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 Mount&Blade Repository » Mods » Misc. » Native Expansion
      
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View this file on the M&B NexusFile Listing: Native Expansion
Last Updated: Feb 20, 2009, 04:03:39 pm
First Created: Oct 04, 2008, 04:38:01 pm
File version: 0.550
For M&B version: 1.010/1.011
Downloads: 236,767 Size: 97.69 MB
Views: 290,008 Type: RAR
Home:  Forum Sub-Board
Rating (10 votes): 3.9 / 5.0
Description
Adds a bunch of new troops and tweaks some of the things that are done. Thanks to Talak, there are some unique items in game. There are a few gameplay tweaks as well. Compilation of a bunch of changes for 1.003. Some units might be a little overpowered. I haven't tested them


Features
  • Too many things to list here, but they're listed here: http://forums.taleworlds.net/index.php/topic,49800.0.html

    New soldiers for each faction (Swadian Knights can upgrade several times, Archer line for Swadia, Heavy Infantry expansion and a weak but heavy cavalry line for Nords, Expanded cavalry line for the Vaegirs, higher tier cavalry in the Khergits, archer and cavalry as well as a very strong infantry unit for Rhodoks)
  • Each faction has unique soldier names (no more of the Rhodok Sharpshooter and Swadian Sharpshooter, it's Sniper and Sharpshooter, or Knight and Kataphraktos)
  • Several new items
  • Better armed higher tiers
  • Boosted Lord stats
  • Unique weapons that can only be looted
  • Lords have a 40% chance of being captured
  • Some others that I can't remember.


File History
Version 0.550
A lot has been added and fixed and changed. Too much to list here.
Version 0.336 - 0.430
-Added a huge amount of stuff. It's a surprise. ;)
Version 0.331 - 0.336
-Horse BETA. This will be REMOVED if people dislike it.
Version 0.321-0.331
-Fixes. It works now.
Version 0.301-0.321
-Ported to 1.010.
-Also, formations added. As well as battle morale.
Version 0.25-0.301
-Female troop line corrected.
-New swords.
-Player now begins with a broken sword.
-Golden Company mercenaries weaker.
-New weapons for the Kings.
-New dialogues.
-Some dialogue is still bugged.
-New armours.
-Stronger troops.
-More troops in each party.
-Mercenary war parties are rarer.
-Some weak swords available from shops.

Version 0.22-0.25
-Female troop line extended.
-Bandit troop line extended.
-Manhunter troop line extended.
-Minor fixes and tweaks.
-Replaced the useless Looter party with a Mercenary War Party. They're dangerous, so be careful.
-Bandits now have peasant women as captives.

Version 0.21-0.22
-Should be fixed. If it doesn't, I'll cry.

Version 0.2 - 0.21
-Bug fixes.
-New textures.
-May crash. I need to know if it does.
Version 0.18 - 0.2
-About twenty or so new troops.
-New item.
-New item, Arbalest, but didn't add to Rhodoks yet.
-Nord colour back to yellow.

Version 0.16 - 0.18
-New unit for the Rhodoks.
-New crossbow.
-New Helmet.
-Toned down ranged weapons.

Version 0.1 - 0.16
-Lords have better horses
-Cavalry tweaked some for the Nords
-Weaker special items
-A couple new items and units
Commands
More From This Author
Comments (Page 1 of 2)
IP: logged
 Re: Tweaks to Native  » posted by Assassin on Oct 05, 2008, 04:00:15 am
nice but what do you mean unique weapons that can be looted?????
IP: logged
 Re: Tweaks to Native  » posted by The Merc on Oct 05, 2008, 08:50:41 am
Not purchasable. If you go through every shop every week, they'll never show up. However, if you kill a soldier with them (higher tiers) then you may be able to loot it. They give much better armor / damage.
IP: logged
 Re: Tweaks to Native  » posted by Zetrex on Oct 05, 2008, 03:48:17 pm
sounds good ill try it
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 Re: Tweaks to Native  » posted by Antiga on Oct 05, 2008, 07:54:55 pm
I don't think the nords should have any cavalry at all. The game has quite specific theme's for each faction, with the nord's being purely footsoldiers/archers. Other than that it sounds like a good start, though from what I can read(Haven't tested myself yet) swadians seem to become a little overpowered.
IP: logged
 Re: Tweaks to Native  » posted by The Merc on Oct 05, 2008, 08:20:40 pm
Aye, I know. I intend to tone down the Swadians. As for the Nordic Cavalry, each faction gets a small flavor of each unit. The Nords get very slow cavalry. At least, they will.
IP: logged
 Re: Tweaks to Native  » posted by puppetmasterjjk on Oct 12, 2008, 01:50:39 am
Is this savegame compatible with the previous update?
IP: logged
 Re: Tweaks to Native  » posted by Ascarona on Oct 13, 2008, 04:16:38 pm
Could you be able to put in guns in the next update?
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 Re: Tweaks to Native  » posted by topli on Oct 13, 2008, 11:15:05 pm
Don't destroy the game please :-D :-D :-D
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 Re: Tweaks to Native  » posted by cyberchat on Oct 15, 2008, 04:08:52 pm
Thank you for good mod
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 Re: Tweaks to Native  » posted by MaNtikorrr on Oct 17, 2008, 05:42:30 pm
I think that than you fighting with Lords or someone else on ur side they must be control by AI not by you! Because than you fight with 100 allied warriors wich are under UR control, its too easy! Fix that plz.
PS Sry my english :D from UA.
IP: logged
 Re: Tweaks to Native  » posted by Captdragon on Oct 17, 2008, 07:29:24 pm
Hi Merc
well I have played the mod 200+ game days and 98% is VERY good even awesome much of what I have thought this game COULD be now has it thanks to you and TML and the others that contributed
the "Tarkan" is INSANE spelt as (Tarkhan) in readme but IF it is the last unit alive it takes 10-15 mins (YES REALLY) and everybody that can get near and I usually 2 or more top lvl units and up to a dozen mid and low lvl units taking it out the script runs and runs with "0 damage" and every 40-60 hits I can get 1-3 adamage maybe.
the other top units seem to be ok and the units HIGHER in line to the Tarkan (Lesser Khan) is tough but no where near what the Tarkan is. WOW could you send me his stats so I can tone him down some
that said if I get him while still horsed (lance him) he dies just fine and several AXE battles with him hand to hand while on horse back is also a good fight but as the last guy standing he is NEAR god-like ;)
I noticed you had "TML" tax and rent collection script in already ;) not rich YET but my feet don't hurt either ;)
all in all great job on compiling this treasure trove on what ought to be.
oh also that unit is sole reason I lost a castle. was toasting all comers until the 4th wave and he showed up took out everyone (and I stood back and took more than 20 shots with that eleit crossbow at point blank not a single damage as a result he killed all 10 companions and 22 top lvl guys (mix of knight-lords, Praetorian, Kataphraktos, Breserker and King's Breserker was something to watch even if I lost I had near 100 troops to send in without me (after I got knocked out) and was finally lost at 3 left standing (3 waves later)
anyway let me know if you will let me tweak that unit down some ;)
IP: logged
 Re: Native Expansion  » posted by benzx55 on Oct 26, 2008, 02:08:31 am
good mod
IP: logged
 Re: Native Expansion  » posted by topli on Oct 27, 2008, 04:53:21 am
i found out some bugs in last update.... When u talk to tke lords the dont say stuff they usself did but only default and thing like that xD

and some mercenery on horses fight without any weapons...

otherwise very god mod and i hope to see more of it.... i really like the weapons (claymore)

sry for my english
IP: logged
 Re: Native Expansion  » posted by Alexej on Nov 02, 2008, 02:48:00 pm
1.010 freezes in phase Launching game... :-(
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 Re: Native Expansion  » posted by MaNtikorrr on Nov 09, 2008, 01:50:56 am
Mercenaries must have only melee weapons, because they use crossbows even in melee combat, why are they so stupid? If they are archers - they must be archers, if they are melee fighters - they must belee only melee.
IP: logged
 Re: Native Expansion  » posted by Bobblehorse on Nov 19, 2008, 11:33:51 am
Hi,
Am trying to play the mod but things keep going wrong. First there were porblems with the recource moduls but I sorted them out but now the error:
"get_skeleton_anim failed for: run_man_forward_onehanded"

This I do not know at all how to fix.

It may be that I installed it wrong, I extraced the Native Expansion file straight to Mount&blade/modules

Please help if you know what the hell has gone on.
Thanks
IP: logged
 Re: Native Expansion  » posted by LordMutaz on Nov 26, 2008, 04:01:56 pm
I've noticed that sometimes i get hit by a shield and I heard before this mod had shield bash, how do you do it in game?
IP: logged
 uhhhhh  » posted by xXberzerkingXz on Nov 28, 2008, 08:20:55 pm
I'm new and...how do you download mods that are RAR files? :roll:
IP: logged
 Re: Native Expansion  » posted by haxu on Dec 14, 2008, 02:56:01 pm
really good mod, liked this more than native :-D
btw, could u pls tell me what to kill to get ivory bow? :roll:
IP: logged
 Re: Native Expansion  » posted by jacob25 on Jan 01, 2009, 01:42:30 pm
just thought id let u know, i downloaded this, and when i tried to extract it, a message came up in win rar saying that the file is corrupt
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