Author Topic: Call To Arms /A Firearms mod for M&B 0.808  (Read 18223 times)

Offline Diabelica

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Call To Arms /A Firearms mod for M&B 0.808
« on: February 03, 2007, 02:02:05 AM »
Firearms mod for M&B 0,808
Call To Arms

http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=10&lid=409

The mod has it's own installing system.Just select Firearms from the mod selection/configuration window.This mod brings refreshing firearms merchants to all cities with lots of weapons + ammo and two npcs (without amy background at the moment.)One is Samurai style and the other is based on weapons.The weapons are not balanced yet.This version just for searching bugs and testing weapons.

Next version will include new rifle/pistol sounds and balanced weapons including new ones.And for starting new classes like musketeer will be added

Also I will rename the mod to  a much more interesting and shiny name. Like "Call To Arms" If you have new ideas just share and I will look if I can make them.

Credits & Special Thanks


Screenshots


Known Bugs
The Lorenzoni Officer Pistol. It’s held like musket.Will be corrected in next time.
Firearms merchant Deniz - Lack Of clothes
Firearms merchant Thorgrim - Lack Of Clothes

I hope you enjoy it.
« Last Edit: February 03, 2007, 02:04:05 AM by Diabelica »

Offline Diabelica

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Re: Call To Arms /A Firearms mod for M&B 0.808
« Reply #1 on: February 03, 2007, 02:02:23 AM »
Version 0.95 is out


http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=10&lid=409

0.95 Contents

Every single rifle and pistol has been repositioned ,rebalanced ,repriced.(This took nearly 2 days.. :mrgreen:)Weapons are cheaper.Revolvers and some rifles can fire more than once before reloading.
Added the option to become a musketeer at the start up.
Some of the enemies use firearms weapons now.Gave them the chepest weapons.(river pirates , bandits, brigands, mountain bandits, sea raiders)I can add all enemy troops (vaegir,swadian, khergit) the firearms weapons or completely remove this in the next version according to your thoughts.
Kanji has a new shield.He uses his Katana's scabbard as a shield.
Aghtar has some more weapons.

Adding new pistol & rifle sound job is left for further versions.

Credits & Special Thanks


Screenshots


Solved Bugs
The Lorenzoni Officer Pistol.It’s held as musket.Corrected
Firearms merchant Deniz - Lack Of clothes. Corrected
Firearms merchant Thorgrim - Lack Of Clothes. Corrected
Matclock Rifle brf error - Corrected

Known Bugs.
All the firearms merchant's stand has wooden sword on the racks and tables.Will be corrected with next relase

I hope you enjoy it.
« Last Edit: February 04, 2007, 11:59:19 PM by Diabelica »

Offline Diabelica

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Re: Call To Arms /A Firearms mod for M&B 0.808
« Reply #2 on: February 03, 2007, 02:02:37 AM »
Reserved

Offline LCJr

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Re: Call To Arms /A Firearms mod for M&B 0.808
« Reply #3 on: February 14, 2007, 09:02:03 PM »
My 2 cents so feel to ignore.  If you're planning to rework the troops do a complete overhaul and try to do a theme for each faction.  For example I could picture the Swadian's using firearms.  The Swadians have always struck me as Western European so along with their crossbows I could see them being first to pick up a new military technology.  The Vaegirs I think of as Eastern European or Byzantine and militarily being a cross between the Swadians and steppe tribes having a mixture of heavy troops and skirmishers.  I'd balance the Vaegirs by giving them more archers and they especially need mounted archers. 

Troop ratios could also be used for balancing for example if you picture the Swadians as relying on a decisive charge only a portion, say 25%, would be skirmishers.  For Vaegir maybe as high as 50% skirmishers.

For the bandits I'd keep in mind their "ranking" for example the river pirates are common thugs and probably shouldn't have firearms.  The bandits maybe but rare such as being limited to leaders.  Sea Raiders maybe slightly more common.  Dark Knights definately.
« Last Edit: February 14, 2007, 09:07:33 PM by LCJr »

Offline Brigadier Hussey

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Re: Call To Arms /A Firearms mod for M&B 0.808
« Reply #4 on: February 19, 2007, 04:25:38 PM »
I've only played the version before this one, you may have fixed it now, but I was pretty disappointed with the lack of effort gone into the stats for the guns, double barrel guns shooting one round, muskets using the crossbow reload animation rather than the pistol one, one gun that threw it's balls at the velocity of throwing stones etc.

Also as moderator I feel I should point this out:

Quote
Your mod can be on either Taleworlds or MBXF, but not both at the same time. If you submit your mod to MBXF and do not remove or redirect your Taleworlds thread within one week, you will receive a warning. If you still do not comply within three days of the warning, we will be forced to remove your MBXF threads.

Quote from MBX mod posting rules.

Offline Neophyte

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Re: Call To Arms /A Firearms mod for M&B 0.808
« Reply #5 on: March 06, 2007, 08:01:11 PM »
Mounted troops with ranged weapons have an AI which attempts to keep their enemies (and potential targets) to the left of the rider, which is problematic when mounted troops have pistols (pistols can't be fired to the left when mounted).

I would suggest going through the troop-trees and equip mounted troops with rifles with somewhat equivalent stats instead of pistols, or many mounted ranged units will be fairly useless in actual battle as they will rarely get a shot off.

Offline Jallon

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Re: Call To Arms /A Firearms mod for M&B 0.808
« Reply #6 on: March 06, 2007, 09:08:12 PM »
version .997 is out, and its MUUUUCH better, it can be found here. www.mbrepository.com just scroll down a bit, or do alphabetical search, and find fireamrs-call to arms .997, make sure its not an older version. Also, i understand in the rules you're allowed to have a post on taleworlds, or mbx, but not both diabelica, i suggest removing this one, sice much more people know about your mod on taleworlds.

Offline broodwarcd

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Re: Call To Arms /A Firearms mod for M&B 0.808
« Reply #7 on: July 17, 2007, 09:01:04 PM »
i like the gunman hat and goggles  :) :)

Offline Almig

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Re: Call To Arms /A Firearms mod for M&B 0.808
« Reply #8 on: August 13, 2007, 11:52:11 AM »
how do you use the bayonets on the weapons i have seen npc using them so can you use them or is it just something they can do and you cant ? by the way awesome mod  :) ow and where the are the new companions i have lookeds in every tavern with no luck  ???

Offline Jallon

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Re: Call To Arms /A Firearms mod for M&B 0.808
« Reply #9 on: August 13, 2007, 07:39:47 PM »
The bayonets are seperate weapons you have to buy.

And you cant have looked in every tavern. The npcs are in the zendar tavern. Checkt the thread about this on taleworlds, its more recent, and it has been updated.

Offline Almig

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Re: Call To Arms /A Firearms mod for M&B 0.808
« Reply #10 on: August 14, 2007, 11:01:20 AM »
thans for the help but i did but i will look where you said and which shop do you buy it from ? ie weapon or gun stall ?

Offline Jallon

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Re: Call To Arms /A Firearms mod for M&B 0.808
« Reply #11 on: August 14, 2007, 04:33:40 PM »
The bayonets are either in the weapons stall, or the guns stall.


The npcs are upstairs in zendar tavern, maybe thats why you missed them.

Offline Almig

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Re: Call To Arms /A Firearms mod for M&B 0.808
« Reply #12 on: August 15, 2007, 09:12:05 AM »
Thanks for all the help i only have 1 more problem which is a recent one which i dont know if you know about, anyway it is with the npc in the tavern if you speak to the guy in the furthest room ( i think) about special items it just freezes any ideas i am going to try it one more time then i am going to go find a bayonet

Offline Almig

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Re: Call To Arms /A Firearms mod for M&B 0.808
« Reply #13 on: August 15, 2007, 10:12:34 AM »
it doesnt anymore so you can ignore my last post GREAT MOD  :D

Offline Nogard

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Re: Call To Arms /A Firearms mod for M&B 0.808
« Reply #14 on: August 29, 2007, 10:53:38 AM »
Wow wow wow. I love this mod! I just took Reyvadin with 125 Swadian troops... it was the second most awesome thing I've ever done (the first being taking the new town near Rivacheg, forget it's name) and shopping there.

I love the guns, and I have found that the best strat for a dragoon character is to grab 3 Dirty Dozens and a sword and charge out. TONS of firepower on that.

My only problem is that my troops (especially my mounted ones) get stuck against the walls during an assault and it's hard to get them all inside.
"Here we are the chosen ones we can not fail now
Spilling all the blood on the fires below
Smashing through the boundaries with the fire and fury
Killing all the bodies down the winding road" Fury of the Storm - DragonForce

DragonForce, the most Mount & Blade band ever!