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本帖最后由 dsr1013 于 2010-10-28 19:21 编辑
相关介绍
Sowing the Winds
To whit, what is a king but a man of a greater family still than those he rules. So, then, were I to make this woeful clan of mine greater than the kings, would not I then be the King?"
What is it?
Farae.
The western most expanse of the ancient Gaelic empire. Once the forefront of the empire's ambitious expansion into the continent of Hearve. Left forgotten for centuries afterwards to develop independent of the watchful eye of the more 'civilized' nations. Then a hundred years ago the ancient trade routes re-opened, the wealth of fertile Farae became exposed to the world. Conquerers began to thirst for it's riches and province. So came the Xin Chi, and the Norse, bringing with them their swords and their arrows and their plague.
The red death began in the invader armies and spread throughout all of Farae. The afflicted were covered in bloody boils, and vomited blood in their beds and in the streets when caught unawares. Villages, cities and castles all became stained red with the blood of the afflicted. The plague continued on until one in four had been felled by it's cruel hand, and for a time a certain unsettling peace fell across the land. Lords fought the now epidemic bandits instead of each other, and lands left vacant became claimed by vultures looking for their chance at nobility.
Now the kingdoms remain fractured into many houses, each vying for it's shot at the throne. Each hoping to leave their lasting mark on history. Each sowing the winds in hope of their own final victory. Then again, we reap what we sow...
This release should also be considered somewhat of a skeleton of a mod rather than a full mod. Right now I'm focusing on getting the broad strokes in, though I'm happy to take advice on details, just don't get pissy about it.
Features:
-p: Planned
-i: Implemented
-pi: Partially Implemented
-b: Broken
0.3 Updates []
All lords are now correctly related to all family members except daughters. Daughters will be addressed in a larger reshaping of the roles of "lady" units.
The castles are distributed correctly once again.
There are now several more land disputes at the beginning of the game, resulting in a greater likelihood of war amongst the various houses.
Only villages retain their name on the map.
Lots of changes to flavor text especially around the menus.
13 New Factions which still pull from the original 7 cultures for troops. -i
(Each faction now controls 1 town, 2 on the outside, and a few castles.)
(I may add a 14th faction soon, a typo left me without a kingdom_7 so the Sarranids are a bit too much of a power block atm.)
New troop trees for all factions. -pi
(Troops will be more similar between the various factions, but not necessarily the same.)
(Swadian, Vaegir and Khergit trees have been implemented but still need refinement for stats and equipment.)
(Comparing the Swadian and Khergit trees side by side should give a good idea of what to expect for the factions.)
All companions are now females. -i
Can marry ladies as a female. -b
New Map. -p
(I don't really care about size, I just want to bring terrain into the picture more.)
Some lords are now female. -i
Titles are changed on many characters, pretty much anyone who owns a town has a higher title than in native. -i
Swadians have Dukes.
Vaegirs have Tsars.
Nords have Markgreifi.
Khergits are now Jueye by default with Wangye for higher ranked members.
Rhodoks have Princes.
Sarranids are now Beys by default, only the higher ranked are Emirs.
A variety of tweaks straight from TweakMB.
Eventually I'll rename everything. -p
Factions
Swadia
Royal House Escariot
House Gulein
House Deveraux
House Milexiel
Vaegir
Royal House Volshtak
House Kiergyrd
House Sulash
House Merket
Khergit
Royal House Relstien
House Harrish
House Whiterock
House Akaren
Nord (well, going for more pre 1066 Norman...)
Royal House Monteloer
House Evenshire
House Monteclaire
Rhodok
Royal House Sovell
House Exquirea
House Boulivet
Sarranid
Royal House Asyyik
House Vir
Exact Unit Trees
Swadian
Recruit - Infantry - Heavy Infantry - Elite Infantry
Recruit - Infantry - Medium Calvary - Heavy Calvary
Recruit - Skirmisher - Crossbowman - Heavy Crossbowman
Recruit - Skirmisher - Archer - Longbowman
Vaegir
Recruit - Picketer - Heavy Infantry - Elite Infantry
Recruit - Picketer - Medium Calvary - Heavy Calvary
Recruit - Skirmisher - Light Crossbowman - Crossbowman
Recruit - Skirmisher - Archer - Longbowman
Khergit
Recruit - Scout - Spearman - Heavy Spearman
Recruit - Scout - Horse Archer - Lancer
Recruit - Skirmisher - Light Crossbowman - Crossbowman
Recruit - Skirmisher - Bowman - Strongbowman
Rhodock
Recruit - Infantry - Spearman - Pikeman
Recruit - Infantry - Light Calvary - Medium Calvary
Recruit - Skirmisher - Crossbowman - Heavy Crossbowman
Recruit - Skirmisher - Bowman - Mailed Bowman
Sarranid
Recruit - Infantry - Swordsman - Elite Swordsman
Recruit - Infantry - Light Calvary - Mamluk
Recruit - Skirmisher - Crossbowman - Heavy Crossbowman
Recruit - Skirmisher - Bowman - Longbowman
Nord
Recruit - Infantry - Heavy Infantry - Elite Infantry
Recruit - Infantry - Lady Rider - Lady Raider
Recruit - Hunter - Berserker (thrown weapons + axe) - Elite Berserker (thrown weapons + warhammer)
Recruit - Hunter - Bowman - Longbowman
Tools:
Notepad++
TweakMB
Morgh's M&B Warband Mod Tools
Final Thoughts:
There are some questions that I know I'll eventually come across the answer to on my own, but it would be considerably easier for me if some of the modding wizards around could just give me a concise answer on.
Is there anywhere with a good list of the native items and their stats? Right now it feels like I'm stabbing around in the dark as I try and equip the new troops.
Probably think of more later...
6/22/10
I was wondering if anyone who had spent some serious time with the marriage system at the moment could give me some pointers before I start to get serious about tackling it. I'm needing to add diplomatic marriages (inter-faction) and fix same gender marriages but currently don't have much of a grounding in the code.
制作者名单
Sara Pickell
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