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破晓骑士团[Dawn] 战团ID:Dawn_GSA_Kengdie
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本帖最后由 Lawrie 于 2010-7-20 21:54 编辑
FOR USE WITH M&B WARBAND V 1.13
官网英文介绍:
Short Description:
The primary goal, more important than anything else, is to develop infantry into a more versatile and interesting arm of the various faction armies without ditching the faction themes. In other words, Rhodoks are still Rhodoks, just more so!
The Rhodoks have gotten a significant MP inspired overhaul. They are now a faction of specialist infantry -- as opposed to the generalist infantry of the Nords. Their main line infantry is now the Cleaverman (pick/cleaver/glaive/shield/medium armor/reasonable speed; t3-t5 branch from t2 Footmen). Anti-cavalry duties have been picked up by the Pikemen (pike/heavy armor/high hp/slow; t3-t5, branch from t2 Footmen), who cannot chase cav down, but can protect any other units from incoming horsemen. Anti-infantry duties are carried out by the Macemen (morningstar/warhammer/light armor/low athletics; t4, branch from t3 Cleaverman), a defensively weak unit with the ability to break blocks, hit with lots of blunt damage and cause regular knockdown. Rounding out the new tree is the Skirmisher line (very fast/light armor/short sword/shield/lots of javs; t3-t4, split from t2 crossbowmen), an excellent support unit intended to hold high ground against all comers, intercept, run away and generally support the new infantry classes with shields and close fire support.
The other factions, except for the Nords and Khergits, also received pikemen (pike/heavy armor/slow/good hp; t3-t4, generally splits from t2 foot).
The Nords, for whom the pike is an alien concept, instead picked up the Skirmisher line (extremely fast/spear/shield/throwing axes/javs/light armor; t3-t5, splits from t2 Nord Huntsman), which, although still a generalist force, is intended to give them a fast and extremely efficient anti-cavalry option in addition to the qualities previously mentioned for the Rhodok skirmisher.
The Khergits, although as yet not graced with new units, have had their war parties rebalanced so that they'll generally include more top tier horse archers as a counter to the significantly increased presence of anti-horse infantry options.
This mod is intended for players who like using lots of cav and wish the other factions were a legitimate threat as opposed to a speed bump, or for players who enjoy fighting with infantry armies, but dislike how lackluster and unrewarding they feel in Vanilla. Feel free to download, try, and tell me it's shit!
(click to show/hide)
V1.2 (4/23/2010)
How to install:
1. Navigate to your Mount and Blade Warband directory
2. Open the folder that says Modules
3. Copy the folder that says Native
4. Paste it into the Module folder with a different name (like Pike and Blade, or Random Stupid Mod)
5. Copy all the files in the Pike&Blade zip
6. Paste them into the folder you created and named in steps 3 and 4
7. Open Mount and Blade Warband's launcher
8. Select the folder you pasted the Pike&Blade files into
9. Launch and enjoy
Includes
Militia pikes (lvl9) and Pikes (lvl14) for Vaegirs, Swadians and Sarranids
Rhodoks gain pikes at tier three rather than tier two (pike lvl 14; veteran pike lvl 19)
Rhodoks gain new well armored fifth tier unit Sergeant Pikeman (lvl 27)
Rhodoks gain new fourth tier unit Veteran Maceman (lvl 19) armed with mace and morningstar, who should seriously punish enemy infantry
Rhodok spearmen changed to cleavermen, who have lost their spears but gained picks, cleavers and (at the fifth tier) the massive war cleaver
Nord gain fast moving Foot Skirmishers (tier three through five), primary equipment throwing axes/javs, secondary equipment spear and shield
Rhodoks gain Skirmishers (tiers three and four), primary equipment javs, secondary equipment sword/shield, better armored but slower/less proficient than Nord version
All of the new Pikes have pike only, no shield and wear faction specific gear
All the new pikes have crummy athletics skill, so they suck at chasing foot, but they will hurt the crud out of cav
All new units have been properly added to party templates, so you'll see them in game
Khergits set to spawn with more horse archers to counter pikemania
This mod is save game compatible, but I really do not recommend stuffing it into your native installation
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v1.22 (4.24.2010)
-Changed a couple of values in the party-templates file (only a few slight tweaks to reinforcement, might not even be noticeable)
v1.21 (4.23.2010) (26 downloads)
-Fixed a crashing bug
v1.2 (4.23.2010)
-Added Skirmishers to Nord and Rhodok armies
-Switched to .zip compression, since it's windows native and the file is miniscule
v1.1 (4.23.2010):
-Switched Rhodok Veteran Maceman to upgrade from Rhodok Cleaverman rather than a pike (found a free upgrade slot woo)
-Raised RVMace strength to 14 so that he can actually use his weapons
-Switched host to Rapidshare (slightly less terrible and gives me ability to track downloads)
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Vaegir:
A bow based skirmisher line (t3-t5) intended to fight with spear, bow and shield, replacing pikemen in the anti-cav role, providing role compression and significant medium range fire support for infantry.
Sarranids:
A light horse line (t4-t5) intended to fight with sword, shield and jarid, equally potent on horse and dismounted, intended to support Mamelukes by providing speedy cover by screening enemy horse archers.
Swadians:
A lightly armored and fast 2h swordsman "skirmisher" line, not decided on t3-t5 or just t3-t4, no idea on the name, idea courtesy of Cassial!
Khergits:
Shooting blanks! No idea what you give to the faction that has everything. Perhaps a mounted infantry style unit with a crap horse, intended to ride up to enemy infantry, dismount and engage? Suggestions!
Rhodoks:
They feel feature complete, but some of the names are kind of crap. Any ideas on a new naming convention for the Cleavermen in particular, please speak up!
Nords:
Again, this faction feels fairly feature complete. Might slow down their main line infantry to provide an additional incentive to use their skirmishers, but the heavier armor and the lower base athletics should already make a big difference.
Tools to do it yourself:
Troop Editor: http://forums.taleworlds.com/index.php/topic,34154.0.html
TXT Tools: http://forums.taleworlds.com/index.php/topic,105928.0.html
TweakMB: http://forums.taleworlds.com/index.php/topic,101731.0.html
The full freakin list: http://forums.taleworlds.com/index.php/topic,108292.0.html
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I use these myself, but they can be irritating as hell. Give em a shot if you want, but I'm not going to claim they're the best or anything.
Party Eat Frequency: from 14 to 8 (Your troops eat 3x per day instead of once or twice)
Prisoner Management: increased from 5 to 10 (Convenience)
Mounted Unit Wage Multiplier: increased from 166 to 200 (slight mounted unit nerf)
Mercenary Wage Multiplier: reduced from 166 to 100 (Mercenaries are fun, but overpriced, this makes them cheaper)
Companion Wage Multiplier: increased from 2 to 4 (Companions are too cheap, this makes them more expensive)
Party Size Per Renown: increased from 25 to 50 (renown nerf, Leadership buff)
Party Size Per Leadership Point: increased from 5 to 15 (Leadership buff, makes large infantry armies viable)
Leadership Wage Decrease: increased from 5 to 7 (Leadership buff, helps with bigger party cost)
Improvement Build Times: increased from 100 to 50 (things take twice as long/cost twice as much to build, MAJOR Engineering buff when coupled with next one)
Percent Engineering Build Time/Cost Reduction: increased from 50 to 95 (With these changes Eng5 is now about as good as Eng9 in Vanilla. Huge buff!)
The changes here are focused on making morale, rather than denars or an arbitrary numbers cap, the primary limiting factor for a party. There was an additional shift in the cost of supporting soldiers from wages to food, which (when coupled with the garrison cost multiplier fix) makes fiefs much more capable of supporting their castle. In my current new game, my castle+village are able to support ~180 Rhodok infantry soldiers (half garrisoned) from t2-t5 while leaving me to pay around 400-500 denars a month in wages (and a shiteload more in food). Peanuts, compared to Vanilla. Most of the changes have to do with limiting possible sources of morale buffs (like food or leadership, which now provides more troopers per point than morale to support them), but they're also focused on making large infantry armies viable at a much earlier point in the player career, and for far less cash wages. With much of the cost of running a party shifted out of cash and into food, the vagabond bandit play style is also now viable -- just force villages to give you supplies to get food, and sell what you don't need to towns to support your thieving band!
Renown and cavalry wages were nerfed because they are traditional tools by which players build uberforces of 50-60 mounted units on a combat focused character that sweep through the map and dominate all enemies near and far. When combined with omnipresent pikes (and the threat of Khergit horsebows), these changes should seriously weaken this style of play, while rewarding the more methodical plodding of the infantry.
The changes to Engineering are intended to solve a long running irritant -- the 2000 denar mill that takes two months to build and provides a 5% income increase. Although someone with low engineering will find this terrible, a specialist Engineer (like, say, one of the companions) will eventually be able to produce buildings like the mill for three hundred denars, and in less than a week. Handy!
Again, these changes are OPTIONAL, and can be added BY YOU, THE READER, if you choose to download TweakMB (see the tools section of this post) and DO IT YOURSELF. I'm always happy to explain away any curiosities, so feel free to ask either in this thread or by PM!
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1. Hold the F1 key to give a remote Move to and Hold Position order
a. When coupled with Shift selection of multiple groups and the F1-F3 Charge commands, allows for simultaneous attacks on enemy flanks without player presence at either location
b. By placing a flag for a cavalry unit on the opposite side of an enemy formation from that unit, cavalry will attempt to charge through the enemy rather than stop and engage them in melee
2. Hold the Shift key to select multiple groups
a. Great for uniting groups (like archers/pikes or skirmishers/infantry) that you normally want divided
b. Shift clicking a number again does NOT remove it from the grouped pool
3. Each use of the F2-F4 Close Ranks command adds an additional rank to a formation
a. In a group with two or more ranks, the F2-F3 Open Ranks command will remove a single rank
b. Pikes cannot effectively attack beyond the fourth rank, but a fifth and sixth makes it easier to prevent cav jogging through
c. Ranged units will not fire from the third rank, with the exception of throwing units
d. Skirmishers defend well against infantry in a two or three ranked formation
4. Each use of the F2-F3 Open Ranks command on a formation with one rank will put one additional file between each trooper
a. In a group with 1 or more additional files, the F2-F4 Close Ranks order will remove one file
b. Skirmishers intercept cavalry more effectively in an open formation, as they are better able to support one another with javelins
5. Use the F3-F1 Hold Fire command to force archers/xbows to ignore targets and move to their destination
a. Without this command, archers/xbows will fire at targets of opportunity en route to their destination, which can leave them isolated and vulnerable
b. The F3-F2 Fire At Will command reverses this order
6. The F2-F1 Advance Ten Paces command allows formed pikemen to "charge" enemies directly ahead without losing group cohesion
7. The F2-F2 Retreat Ten Paces command allows for tight control of skirmishing units
a. Units given the F2-F2 Retreat Ten Paces will about face, march ten paces and maintain group cohesion, then revert to their previous command (charge, hold position, etc)
b. Couple with F3-F1 Hold Fire command to ensure fire discipline and group movement in ranged units
c. As skirmishers are faster than all comparable foot units, consecutive F2-F2 Retreat Ten Paces commands will cause them to "kite" enemy foot units while continuing to launch throwing weapons
8. The Backspace key activates the following
a. A minimap, with color coding for troop groups and Hold Position flags where applicable
b. Casualty reports for player (presented both as a total and broken down by group), allies and enemies
c. Ability to select and give Hold Position orders to groups by clicking them, then clicking a position on the minimap
d. Shows active order (charge, hold, run away!) for each group
战团版本是:1.1xx 都行 |
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