far.

A few of the troops have 0 proficiency in everything except for 1 Handed Weapons.
The troops affected by this are:
Strovenian Cavalry
Vaegir Horse Archer
Khergit Horse Archer & Khergit Veteran Horse Archer
Nord Huntsman, Nord Archer and Nord Veteran Archer
Rhodok Veteran Crossbowman (this unit also spawns without any body armour)
Sarranid Archers and Sarranid Master Archers
Zendarian Recruit and Zendarian Valley Knight
Gechan Crossbowman and Gechan Teutonic Knight
Bailish Shortbowman, Bailish Longbowman and Bailish Outriders
Swadian Sharpshooter
Imperial Shortbowman
Mercenary Crossbowman

A few other small issues:
Nord Hunstman don't have an upgrade to Nord Archers.
Cannibal Berserkers have 0 in Throwing proficiency even though they spawn with throwing axes
Zendarian Veteran Watchmen have 0 in Crossbow proficiency even though they spawn with crossbows
Strovenian Unmounted Knights are classed as Archers
Bailish Axemen, Berserker, Seargent & Mountain Knight are classed as archers.
Imperial Scout classed as Infantry
Gechan Scout classed as Infantry
Gechan Sharpshooter misspelled as 'Sharshooter'.

Other than that I am enjoying this mod, I really like the new factions and locations.

Will let you know about any more issues I come across.




 
Kobbra said:
Been playing this mod for a while and here's a few issues I came across so far.

A few of the troops have 0 proficiency in everything except for 1 Handed Weapons.
The troops affected by this are:
Strovenian Cavalry
Vaegir Horse Archer
Khergit Horse Archer & Khergit Veteran Horse Archer
Nord Huntsman, Nord Archer and Nord Veteran Archer
Rhodok Veteran Crossbowman (this unit also spawns without any body armour)
Sarranid Archers and Sarranid Master Archers
Zendarian Recruit and Zendarian Valley Knight
Zendarian Veteran Watchmen have 0 in Crossbow proficiency even though they spawn with crossbows
Gechan Crossbowman and Gechan Teutonic Knight
Bailish Shortbowman, Bailish Longbowman

Very strange, I didn't even change the sarranids. I'm a bit busy now, but I'll look into this in a bit.
 
Ramaraunt said:
Kobbra said:
Been playing this mod for a while and here's a few issues I came across so far.

A few of the troops have 0 proficiency in everything except for 1 Handed Weapons.
The troops affected by this are:
Strovenian Cavalry
Vaegir Horse Archer
Khergit Horse Archer & Khergit Veteran Horse Archer
Nord Huntsman, Nord Archer and Nord Veteran Archer
Rhodok Veteran Crossbowman (this unit also spawns without any body armour)
Sarranid Archers and Sarranid Master Archers
Zendarian Recruit and Zendarian Valley Knight
Zendarian Veteran Watchmen have 0 in Crossbow proficiency even though they spawn with crossbows
Gechan Crossbowman and Gechan Teutonic Knight
Bailish Shortbowman, Bailish Longbowman

Very strange, I didn't even change the sarranids. I'm a bit busy now, but I'll look into this in a bit.

No worries.

Also the troop tree viewer is kind of all over the place, for example if I view Kingdom of Swadia's troops it shows me the troops of several different factions before it shows up with Swadian units.
 
Kobbra said:
Been playing this mod for a while and here's a few issues I came across so far.

A few of the troops have 0 proficiency in everything except for 1 Handed Weapons.
The troops affected by this are:
Strovenian Cavalry
Vaegir Horse Archer
Khergit Horse Archer & Khergit Veteran Horse Archer
Nord Huntsman, Nord Archer and Nord Veteran Archer
Rhodok Veteran Crossbowman (this unit also spawns without any body armour)
Sarranid Archers and Sarranid Master Archers
Zendarian Recruit and Zendarian Valley Knight
Gechan Crossbowman and Gechan Teutonic Knight
Bailish Shortbowman, Bailish Longbowman and Bailish Outriders
Swadian Sharpshooter
Imperial Shortbowman
Mercenary Crossbowman

A few other small issues:
Nord Hunstman don't have an upgrade to Nord Archers.
Cannibal Berserkers have 0 in Throwing proficiency even though they spawn with throwing axes
Zendarian Veteran Watchmen have 0 in Crossbow proficiency even though they spawn with crossbows
Strovenian Unmounted Knights are classed as Archers
Bailish Axemen, Berserker, Seargent & Mountain Knight are classed as archers.
Imperial Scout classed as Infantry
Gechan Scout classed as Infantry
Gechan Sharpshooter misspelled as 'Sharshooter'.

Other than that I am enjoying this mod, I really like the new factions and locations.

Will let you know about any more issues I come across.

This seems to be an issue with Morgh's editor. I've been adding some troops and noticed the same thing. (Nord archers all had 0 in everything besides one-handed. No wonder they can't hit the broadside of a barn XD)

As for the troop trees, idk lol
 
Yeah I'll fix the bugs in next release.

Next release is going to have new ai, so it will work with water travel and ferries. Also, I'm adding mountain passes, cause why not.
 
I played a bit with your mod and think it has a lot of promise.  The factions are interesting with some new troops and the map is nicely modified to include the new towns/castles/and villages.  I think once you address some of the issues stated in previous posts you will have a nicely polished mod.

One thing that did both me was the AI kicking.  Is there a way for the player to either disable this feature or turn it down so it happens less? 
 
Redleg said:
I played a bit with your mod and think it has a lot of promise.  The factions are interesting with some new troops and the map is nicely modified to include the new towns/castles/and villages.  I think once you address some of the issues stated in previous posts you will have a nicely polished mod.

One thing that did both me was the AI kicking.  Is there a way for the player to either disable this feature or turn it down so it happens less?

That would be easy to implement, a toggle. I'll add one next release.
 
Well, sadly I'm not working on this project anymore, I've decided to devote my (limited) free time to other projects. The code will be released as open source very soon.
 
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