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 Mount&Blade Repository » Mods » Gameplay Mechanics » Extended Native Mod
      
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View this file on the M&B NexusFile Listing: Extended Native Mod
Last Updated: Apr 11, 2013, 05:04:07 am
First Created: Feb 15, 2012, 04:15:39 am
File version: 1.76.1
For M&B version: Warband 1.1xx
Downloads: 2,255 (5,625) Size: 980.5 KB
Views: 11,719 (27,853) Type: 7Z
Rating (1 votes): 3.5 / 5.0
Description
......................................................................................................................
......................................It works with 1.153, but not fully supported...........

The Mod is rather an experimental basis for new Mod, which is here:
http://mountandblade.nexusmods.com/mods/3833

Images here:
http://mountandblade.nexusmods.com/mods/3543/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D3543

...........................................................--version 1.76.1-............................................................

- Fixed bolt and arrows restoration after retreat. Now bolts and arrows that used in battle
are not restored after defeat. (NOTE: should we have the same after victory?)

...........................................................--version 1.76-...............................................................

- Sea travel from port to port for fee.
- Modified port icon.
- Arrows, bolts and weapons lost in battle not restored in the inventory.
- Separate companion's ability retreat to friendly center after his defeat on the global map.
- Castle meeting with separate companion from menu.
- New mercenary contract end condition: ended if faction is not at war. (Not tested yet)

...........................................................--version 1.7b-...............................................................

- Fixes in hiring recruits by separate companion.
- Separate companion waiting in tavern.
- Game strategic AI improved.
Now each AI battle outcome on the map depends on terrain and quantity and quality of mounted troops.
- "Escaped" dialogue improved.
- Deserters dialogue improved. Probability to hire deserters now depends on
player charisma, persuasion and some random luck.
- Brief budget report now reflects current level of expenditures.
- "Go to the marketplace" menu includes talk with Guild Master.
- More appropriate map icons of deserters.
- Improved separate companion's dialogue.

...........................................................--version 1.7--...............................................................

- Some fixes in NPC cavalry recruit system.
- Player party reserve. Player may choose who will not participate in battle.
- Hiring recruits in the nearest village by separate companion.
- Companion's "honorific word" ("captain", "sir" and others)
implemented to separate companion mode, instead of "commander".
- New volunteer recruit system.

...........................................................--version 1.6b-...............................................................

- Some fixes in sea raider landing system.
- Some fixes in ports coordinates.

...........................................................--version 1.6--...............................................................

- Improved deserters dialogue.
- Improved prison guards dialogue.
- Completely separated sea raider landings AI to prevent possible bugs.
- More sea raiders defending at once during attack their landing by the player.
- Sargoth with port moved to river delta. And some other settlements coordinates changed.
- Other minor fixes.

...........................................................--version 1.56--..............................................................

- Sea import system. Spices and dyes import. Accordingly to Shariz and Jelkala.
- Sea raider landings limited to 3.
- Fixed a bug where a prisoner does not appear in prison, if the city has only 1 stack of prisoners.

...........................................................--version 1.53--..............................................................

- Port icon.
- New ship icons.
- Each faction uses certain kind of ship in merchant transit.
For example: caravans use galleys if travelling from sarranid port.
- Player's captives are without weapons and head armor during a talk.

...........................................................--version 1.5--................................................................

- New NPC party morale system.
Each lord's party gets morale from the beginning, depending on renown. Morale changes
depending on the outcome of battles and sieges.
When morale becomes too low, <32 points of 99, deserters appear.
Deserters breaking away from the party, that is lords are losing troops from their parties.
At the same time this event raises lord's party morale by 5 points.
- Deserters may join player depending on his persuasion skill.

...........................................................--version 1.4c--................................................................

- New mine icon.
- Replacement of default longboat icons.
- New ship icons. (Still not used in Mod.)

...........................................................--version 1.4b--................................................................

- Important fix. Due to my old improper using one of the native scripts, each routed party endlessly was added
to garrisons, which caused serious damage to long-term game balance.
- Routed parties become of two kinds. "Routed outlaws" appear. They are not added to garrisons and simply disappear.

...........................................................--version 1.4--..................................................................

- New player embark and disembark system. Use camp menu at sea to disembark.
- Sea encounter menu. Sea battle simulation. (Just a simulation for now.) Possibility to capture enemy ship.
- Port menu. Possibility to sell captured ships.
- New cavalry recruit system for NPCs. Swadian, Vaegir and Sarranid lords recruit mounted troops in towns.
The party leader with renown 1200 can recruit maximum 18 troops at once.
Also, mounted troops upgrade separately. It's impossible to upgrade from infantry to mounted, except caravan guards.
- New sea raider spawn, landing, battle and common behavior system. Sea raiders become actually SEA raiders. But also they able to disembark in the coast near ports, transforming into "sea raider lair", to do raids with their separate group, as usually, and to embark after successful battle with player.

...........................................................--version 1.3b--..................................................................

- Some corrections in "training grounds" hiring mercs and trainers' faces.
- Minor port fix.

...........................................................--version 1.3--....................................................................

- Player prisoners' location notes.
- Consumption during the siege depends on the size of the garrison.
- Changed some settlements' coordinates on the global map.
- Active ports added.
- Ports change faction after their captured towns.
- Another attempt to set up an automatic sea trade. Each caravan, going to town with port, travels by sea if it aimed at a town also having a port. I.e. from port to port. In result, town receives 250 denars.
- My own regrettable mistake detected. It led lords including leaders to a constant shortage of money. Fixed.

(Full changelog in readme)

The Mod has 3 major changes.

1) The ability to create a separate party leaded by companion.

- Having companion with leadership skill >0 you may assign him commander of auxiliary party.
- Then you may encounter with him and exchange troops. (For example, you may give him all your infantry.)
- You may encounter with him and give orders.

Orders include:

ability to go to the nearest friendly town and wait there in castle.
ability to go to the nearest friendly castle and wait there.
setting AI "helpfulness" and initiative.

AND OTHERS.

2) Several ore mines which "produce" iron at its home centers (towns).

- There are ore mines.
- There are prison guards and prisoners in there.
- Mines have its home centers (towns).
- When it becomes too much prisoners in home centers, some of them "go working" at mines.
- The more number of workers, the more outcome, the more iron producing at home centers (towns), the less price of iron.
- If player owns any town with ore mine, he can manually fill its "garrison" -- prisoners-workers and prison guards.

3) REVISED TROOPS.

- Troops have different and more appropriate weapons and other.
- More appropriate and balanced parameters. No more meaningless indicators (e.g. 50-50-50-50-50)
- Troops have appropriate armor color. For example, Rhodocks have more green, Swadians black and white.
- Every faction has one more troop's rank, "superheroes". For example, Swadians have Swadian Baron (after Knight).

..................................................................................................................................................................................................
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Comments
IP: logged
 Extended Native Mod (v 0.9)  » posted by John Silver on Feb 15, 2012, 11:21:36 am
I love the idea of being able to have a companion lead a separate party.

Is this mod only for the older version of Warband?

IP: logged
 Extended Native Mod (v 0.9)  » posted by John Silver on Feb 15, 2012, 11:34:05 am
I love the idea of being able to have a companion lead a separate party.

Is this mod only for the older version of Warband?

IP: logged
 Extended Native Mod (v 0.9)  » posted by XCram on Feb 16, 2012, 01:14:48 am
John Silver wrote:
I love the idea of being able to have a companion lead a separate party.

Is this mod only for the older version of Warband?


Actually, I don't know.

If you test it with latest version and report the result, I would be very grateful :-)
IP: logged
 Extended Native Mod (v 1.1)  » posted by Xrouie on Sep 15, 2012, 06:39:00 am
hi!...
i have a question
how do i install it?
IP: logged
 Re: Extended Native Mod (v 1.1)  » posted by XCram on Sep 17, 2012, 02:58:35 am
Xrouie wrote:
hi!...
i have a question
how do i install it?
Hello!
Oh, I forgot to correct installation instructions in readme, sorry.
It's very easy to install.
Just copy Native folder in the same directory, rename it and replace all the files (.txt) in it.
IP: logged
 Extended Native Mod (v 1.3b)  » posted by zeusesparta on Nov 25, 2012, 11:54:56 am
Hi friend ,if I have a game of native expansion i holds for this expansion of native mod expansion ???
sorry for the gramar i´m spanish :-P
IP: logged
 Extended Native Mod (v 1.3b)  » posted by XCram on Nov 26, 2012, 02:23:09 am
zeusesparta wrote:
Hi friend ,if I have a game of native expansion i holds for this expansion of native mod expansion ???
sorry for the gramar i´m spanish :-P
If I understand correctly, the problem of compatibility?
I do not know what the Native Expansion is. If this is not a script, it is easy to combine. Otherwise, almost unreal. It's better to name a few ideas from Native Expansion, which you lack here.
And maybe I could convert them. ;-)
IP: logged
 Extended Native Mod (v 1.7b)  » posted by Denzel Von Kurtzdorf on Mar 29, 2013, 02:39:35 pm
So I just tried this with warband 1.154. First thing I noticed was that the ports (at least in the Kingdom of the Nords) are unreachable. The player icon will just keep walking at the each of the seacoast. Hope you can look into it.
IP: logged
 Re: Extended Native Mod (v 1.7b)  » posted by XCram on Apr 01, 2013, 01:29:11 am
Denzel Von Kurtzdorf wrote:
So I just tried this with warband 1.154. First thing I noticed was that the ports (at least in the Kingdom of the Nords) are unreachable. The player icon will just keep walking at the each of the seacoast. Hope you can look into it.

It's all right, the ports must be unreachable from the land.
IP: logged
 Extended Native Mod (v 1.7b)  » posted by XCram on Apr 04, 2013, 02:44:45 am
The ports can not be accessed by land and sea simultaneously. They are required for ships.
Q:
Where to get the ship?
A: I did not make to buy the ship in the town, because the naval part of the mod still is not quite elaborated. For now I made the only possibility to get the longboat: need to find any sea raider lair near any port, fight them and win.
IP: logged
 Re: Extended Native Mod (v 1.7b)  » posted by Denzel Von Kurtzdorf on Apr 04, 2013, 08:27:41 pm
XCram wrote:
The ports can not be accessed by land and sea simultaneously. They are required for ships.
Q:
Where to get the ship?
A: I did not make to buy the ship in the town, because the naval part of the mod still is not quite elaborated. For now I made the only possibility to get the longboat: need to find any sea raider lair near any port, fight them and win.

thanks, was wondering how to sail.
IP: logged
 Extended Native Mod (v 1.7b)  » posted by XCram on Apr 05, 2013, 06:50:22 am
The system of the sea raiders appearance is designed so that they will gradually gather in one place, depending on the number of recruits in the Nord villages. And then, when their number become a crew boat, they sail to a port and landed next to it. Their boat transformed into lair, which is guarded by the half of the crew. The other half of the crew is separated and goes in search of prey, as usual sea raiders in Native.
comment last edited by XCram on Apr 15, 2013, 12:44:20 am
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