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 Mount&Blade Repository » Mods » Large » Rise Of Khergits (RoK) 0.2
      
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View this file on the M&B NexusFile Listing: Rise Of Khergits (RoK) 0.2
Last Updated: Sep 03, 2008, 06:44:49 pm
File version: 0.2
For M&B version: .960
Downloads: 8,461 Size: 64.17 MB
Views: 12,753 Type: RAR
Rating (6 votes): 3.5 / 5.0
Description
-Changes-

-Nords, Swadians, Vaegirs and Rhodoks are no more. Now, there's an alliance of them led by King Harlaus.
-There are plenty of shamshirs, axes, spears, shields, armors, helmets and horses added for Khergits.
-Bows added for Khergits have been strengthened, Khergits have become real masters of bows and their horses are now faster.
-Khergit troop tree has been changed.
-Recruits are now recruited due to their "own" nation, not the village's nation where they are recruited from.
-There are several adds to The Last Alliance's troop tree.
-Extremely powerful Khergit warriors called "Black Khergits" are now wandering in 3 or 5 sized parties.
-Steppe Dragons can also be found in Khergit armies.
-Black Knights have been added as wandering bandits and mercenaries in The Last Alliance armies.
-Black Knights are now allies with The Last Alliance and enemies to Khergits.
-Khergits soldiers are strengthened.
-New items and horses have been added for the Black Knights.
-Banners carried on battlefield have been added, doesn't look so good though :D,
-Skyboxes have been changed,
-Some textures have been remastered,
-Black Generals have been added,
-Trade item helmets and armors have been added,
-New battle tactics and formations have been added,
-Ranked soldiers are now recruitable in villages,
-Pre-game character class selections have been changed,
-Special items have been created for faction leaders,
-Factions' commanders' names and such have been fixed.

Mod Maker - <knight>


Special Thanks: Artizan,Valthord,cellami
Concept Art by Ganbat Badamkhand

Good playing
Commands
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Comments (Page 1 of 2)
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 Re: Rise Of Khergits (RoK) 0.2  » posted by dark apostle on Sep 03, 2008, 08:42:20 pm
hey are the kergits just like2 or 3 times more powerful then the avrage last allience soilders ect please.
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 Re: Rise Of Khergits (RoK) 0.2  » posted by evghin on Sep 03, 2008, 10:52:18 pm
yes , you're right ;-)
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 Re: Rise Of Khergits (RoK) 0.2  » posted by Mightywolve on Sep 04, 2008, 07:12:45 am
Downloading
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 Re: Rise Of Khergits (RoK) 0.2  » posted by Turkish_Bandit on Sep 04, 2008, 07:45:01 am
King Harlus Vs Sanjar Khan War
for fun,adventure this mod ideal
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 Re: Rise Of Khergits (RoK) 0.2  » posted by Turkish_Bandit on Sep 04, 2008, 07:45:23 am
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 Re: Rise Of Khergits (RoK) 0.2  » posted by Mightywolve on Sep 04, 2008, 09:59:16 am
Man! This is So GoOD!~!!!! :-D :lol:
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 Re: Rise Of Khergits (RoK) 0.2  » posted by Mightywolve on Sep 04, 2008, 11:29:06 am
I love this m0d!! :-P :hammer:
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 Re: Rise Of Khergits (RoK) 0.2  » posted by Mightywolve on Sep 04, 2008, 12:00:46 pm
Some soldiers dont have any weapons.
Just fighting with there hands :-? :-(

Really Weird.... :-P
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 Re: Rise Of Khergits (RoK) 0.2  » posted by Rathos on Sep 04, 2008, 12:16:11 pm
One of the best mods i have tried. :-D :hammer:
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 Re: Rise Of Khergits (RoK) 0.2  » posted by <knight> on Sep 04, 2008, 01:13:40 pm
thanks :-) is there some of bug in mod,maybe i can upload a bugfix next time... ;-)
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 Re: Rise Of Khergits (RoK) 0.2  » posted by Rathos on Sep 04, 2008, 03:40:36 pm
After playing awhile i discovered that it was som villages floating around the map. :?: :-)
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 Re: Rise Of Khergits (RoK) 0.2  » posted by <knight> on Sep 04, 2008, 04:42:18 pm
they are nomad villages...Can move on map :)
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 Re: Rise Of Khergits (RoK) 0.2  » posted by sethaniel on Sep 05, 2008, 03:48:46 am
The moving villagers are probably referring to the nomadic lifestyle of the Khergit tribes, who do not have a permanent settlement, instead choosing to migrate from time to time. If so, then the concept is interesting, though it's weird to see a bunch of villages moving around. And nomads don't really move around THAT much, unless they happen to be really indecisive.

This mod showcases quality content, by the way. And Khergits are no longer wusses! Awesome.
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 Re: Rise Of Khergits (RoK) 0.2  » posted by Zetrex on Sep 05, 2008, 01:46:08 pm
hello everybody great mod 8-)
but i encounterd a fault: when u enter tulga castle and go to the bottem of the staircase the door says: "enter castle. GO" it should have sayed: "enter street. GO" i entered it ,then i found myself looking up at the castle from a ground below. its a strange fauld and i would like to see it fixed :-?
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 Re: Rise Of Khergits (RoK) 0.2  » posted by mekstrom on Sep 06, 2008, 09:16:23 pm
wow huh the khergit axemen dont have weapons, they have an axe on their waist though...
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 What a great Mod !  » posted by Khergit on Sep 09, 2008, 11:19:08 am
This mod is one of the best mods I have ever tried. Gratz all :hammer:
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 Re: Rise Of Khergits (RoK) 0.2  » posted by lord ggs on Sep 09, 2008, 02:46:36 pm
Mate! Nice MOD, We'r all dept. stop all jobs for 1 week :) Of'course there's some bugs, but - thanks for ur work! And it's seens some rebalancing from the original game - but new game's target cover it. Thanks a lot!
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 Re: Rise Of Khergits (RoK) 0.2  » posted by <knight> on Sep 14, 2008, 08:22:50 am
thanks 8-) bugfix not released for 960...
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 Re: Rise Of Khergits (RoK) 0.2  » posted by gypsydevil on Sep 15, 2008, 06:22:12 pm
Beautiful!! This is a great mod, the armor! the Shields! The BANNERS!!!!! I thought that just the Khergits where tweaked but the alliance has a feel of it's own as well(although pretty much stand no chance against the Khergit Hoarde!!
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 Re: Rise Of Khergits (RoK) 0.2  » posted by Rathos on Sep 21, 2008, 04:19:20 am
Can you make it for v 1.0 :?: :roll:
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