Author Topic: The 1257 Edition *Update: v1.4 for M&B 1.011*  (Read 104327 times)

Offline Spanky

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The 1257 Edition *Update: v1.4 for M&B 1.011*
« on: August 08, 2008, 02:27:31 PM »


The 1257 Edition - Authentic Factions and Equipment
------------------------------------------------------------
v1.4 for Mount & Blade 1.011

The 1257 Edition of Mount&Blade is a realism mod that grounds the game's original setting more firmly in the history behind its starting date, 1257 A.D. The factions have been thoroughly remodelled and new graphics added, with an emphasis on quality rather than quantity.



Check out the screenshots here (with captions) and here.

Version 1.4 can now be downloaded from the M&B File Repository:
http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=7&lid=838

Features:

    * Equipment of all troops, civilians and NPCs adjusted to reflect the High Medieval period
    * More authentic-looking and more interesting factions
    * Authentic knightly tournaments
    * Emphasis on individual heraldry
    * Specific items to mark your status as a faction lord
    * Hi-res campaign map
    * Period-accurate helm models
    * New textures added, and hidden models activated to expand the range of shields, helmets, surcoats and other armor
    * New banners for the Swadian, Northern and Vaegir factions, based on heraldic principles
    * Three new knight companions to recruit
    * Extensive editing of in-game text to fit the setting (and correct mistakes)

------------------------
ABOUT THE MOD
------------------------

Please consult the _readme.txt included in the .zip file for more background, and for instructions on how to play with a coat of arms on your surcoat and horse.



The philosophy here has been to concentrate on quality. Rather than spend limited resources on a total rewrite with a thousand new items, care was taken to ensure that what goes in is done right, and that the Mount & Blade experience stays as true as possible to the mid-thirteenth century period within the game's original setting. The factions have been tweaked to resemble the historical powers of the Northern European / Baltic region - both because this seems to be what Calradia is mainly based on, and because it makes for interesting gameplay.




More knights
------------

The mercenaries you can recruit resemble Western European forces of the mid-thirteenth century. The most expensive are now knights with individual heraldry. Knighthood has been emphasized by adding three new knight companions to recruit, and having real knights participate in the tournaments.




Heraldry
--------

In the mid-thirteenth century, knights wore their coat of arms mainly on their shields and on the caparisons of their horses. Surcoats were usually held in one plain color, which either repeated or contrasted a color featured in the coat of arms. This can be recreated in 1257 AD by combining any of the seven colors of surcoat available in the game with your own banner. Ten of the in-game banner designs are available to the player to be worn on the surcoat and horse caparison (see readme file for details).

The Northmen, Vaegirs and Rhodoks won't adapt their leader's banner on their shields, which instead feature many different patterns. Swadian Order troops bear crosses on their shields, while their lords bear their family coat of arms. Khergit have gold shield buckles to mark their rank. This makes leaders easily identifiable on the battlefield.


Gifts of Allegiance
-------------------

When you take an oath of allegiance to one of the faction leaders, that leader will bestow a special gift to you that symbolizes your adherence to the respective faction and marks your status (see readme file for more details).



The Northern Kingdom
--------------------

The "Nords" are now the Northern Kingdom, a stand-in for Norway, Sweden or Denmark with cavalry similar to the early Normans. Their equipment is old-fashioned for 1257, which, although slightly exaggerated, has a basis in historical fact (see readme).




The Swadian Order
-----------------

The Swadians are no longer a kingdom but a crusading order, similar to the the Livonian Sword Brothers. They are ruled by a Master and have various forms of a red cross on their surcoats. As warrior monks, they wear humble civilian clothes. Their officers, usually nobles, can be recognized on the battlefield by the family coats of arms they wear on their shields.




The Vaegir Rus'
---------------

The orginal Vaegirs seem to be inspired by the early Viking/Varangian-influenced Russians, such as the Kievan Rus', or the Novgorodians led by Alexander Nevsky. This mod more closely replicates the names, look and equipment of the early Russians.


The Rhodok Commonwealth
-----------------------

The Rhodoks represent the pagan Lithuanians and Old Prussians. They have had their troops extensively remodelled.


The Khergit Horde
-----------------
The Khergits have undergone changes to their equipment to introduce more variety and eliminate obvious historical inaccuracies. The new name alludes to the Golden Horde of the Mongols that dominated most of what is now Russia in the thirteenth century.

--------------------
FILE HISTORY
--------------------
v1.4

- Hi-res campaign map textures by Punkt (see readme)

- Two updated banners for the Swadian Order

- Covered horse with heraldry for Lethwin Far-Seeker

- All Swadian lords have horses, equipment revised

- Lionel has covered horse with coat of arms from start, no longer available on market

- Barded Warhorses significantly more expensive, to reflect their armor and rare breeding

- Late Medieval war hammers removed

- Swing damage for Northmen faction sword changed to "cut", thrust damage reduced

- The Life of Charlemagne (leadership book) no longer available on market (faction pretender item)

v1.3

- Cloth-covered warhorses for Swadian lords, one NPC knight, and in shops

- Custom horse covers in addition to custom surcoats for ten player banners (see below)

- Specific faction items now described by lords during oath-taking ceremony

- Pretenders also present you with a gift

- A few bugs eliminated and inconsistencies corrected

v1.2

- Mod ported to commercial version (1.011)

- New individual shield designs for Knights and Vaegirs

- Authentic tournaments: participants are knights and nobles with their own coat of arms and equipment

- Faction-specific items to mark your status given to you when taking an oath of allegiance

- No-faction-color mode for game map to emphasize heraldry (see readme for details)

- Other changes (see readme)

----------
CREDITS
----------

All new material by Frederic Anklin (a.k.a. Spanky) unless stated otherwise. Please contact me if you would like to use in your own mod.


Used in this mod:
-----------------

Maciejowski-style great helm and kettle helm by Ursca (textures tweaked and variants added), courtesy of Tostig and Cymro's Chaos Gate mod.

Additional great helm, round helm and war helm models by Raz.

Mount & Blade Banner and Flag Standardization Pack v1.1 (03/05/2008)
by yellowmosquito.

Faction-specific allegiance item code by Galtran.

Punkt's High Resolution Texture Packs 1.2 and 2.0 for the campaign map (steppe texture modified).

maw's shield pack 0527 for v.903 (two crusader shields: red and black on white).

Sunhawken's Free Colored Surcoats (tweaked, and alpha layer added).

Horse texture (blond on brown) by wildhorse.

Thanks to you guys for these contributions. Also, to Raz's ongoing Holy War project and ijzzBloc's Knights Expansion Pack for inspiration.
« Last Edit: January 24, 2009, 06:14:47 AM by Spanky »

Offline Spanky

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Re: The 1257 Edition
« Reply #1 on: August 08, 2008, 02:34:11 PM »
This is my first real contribution to the forums, guys. Comments welcome! It's been a long time in the making but being a one-man job, I've had to concentrate my resources strategically. Thanks again to Sunhawken, maw and yellowmosquito for their own mods that I was able to draw on. Yellowmosquito's banner standardization pack is a godsend, I can really recommend it. The templates supplied in the pack were what got me started into working with layers in GIMP - the result is the banners you see in the mod.

Charidemus

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Re: The 1257 Edition
« Reply #2 on: August 08, 2008, 06:28:25 PM »
Great!  :D Downloading...

spikeeme

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Re: The 1257 Edition
« Reply #3 on: August 09, 2008, 03:34:13 AM »
Sweet downloading :D

Boomie

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Re: The 1257 Edition
« Reply #4 on: August 10, 2008, 01:16:13 AM »
Umm... any difference with the Khergits? You didn't specify...

Offline Spanky

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Re: The 1257 Edition
« Reply #5 on: August 10, 2008, 02:54:32 AM »
Quote
Umm... any difference with the Khergits?

It's in the readme - no big change other than the new name, alluding to the Golden Horde that dominated Russia at the time, and adjusting the equipment of some of the lords - e.g. those renaissance-style Chargers have been replaced with Warhorses. Sanjar Khan now wears an ostentatious set of Khergit guard armor.

I'm not expert on the steppe peoples but of all the original factions, the Khergits seem to be the closest to their historical counterparts. I'll be happy to consider some feedback on that for the next version.

Offline Spanky

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Re: The 1257 Edition *updated* (v1.1)
« Reply #6 on: August 10, 2008, 09:10:34 PM »
If you've downloaded 1.0 of this mod, you won't want to miss this early update (see first post):

1.1 contains new helmets made by Ursca and they really put the cherry on the cake. They fit the period exactly and they're very sexy - check the screenshot link above for updated pics. I made variations on Ursca's original texture to produce four extra versions of the helmet.

Tostig and Cymro have been very generous in sharing what was originally part of their Chaos at the Gates mod - a fascinating work in progress that is looking to expand on the game's backstory, while also keeping the equipment in period. There's an early version over at the Taleworlds forum:

http://forums.taleworlds.net/index.php/topic,37596.0.html

Check it out!
« Last Edit: August 11, 2008, 03:35:01 AM by Spanky »

Agent Griff

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Re: The 1257 Edition *updated* (v1.1)
« Reply #7 on: August 12, 2008, 03:40:35 AM »
Any chance for a version with RCM?  :?:

Offline Ron Losey

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Re: The 1257 Edition *updated* (v1.1)
« Reply #8 on: August 12, 2008, 03:44:43 AM »
Any chance for a version with RCM?  :?:

Yeah, eventually ... he just didn't have time to get it all together before this release. 

(And I've been too busy with OnR to really be any help.)

Agent Griff

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Re: The 1257 Edition *updated* (v1.1)
« Reply #9 on: August 12, 2008, 04:27:49 AM »
Yay! Good choice, Spanky. I've just downloaded the mod and I'll tell you my opinions after a play-session. It all looks high quality and very polished, however.

Offline Sibilance

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Re: The 1257 Edition *updated* (v1.1)
« Reply #10 on: August 17, 2008, 09:29:06 AM »
Well isn't this just ducky! Downloading and giving this a shot. :)

Agent Griff

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Re: The 1257 Edition *updated* (v1.1)
« Reply #11 on: August 18, 2008, 04:14:39 AM »
Would it also be possible to implement Chel and Mirathei's battlefield tactics kit, like the mod Troop Tree Expansion? It would really add to the already wonderful world, and it would make the Rhodoks suck less hard.

It would also go a way to preventing suicidal tactics like 'Hey, let's charge into that mass of Swadians right at the start of the battle! Who cares they have more cavalry than we do? It should be fun! Come on guys!'.

The example above was uttered by Grand Prince Yaroglek of the Vaegir-Rus' before a battle with the Grand Master of the Swadian Order, Master Harlaus. In the ensuing battle, Yaroglek and his cavalry were all massacred but the Vaegirs still won the battle thanks to the bravery of a minor bannerman of the Vaegirs who had been freshly knighted by King Yaroglek. (Guess who that bannerman is :P)

Offline Spanky

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Re: The 1257 Edition *updated* (v1.1)
« Reply #12 on: August 19, 2008, 04:24:04 AM »
Yes, the Rhodoks do suck hard. :) Some of that is buggy stats - apparently a few spearmen are expert archers in the current build. Play-balancing has definitely not been a concern so far, also because God didn't just play-balance every nation if you look at it historically. The Lithuanians did manage to hold out for centuries as a pagan nation despite there being a crusade arrayed against them. That seems in part to have been due to the really difficult terrain with marshes and such that made it highly defensible.

Anyway, yes, I would love to incorporate such add-ons provided that they are stable and that they do what they're supposed to do. I hope it won't take too much time to integrate. I'll have to see how much I get round to before the next update!

Cheers,
Spanky


Would it also be possible to implement Chel and Mirathei's battlefield tactics kit, like the mod Troop Tree Expansion? It would really add to the already wonderful world, and it would make the Rhodoks suck less hard.

It would also go a way to preventing suicidal tactics like 'Hey, let's charge into that mass of Swadians right at the start of the battle! Who cares they have more cavalry than we do? It should be fun! Come on guys!'.

The example above was uttered by Grand Prince Yaroglek of the Vaegir-Rus' before a battle with the Grand Master of the Swadian Order, Master Harlaus. In the ensuing battle, Yaroglek and his cavalry were all massacred but the Vaegirs still won the battle thanks to the bravery of a minor bannerman of the Vaegirs who had been freshly knighted by King Yaroglek. (Guess who that bannerman is :P)

Offline Spanky

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Update, and some pointers needed
« Reply #13 on: August 19, 2008, 04:28:14 AM »
For those who haven't been reading the Taleworlds thread, here is where I'm currently at. Some pointers would be highly appreciated! I've contacted MarkusII of 867 AD fame but he seems to be busy at the moment.

I am still bogged down in real life, but it is likely there will be another minor update sometime soon. It will include a few minor bug fixes, and also some additional graphical improvements that should enhance the 1257 feel. Also, a preliminary, basic overhaul of the tournament mode.

Definitely in will be:

  • Independent coat of arms for knights recruited in taverns. Mainly based on the earliest known arms roll compiled by Matthew Paris in 1244, the knights in your hire will have a pool of randomly assigned patterns on their shields to mark their individual identities. This will work similarly to the Northmen's shields
  • A few more player surcoats to match selected banners in addition to the current Normandy surcoat, but with a simplified setup
  • More realistic tournaments with knightly armor, close-range weapons and individual heraldry


Help needed

I am currently getting acquainted with the scripting system, but I'd be grateful for some help on the following two issues:

1. Tournaments: Which file contains the information on what troops and npcs take part in the melee (the arena battles)? For greater realism's sake, I would like to remove the mercenary swordsman and the sword sister.

2. Where can I find a good template for a script where the player is given a specific object by a ruler after taking the oath?


Any hints would be appreciated. Thanks in advance!
« Last Edit: August 19, 2008, 04:31:29 AM by Spanky »

timpkin

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Re: The 1257 Edition *updated* (v1.1)
« Reply #14 on: August 25, 2008, 06:24:17 PM »
Hi

What's the differences between your mod and the older(.903) Earlier Days mod?  http://www.moddb.com/mods/earlier-days

Quote
Each game faction approximates one or more real world cultures. Swadia equals the crusading orders of the era particularly the Teutonic Order. Vaegirs primarily the Kievan Rus with some Novogrod, Polish and Lithuanian influence. Khergits the Mongols and to a lesser extent the Kipchaks and Pechenegs. Nords the early medieval Danes. Rhodoks are a mix of the Old Prussians, Finno-Ugarian peoples and other northern Baltic tribes.

Sounds like you both came with exactly the same idea. Could you please elaborate on what(or will) set yours apart from this one?


Offline Spanky

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Re: The 1257 Edition *updated* (v1.1)
« Reply #15 on: August 26, 2008, 04:04:41 PM »
Timpkin, this is the first time that I've seen the Earlier Days mod, so your guess is as good as mine. You're right, the cultures and the timeframe are very similar - it looks like several modders are interpreting the game's setting in a similar way. Chaos at the Gates would be another example. There are a few subtle differences in terms of culture, in that the Swadians here are based on the Livonian Order rather than the Teutonic (which makes historical sense), and that the Northern Kingdom doesn't correspond exactly to the Danes but is deliberately left to represent any of several historical powers.

Judging by a first glance, they are adding a lot more features than I am, and already tweaking game mechanics heavily. My philosophy was (and is) to focus on the few elements that are necessary to make the experience feel authentic - as few as possible - and get those right through proper research and design. The rest is left up to Taleworlds' original build. If anything, the visuals in this mod have turned out fairly strong because of this approach (see link above), but I haven't seen screenshots of Early Days so I can't compare.

The next update will focus on more historic tournaments, and authentic-looking heraldry for knights. In the mid-term, I intend to add realism mods like Chel's battle morale and maybe formations, though there still seem to be a few minor issues to iron out with the latter. I'm extremely busy with real life right now so I'm not sure when the next update will be, and how much it will include. RCM is also on the agenda, but that might not happen before M&B is released, and porting from .960 might take some time.

Hi

What's the differences between your mod and the older(.903) Earlier Days mod?  http://www.moddb.com/mods/earlier-days

Quote
Each game faction approximates one or more real world cultures. Swadia equals the crusading orders of the era particularly the Teutonic Order. Vaegirs primarily the Kievan Rus with some Novogrod, Polish and Lithuanian influence. Khergits the Mongols and to a lesser extent the Kipchaks and Pechenegs. Nords the early medieval Danes. Rhodoks are a mix of the Old Prussians, Finno-Ugarian peoples and other northern Baltic tribes.

Sounds like you both came with exactly the same idea. Could you please elaborate on what(or will) set yours apart from this one?


« Last Edit: August 26, 2008, 04:09:10 PM by Spanky »

timpkin

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Re: The 1257 Edition *updated* (v1.1)
« Reply #16 on: August 26, 2008, 11:20:40 PM »
Thanks for taking the time to reply.  And another thanks for mentioning Chaos at the Gates I seem to have missed that one.  I'm sorry to hear you're going with RCM though.  That's a dealbreaker for me right there.

Offline The Yogi

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Re: The 1257 Edition *updated* (v1.1)
« Reply #17 on: September 05, 2008, 06:23:04 AM »
Hi Spanky, your mod is the first I've installed for v960 and it's fun - no dramatic difference, but definitely looks better.

One really work-unintensive thing you could do to improve immersion would be to prune the weapons that were not in common use in 1257, to wit (and I'm open to corrections here);

*Two-handed swords
*Bastard swords (they're XV century, but you could rename them Sword of war, which were the 1/2H swords of the XII-XIV centuries)
*Pikes (arguable, they were AFAIK first revived by the Scots during the 1st Scotish war of independence in 1296 AD)
*Hammers
*Pole Axe
*All those ugly stone-on-a-stick weapons
*Siege and possibly heavy crossbow (military crossbows of the XIII century did not yet require windlass cranking)

Will add more if anything springs to mind...

That should leave soldiers armed with swords, axes, maces and spears in melee combat. Would feel more period, and if you go with RCM (which I'd heartily recommend) then that will go a long way towards play balancing.
« Last Edit: September 05, 2008, 06:29:53 AM by The Yogi »

Offline Ron Losey

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Re: The 1257 Edition *updated* (v1.1)
« Reply #18 on: September 05, 2008, 08:34:40 AM »
That might be cutting a little deep.  A lot of that stuff was around, and just not popular.

The European military hammers date back to the pickaxes issued to the Roman legions ... although they were not specifically designed as a weapon, they got used as weapons often enough for people to learn a respect for military hammers.  They only became really popular after the brigandine and partial plate armors started making cutting weapons considerably less effective.  There are surviving obviously weaponized hammers from the 9th century and before - they just weren't the dominant sidearm yet.

Same with pole-axe class weapons - they've been around for a very long time, even though the high point of their use was a good deal later than the 1250's.  Ditto on pikes - the pike formations wouldn't really become procedure for a few more years, but the idea of longer spears was out there.  (Placing entire units of pikemen or halberds in 1257 would be out of period ... having a few such weapons around would not.)  Heck, I can't remember the date on the digs at Lucerne off the top of my head, but I think the "Lucerne hammers" (the single biggest source of knowledge about European pole-axes) don't date too far off of the 1250's.  Halberds would get a lot longer over the next hundred years or so.

There were some over-sized swords that early ... but again, it would not be for a few more years before absolutely everybody would either have to go to a huge sword or something with better armor penetration.  Various tribes were using large two-handed swords back as early as the Roman period.  However, it is effectively correct that they should be somewhat of an oddity in the 1200's.

The pole-axe and the obviously hideous stone pole-hammer do need better models.  (I think I still have the ones I made for the weapon re-size ... tell me where to send them.  They weren't great, but they were workable, low poly, and used native textures.)

Anyway, cutting them out completely might be excessive ... but rearming troops to better fit the pattern is not a bad idea.

And that is correct on the crossbows - really heavy crossbows were not in use just because there was no armor in use heavy enough to justify such a clumsy weapon.  A more moderate crossbow that could be loaded and fired sometime today was a lot more useful.

Offline The Yogi

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Re: The 1257 Edition *updated* (v1.1)
« Reply #19 on: September 05, 2008, 04:32:30 PM »
Thanks for the reality check Ron!

Anyway, this only makes it easier for you Spanky -no need to prune the items file, just the troop loadouts to weed out most instances of those weapons.

Regarding that, according to an article on bucklers by John Clements on the ARMA website, a falchion/short sword and a buckler was the most common armament for commoner troops during much of the middle ages - far earlier, it seems, than at least my preconceptions would have placed them (XV to early XVI century). Since there are no bucklers in M&B, a small round shield would make a nice aproximation. So a gambeson/padded jack, small shield and a short blade or axe, perhaps a helmet... there you have what a great many of the lower tier foot troops should be fighting with, if you want to be true to history (this would be one cut above those fighting with farm implements).

Offline Ron Losey

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Re: The 1257 Edition *updated* (v1.1)
« Reply #20 on: September 05, 2008, 07:58:39 PM »
That's another one ... the Native falchion doesn't do justice to an entire class of very common and very effective weapons.  But there is no problem with the time frame ... heck, one of the surviving swords owned and used by Charlemagne was a single-edge curved falchion.  It wasn't just commoners - a good heavy single-hand sword (or mace, hammer or axe) and some kind of shield, and probably a spear, was pretty much procedure for everybody from kings to recruits.  (Of course, the kings had better armor.)

Offline The Yogi

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Re: The 1257 Edition *updated* (v1.1)
« Reply #21 on: September 06, 2008, 02:59:17 PM »
Eh... I didn't think there was a problem with the time frame of the falchion. As far as I understand, they were common as muck during the period, and popular with commoners because, just like with axes, you only need a little good steel for the edge, making them cheaper than swords, and with that stiff, heavy blade, they could be used as tools just like machetes. That's apparently why there are relatively few left. Makes sense that they would be used a lot in war too by people unable to afford more dedicated weaponry. Compare with the popularity of machetes in modern african conflicts...

I think that in .960 at least, the native Falchion is not a weapon to be frowned at. It cuts lie a saber or high-end sword, and if it is a little slower and with shorter reach, that is to be expected by a short, very heavy blade, right? Only thing it really lacks is some thrusting damage. Is it realistic? You tell me, but I would be surprised if it's greatly underrated.

Offline Ron Losey

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Re: The 1257 Edition *updated* (v1.1)
« Reply #22 on: September 06, 2008, 06:32:43 PM »
I actually meant that the 3D model for the falchion used in Native is a really poor example of falchions.  It's the cheapest, most clumsy-looking excuse for a falchion that I've seen in a long time.

Offline hayate666

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Re: The 1257 Edition *updated* (v1.1)
« Reply #23 on: September 23, 2008, 02:01:25 AM »
This mod is looking really good! As soon as it gets RCM, it's going on my download list!

Offline Spanky

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Re: The 1257 Edition *Now for M&B 1.011*
« Reply #24 on: December 11, 2008, 10:37:03 AM »

It's been a long time coming, but here it is... 1257 Edition v1.2, thoroughly revised and updated for the commercial version of Mount & Blade (1.011).

See the first entry in this thread for a link to new screenshots and the download page.

In short, this is what the mod was originally meant to be. There is a lot of new content here such as a more extensive and pure approach to heraldry and the knightly tournaments that makes this a more complete experience, and it benefits from the refined 1.0 build of M&B.

Not in here yet due to complications with scripting and porting are: RCM, morale and formations. But have a look at the features list: I don't think you'll be disappointed. 

MrQwerty

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Re: The 1257 Edition *Now for M&B 1.011*
« Reply #25 on: December 11, 2008, 01:39:47 PM »
So um.. Why'd you remove the factions' colors? Makes the map look rather drab, not to mention it's difficult to form an overall image of the situation once a few months have passed.

Offline Spanky

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Re: The 1257 Edition *Now for M&B 1.011*
« Reply #26 on: December 11, 2008, 03:03:49 PM »
I prefer the no-colors variant provided by the TaleWorlds designers because a) the faction colors are rather gawdy and b), and more importantly, this emphasizes the banners on the various cities and castles, i.e. heraldry over the faction color. I'm making a point about how this is the way the world was perceived in the middle ages. You learn to recognize a lord's banner, then when you see that banner flying over a castle you know it is his. They didn't have HUDs. ;)

This mode, btw, still gives you all the information you need when you put the cursor over a town or city: faction and friend / foe.

If you want to change it back, go to your module.ini file and look for the following entry at the bottom.

show_faction_color = 0

Change it to "1".

So um.. Why'd you remove the factions' colors? Makes the map look rather drab, not to mention it's difficult to form an overall image of the situation once a few months have passed.
« Last Edit: December 11, 2008, 03:53:08 PM by Spanky »

NICK.ALTMAN

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Re: The 1257 Edition *Now for M&B 1.011*
« Reply #27 on: December 14, 2008, 03:47:14 AM »
Hi! This mod looks really great. Raz's helmets and all these nice surcoats really impress me. My favorite feature so far are the tournaments. It's really more authentic this way. Check my mod and maybe you get some ideas. You are missing kingdom features to be more complete.

Cheers

Nick

P.S.
I noticed that my troops that have custom shileds don't have my banner on it. I have a custom shield and the coat of arms appears on it. But on troop shields, no. They have default red and black pattern. A bug?
« Last Edit: December 14, 2008, 04:19:47 AM by NICK.ALTMAN »

Offline Spanky

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Re: The 1257 Edition *Now for M&B 1.011*
« Reply #28 on: December 14, 2008, 05:16:43 AM »
Hey Nick, glad you like it and I'd be delighted to check out your mod for ideas, haven't come across it so far. I'm aware that there are many features that could be added to the 1257 Edition and I am looking to build on this gradually as time permits. 1.2 is the basic setup - how I would have liked the original game to be out of the box. Future updates will focus on gameplay features.

Custom shields, but without your banner? That's strange. Hardly any of the troops aside from the mercenaries and Khergits are supposed to have custom shields - I'm sure you're aware of the concept, it's a realism feature - but the black and red pattern is also used on some non-custom shields, e.g. by Rhodoks and Nords. What faction are you playing?


Hi! This mod looks really great. Raz's helmets and all these nice surcoats really impress me. My favorite feature so far are the tournaments. It's really more authentic this way. Check my mod and maybe you get some ideas. You are missing kingdom features to be more complete.

Cheers

Nick

P.S.
I noticed that my troops that have custom shileds don't have my banner on it. I have a custom shield and the coat of arms appears on it. But on troop shields, no. They have default red and black pattern. A bug?
« Last Edit: December 14, 2008, 05:18:34 AM by Spanky »

NICK.ALTMAN

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Re: The 1257 Edition *Now for M&B 1.011*
« Reply #29 on: December 14, 2008, 08:43:57 AM »
Hey Nick, glad you like it and I'd be delighted to check out your mod for ideas, haven't come across it so far. I'm aware that there are many features that could be added to the 1257 Edition and I am looking to build on this gradually as time permits. 1.2 is the basic setup - how I would have liked the original game to be out of the box. Future updates will focus on gameplay features.

Custom shields, but without your banner? That's strange. Hardly any of the troops aside from the mercenaries and Khergits are supposed to have custom shields - I'm sure you're aware of the concept, it's a realism feature - but the black and red pattern is also used on some non-custom shields, e.g. by Rhodoks and Nords. What faction are you playing?


Hi! This mod looks really great. Raz's helmets and all these nice surcoats really impress me. My favorite feature so far are the tournaments. It's really more authentic this way. Check my mod and maybe you get some ideas. You are missing kingdom features to be more complete.

Cheers

Nick

P.S.
I noticed that my troops that have custom shileds don't have my banner on it. I have a custom shield and the coat of arms appears on it. But on troop shields, no. They have default red and black pattern. A bug?

It might be what you said. Some rhodoks and nord soldiers had those shields. I thought they were custom not working. Will get back to you when I play some more. My mod is new. But its quite a hit cause it's a compilation of couple of other mods in nice wrap up.


Morgwolf95

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Re: The 1257 Edition *Update: v1.4 for M&B 1.011*
« Reply #30 on: March 16, 2009, 05:55:27 PM »
Can someone help me? i'm having trouble playing this mod

sdog

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Re: The 1257 Edition *Update: v1.4 for M&B 1.011*
« Reply #31 on: March 19, 2009, 06:10:19 PM »
could you please be a little bit more specific about the trouble you have? is it technical, related to instalation or maybe gameplay?

Perdikas

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Re: The 1257 Edition *Update: v1.4 for M&B 1.011*
« Reply #32 on: April 12, 2009, 05:09:04 AM »
Will we be seeing Frederich with his new horse anytime soon ?  :) It has been somewhat quiet lately.

sergiu97

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Re: The 1257 Edition *Update: v1.4 for M&B 1.011*
« Reply #33 on: April 19, 2009, 06:33:58 AM »
nice mod :D

aetiro

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fragonard

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Re: The 1257 Edition *Update: v1.4 for M&B 1.011*
« Reply #35 on: August 21, 2009, 02:00:21 PM »
I also think it's a good mod:
The faction colors are a simple line in the config file set to 1 (near the end, it's described in the readme)
The map is a matter of taste; I don't personally think it's an improvement but it's OK IMHO.
I haven't noticed any problems with reinforcements that aren't also in Native.

Please consider giving it another try with the colors turned on.

Offline Northcott

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Re: The 1257 Edition *Update: v1.4 for M&B 1.011*
« Reply #36 on: August 28, 2009, 08:32:07 PM »
I don't know what the complaints are about. 1257's become my default M&B experience.  I love the troop trees, the alterations to equipment, the little tweaks to the factions and Companions... two thumbs up.

tobajas

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Re: The 1257 Edition *Update: v1.4 for M&B 1.011*
« Reply #37 on: September 18, 2010, 05:37:52 PM »
Heya i thought your mod sounded like a fun one so i wanted to give it a go.
But i havent gotten to try it yet because when start the game and it starts loading the ini files the game crashes.
Saying it's unable to open the file CommonRes\costumes_a.brf.
I am usein m&b warband v1.131 so it might not be compatible.

Offline theArmourer

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Re: The 1257 Edition *Update: v1.4 for M&B 1.011*
« Reply #38 on: May 21, 2011, 10:45:11 PM »
Heya i thought your mod sounded like a fun one so i wanted to give it a go.
But i havent gotten to try it yet because when start the game and it starts loading the ini files the game crashes.
Saying it's unable to open the file CommonRes\costumes_a.brf.
I am usein m&b warband v1.131 so it might not be compatible.

This is a mod for Original Mount & Blade not warband.  :green:

Could you include Messers? Like the ones in this video?http://www.youtube.com/watch?v=38sVdx7nzhQ&feature=related Wikipedia puts them late, but the design is a seax-like knife, or a knife hilted falchion style blade.

Also some information for anyone who is intrested, the sitehttp://www.myarmoury.com/home.html has a great deal of information about weapons and armour.
In the time period in this mod the main sword was the type XII. The type X and XI had mostly been fazed out, although there would still be many blades, some rehilted, around. A scattering of type XIIIa's, but with some XIII & XIIIb's around. I would guess that there would be some type XIIa's around, as a development, perhaps adding longer hilts onto the standard length blades.
http://www.myarmoury.com/feature_oakeshott2.html

Continue on in that article and it outlines the hilt designs of the periods.

EDIT: I see this is dead.
« Last Edit: May 25, 2011, 12:59:25 PM by theArmourer »