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 Mount&Blade Repository » Mods » Native Expansion for Warband
      
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View this file on the M&B NexusFile Listing: Native Expansion for Warband
Last Updated: May 23, 2011, 08:22:09 am
File version: 1.0
For M&B version: Warband 1.134
Downloads: 165,465 Size: 102.65 MB
Views: 196,069 Type: 7Z
Home:  Native Expansion
Rating (13 votes): 4.9 / 5.0
Description
* Too many things to list here, but they're listed here: http://forums.taleworlds.com/index.php/topic,173191.0.html

Features:
Dark Knight Invasion
Dozens of new troops in three tiers - Peasant, Noble and Elite
Most units have gotten stronger.
All nobles have gotten stronger.
Many new kingdom management options, including ability to hire four new advisors.
Lots of new items, including many unique items only available through quests or defeating enemies.
20 new quests.
Lots more politics and intrigue, including being able to order assassination attempts.
Lots of new buildings, providing bonuses to your kingdom.

Lots and lots more.
Commands
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Comments (Page 2 of 2)
IP: logged
 Native Expansion for Warband (v 1.0)  » posted by THEDARKONE on Sep 06, 2011, 06:18:09 am
I CANT FIND THE REBEL CAMP!
plz some1 help me, i cant find the rebel camp in the nord lands. Where could it be? i cant find it for shiz niz.
IP: logged
 Native Expansion for Warband (v 1.0)  » posted by haakonkn on Sep 09, 2011, 12:02:28 pm
i just lost two new unsaved games with about 3 hours gameplay on each couse warband "stopped working" without any specific reason, donno if it's the mod or my computer :( btw: great mod
IP: logged
 Native Expansion for Warband (v 1.0)  » posted by Crowe1721 on Sep 14, 2011, 03:58:42 am
Is this mod compatible with Warband 1.143?


Edit: Nevermind I found the patch :)
comment last edited by Crowe1721 on Sep 14, 2011, 04:05:18 am
IP: logged
 Native Expansion for Warband (v 1.0)  » posted by Warrior536 on Oct 25, 2011, 08:34:34 pm
I have a problem with the mod, i install it but when i open it with warband, all i get is a black screen. sometime the game's cursor appears and disappear but even after 15min, nothing happens. I can only quit it through ctrl+alt+del. Every other mod i tried work just fine, this is the only one that does it. I tried uninstalling it, redownload and reinstall and it still doesnt works.
IP: logged
 Native Expansion for Warband (v 1.0)  » posted by flaxus on Dec 19, 2011, 04:24:02 am
This is my favorite mod it is the best mod out there ill give it 5/5 no question asked.
IP: logged
 Native Expansion for Warband (v 1.0)  » posted by Hreon on Feb 15, 2012, 07:30:07 am
This is the best warband mod imho :-D
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 Native Expansion for Warband (v 1.0)  » posted by Draconis on Aug 07, 2012, 08:41:42 am
This is an excellent mod, and ads many of the things I wanted to see in the game.

The Dark Knight invasion was initially a thrilling idea, so I set it to 100 days. I was getting impatient. Everything is awesome, except that they arrive and destroy everyone with little effort. I had to cheat to kill them off because they ruined the game. Its fine if they are a little bit stronger than everyone else, but they come in hoards of 600 or more. The lords alone have over 300 men, and each single unit can demolish at least 5 of any other fully trained unit. Their armour is well designed, the weapons are great, and their horses are also awesome. I suppose if I had defected to their faction I would have 'united' Calradia in under 200 days. Its a bit too excessive. I had previously joined the Veagirs and done it in a little under 700, and I was being relentless, so I was a little disappointed when no single faction could withstand these guys.

That aside the mercenary warbands are a wonderful idea, and there are plenty of looters and bandits everywhere.
The development tree is also well done although I noticed some troops can be upgraded to the 'same' type of troop, but they have different slots. Perhaps renaming the clashes would fix this?

Also once the Dark Knights were wiped out I could no longer buy any form of boots/grieves or gloves/gauntlets in any town.
Not all the castles self recruit, although some of them do.
Various npcs are no longer available ie Ymira. She was one of my favourite characters to have but now I only ever see her in tournaments. I suppose thats fine except that she is unavailable for hire.
Some of the new npcs are just copies with a different name. It would be nice if their stories were a bit different, but it was nice for the touch of diversity.
What I really do like is being able to hire Xerina. I have always wanted to, and then I saw the price.. 12000 denars? I paid it anyway and it is well worth it, so I can only assume the Achilles and that other guy whose name evades me will be of the same caliber.

I noticed the structures of towns and castles in battle differs quite a lot. It's a lot nicer actually and appreciated. I was hoping you would make an addition to this? Perhaps an abandoned castle/fortress (or a few) that could be claimed by the player, or even other factions. Of course it cant be empty so a few renegades or bandits could fill that spot. On that note Tehlrog Castle is actually a fortress, in my mind anyway, along with a few others which are built from wood instead of stone, so if you do make a patch to update this awesome expansion it would be nice if you could implement those changes. It's purely a suggestion though.
I think the horses you have added have also made the game more enjoyable, as well as the larger bags of bolts/arrows. The armour is amazing as well.

This expansion adds a wealth of things much desired in mount and blade and I have rated it 4 star but only because the Dark Knights were insane and I couldn't buy grieves/gauntlets etc, other wise it's a definite 5 :) ).
There are only a few changes I would like to see in a patch:
Old npcs are still available
Re-balancing the Dark Knights (I know its meant to be hard but on easiest it's still too hard)
Being able to buy gauntlets/grieves in towns again
A possible renaming of various 'castles' to fortresses
A possible addition of an island (or a few) with some uncharted lands and abandoned fortresses etc (the travel mode would be ships, which I found while testing the not-very-good-but-wonderful-idea blue bloods mod), or just said fortresses added somewhere on the outer edges of Calradia (noting that starting out players will die trying to get there without a few (many) good men).

Anyways I realize this is long winded, so thanks for reading and I hope to see more updates and addons from you.
IP: logged
 Native Expansion for Warband (v 1.0)  » posted by Patrick Moore on Aug 10, 2014, 08:13:35 pm
Made the game much, much more enjoyable! The only thing I would add would be a new area to move to towards the end, and a way to permanently eliminate super-treasonous nobles. Many times I've wished they could "accidentally" die from a crossbow bolt to the face. Alas. Thanks for the Mod! And if any new versions come out, I would be glad to download them!
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