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New M&B Version
1.010 is out, and so is the module system. Get modding!
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dejawolf
M&B Mod Community
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Mount&Blade Expansion
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Major Mods
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A Song of Ice & Fire
(Moderators:
Sparehawk
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Clegane
,
Kiado
) |
Working on port...
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Author
Topic: Working on port... (Read 8832 times)
tommylaw
Guest
Re: Working on port...
«
Reply #15 on:
December 11, 2008, 10:09:50 AM »
it wouldnt be terrible to stick with native items for the time being, just for the basic release
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Kiado
Moderator
Offline
Posts: 91
Re: Working on port...
«
Reply #16 on:
December 11, 2008, 10:16:46 AM »
Quote from: tommylaw on December 11, 2008, 10:09:50 AM
it wouldnt be terrible to stick with native items for the time being, just for the basic release
I agree with you. There are a lot of things besides custom content to work out. I want to get a good base like I said. Which is mainly focused on composing the factions, their lords, their soldiers, and also companions and the balance of accuracy and fun game play.
If I continue the mod beyond a good base to the point of completely custom content, etc. I will assemble a full fledged development team to give this mod the respect it truely deserves considering the greatness of the books it represents.
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HXavier
Apprentice
Offline
Posts: 10
Re: Working on port...
«
Reply #17 on:
December 11, 2008, 03:57:29 PM »
YEAH!
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Kiado
Moderator
Offline
Posts: 91
Re: Working on port...
«
Reply #18 on:
December 12, 2008, 02:26:20 AM »
Just an update. I haven't posted any new screenshots the last couple of days. As of right now I am busy with reviewing everything available to me about the mod, as it was when the source was released, as well as reviewing posts here, and thumbing through the books. In essence I am considering where to take the mod from here. There is a ton of things that can be taken from the provided source, but I also feel their are a lot of things that can be refocused. The past teams obviously did an amazing job in their quest to bring ASoIaF to life. We all owe them a great deal of thanks.
Now, what I mean by refocused. I feel the mod could use a more solid and represented starting time line. Obviously the rough starting time as it is, was the "Clash of Kings" book. I have to say this is the obvious choice of where to start a mod in M&B about Westeros. Can you go wrong with five kings and all out war? Not at all. Personally I feel the focus should be more on the war between these Kings, and the Houses that comprise them. At this point there is a lot of things in the mod, that don't directly relate to that specific starting point, or have little bearing on the story at the time of the mod. Now that is not to say that things such as the "Others" and Targaryen faction types should not be in the mod, but I feel they should be secondary "bonus" goals of the mod. For example, the "Others" have little to no bearing on the war between the Kings. They have not gone south of the Wall, nor have the Wildings. That isn't to say at some point that a brave adventurer couldn't travel north of the Wall to see what they find. If they make it back south of the Wall, they will then have a story to tell. Hopefully you get the idea I am trying to get across.
Basically, I want to give you a solid starting point, and a chance for your actions, and the game mechanics to play out who will be the next true King of the Iron Throne. To give the player the chance to make their own history of Westeros (within reason and mechanics.), become a Sellsword, or just a freelance adventurer in the world of ASoIaF.
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Clegane
Moderator
Offline
Posts: 49
The Mountain That Rides.
Re: Working on port...
«
Reply #19 on:
December 12, 2008, 08:19:26 AM »
Quote from: Kiado on December 12, 2008, 02:26:20 AM
*
Thank you and welcome, i've sent you a PM. I'll get more active on the forums and the mod development past December.
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Kiado
Moderator
Offline
Posts: 91
Re: Working on port...
«
Reply #20 on:
December 12, 2008, 09:39:15 AM »
Quote from: Clegane on December 12, 2008, 08:19:26 AM
Quote from: Kiado on December 12, 2008, 02:26:20 AM
*
Thank you and welcome, i've sent you a PM. I'll get more active on the forums and the mod development past December.
Good to see you back Clegane! I will check my PM's and respond.
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tommylaw
Guest
Re: Working on port...
«
Reply #21 on:
December 13, 2008, 02:51:21 PM »
maybe you could ask permission to use other mod's items
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HokieBT
Guildsman
Offline
Posts: 470
Re: Working on port...
«
Reply #22 on:
December 13, 2008, 11:00:56 PM »
FYI - I just tried out these new models for cloaks that was just released and they were very cool. They won't work on mounted troops, but would fit for some of the characters in this mod. I posted some comments for Dain, so you might want to wait a few days before downloading, since its possible the models may change slightly.
http://forums.taleworlds.net/index.php/topic,52336.0.html
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+
Star Wars: Conquest for M&B 1.x
+
Midkemia Fantasy mod for M&B 1.x
+
M&B Unofficial Troop Editor
tommylaw
Guest
Re: Working on port...
«
Reply #23 on:
December 14, 2008, 05:05:55 AM »
maybe for the night's watch and the kingsguard?
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Kiado
Moderator
Offline
Posts: 91
Re: Working on port...
«
Reply #24 on:
December 14, 2008, 11:57:40 AM »
Quote from: HokieBT on December 13, 2008, 11:00:56 PM
FYI - I just tried out these new models for cloaks that was just released and they were very cool. They won't work on mounted troops, but would fit for some of the characters in this mod. I posted some comments for Dain, so you might want to wait a few days before downloading, since its possible the models may change slightly.
http://forums.taleworlds.net/index.php/topic,52336.0.html
Interesting, we will have to check that out.
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Oroonin
Journeyman
Offline
Posts: 156
Re: Working on port...
«
Reply #25 on:
December 14, 2008, 04:58:00 PM »
If you´re still considering the ironmen, apparently the latest southern realms release has a working ship-code.
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Kiado
Moderator
Offline
Posts: 91
Re: Working on port...
«
Reply #26 on:
December 14, 2008, 07:51:48 PM »
Quote from: Oroonin on December 14, 2008, 04:58:00 PM
If you´re still considering the ironmen, apparently the latest southern realms release has a working ship-code.
I will check that out as well. thanks Oroonin.
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HokieBT
Guildsman
Offline
Posts: 470
Re: Working on port...
«
Reply #27 on:
December 17, 2008, 09:24:33 AM »
Another thing that might be fun to add is the Blackjack mod.
http://forums.taleworlds.net/index.php/topic,52408.0.html
The code was very easy to add to my star wars mod, and I modified it to look like 'Pazaak' (star wars version of blackjack). I also modified the dialogs so that you can play with all your troops, npcs, lords, etc, and your relationship with them goes up if you lose and down if you win. Here's me playing against Darth Vader.
I know this isn't a critical feature, but I'm not sure how many other mods are going to add it, so might make this one stand out a bit. if you have any questions about the code then let me know.
«
Last Edit: December 17, 2008, 09:27:37 AM by HokieBT
»
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+
Star Wars: Conquest for M&B 1.x
+
Midkemia Fantasy mod for M&B 1.x
+
M&B Unofficial Troop Editor
Kiado
Moderator
Offline
Posts: 91
Re: Working on port...
«
Reply #28 on:
December 17, 2008, 09:49:16 AM »
Quote from: HokieBT on December 17, 2008, 09:24:33 AM
. Here's me playing against Darth Vader.
Nice, please tell me he force chokes you when you beat him!
That's cool though, might be something we can add just for the hell of it.
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SerSlack
Apprentice
Offline
Posts: 5
Re: Working on port...
«
Reply #29 on:
December 17, 2008, 11:19:13 PM »
Hey guys, hope the porting is going well. Any thoughts on possibly adding the kingdom management mod w/ ASoIaF?
I think it's this one.
[Kingdom Management] from AoM by Highlander
# If you capture a town or a castle without claimant or without oath you can create a new kingdom.
# From Camp menu you can recruit 20 new lords. You can't have more lords than you have centres.
# You can give/take fiefs to your lords. Order your lords to stay in their castle to garrison it.
# New kingdom names, based on centre you captured.
THE HOUSE OF SLACK
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