Nativepp 重新平衡派系
安装说明 :
下载mod
提取它
将名为Nativepp的文件夹放入mount和blade的模块目录中
如果您不知道其他文件夹的用途,可以将其删除
开始游戏 - > :-D
简短说明
m&b warband的mod,可以在不完全改变之前的方式的情况下增强原始游戏。
详细描述
有一长串的变化可以(或不是)在这里发布,但是我会做出最大的改变,因为我无法提醒我所做的一切。
首先,所有部队和物品都已经改变,以便为每个阵营带来平衡,并为比赛增添更多的多样性。每个单位都有自己的力量和弱点,任何单位都没有用,因为另一个单位太强大了(即原始的swadian步兵树由于过度骑兵和动力不足的等级而无用)。
重新平衡派系:
斯瓦迪亚:
斯瓦迪亚军队被告知拥有最好的骑兵,并且他们这样做,他们的贵族早期可以进入装甲马,他们的非贵族骑兵装备精良,训练有素,是最好的。
当他们在敌人的尸体上行进时,他们可以使用快速射击,快速移动的突击者来掩护他们缓慢的重型步兵。
斯瓦迪亚军队是一个整体强大的阵营,能够坚定地坚守阵地,并轻松打入敌人阵线。它们在攻城防御方面表现出色,因为墙壁允许他们的步兵面对敌人,而不需要移动太多,他们的突击队员向攻击者释放螺栓和箭头。
他们可能在攻城进攻方面遇到问题,因为他们的部队有抵抗力,没有足够的伤害来突破墙壁。
Vaegirs:Vaegir
战士必须在他们的家乡面对艰难的气候,有人说这会让他们更强大。不管它是否属实,他们的弓箭手都经过训练可以用力击球,并且能够快速击球,因为野生动物不会让他们有机会再次射门。这让他们的弓箭手们担心所有卡拉迪亚。位于北方和Khergit领土之间的Vaegir王国从它的两个主要敌人那里学到了东西,所以他们学会了如何正确使用双手斧头,能够击碎敌人的盾墙,以及安装马匹最好的方法,迅速粉碎反对派。
他们的步兵装备的武器并不总是允许使用盾牌,这使得他们很容易抵御远程射击。弓箭手,作为坚硬的击球手,没有得到很好的保护,皮革充其量,所以他们需要其他单位的帮助才能让他们活着,否则,他们令人难以置信的远程力量将一事无成。
贵族是安装单位。他们可能不像他们的斯瓦迪亚人一样强壮,但他们的优势在于下马时更好,并配备远程武器来骚扰敌方骑兵。
Vaegirs军队善于围攻,防御或进攻,他们的步兵使用他们的双手斧头来摧毁贫困受害者的盾牌,然后用他们的头做同样的事情。
在防守期间,他们的弓箭手不必担心进行近战,因此他们可以在攻击者的箭头后射箭,直到没有人离开。
Khergits:
Khergit部落成员从小就学会了如何骑马,这使得大多数士兵成为战士。他们能够快速行动,并在出现问题时尽快撤退,以防出现问题。
Khergit士兵大部分时间都会使用远程武器,无论是标枪还是带箭头的弓箭,它都能让骑兵从远处杀死敌人,或至少在最后冲锋之前伤害几个人。
在Khergit军队中出现的弓箭手,弓箭致命,并且具有骑马的优势,使他们有足够的机动性,可以在追逐下雨的同时疾驰而去。
在Khergit军队中使用的少数几个步兵是轻型士兵,如果他们有足够的钱来支付它,他们会使用shild,但他们中的大多数人宁愿花掉他们的弓箭。
在围攻期间,Khergit骑兵处于劣势,因为他们无法使用他们的马匹。但它并没有使它们变得无用,部落成员使用的远程武器的数量会使可怜的灵魂上的射弹落下。
在攻城攻击期间,一旦在近战中,Khergit战士将从防御者身上带走很多伤员。
Khergit贵族是一个有时使用弓箭的重型骑兵,他们使用它们是致命的。
Nords:诺德
王国一直被视为战场上的一群野兽,在大多数人的眼中,北欧步兵是卡拉迪亚唯一的疯狂足以以1到4赔率冲锋的步兵,并且能够赢得这场不公平的战斗胜利。
没有必要对他们说更多,他们的高贵战士使用长轴完美地打破任何形成的步兵,并允许盾人冲过差距,轻松胜利。
据说,北欧战士讨厌懦夫,所以他们只使用几个弓箭手,而且没有骑兵。
但这样的传说只会给卡拉迪亚的普通民众带来一丝希望。众所周知,北欧战士已经适应了,他们使用强大的长弓,这是一个技术足以使用它的人手中的致命武器。有时他们可能会使用一些骑兵,只是为了分散敌人的注意力,或者包围他们。
Nords在围攻方面非常强大,更多的是围攻攻击而不是防御。在他们的一座城堡的防御期间,他们将使用他们的长弓男子近距离撕裂敌人,在那里他们将几乎没有机会错过,而其余的将让少数人离开城墙。
在城堡袭击期间,北欧步兵将像其他任何人一样冲击城墙,敌人的唯一希望是一个很好的阻塞点,北方战士将无法靠近。
Rhodoks:
Rhodok人来自山脉,他们的高地,他们已经掌握了阻止骑兵冲锋的方法,使用后面有弩手的长枪兵。
大部分步兵都将装备极地武器,如长矛和长矛,它们对骑兵致命,并且在编队时,甚至可以证明对其他有组织的步兵有效。
罗多克人将声称自己是平等的,并且都是自由的,但情况并非如此,仍然存在贵族现象,他们不会放弃对贫穷农民的优势。
他们中的大多数都将安装,但由于高地不适合马匹,他们很难使用它,有些人会说它更有尊严和感觉更优越。因此他们不会使用适合安装战斗的盾牌,因此如果安装,大部分时间都无法防止远程射击。
为了支持他们,Rhodok将使用安装的突击者,能够分散敌人的火焰远离贵族,然后在贵族订婚时切换到长矛。
在围攻期间,你不能比Rhodok弩手更好地保护属于你的东西,Rhodoks使用的重弩的长期重装是由于其强大的火力平衡。能够在近距离穿透最厚的盔甲。长矛运动员与一些剑士相结合会减慢敌人的速度,使他们不会到达射手位置。
在攻城进攻中,他们将会有更艰难的时间,因为长矛墙不得不提供长矛,所以他们将不得不依靠他们的贵族和弩手来造成所有伤害。
Sarranids:
沙人们以对敌人的快速袭击而闻名,在那里他们没有时间作出反应。事实上,他们的步兵训练尽可能快,因此他们将使用轻型铠甲来获得更多的机动性,并使用轻而强大的斧头和剑来与敌人交战。
他们并不打算使用弓箭或弩,相反,他们更喜欢使用专用的投掷器,近距离致命,并且在弹药出现时仍然能够正确对抗。
萨拉尼亚骑兵正在使用快速的蹬马来快速而且坚硬。有些人还会使用投掷武器来削弱敌人的队伍。
Sarranids的贵族由使用双手武器的骑兵组成,有时使用轻弓,与其他派系的贵族相比,他们的保护相对较轻。
在攻城攻击期间,Sarranid战士将展示他们的技能,迅速抵达梯子顶部,在敌人远程部队能够造成大量伤害之前,他们将开始一个接一个地用他们的武器杀死防御者。不可思议的效率。一旦他们占据了墙壁,投掷者将开始近距离射击,摧毁任何增援部队。
在攻城防守中,缺少适当的远程部队可能看起来不是一个坏主意,但不会,起初他们的投掷者将难以击中,因为长距离投掷很难被击中,但是一旦攻击者爬上梯子,距离足够短,他们将不再有这些可怜的步兵。
雇佣兵:
雇佣兵现在已经改进了远程树,他们可以使用短弓,以及后来的长弓或弩。然而,他们并不像Nords或Rhodoks那样精通它们,因此效率较低,但至少它们对于需要远程部队的指挥官很有用。
雇佣骑兵没有长矛,只有轻/中等马匹,所以他们没有派系骑兵的力量。
除了北欧之外,他们的步兵树比派系的长。它给了他们一支独特的部队,拥有双手武器和良好的盔甲。这支部队对于轻松打破敌人阵线非常有用,但它并不经常使用盾牌,使其在盾墙上无用而且极易受到弓箭手的攻击。如果你需要一个体面的盾牌持有者,请将这支部队留在雇佣刀锋的下层。
在小酒馆中也可以看到一些新的雇佣兵,它们不是雇佣兵树的一部分,并且不能总是升级,但具有带来强大单位的优势,通常专门处理某种情况,玩家可以使用价钱。
土匪:
匪徒都被重新制作了,每个匪徒现在都可以升级到更好的版本,有时甚至可以改变它在战场上的角色,它会让匪徒成为普通战士的廉价方式。
特殊单位:
特殊单位包括特殊雇佣兵,在酒馆雇用,少数难以获得的部队(如大篷车大师),奴隶树,完全重做,以便他们更强大。最后还有女性树,它们有时难以获得,但是具有使用远程武器的优势,即使它们不被视为弓箭手,你也可以为你的盾墙添加一些火力。
改进游戏玩法:
在战前命令和部署(PBOD)和外交的帮助下,游戏将允许你做比以前更多的事情,改进战斗战术,以及王国之间的一般外交,包括玩家之一(你可以参考链接在页面底部有关这些mod的更多信息)。
但还有更多。
每个领主在其所属的派系中都有一个“等级”,这个等级允许他被认为是一个杰出的领主,或者作为一个简单的骑士,在国王的命令下。领主的每一个封地都会增加这个等级,达到一定的等级,并且拥有更高的等级,领主将能够购买更好的装备,更多的部队,并且总体上更善于做事。
另一方面,等级将使领主依赖于他们拥有的封地,这将使得少数土地的派系无法应对更大派系的威胁,因为它缺乏男性的质量和数量。
此外,如果领主们失去了他们的封地,他们将无法再支付他们的设备和部队的费用,他们过去常常会有高级别。
士气也发生了变化,我对从战斗中幸福的男人感到高兴,我认为男人实际上会因战斗而不高兴,因为他们会死。
所以现在,士兵会有相反的行为,你没有战斗的时间越长,你的部队就会有更多的士气。
该mod兼容其他mods,提高了安装和刀片战争带的美感,我建议使用一个,因为原生的视觉效果略显不具吸引力。
你可以使用我的mod的源代码,你可以在你的mod中使用它的一部分,用它启动你的mod,用它做任何你想做的事情,我不会要求学分(即使它对你很好)。但是你必须提到外交和PBOD的作者,并附上线条'关于外交'(链接在我的信用点下面)并提及横幅的创建者,如果你想使用它们。
如果你想知道什么是什么意思,或者我是怎么做的,请发表评论,但不要让我教你如何修改,互联网上有很多教程。
积分:
对于外交:Waihti,Mjöllnir,Akmar Nibelung,Malakay,ultracemre,Dravic,hessuu,fisheye,rubik,jrider
forums#taleworlds#com/index.php/topic,116424#0#html
对于PBOD:Caba`drin ,Janus,motomataru,The Mercenary,rubik,sphere,dunde,MadVader,StinkyMcGirk,BrustwarzenLenny,xenoargh
forums#taleworlds#com/index.php/topic,142816#0#html
对于横幅包:chukcha
:// www#mbrepository#com/file.php?id=1959
我要感谢所有下载它的人和那些帮我修复bug的人;-)
你可以发邮件给我yann.batt@gmail.com 或发表评论提出建议和/或提出问题
最后修改:
1.42:
- 增加了在改装的士气系统和本土的
1.41 之间切换的选项:
- 固定的小派系招募者
- 修改的自由骑士的轻型骑兵树到轻型骑兵树
- 固定在那里并按照命令划分形成
Installation instructions :
Download the mod
Extract it
Put the folder named Nativepp into your mount and blades' module directory
If you don't know what the other folder is for you can erase it
Start the game -> :-D
Short description
A mod for m&b warband that enhance the original game without completely changing the way it was before.
Long description
There is a long list of changes that could (or not) be posted here, but I will go with the biggest changes, since I can't remind of everything I've done.
First of all, all troops and items have been changed to bring balance to each faction, and to add more diversity to the game. Each unit will have its strength and its weaknesses, and no unit will be made useless because of another one being too powerful (ie. original swadian infantry tree being useless because of overpowered cavalry and underpowered lesser tiers).
Rebalanced factions :
Swadia :
Swadian troops are told to have the best cavalry, and they do, their nobles have access early to armored horses, and their non-nobles cavalry are well equipped as well as trained to be the best.
They can use fast shooting, fast moving skirmishers to cover their slow heavy infantry when they march upon the dead bodies of their foes.
The Swadian army is an overall strong faction, able to hold its ground firmly, and to strike into the enemy lines with ease. They fare well in siege defense, as the walls allows their infantry to stand face to the enemy, without the need to move much, and their skirmishers release volleys of bolts and arrows on the attackers.
They might have problems with siege offense, as their units, being resistant, don't deal enough damage to break through the walls.
Vaegirs :
Vaegir warriors have to face hard climate in their homeland, some say it makes them stronger. No matter if it's true, their archers are trained to hit hard, and to hit fast, as the wild animals will not let them the chance to shot again if missed. That makes their archers feared though all Calradia. The Vaegir Kingdom, being in between the Nord and the Khergit territory, has learned from it's two main enemies, so they have learned how to properly use two handed axes, to be able to crush the enemy shield-wall, aswell as mounting horses in the best way possible, to crush the opposition quickly.
Their infantry is equipped with weapons that doesn't always allow the use of a shield, that makes them vulnerable against ranged fire. The archers, being hard hitters, are not well protected, leather at best, so they need the help of other units to keep them alive, else, their incredible ranged power will be left to nothing.
The nobles are mounted units. They might not be as strong as their Swadian counterpart, but they have the advantage of being better when dismounted, as well as being equipped with ranged weapons to harass the enemy cavalry.
The Vaegirs troops are good at siege, defense or offense, their infantry use their two handed axes to destroy the shields of the poor victims, before doing the same with their head.
During the defense their archers don't have to worry about being engaged in melee, and so they can shot arrow after arrow on the aggressor, until no one is left.
Khergits :
The Khergit tribesmen have learned how to mount a horse since a young age, that makes most of the soldiers mounted warriors. They are able to move quickly, and retreat as fast as they came, in case something goes wrong.
The Khergit soldiers will most of the time have a ranged weapon, be it a javelin, or a bow with some arrows, it give their cavalry the ability to kill the enemy from afar, or at least wound a few men before the final charge.
The horse archers present in the Khergit army, are deadly with a bow, and have the advantage of having a horse, giving them enough mobility to gallop away from danger while raining hell on the chaser.
The few infantry used in the Khergit armies are light soldiers, using a shild if they had enough money to pay for it, but most of them will prefer to spend what they had on a bow.
The Khergit cavalry is at a disadvantage during sieges, as they cannot use their horses. But it doesn't make them useless, the amount of ranged weapons used by the tribesmen, will rain projectiles on the poor souls.
During siege attacks though, once in close combat, the Khergit warriors will take a lot of casualty from the defender.
Khergit nobles are a heavy cavalry sometimes using bows, and they are deadly at using them.
Nords :
The Kingdom of the Nords has always been seen as a bunch of beast on the battlefield, and the nordic infantry is, in most people's eyes, the only infantry in Calradia crazy enough to charge with 1 to 4 odds, and being able to emerge victorious of such an unfair battle.
There is no need to say more about them, their noble warriors uses long axes perfect for breaking any formation of infantry, and allowing the shield-men to rush through the gap for an easy victory in their favor.
It is told that the Nordic warriors hate cowards, and so they use only a couple bowmen, and no cavalry.
But a legend like this is only to bring a glimmer of hope to the common folk of Calradia. It is known that the Nordic warriors have adapted, they use the strong long bow, a deadly weapon in the hands of someone skilled enough to use it. And sometimes they might use a few cavalry, just to distract the enemy, or to surround them.
The Nords are immensely powerful in siege, more in siege offense than defense. During the defense of one of their castle, they will use their longbow-men to tear the enemy at close range, where they will have little chances to miss while the rest will keep the few left alive away from the walls.
During a castle attack, the Nordic infantry will storm the walls like no one else, the only hope for the enemy is a good choke-point where the Nord warriors will not be able to get close enough.
Rhodoks :
The Rhodok people come from the mountains, their highlands, and they have mastered the way to stop a cavalry charge, using pikemen with crossbowmen behind.
The most of the infantry will be equipped with pole weapons, like pikes and spears, they are deadly against horsemen, and in formation, can even prove to be effective against other organized footmen.
The Rhodok people will claim to be equal, and all free, but that is not the case, there is still nobility existing, and they will not abandon their advantages for the poor peasant.
Most of them will be mounted, but as the highlands are not suited for horses, they make a poor use of it, some will say it's more for dignity and to feel superior. So they will not use shields suited for mounted fights, and so will most of the time have no protection against ranged fire if mounted.
To support them, the Rhodok will use mounted skirmishers, able to distract the enemy fire away from the nobles, and then switching to a lance when the nobles are engaged.
During sieges, you cannot do better than a Rhodok crossbowmen to defend what belongs to you, the long reloading of heavy crossbows used by the Rhodoks is balance by it's strong firepower. Able to pierce through the thickest of armors in a close range. While the spearmen combined with some swordsmen will slow down the enemy so they don't reach the archer positions.
During siege offense, they will have a harder time, as the spears are not of a good use in the small walls have to offer, so they will have to rely on their nobles and they crossbowmen to make all the damage.
Sarranids :
The sand people, have been known for lighting fast raids on the enemy, where they will have no time to react. Indeed their infantry is trained to run as fast as possible, so they will use light armours to have more mobility, and light yet powerful axes and swords to engage their foes.
They have not the intention to use bows or crossbows, instead, they prefer using dedicated throwers, deadly at close range, and still able to fight properly when out of ammo.
The Sarranian cavalry is using fast steeds to strike fast, and hard. Some will also use throwing weapons, to weaken the enemy ranks.
The nobility of the Sarranids is composed of cavalry-men using two handed weapons and sometimes using light bows they are relatively lighter in protection compared to other faction's nobles.
During siege offences, the Sarranid fighters will show their skills, arriving quickly on top of the ladder, before the enemy ranged troops are able to deal a lot of damage, they will then start killing the defender one after the other with their weapons with an incredible efficiency. Once they have taken the walls, the throwers will start shooting at close range, destroying any reinforcements.
With siege defence, the lack of a proper ranged troop might seem a bad idea, but no, at first their throwers will have difficulties to hit, as long range throwing is hard to hit, but once the attacker gets on the ladder, and the distance is short enough, there will be no more of these pathetic infantry of them.
Mercenaries :
Mercenaries have now improved ranged tree, they have acces to archers, using short bows, and later long bows, or crossbows. However they are not as proficient with them as the Nords or the Rhodoks, and so, are less effective, but at least they can be useful for a commander in need of ranged troops quickly.
Mercenary horsemen have no lances, and only light/medium horses, so they do not have the power of factional cavalry.
Their infantry tree is longer than those of factions, except for the nordic one. It give them a unique troop with two handed weapons, and a good armor. This troop is useful for breaking enemy lines with ease, but it does not come with a shield very often, making it useless in a shield wall and very vulnerable to archer fire. Keep this troop to the lower tier of hired blade if you need of a decent shield bearer.
Some new mercenaries can be seen in taverns too, they are not part of the mercenary tree, and cannot always be upgraded, but have the advantage of bringing powerful units, often specialized in dealing with a certain situation, that the player can use for a price.
Bandits :
Bandits have all been remade, and each bandit can now be upgraded to a better version of it, sometimes to even change its role on the battlefield, it will make bandits a cheap way of having average fighters.
Special units :
Special units include special mercenaries, hire-able in taverns, a few hard to obtain troops (like caravan masters), the slaver tree, completely redone, so that they are stronger. Finally there is the women tree, they can be hard to get sometimes, but have the advantage of using ranged weapons, even if they are not considered archers, you can then add some firepower to your shield-wall.
Improved gameplay :
With the help of Pre-Battle Orders and Deployment (PBOD) and Diplomacy, the game will allow you to do more than you could before, improving battle tactics, and the general diplomacy between kingdoms, including the player one (you can refer to the link at the bottom of the page for more information on those mods).
But there is more than that.
Each lord has a 'rank' in the faction it belongs to, this rank allows him to be recognized as a prominent lord, or as a simple knight under the orders of the King. Each fief a lord has will increase this rank, up to a certain level, and with a higher rank, the lord will be able to buy better equipment, field more troops, and overall be better at doing things.
On the other hand, ranks will make lords dependent on fiefs they possess, that will make factions with few lands, unable to respond to the threat of a bigger faction, because it lacks the quality and number in their men.
Also, lords used to having a high rank, will be displeased if they lose their fief, as they will no longer be able to pay for their equipment, and for their troops.
Morale has also been changed, I was never happy with the men being happy when fighting, I'd think men would actually be displeased by fighting, considering they can die.
So now, soldiers will have the opposite behavior, the longer you stay without a fight, the more morale your troops will have.
The mod is compatible with other mods improving the aesthetic of mount and blade warband, I recommend using one as the native's visuals are slightly unappealing.
You can use the source code of my mod, you can use parts of it in your mod, start your mod with it, do whatever you want with it and I will not ask for credits (even if it would be nice from you). But you have to mention the authors of Diplomacy and PBOD with a link to the thread 'About Diplomacy' (link is in my credits just below) and mention the creator of the banners if you want to use them.
If you want to know what something mean, or how I did something please post a comment, but don't ask me to teach you how to mod, there is a lot of tutorials on the Internet for this.
Credits :
For Diplomacy : Waihti, Mjöllnir, Akmar Nibelung, Malakay, ultracemre, Dravic, hessuu, fisheye, rubik, jrider
forums#taleworlds#com/index.php/topic,116424#0#html
For PBOD : Caba`drin, Janus, motomataru, The Mercenary, rubik, sphere, dunde, MadVader, StinkyMcGirk, BrustwarzenLenny, xenoargh
forums#taleworlds#com/index.php/topic,142816#0#html
For the banner pack : chukcha
www#mbrepository#com/file.php?id=1959
I'd like to thank everyone who download it and those who help me in fixing bugs ;-)
You can mail me at yann.batt@gmail.com or post a comment to make suggestions and/or ask questions
Last changes :
1.42 :
- Added the option to toggle between modded morale system and native's
1.41 :
- Fixed recruiter on small factions
- Modified freerider's light cavalry tree to a light lancer tree
- Fixed hold over there and follow orders when division in formation
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