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Messages - Lav

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1
Native Expansion / Re: Download and Install
« on: October 06, 2014, 10:40:39 AM »
Native Expansion v0.610b2 Patch Release Notes.
  • Eat more fruits, it's healthy. Olives, grapes and date fruit trade goods have received new images and their food amounts are now in 30-50 range, making them actually useful.
  • Bugfix - spontaneous keypresses. Fixed the issue of unassigned keys activating spontaneously in battle.

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Native Expansion / Re: Native Expansion Download and News
« on: October 02, 2014, 11:13:18 AM »
Native Expansion v0.610b Release Notes
  • Important notice. Starting from this version, Resource Patch is integrated into Native Expansion mod. It is recommended (even if not strictly necessary) to delete previous installation of Native Expansion entirely before installing version 0.610b.
  • Merchant inventory - horses. Horse merchants now regenerate their inventory by the same rules as weapon and armor merchants.
  • Merchant inventory - goods. Inventory regeneration for general merchants has been adopted from Warband 1.158 version (with some NE-related modifications).
  • Cultural differences - horses. Horse merchants inventory now varies noticeably between different cultures.
  • Prosperity effects. Depending on town prosperity, average quality of items sold by local merchants will vary noticeably. Don't expect to find exquisite items in a very poor town.
  • Grain Delivery - picky elders. Village elder will try to take full grain sacks from player before he takes any half-eaten ones. If he's forced to take half-eaten grain sacks due to lack of full ones, quest rewards will drop.
  • Sell your loot. Added a new trading option to sell player's entire inventory when Companions Overseer is enabled (frozen inventory slots are not subject to bulk sale).
  • Stronger militia. Village militia will no longer be destroyed by a few night bandits, and has a decent chance to repel a bandit infestation.
  • Train your peasants. Player now has the option to enforce militia training on his village. Villagers might not be happy with being forced into training though, and distraction from their everyday labours will hurt the village economically as well.
  • Persistent bandits. Bandits infesting a village will plague it for awhile now, slowly draining village prosperity. Note: new values may be unbalanced and need testing and feedback by players.
  • Skills rebalance - Persuasion. Persuasion skill now slightly affects player's chances to get any quest at all.
  • Menu enhancement arc. Added options to talk to player's minister and tavern mercenary to town talk menu.
  • Dogs of war. Number of mercenary parties on the map is now governed by the number of ongoing wars and player's level. Furthermore, mercenaries now only spawn where there's a war going on.
  • Realistic requirements. Made player level requirements for some quests more realistic.
  • Noble troop trees. Added noble troop to Troop Tree presentation.
  • Bugfix - first option always safe. Finally fixed menu items order in Brutality starting menu so the "safe" option is always first when starting a new game.
  • Bugfix - bookstores without books. Fixed Bookstore building which was not adding books to merchants inventory as books were not marked as merchandise items.
  • Bugfix - no longer generous peasants. Fixed Grain Delivery quest where grain was not removed from player's inventory.
  • Bugfix - your kingdom hates you. Fixed the bug which caused patrols of defeated kingdoms to join Player Faction. Fighting those patrols would result in player becoming hostile with his own kingdom. All patrols from defeated kingdoms will become outlaws now.
  • Bugfix - no more merc infestation. Removed the code spawning a horde of mercenary war bands around player's starting position in the beginning of the game (this made sense in vanilla game where looters were being spawned for player to do some ass-kicking).
  • Bugfix - patrols ignoring orders. When player told patrols to go to specific center, they generally ignored his orders as their patrol radius was not set properly. Fixed.
  • Bugfix - defectors incoming. Fixed a bug in lord defection code where lords would ignore player's kingdom if player kept all centers to himself instead of keeping them unassigned, despite the fact that player can perfectly allocate his own centers to lord immigrants.

3
Native Expansion / Native Expansion Bug Reporting and Feedback
« on: September 26, 2014, 01:02:04 PM »
Native Expansion Bug Reporting and Feedback Thread.

Feel free to report any bugs, glitches, problems and issues you may have encountered when playing Native Expansion.

Currently known but not yet fixed bugs:
  • (to be filled)

4
Native Expansion / Native Expansion Future: Discuss, Suggest, Criticize
« on: September 26, 2014, 12:50:27 PM »
Native Expansion Planned Features.

This thread is for discussing the module's future. All major features which are planned or at least seriously considered by the developer team will be listed in the first post of this thread.

Planed for implementation:
  • (to be filled)
Considered for implementation:
  • (to be filled)

5
Native Expansion / Re: Native Expansion Download and News
« on: September 24, 2014, 02:47:16 PM »
Native Expansion 0.609b Resource Patch Release Notes.
  • Saving memory. Replaces visuals for several items in the game which were extremely memory-intensive. The list includes: Ivory Bow, Ivory Arrow, Dao, Jian, Khan's Supremacy, Royal Kite (unused), one variant of Broken Swords, Golden Company Short Sword (unused), Knightly Blade, Two Handed Knight Sword, Cruel Sword.
  • White arrows. Model for ivory arrows in flight has been replaced by a white version of standard model.
  • Saving GPU resources. Low-poly LOD models have been added to many game items where it didn't require 3D modelling expertise.
  • Saving disk size. All unused resources have been scrapped from the loading lists.
  • Performance gain. Entire resource storage model has been re-done from scratch, which should result in noticeably improved game performance (at least it did for me).

6
Native Expansion / Re: Native Expansion Information Thread
« on: September 24, 2014, 01:40:08 PM »
Reserved for "Excerpts from 'Calradia: A History'" thread contents.

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Native Expansion / Re: Native Expansion Information Thread
« on: September 24, 2014, 01:38:37 PM »
Reserved for possible FAQ expansion.

8
Native Expansion / Re: Native Expansion Information Thread
« on: September 24, 2014, 01:38:21 PM »
Native Expansion Frequently Asked Questions.

In progress.

9
Native Expansion / Re: Native Expansion Information Thread
« on: September 24, 2014, 01:38:01 PM »
Native Expansion Developers Team.

Active team members:
  • soulmata - scenario design, game balance, scripting, game design.
  • Lav - scripting, optimization, game design, interface design, graphical design.
Team is looking for:
  • We aren't looking for anyone in particular at this point, but if you feel you can contribute to the further development of the Native Expansion mod, you're welcome to contact anyone on the active developer team.
Former team members:Some of the former NE developers may have been missed, please PM if it's been the case.

10
Native Expansion / Re: Native Expansion Information Thread
« on: September 24, 2014, 01:37:46 PM »
Native Expansion Credits.

In addition to the contributions by the NE development team members (both active and former ones), Native Expansion includes graphics and code created by the Mount&Blade modding community. So we'd like to credit the following members of the community for their work that went into production of Native Expansion:

No individual credits are listed here for Native Expansion developer team members, both active and former. Their contribution is the Native Expansion mod itself.

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Native Expansion / Re: Native Expansion Information Thread
« on: September 24, 2014, 01:37:38 PM »
Native Expansion Signature Banners.

You can support the Native Expansion mod with these banners by Pellagus

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[url=http://forums.taleworlds.com/index.php/board,109.0.html][img]http://img100.imageshack.us/img100/7015/swordw.jpg[/img][/url]

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[url=http://forums.taleworlds.com/index.php/board,109.0.html][img]http://img100.imageshack.us/img100/900/blackadder.jpg[/img][/url]

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[url=http://forums.taleworlds.com/index.php/board,109.0.html][img]http://img100.imageshack.us/img100/1844/nativeexpansion.jpg[/img][/url]

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[url=http://forums.taleworlds.com/index.php/board,109.0.html][img]http://img219.imageshack.us/img219/8717/dkbanner01.jpg[/img][/url]

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[url=http://forums.taleworlds.com/index.php/board,109.0.html][img]http://img301.imageshack.us/img301/4255/banner5m.jpg[/img][/url]

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[url=http://forums.taleworlds.com/index.php/board,109.0.html][img]http://img710.imageshack.us/img710/5032/nebanner9.jpg[/img][/url]

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[url=http://forums.taleworlds.com/index.php/board,109.0.html][img]http://img689.imageshack.us/img689/2060/spymaster.jpg[/img][/url]

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[url=http://forums.taleworlds.com/index.php/board,109.0.html][img]http://img638.imageshack.us/img638/9090/nebanner10.jpg[/img][/url]

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Native Expansion / Re: Native Expansion Information Thread
« on: September 24, 2014, 01:37:24 PM »
Native Expansion Player Screenshots.

Developers will be adding the best player provided screenshots to this post.

13
Native Expansion / Re: Native Expansion Information Thread
« on: September 24, 2014, 01:37:09 PM »
Native Expansion Developer Screenshots

A swadian noble in his castle.

New horses, armors and weapons.

Ivory bow in action!

New faction-dependent map icons.

Completely re-done reports part 1.

Completely re-done reports part 2.

New module settings screen.

14
Native Expansion / Re: Native Expansion Information Thread
« on: September 24, 2014, 01:36:56 PM »
Native Expansion Feature List.

It is probably impossible to build a complete feature list for Native Expansion. The mod has been developed by many people for the duration of many years, and has accumulated lots of improvements to many aspects of the game.

Obviously, a lot of new weapons, armors, horses and so on have been added to the game through the years. It is a given. Just to make sure it's been mentioned: yes, the Native Expansion mod has lots of new weapons, new armor, new horses and even some new trade goods.
  • Dark Knights invasion. This is an optional deviation from sandbox gameplay, introducing a major new threat to high-level players - a faction of powerful and enigmatic warriors, capable of kicking some major butt. This feature is still in development and will expand considerably in later revisions.
  • Brutality mode. If the game is no longer challenging for you - try it. Brutality mode provides a real challenge, imposing various (and sometimes draconian) penalties on your character and making your path to success much longer and fraught with danger. It is still being tested for game balance, so your feedback on this feature will be extremely welcome.
  • New troops trees. Troop trees have been remade from scratch in Native Expansion, and carefully rebalanced against each other (which is still an ongoing task). Furthermore, the faction troop trees have been split into two different trees: a peasant troop line for troops that you can train from villagers, and a much stronger (and smaller) noble troop line. Furthermore, each faction also has access to ultra-powerful elite troops, which require a special building to be constructed to become available.
  • Royal advisors. Because one minister is definitely not enough to run your entire kingdom, Native Expansion introduces some aides, who provide the player with some new options with his everyday kingdom management, from mundane financial accounting to attempted assassinations of enemy lords. Kingdom management is one of primary focus points for the current development team, so you can expect a lot of improvement here.
  • Assassins. Because let's face it, your character deserves them, with the amount of toes he has probably squished to fine paste on his road to power. So when your character grows in fame and power, people wishing him dead will no longer waste their time on mundane thugs, and the player will eventually find himself harassed by proper assassins.
  • New quests. More than 20 various new quests have been added to Native Expansion, so the players would always have something to occupy themselves with.
  • New buildings. Many new buildings with new effects have been added to the mod and more are coming. Center management is one of primary focus points for the current development team, so you can expect a lot of improvement here.
  • Advanced battlefield formations. Native Expansion unlocks advanced troop orders and formations from Napoleonic Wars for Warband player. It also contains the Battlefield Tactics kit which supports several custom formations in addition to game engine supported ones.
  • New interface screens. We are trying to make any new features as easy and intuitive for players to use as humanly possible. We may not always succeed, but we try. In following this goal, Native Expansion includes several new interface screens:
    • Game Settings, integrating all NE-related settings and activation keys into one easy to use interface screen.
    • Companions Overseer, providing the player with a very quick and efficient tool to manage his companions' stats and equipment.
    • Troop Trees, with the possibility to overview troop trees of different game factions in detail.
    • Global Political Map, giving an overhead view of the global map and different factions' control over it.
    • Reports, integrating many of vanilla game reports and introducing several new ones into a separate Reports tab in the Notes screen, with hyperlinks to quickly see the details on any factions, centers or characters mentioned in the reports.
  • Dynamic nobility titles and icons. Nobles of Calradia now get faction-dependent titles and party icons dependent on their status.
  • Mercenaries. Bands of these dogs of war are now roaming Calradia, flocking to wars like flies to carrion. As player's enemies, they fill the gap between common bandits and lord parties.
  • Life after death. Should the player be defeated in battle, it's not lost yet! Player now can roam the battlefield in free camera mode, and even try to give orders to his troops with the battle orders screen.
  • Long-term wounding system. Getting heavily wounded now carries a penalty - player and his companions may receive long-term injuries, reducing their attributes by a couple of points for a week or two.
  • Looting. Native Expansion provides a completely re-made looting system, aimed at a more realistic loot generation.
  • Autocalc. Native Expansion implements kt0's improved battle auto-resolve code, making automatically calculated battles resemble the outcomes of real battles more closely.
  • Sphere of influence. This feature makes player's expansion more difficult by imposing the distance problem on his kingdom - towns and lords left outside of player's area of influence may get funny ideas about freedom and rebellion.
  • Duelling for freedom. Captured lords will no longer sit idly in prison - they may challenge the player for a duel to their freedom.
  • And many many more...

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Native Expansion / Re: Native Expansion Information Thread
« on: September 24, 2014, 01:36:42 PM »
Table of Contents.

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