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 Mount&Blade Repository » Mods » Large » Native Bis
      
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View this file on the M&B NexusFile Listing: Native Bis
Last Updated: Feb 27, 2010, 11:10:31 am
First Created: Dec 17, 2009, 05:28:31 am
File version: 0.96
For M&B version: 1.010/1.011
Downloads: 6,306 (10,931) Size: 63.07 MB
Views: 14,961 (29,167) Type: ZIP
Home:  Talewords forum
Rating (8 votes): 4.6 / 5.0
Description
A different flavor for native. A bit more difficult than the original. Try it only if you're new to the game, otherwise you'll have a terrible feeling of deja vu. Feel free to post suggestions and bugs.

Main Features

_ Bug free (hopefully).
_ Has no impact on framerate.
_ Every item has been rebalanced. Most items have attribute or skill requirements. Lances and ranged weapons are deadlier. Food is dearer so traders have an advantage against warriors when it comes to upkeeping an army.
_ Armor protection has been modified so that every blow inflicts some damage. Together with the item balance, this gives a more brutal experience on the battlefield.
_ Harmless skills are more important thanks to various script tweaks.
_ Characters and towns have been renamed. The 5 kingdoms are :
The kingdom of Austrasie (swadians) with a cavalry based army focusing on crossbows, swords and shields.
The kingdom of Vanaheimr (nords) with an infantry based army focusing on bows, axes and shields.
The kingdom of Strathclyde (vaegirs) with a mixed army focusing on bows and claymores.
The khanate of Chipchaq (khergits) with a cavalry based army focusing on bows and javelins.
The republic of Romuli with a mixed army focusing on crossbows, shields and spears.
_ New troops and troop trees for every faction. All done from scratch.

To install :
_ unzip in your Mount&Blade\Modules folder.
_ select "Native Bis" in the launcher of M&B.

To uninstall :
_ delete "Native Bis" folder in your "Mount&Blade\Modules" folder.
_ to delete your saves, delete the "Native Bis" folder in your "Documents\Mount&Blade Savegames" folder.

The hud has been modified. If you want the old hud back, look for a file named "user_interface_b.dds" in the "Mount&Blade\Modules\Native Bis\Textures" folder and simply delete it.

Detailed list

Items :
_ Every item has been rebalanced. Many items require a high skill or attribute level. The value of money has been overally decreased (you'll need more cash to buy things). Lances are more useful. Thrown weapons deal more damage. And food is dearer.
_ Old items have been reimplemented when possible.
_ Great Helm model replaced by white tournament helm.
_ The bonus chests now hold items which should help people who find this mod too hard at the beginning.
_ Light armor made less... orange.
_ Samourai armor made more... red.

Attributes and skills :
_ Persuasion depends on Charisma.
_ Level 0 of prisoner management grants 5 prisoners.
_ Prisoner management decreases the chances that lords escape.
_ Trade bonus increased (from 6% to 7%).
_ Trade skill influences prisoner prices.
_ Trade skill influences recruits prices (-1 denar per point).
_ Renown increases party size limit even more (from 4 to 20 for 100 points).
_ Charisma increases party size limit by 2 for 1 point (from 1).
_ Leadership increases party size limit by 7 for 1 point (from 5).
_ Leadership effect on morale decreased.
_ Persuasion increases number of available recruits and decreases their cost.
_ Persuasion increases the chances that an enemy would surrender his castle.
_ Persuasion increases the chances that your peace requests will be accepted.
_ Power draw and throw depends on agility.
_ Shield and athletics depends on strength.
_ Trainer skill influences XP rewarded in training camp.
_ Looting effect on village looting increased from 3 to 4%.

Troops :
_ Brand new troop trees for every faction and mercenaries . They are balanced so that no faction should be stronger on the campaign map.
_ Every character has been renamed according to their faction theme. Their stats have been revised, Lords put up a better fight.
_ Companions stats and items revised.
_ Looters items and stats revised : they will kick your sorry ass if you take them too lightly.

Battle :
_ Lords have less chance to successfully escape (from 80% to 60%).
_ Hud modified. Stop counting your hitpoints. Maybe I should write this in red. Edit : I did ;)
_ Armor resistance tweaked. A blow should rarely deal 0 damage, so don't rely solely on your plate armor when you jump in the middle of a mob of peasants.
_ Low damage blows don't interrupt the opponent.
_ Couched lance damaged reduced to avoid level 1 steamroller.

Quests :
_ relation modifiers tweaked.
_ No lord will ever ask you to capture tier 5 troops again.
_ Less cattle is needed for cattle related quests.
_ All quests should give a bit more money (this was necessary since money value has been decreased).

Arena :
_ Rewards increased (to 50, 100, 200, 500, 750).
_ Skirmishers : shield removed, melee weapon added.
_ Archers : small melee weapon added (can't block).

Tournament :
_ Bets increased (x5).
_ Bet rewards decreased (/4).
_ Reward increased (from 250 to 2000).
_ Tournaments are 2 team based. No more battle royal.

Campaign Map :
_ You can help any party you're not hostile with.
_ Deserters parties are smaller. They make good targets at the beginning of the game.
_ Mercenaries limited to tier 3.
_ When your king refuses to give you the castle you just took, he rewards you with 10000 denars.
_ Battle calculation modified. High level troops have less weight on autocalculation.
_ The IA now fights at night.
_ IA battles are less long and results are more dramatic.
_ Castles should be a little easier to take.
_ You can talk to the ancient from the menu.
_ Parties are bigger. I mean 30% bigger. Get the battle sizer ready.
_ Towns and factions renamed. Well, it's the third time I say it. Just in case you didn't get it.
_ You have to pick a culture at the beginning of the game and all your recruits will be from this culture.
_ 4 spawn points for bandits added.
_ Bandits spawn more often.
_ Bandits help each others.
_ Manhunters can now be found everywhere in Calradia.
_ IA should flee less often on the campaign map.
_ Cattle follow the player.
_ Food adjustements. 1 unit of food feeds 1 guy a day (food amount has been increased to compensate for the loss).
_ Castle have 33% less food.
_ Party size has less impact on morale.
_ Building time greatly decreased (/3).
_ School grants its bonus every week instead of every month.
_ Recruits are dearer (from 10 to 25 denars).
_ Taxes can all be collected in one town.
_ Kingdom management included, credits to Highlander.
_ More recruits are available in villages (x2).
_ Prosperity message removed. Like we cared.
_ Talk to Guild Master from the menu.
_ Peace agreement system : Peace costs more or less gold, depending if you win or lose the war. And if a lord hates you, he might refuse your proposal (persuasion skill helps in that case).
_ Training camps rebalanced. In general you get more XP but only if you fight tougher opponents and have a good trainer skill.

Included mods :
_ "More metal sounds" (1.91), credits to Checkmaty.
_ "Colorful textures", credits to WestNordOst.
_ Featuring the grass from Zaro's "graphical enhancement".


Troop Trees :

MERCENARY TREES
Mercenaries are interested in money, money and... money. And the fastest way to earn some money is often the fastest way to get killed. Elite mercenaries are more likely to hunt bounties than to join a regular army.


WOMEN TREE
Women are also able to wield weapons, and often shows more skills than men. They tend to use Altan equipment, as it is less heavy than other equipment and just as lethal.

Peasant woman(1)
More of a pain for the ear than a real threat.

Mercenary watchwoman(2)
Peasant women who get a taste for melee fight become watchwomen.

Mercenary Horsewoman(3)
Mercenary watchwomen can become horsewomen. Fielded with a shield, a sword and sometimes a lance, they are not to be underestimated.

Mercenary archer(2)
Skilled peasant women can become archers. They use light bows and in number they can easily swarm a better trained army.

Mercenary mounted archer(3)
Skilled mercenary archers might be able to shoot while riding a horse.


FARMER TREE

Farmer/Townman(1)
Not really eager to fight and it shows.

Mercenary milita(2)
A lightly trained militia. Still, they are a lot better than farmers.

Mercenary horseman(3)
Militias can become horsemen. They are horsewomen's manly counterpart.

Mercenary crossbowman(2)
Farmers can become crossbowmen. They are extremely efficient against armor, but are useless when outnumbered.

Mercenary mounted crossbowmen(3)
Next step for crossbowmen. Their skirmishing ability is a real pain for mounted knights.


AUSTRASIAN TREE
Austrasian soldiers use shields and swords. Skilled soldiers often trade their sword for a piercing weapon. Living in the plains, they often field horsemen. Their elite units are the powerful knights.

Levy(1)
Just a farmer without a farm.

Crossbowman(2)
Levies who live long enough can become crossbowmen.

Heavy crossbowman(3)
Skilled crossbowmen not learned enough to ride a horse become heavy crossbowmen.

Mounted crossbowman(3)
Crossbowmen can become mounted crossbowmen. Shooting a crossbow on horse is easier than shooting a bow but you can't reload a heavy crossbow on a horse.

Militia(2)
Basic soldiers with a shield and a sword.

Footman(3)
Improved version of militas. They happen to use piercing weapons like spiked maces.

Man-at-arms(4)
Improved version of footmen. The heaviest austrasian infantry. Many of them use piercing weapons like spiked maces.

Horseman(3)
Most Austrasians own a horse. Becoming a horseman is natural for a militia.

Lancer(4)
Skilled horsemen become lancers. A lancer uses a lance, and as such is a dangerous opponent.

Knights(5)
Just what you would expect: 300 pounds of metal and flesh thrown at 30 miles per hour. Just move away.


CLYDIAN TREE
Every Clydian is born with a claymore in the mouth. Even the mighty Vanirs respect the skill of their infantry. But the real threat comes from their longbowmen.

Tribesman(1)
A farmer without a farm, living in a tribe.

Watchman(2)
Not every Clydian can wield the power of his father's claymore. Such warriors favors the axe and the shield.

Footman(3)
Improved watchmen. Some of them wield a two handed sword.

Warriors(4)
These guys are the next and last step after the footmen. They all wear a good armor and wield a two handed sword.

Spearmen(4)
Often the second son of the family who is lucky enough to have is elder brother alive. He doesn't have the privilege to wield the family's claymore but has the honor to stand against the enemy's cavalry.

Hobilar(3)
Watchmen tired of walking can become mounted hobilars.

Archer(2)
There is a long tradition of hunting among the Clydians. Tribesmen often end up as archers.

Mounted archers(3)
Clydians are often skilled enough to ride and to shoot. And sometimes skilled enough to actually hit something.

Marksman(3)
Improved archer.

Longbowman(4)
Improved version of archers. A longbow is a deadly weapon.

Retinue archer(5)
When you are the eldest son of the family and skilled with a longbow, you become a retinue archer. The problem when you face one of these guys is that after luckily dodging his deadly arrows, the dude draws a huge claymore.


ALTAN TREE
Altans are people of the steppes. They live by the horse and the bow.

Tribesman(1)
Altan got no farm. But they've a tribe.

Watchman(2)
Sometimes you need someone without a horse to bring some water to the camp.

Skirmishers(3)
Watchmen can become skirmishers. They use javelins.

Mounted skirmishers(4)
Mounted version of skirmishers.

Horseman(3)
Watchmen can become horsemen.

Lancers(4)
Lancers are improved horsemen. Believe me or not: they wield a lance.

Archers(2)
The regular career for a tribesman.

Marksman(3)
Often from horseless families. They are improved archers.

Mounted archers(3)
Mounted version of archers. What most Altans want to be.

Steppe Warden(4)
Often called the golden riders, they are the elite of the mounted archers.

Chosen(5)
Picked from the steppe wardens, they are heroes of their people and the Khan's best warriors.



VANIR TREE
Vanirs are powerful melee fighter, using axes and shields, but also excellent hunters. However... Vanirs don't like horses. Take too much place on boats. And not good at carrying seven feet guys over long distances. They taste good though.

Tribesman(1)
Probably someone who forgot his shield at home.

Archer(2)
Tribesmen can become archers.

Marksman(3)
Improved version of archers.

Longbowman(4)
Improved marksmen. With a shield and an axe.

Skirmisher(3)
Archers can become skirmishers. Some people are slow to realise that they are better at throwing stuff than at shooting them.

Berserker(4)
A berserker is an improved skirmisher. He hurls an axe at you and finish you off with a double axe. That's what I call an improvement.

Watchman(2)
A tribesman can become a watchman.

Spearman(3)
Watchmen can become spearmen. Quite efficient against cavalry.

Footman(3)
An improved watchman.

Warrior(4)
A footman who reaches adulthood.

Champion(5)
Best warriors available in all Calradia. Typically the guy you don't want to mess with.



ROMULIAN TREE
Their army is a professional one. Which means that they will kill you in a professional way. They favor spears and always carry a pavise when on foot (except for fresh recruits). Living close to the kingdom of Austrasie, they also field some cavalry. The most versatile army of Calradia.

Recruit(1)
They volunteered, but I'm not sure they had a choice.

Crossbowman(2)
When the neighbour next door has knights, you have no choice but to learn how to use a crossbow.

Mounted crossbowman(3)
When the knights have horses, you have no choice but to learn how to ride.

Heavy crossbowman(3)
Improved crossbowmen.

Sharpshooter(4)
Elite crossbowmen. Knights' living nightmares.

Militia(2)
Recruits often become militias.

Horseman(3)
Militias can become horsemen, but it's quite unusual.

Footman(3)
Improved militia.

Sergeant(4)
Elite swordsmen. Good macemen as well.

Spearman(4)
Footmen often becomes spearmen, the core of the Romulian army.

Praetorian(5)
Elite spearmen, fearless and unmatched against knights in melee. Impervious to arrows and bolts and able to impale two horses in a row.


Versions :

Version 0.96 (save compatible with 0.95)
_ More metal sounds updated to 1.92
_ Culture added to troop names.

Version 0.95
_ Fixed inverted cultures in culture selection screen.
_ Fixed a silent bug with volunteer recruiting.

Version 0.94
_ "More metal sounds" updated.
_ Bet rewards decreased (/4).

Version 0.93 (not savegame compatible with 0.91)
_ light leather texture modified.
_ relation modifiers tweaked.
_ items wrongly flagged as merchandise modified.
_ increased companion recrutement prices.
_ looting skill effect on village looting raised from 3 to 4%.

Version 0.91
_ Companions rebalanced. Their skills are now capped by their attributes.
_ Bandits party size reduced to 133% of native one.
Commands
More From This Author
Comments (Page 1 of 2)
IP: logged
 Native Bis (v 0.91)  » posted by kill on Dec 17, 2009, 02:46:43 pm
looks interesting
IP: logged
 Native Bis (v 0.91)  » posted by Nemeo on Dec 17, 2009, 03:57:21 pm
Comments on the balance of the mod are more than welcome. Treasury issues, army templates, anything. The mod has been heavily tested but if you ever find a bug please add a comment with detailed information.
comment last edited by Nemeo on Dec 17, 2009, 03:58:27 pm
IP: logged
 Native Bis (v 0.91)  » posted by Pharas on Dec 17, 2009, 08:39:10 pm
Looks pretty nice! I'm afraid of missing my hud, but I'm sure it's not that bad!
Downloading now :D

also "No lord will ever ask you to capture tier 5 troops again." this is worth it altogether xD

I have fallen in love with the new sounds in my first battle, although I would REALLY like to see my health ._.

I really like it so far, no glitches found yet.
comment last edited by Pharas on Dec 17, 2009, 11:50:55 pm
IP: logged
 Native Bis (v 0.91)  » posted by samanosuke1709 on Dec 17, 2009, 09:06:16 pm
downloading... :hammer:
IP: logged
 Native Bis (v 0.91)  » posted by Nemeo on Dec 18, 2009, 03:18:06 am
The sound improvements are the work of Checkmaty and his alone, and I agree : they are just great.

If you want your hud back, look for a file named "user_interface_b.dds" in the "Mount&Blade\Modules\Native Bis\Textures" folder and simply delete it.

The damage interrupting threshold is a bit high (the mod is old and I didn't remember putting it that high). I suggest that you browse the "Mount&Blade\Modules\Native Bis" folder and open the file named "module.ini". There look for the line looking like this :
Code:
damage_interrupt_attack_threshold = 15.0

And change it to look like this :
Code:
damage_interrupt_attack_threshold = 10.0

Then save the file. It's a savegame compatible modification. I would gladly upload a new version of the mod but uploading a 60 MO archive just for a 7 KO file seems a bit excessive.
IP: logged
 Re: Native Bis (v 0.91)  » posted by Pharas on Dec 18, 2009, 03:40:07 pm
Nemeo wrote:
The sound improvements are the work of Checkmaty and his alone, and I agree : they are just great.

If you want your hud back......

Then save the file. It's a savegame compatible modification. I would gladly upload a new version of the mod but uploading a 60 MO archive just for a 7 KO file seems a bit excessive.

Thank you so much! With these problems fixed I honestly have nothing to complain about it lol.

Also, good work on coming up with all those new names for the towns and the new map textures!
IP: logged
 Native Bis (v 0.93)  » posted by Nemeo on Dec 20, 2009, 02:37:40 pm
The new textures are part of WestNordOst's Colorful texture pack, except for the grass which is a modified version of the grass from Zaro's graphical enhancement. I quite like this combination, and it has no impact on framerates.

For good names, there's nothing like a good encyclopedia. :)
comment last edited by Nemeo on Dec 20, 2009, 03:24:49 pm
IP: logged
 Native Bis (v 0.93)  » posted by Peltipuku on Dec 30, 2009, 01:44:52 pm
This is a great mod you've made! I posted my comment, because you deserve a positive feedback, and furthermore, this mod still has high potential to get even better, and I would be very grateful if you considered some of my thoughts while developing this mod further.


Likes (too many to list them all, but here are the most important ones):

+ tweaks are concentrated mostly on game mechanics, not on visuals alone (I like this very much!)
+ numerous modified details make the game feel fresh (new town names, new faction names, new troop trees, etc.)
+ kingdom management (credits to Highlander)
+ good sounds (credits to Checkmaty)
+ non-aggressive skills have more meaning
+ shields require shield skill
+ bows are more powerful
+ sea raiders, bandits and looters have a good balance in numbers (more, but not too many)
+ you did not overdo it (this aspect has ruined some other mods)
+ the game is more challenging with this mod
+ no bugs found yet



Dislikes:

- armors don't protect legs. For example, a long coat of chainmail goes all the way to a man's knees, so it should give at least some protection to the legs (+2 or so)
- strenght requirement on some items is way too high, especially leather items. For example, leather gloves require 9 strenght to use.
- the damage values of some weapons are strange. For example, a greataxe deals a fairly low amount of damage in the mod, considering the weapon itself is long and heavy. The damage value of a short sword is not far behind...
- the skills of heroes are too similar to each other, and some of them have too many points in various combat skills, considering one of the heroes is a doctor and one is a merchant, etc.
- looters' equipment is too advanced. They should be the poorest scum of the earth, desperate men, who must fight for food. I know that you intended to make them a harder opponent, but still... my opinion is that their equipment should be less advanced. A slight adjustment in this would be enough, for example remove the bows, leather armors and shields, or make the items very rare and the poorest possible quality. Maybe a few tweaks in the skills would make them a harder foe.
- tournaments give too much money a bit too easily. A slight adjustment would suffice.



Anyway, the mod is good, and as you can see, there are more likes than dislikes. I've been playing this mod for days, and I'm still going.
Thank you, and keep up the good work!
comment last edited by Peltipuku on Dec 30, 2009, 02:50:13 pm
IP: logged
 Native Bis (v 0.93)  » posted by edzio09pl on Dec 31, 2009, 11:38:23 am
What a super MOD!!!!thaankss for publicate it!!congratulations for credits!! :-P :-P :-P :-P :!: :!: THIS MOD RLZ!!!
IP: logged
 Re: Native Bis (v 0.93)  » posted by Nemeo on Jan 01, 2010, 09:21:40 am
Thanks for your comments and feebacks. They are most welcome.
Peltipuku wrote:
- armors don't protect legs. For example, a long coat of chainmail goes all the way to a man's knees, so it should give at least some protection to the legs (+2 or so)

Armors work by tier. This has been made to ease the balance of faction troops on the battlefield. When a troop is too powerful, I just have to change its weapons to increase or decrease its efficiency. I don't have to deal with every particular piece of equipement. Besides it makes boots more useful.
Peltipuku wrote:
- strenght requirement on some items is way too high, especially leather items. For example, leather gloves require 9 strenght to use.

Armors are tiered, and I had to provide every army with several armors of each tier to make each troop varied, which means that some equipements might look stronger than they actually are, and conversely. A few leather armors are tier 2, providing 28% of cutting absorption, but most leather armors are tier 3 and provide 42% of cutting absorption, which is quite high. However I tend to agree with your statement and I might lower all armor requirements by one point. Concerning gloves, I had 2 solutions: make them weak with small requirements. Or make them useful with requirements in par with other items. Gameplay wise, it makes more sense to give them some purpose. At the moment you can jump from 70% to 80% of armor absorption with gauntlets. So I consider them as a good bonus slot when you reached your ideal armor cap and want to optimize your defense even further.
Peltipuku wrote:
- the damage values of some weapons are strange. For example, a greataxe deals a fairly low amount of damage in the mod, considering the weapon itself is long and heavy. The damage value of a short sword is not far behind...

The AI has a flaw. The guy with the longest weapon will always deal the first blow, and will very often hit. So long weapons with no speed penalty had to be weakened, to prevent low level axemen to rule the whole battlefield with an iron fist. However those values have been generated with an excel spreadsheet taking in count weapon length, weight and damage type. So a typo in a weight value could easily screw other values (I didn't alter length value since they are tied to their 3D model). If you spot a weight which is lower than expected compared to other weapons, please report it. If you see a full class of weapon being overpowered (like 2 handed swords or else) please report it. I will investigate and modify the spreadsheet if needed.
Peltipuku wrote:
- the skills of heroes are too similar to each other, and some of them have too many points in various combat skills, considering one of the heroes is a doctor and one is a merchant, etc.

I agree, I was a bit lazy with heroes. I wanted to give them 2/3 of un pc's points available at their level and I had too many points to spend for them. I will probably change this in the future.
Peltipuku wrote:
- looters' equipment is too advanced. They should be the poorest scum of the earth, desperate men, who must fight for food. I know that you intended to make them a harder opponent, but still... my opinion is that their equipment should be less advanced. A slight adjustment in this would be enough, for example remove the bows, leather armors and shields, or make the items very rare and the poorest possible quality. Maybe a few tweaks in the skills would make them a harder foe.

Well, I didn't see them as the scum of the earth, that might be the heart of the issue. They are looters, so they already looted something, and I feel like they could easily loot some clothes and being frisky enough not to sell them or throw them away. And for the bows, they looked defenseless in ranged combat in native, hence the bows. But it's the weakest bow available, with the lowest chance of spawn possible. They are capped to tier 2 armors, which is quite low.
Peltipuku wrote:
- tournaments give too much money a bit too easily. A slight adjustment would suffice.

Could you be more specific please ? Do you talk about the arena, the tournament prizes or the bets ?

Thanks again for your feedback. Keep them coming and happy new year
IP: logged
 Native Bis (v 0.93)  » posted by Peltipuku on Jan 04, 2010, 02:51:03 am
Here's my reply to some of the topics (you gave a sufficient answer to the others):

Strenght requirements:
If we think the realism of it, anyone should be able to wear leather gloves, no matter how thick they are. If they are too weak to wear leather gloves, they are too weak to hold a wooden stick, not to mention a sword made of steel, or fighting in general.

This is not a problem for my character, but it's a problem for some of my companions. I have to level them up several times before they can even wear light armor. Leather boots and leather gloves could have a lower strenght requirement. Armors are fine as they are, especially metal ones.


Looters:
I understand your point. To be more specific, I think that it's not the quality of the items itself that bothers me, but more how the looters look. They don't look like looters anymore with their colorful gambesons. In the native mod they looked very ragged. I guess the bows and shields are fine, since they are already rare, but can you make their clothes look more dirty and poor?


Tournaments:
I ment that if join a tournament and bet 500 denars every round, I win 19900 denars in the end. The basic prize of 2000 denars is just right, but the maximum bet could be 200 instead of 500...

IP: logged
 Re: Native Bis (v 0.93)  » posted by Nemeo on Jan 04, 2010, 11:18:05 am
If you can wield a sword, you can wear gauntlets as well. But if I allow troops to wear gauntlets, an archer restricted to leather armor (20 armor) would be able to increase his armor protection by 10 points, which means by 50%. This poses a problem of gameplay.

Even though I don't try to make this mod realistic, I try to make it "believable". With what you pointed out, I must admit that the mod crosses the line. But it is designed to prevent the player from abusing this item and boost his stats. If it was for me, I would have removed gloves from the game. But a character with gloves looks more classy, so I ended up with this clunky solution.

Concerning looters, I would love to make them look dirtier but I am not a modeler and thus I can't do anything for it, except making all gambeson looking dirtier (like I modified light boots). And even if I had such talent, I would start by modifying every banner ! (If some of you has skills and interest in this mod, you know where to find me).

Thanks for all your inputs. I might lower strength requirements a bit for all items and I will lower tournament bets as well.

I'll wait and see if someone else has some input about the mod before working on the next version.
comment last edited by Nemeo on Jan 05, 2010, 07:51:38 am
IP: logged
 Native Bis (v 0.93)  » posted by Lungon on Jan 04, 2010, 01:33:11 pm
Good work. I'm enjoying this mod. :-D

The strength requirements for armor are somehow tricky for companions. You have to decide if you want armor or skills, because they need strength 15 to use the best armors. At level 11 they are still using hunting bows and the basic skills from the beginning.

For my character is ok because he is a warrior, but i need riding skill 5 to ride chargers, which means agility 15 which means riding a horse in a tournament is frantic, like a movie on fast motion (tournaments are great by the way ;-) ). I would prefer to keep agility 12 and riding 4 as the top limit. Perhaps it's my pc but i notice a worse graphic performance when agility or riding is too high.

Instead of using strength requirements to limit troop equipment have you considered using a useless skill (like leadership)?, this way high tier troops would need higher leadership to use better equipment, but they'd be free to use strength and agility, and you'd need to increase charisma to give your companions good armors, which in time would made good lords.

Anyway nice mod. Thanx :-o
IP: logged
 Native Bis (v 0.93)  » posted by herGot on Jan 06, 2010, 10:28:07 am
Nice work.still... tournaments wining are ridiculous. win 1 tournament and live for five years from it. lower the bets or lower odds...just do something that winner cant take 22k and go away.
and one more thing, castle assault is PAIN! and I mean real pain...cant conquer 200men in castle with my 600?? the problem is only 1 ladder and big projectile damage. Keep the damage thats realy good but add some more ladders or something ;-)
IP: logged
 Re: Native Bis (v 0.93)  » posted by Nemeo on Jan 06, 2010, 10:42:37 am
herGot wrote:
Nice work.still... tournaments wining are ridiculous. win 1 tournament and live for five years from it. lower the bets or lower odds...just do something that winner cant take 22k and go away.
and one more thing, castle assault is PAIN! and I mean real pain...cant conquer 200men in castle with my 600?? the problem is only 1 ladder and big projectile damage. Keep the damage thats realy good but add some more ladders or something ;-)

Tournaments bets will be reduced in the next version.

An old version of the mod had 2 ladders assaults. The problem was that battlefield results were a lot different from autocalculation results.

I could modify the autocalculation results, but then castles would fall whenever someone would try to take them. Because of this a lot of castle would be left defenseless (only defended by 70 soldiers or so).

You need a good mix of troops if you want to take one. The defense scenario looked balanced in that purpose.
IP: logged
 Re: Native Bis (v 0.93)  » posted by herGot on Jan 07, 2010, 04:53:02 am
Nemeo wrote:
herGot wrote:
Nice work.still... tournaments wining are ridiculous. win 1 tournament and live for five years from it. lower the bets or lower odds...just do something that winner cant take 22k and go away.
and one more thing, castle assault is PAIN! and I mean real pain...cant conquer 200men in castle with my 600?? the problem is only 1 ladder and big projectile damage. Keep the damage thats realy good but add some more ladders or something ;-)

Tournaments bets will be reduced in the next version.

An old version of the mod had 2 ladders assaults. The problem was that battlefield results were a lot different from autocalculation results.

I could modify the autocalculation results, but then castles would fall whenever someone would try to take them. Because of this a lot of castle would be left defenseless (only defended by 70 soldiers or so).

You need a good mix of troops if you want to take one. The defense scenario looked balanced in that purpose.


well i dont agree...i tried to conquer the castle with my 50 men and 5+king other lords...which should mean that there was balance of the troops. enemy held about 200 soldiers...wana se the results?
my casulties 25 dead rest wounded...my allies more than 200 dead a and far more wounded...and now the interesting part! enemy got 100 killed and something about 10 wounded...i count my kills and surprise i killed 3/4 of the enemy...really you have to do something about conquering castles when player join in. other way theres no chance for me as player to win assault.
IP: logged
 Re: Native Bis (v 0.93)  » posted by Nemeo on Jan 07, 2010, 08:29:41 am
That's odd. I play on the hardest setting and don't have any difficulty taking castles.

What was the faction of the enemy ? What was the faction of your allies ? How many were you and your allies ? How many were the enemy ? Tell me what you did. Did you give any order to your troops during the battle? Please explain how things went on.
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 Re: Native Bis (v 0.93)  » posted by herGot on Jan 07, 2010, 12:01:29 pm
Nemeo wrote:
That's odd. I play on the hardest setting and don't have any difficulty taking castles.

What was the faction of the enemy ? What was the faction of your allies ? How many were you and your allies ? How many were the enemy ? Tell me what you did. Did you give any order to your troops during the battle? Please explain how things went on.
The enemy was Nords, me swadians. my forces was my 50 and five another lords + king, each about 100 plus king 150+ -.... got masterwork crossbow and shield with pickaxe.siphahi helmet with plate mail +37 and gloves +11 with boots +41.I order infantry to charge and archers to follow...infantry charged but done no damage at all...i stop the archers in front of wall so they have clear shot. And then slaughter begun. strange thing was that enemy archer was not focusing on me until all alies dead or wounded. never happened to me in any mod before.
i dont know how well are nations balanced but on the open battlefield a can win over three-times more enemy. still nation of swadians lost 5 castles from begining and none retaken or conquered.
P.S. I dont know new names of nations so i put here old ones.
IP: logged
 Re: Native Bis (v 0.93)  » posted by Peltipuku on Jan 07, 2010, 11:33:57 pm
Nemeo wrote:
That's odd. I play on the hardest setting and don't have any difficulty taking castles.


I think it's odd too. I have been succesful in about 95% of the sieges. Some towns or castles have been more challenging, because the enemy archers had better firing positions. That caused heavy losses on my side (about 70 knights got killed), but I still conquered, despite the heavy losses.
IP: logged
 Re: Native Bis (v 0.93)  » posted by Nemeo on Jan 08, 2010, 02:58:41 am
herGot wrote:
The enemy was Nords, me swadians. my forces was my 50 and five another lords + king, each about 100 plus king 150+ -.... got masterwork crossbow and shield with pickaxe.siphahi helmet with plate mail +37 and gloves +11 with boots +41.I order infantry to charge and archers to follow...infantry charged but done no damage at all...i stop the archers in front of wall so they have clear shot. And then slaughter begun. strange thing was that enemy archer was not focusing on me until all alies dead or wounded. never happened to me in any mod before.
i dont know how well are nations balanced but on the open battlefield a can win over three-times more enemy. still nation of swadians lost 5 castles from begining and none retaken or conquered.
P.S. I dont know new names of nations so i put here old ones.

If you ordered your troops to charge right from the beginning, it's no wonder why you lost so many troops : the Vanirs have the best melee fighters. They don't have any cavalry and this foot supremacy compensate largely their lack of punch in open terrain. The Austrasians don't wield 2 handed weapons and will always take a blow before attacking. They are no match for such fury. All is not lost however. Crossbows have an excellent armor penetration. The best you can do is to leave your infantry just in front of your crossbowmen so that they draw enemy fire and block it with their shield (Austrasian shields are larger than usual), and when you're out of ammo, launch your infantry. This should help, but Vanirs are definetely a challenge for the player.

Campaign map balance is related to troops level and the amount of reinforcements they can get. Their levels and reinforcements are perfectly balanced. The three factors which will determine the outcome of the war are: player interactions, number of factions at war and randomness of reinforcements.

Lastly, I have no controle on battlefield AI. You were not an interesting target ;)

edit: Bets have been tweaked. Tell me what you think about it. I don't know if it's save compatible.
comment last edited by Nemeo on Jan 13, 2010, 10:04:49 am
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