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骑马与砍杀MOD Extended Native Mod 创建由同伴引导的单独方的能

骑马与砍杀MOD Extended Native Mod 创建由同伴引导的单独方的能

发布用户:bity_1700368256发布类型:转载

原创作者:XCram所在平台:互联网

发布日期:2023-07-24 11:49:06更新日期:2024-10-27 00:58:30

是否开源:否是否免费:是

审核人员:甜面酱(违规侵权资源,点击直接联系可快速删除!)

模组标签:功能性运行环境:骑马与砍杀

浏览次数:10

MOD介绍:

Extended Native Mod 创建由同伴引导的单独方的能

...................................它适用于1.153,但不完全支持...... .................................... 

.............. .........................................- version1#76#1 -.... .................................................. ... 

- 后退后固定螺栓和箭头恢复。现在战斗

中使用的螺栓和箭头在失败后没有恢复。(注意:胜利后我们应该有相同的吗?)

...................................... .................- version1.76 -............................ ...............................- 

从港口到港口的海上旅行收费。

- 修改端口图标。

- 在战斗中丢失的箭头,螺栓和武器未在库存中恢复。

- 在全球地图上失败之后,分离同伴的能力撤退到友好中心。

- 城堡会议与单独的伴侣菜单。

- 新雇佣军合同终止条件:如果派系没有参战,则结束。(尚未测试)

............................................. ..........- version1.7b -................................... ........................ 

- 通过单独的同伴雇用新员工的修复。

- 独立的同伴在小酒馆等候。

- 游戏战略AI改进。

现在,地图上的每个AI战斗结果都取决于地形,数量和装备部队的质量。

- “逃脱”对话得到改善。

- 逃兵对话有所改善。现在雇用逃兵的可能性取决于

球员的魅力,说服力和一些随机的运气。

- 简要预算报告现在反映了当前的支出水平。

- “去市场”菜单包括与Guild Master交谈。

- 更合适的逃兵的地图图标。

- 改进了单独伴侣的对话。

.................................................. .....- version1.7 -........................................ .................... 

- NPC骑兵招募系统的一些修复。

- 球员派对储备。玩家可以选择谁不参加战斗。

- 由独立的同伴在最近的村庄雇用新兵。

- 同伴的“敬意词”(“队长”,“先生”和其他人)

实施分离伴侣模式,而不是“

- 新的志愿者招募系统。

.................................................. .....- version1.6b -........................................ ................... 

- 海上袭击者登陆系统的一些修复。

- 端口坐标中的一些修复。

.................................................. .....- version1.6 -........................................ .................... 

- 改善了逃兵对话。

- 改善狱警对话。

- 完全分开的海上袭击者着陆AI以防止可能的错误。

- 更多的海上袭击者在攻击他们着陆时立即进行防守。

- 带港口的Sargoth搬到了三角洲。其他一些定居点的坐标发生了变化。

- 其他小修正。

.................................................. .....- version1.56 -........................................ .................... 

海上进口系统。香料和染料进口。因此Shariz和Jelkala。

- 海上袭击者登陆限制为3. 

- 修正了一个囚犯没有出现在监狱中的错误,如果该城市只有一堆囚犯。

.................................................. .....- version1.53 -........................................ ................... 

- 端口图标。

- 新船图标。

- 每个派系在商人运输中使用某种船舶。

例如:如果从sarranid港口出发,大篷车会使用厨房。

- 在演讲中,玩家的俘虏没有武器和头盔。

.................................................. .....- version1.5 -........................................ .................... 

- 新的NPC党士气系统。

根据名声,每个领主的派对从一开始就鼓舞士气。士气

根据战斗和围攻的结果而变化。

当士气低落,<32分,99,出现了逃兵。

逃兵离开党,即领主正在从他们的政党中失去军队。

与此同时,这项活动将领主的党士气提高了5分。

- 逃兵可以根据他的说服技巧加入球员。

.................................................. .....- version1.4c -........................................ .................... 

- 新矿图标。

- 更换默认的长船图标。

- 新船图标。(仍未在Mod中使用。)

.......................................... .............- version1.4b -................................ ............................ 

- 重要修复。由于我原来不正当使用其中一个原生剧本,无休止的路线派对被加入

了驻军,这对长期游戏平衡造成了严重损害。

- 路线派对有两种。出现了路线的不法分子。他们没有加入驻军,只是消失了。

.................................................. .....- version1.4 -........................................ ..................... 

- 新玩家登陆和下船系统。在海上使用营地菜单下船。

- 海上遇见菜单。海战模拟。(现在只是模拟。)捕获敌舰的可能性。

- 端口菜单。出售被捕船舶的可能性。

- NPC的新骑兵招募系统。斯瓦迪亚,维吉尔和萨拉尼德领主在城镇招募军人。

名声1200的党领导人可以同时招募最多18名士兵。

此外,装备部队单独升级。除了大篷车警卫之外,从步兵升级到安装都是不可能的。(从12月25日开始注意:除了大篷车卫兵和vaegir射手外。下次将修复。)

- 新的海上袭击者产卵,着陆,战斗和共同行为系统。海上袭击者实际上成为了SEA袭击者。但是他们也能够在港口附近的海岸上下船,转变为“海上袭击者的巢穴”,与他们分开的团队一起进行突袭,并且在与玩家成功战斗后开始。

.................................................. .....- version1.3b -........................................ ..................... 

- “训练场”雇用商人和培训师面孔的一些更正。

- 次要端口修复。

.................................................. .....- 1.3版本-........................................ ..................... 

- 玩家囚犯的位置说明。

- 围攻期间的消耗量取决于驻军的规模。

- 在全球地图上更改了一些定居点的坐标。

- 添加了活动端口。

- 港口在被捕城镇后改变派系。

- 建立自动海上贸易的另一种尝试。每个大篷车都带着港口前往城镇,如果它瞄准的是一个也有港口的城镇,则可以乘船前往海上。即从港口到港口。结果,镇收到250丹纳尔。

- 我发现了自己令人遗憾的错误。它导致包括领导人在内的领主不断缺钱。固定。

.................................................. .................................................. ................................................ 

Mod有3个主要变化。

1)创建由同伴引导的单独方的能力。

- 拥有领导技能> 0的同伴,你可以指派他担任辅助党的指挥官。

- 然后你可能会遇到他并交换部队。(例如,你可以给他所有的步兵。)

- 你可能会遇到他并发号施令。

订单包括:

前往最近的友好城镇并在城堡等待的能力。

能够去最近的友好城堡并在那里等待。

设置AI“乐于助人”和主动性。

和别的。

2)几个在其家乡中心(城镇)“生产”铁矿的矿山。

- 有矿石。

- 那里有监狱看守和囚犯。

- 矿场有家乡中心(城镇)。

- 当家庭中心的囚犯变得太多时,他们中的一些人会在矿井里“开始工作”。

- 工人越多,结果越多,家庭中心(城镇)的铁产量越多,铁的价格就越低。

- 如果玩家拥有矿山的任何城镇,他可以手动填补其“驻军” - 囚犯工人和监狱看守。

3)修订过的TROOPS。

- 部队拥有不同的,更合适的武器和其他武器。

- 更合适和平衡的参数。没有更无意义的指标(例如50-50-50-50-50)

- 部队有适当的盔甲颜色。例如,Rhodocks有更多的绿色,Swadians黑色和白色。

- 每个派系都有一个部队的级别,“超级英雄”。例如,斯瓦迪亚人有斯瓦迪亚男爵(在骑士之后)。

.................................................. .................................................. .................................................. ............................................ 

这里我开始描述其他的特点:

1)如果任何派系处于战争状态,玩家可以成为雇佣兵。要做到这一点,请与派系领导者交谈。

服务由派系领导支付。玩家和他的声誉越高,他的服务成本就越高。如果您有单独的派对伴侣,则会在预算中单独支付。如果派系领导者没有足够的钱,他支付的费用可以支付,但他不会对玩家负债。玩家可以选择终止合同或等待更好的时间,他的服务将全额支付。

2)所有土匪都出现在各个地方,距离每个文化中最贫穷的村庄不远。他们的人数受到村庄枯竭程度的影响。领土起源影响其成员。在森林 - 森林匪徒出现,冬季森林 - 针叶匪出现,在山 - 山匪等。

3)对囚犯给予了很多关注。

首先,有些人从监狱逃出,从特定的监狱逃走,所以他们真的被从监狱中扣除,并且不仅仅出现在预定的产卵点之外。他们有两种:属于他们原始派别的战俘和土匪。如果一个阵营对玩家没有敌意,如果他的说服技能超过3,那么他们可以免费加入玩家。

其次,囚犯被用于矿山,影响城市中可用铁的数量和价格。它们的数量可以达到70,然后它们开始消失,它们被新的取代。(哦,那是严酷的中世纪土地。)

第三,有囚犯交易。猎人可以将囚犯带到玩家手中,然后将其出售给城镇以换取经验。农民只与玩家交易。

最后,在玩家访问期间,囚犯真的在监狱里。当然不是全部,而是每种类型的一个代表。所有他们都担心今天的日期。领主的对话是不同的。他们的谈话尝试看起来非常紧张。特别是如果他们被玩家监禁了。

4)有两种类型的雇佣兵:一群士兵从守卫中“解雇”,不是应征入伍者,而是“训练营”中的专业雇佣兵。他们可以每72小时租一次。越有说服力的技能,就越能被雇用。

“训练营”成为各种独特的地方,其存在是由不同的原因造成的。显然,Sarranid Fanatics Camp和Swadian Knights Order存在的原因不同,不仅仅是因为玩家需要某个地方进行训练。

需要开发更详细的这些地方的传说并将其投入游戏。

################################################## #

继续。

################################################## #

..................................It works with 1.153, but not fully supported.......................................

.......................................................-version1#76#1-.........................................................

- Fixed bolt and arrows restoration after retreat. Now bolts and arrows that used in battle 

are not restored after defeat. (NOTE: should we have the same after victory?)

.......................................................-version1.76-...........................................................

- Sea travel from port to port for fee.

- Modified port icon.

- Arrows, bolts and weapons lost in battle not restored in the inventory.

- Separate companion's ability retreat to friendly center after his defeat on the global map.

- Castle meeting with separate companion from menu.

- New mercenary contract end condition: ended if faction is not at war. (Not tested yet)

.......................................................-version1.7b-...........................................................

- Fixes in hiring recruits by separate companion.

- Separate companion waiting in tavern.

- Game strategic AI improved.

Now each AI battle outcome on the map depends on terrain and quantity and quality of mounted troops.

- "Escaped" dialogue improved.

- Deserters dialogue improved. Probability to hire deserters now depends on

player charisma, persuasion and some random luck.

- Brief budget report now reflects current level of expenditures.

- "Go to the marketplace" menu includes talk with Guild Master.

- More appropriate map icons of deserters.

- Improved separate companion's dialogue.

.......................................................-version1.7-............................................................

- Some fixes in NPC cavalry recruit system.

- Player party reserve. Player may choose who will not participate in battle.

- Hiring recruits in the nearest village by separate companion.

- Companion's "honorific word" ("captain", "sir" and others)

implemented to separate companion mode, instead of "commander".

- New volunteer recruit system.

.......................................................-version1.6b-...........................................................

- Some fixes in sea raider landing system.

- Some fixes in ports coordinates.

.......................................................-version1.6-............................................................

- Improved deserters dialogue.

- Improved prison guards dialogue.

- Completely separated sea raider landings AI to prevent possible bugs.

- More sea raiders defending at once during attack their landing by the player.

- Sargoth with port moved to river delta. And some other settlements coordinates changed.

- Other minor fixes.

.......................................................-version1.56-...........................................................

- Sea import system. Spices and dyes import. Accordingly to Shariz and Jelkala.

- Sea raider landings limited to 3.

- Fixed a bug where a prisoner does not appear in prison, if the city has only 1 stack of prisoners.

.......................................................-version1.53-...........................................................

- Port icon.

- New ship icons.

- Each faction uses certain kind of ship in merchant transit.

For example: caravans use galleys if travelling from sarranid port.

- Player's captives are without weapons and head armor during a talk.

.......................................................-version1.5-............................................................

- New NPC party morale system.

Each lord's party gets morale from the beginning, depending on renown. Morale changes

depending on the outcome of battles and sieges.

When morale becomes too low, <32 points of 99, deserters appear.

Deserters breaking away from the party, that is lords are losing troops from their parties.

At the same time this event raises lord's party morale by 5 points.

- Deserters may join player depending on his persuasion skill.

.......................................................-version1.4c-............................................................

- New mine icon.

- Replacement of default longboat icons.

- New ship icons. (Still not used in Mod.)

.......................................................-version1.4b-............................................................

- Important fix. Due to my old improper using one of the native scripts, routed parties endlessly were added

to garrisons, which caused serious damage to long-term game balance.

- Routed parties become of two kinds. Routed outlaws appear. They are not added to garrisons and simply disappear.

.......................................................-version1.4-.............................................................

- New player embark and disembark system. Use camp menu at sea to disembark.

- Sea encounter menu. Sea battle simulation. (Just a simulation for now.) Possibility to capture enemy ship.

- Port menu. Possibility to sell captured ships.

- New cavalry recruit system for NPCs. Swadian, Vaegir and Sarranid lords recruit mounted troops in towns.

The party leader with renown 1200 can recruit maximum 18 troops at once.

Also, mounted troops upgrade separately. It's impossible to upgrade from infantry to mounted, except caravan guards. (Note from 25#12#12: except caravan guards and vaegir marksmen. Will be fixed next time.)

- New sea raider spawn, landing, battle and common behavior system. Sea raiders become actually SEA raiders. But also they able to disembark in the coast near ports, transforming into "sea raider lair", to do raids with their separate group, as usually, and to embark after successful battle with player.

.......................................................-version1.3b-.............................................................

- Some corrections in "training grounds" hiring mercs and trainers' faces.

- Minor port fix.

.......................................................-version1.3-.............................................................

- Player prisoners' location notes.

- Consumption during the siege depends on the size of the garrison.

- Changed some settlements' coordinates on the global map.

- Active ports added.

- Ports change faction after their captured towns.

- Another attempt to set up an automatic sea trade. Each caravan, going to town with port, travels by sea if it aimed at a town also having a port. I.e. from port to port. In result, town receives 250 denars.

- My own regrettable mistake detected. It led lords including leaders to a constant shortage of money. Fixed.

....................................................................................................................................................

The Mod has 3 major changes.

1) The ability to create a separate party leaded by companion.

- Having companion with leadership skill >0 you may assign him commander of auxiliary party.

- Then you may encounter with him and exchange troops. (For example, you may give him all your infantry.)

- You may encounter with him and give orders.

Orders include:

ability to go to the nearest friendly town and wait there in castle.

ability to go to the nearest friendly castle and wait there.

setting AI "helpfulness" and initiative.

AND OTHERS.

2) Several ore mines which "produce" iron at its home centers (towns).

- There are ore mines.

- There are prison guards and prisoners in there.

- Mines have its home centers (towns).

- When it becomes too much prisoners in home centers, some of them "go working" at mines.

- The more number of workers, the more outcome, the more iron producing at home centers (towns), the less price of iron.

- If player owns any town with ore mine, he can manually fill its "garrison" -- prisoners-workers and prison guards.

3) REVISED TROOPS.

- Troops have different and more appropriate weapons and other.

- More appropriate and balanced parameters. No more meaningless indicators (e.g. 50-50-50-50-50)

- Troops have appropriate armor color. For example, Rhodocks have more green, Swadians black and white.

- Every faction has one more troop's rank, "superheroes". For example, Swadians have Swadian Baron (after Knight).

..................................................................................................................................................................................................

Here I begin to describe other features:

1) If any faction is at war, the player can become a mercenary. To do this, talk to faction leader.

Services are paid by faction leader. The higher level the player and his reputation, the greater cost his services. If you have a separate party companion, it's paid separately as a separate line in the budget. If faction leader hasn't enough money, he pays as much as can pay, but he doesn't remain in debt to the player. The player has the choice to terminate the contract or to wait for better times when his services will be paid in full.

2) All bandits appear in various places, not far from the poorest villages in each culture at the moment. Their numbers affected by the degree of depletion of the village. And territory origin affects their members. In the forest -- forest bandits appear, in winter forest -- taiga bandits appear, in the mountains -- mountain bandits and so on.

3) Much attention is paid to prisoners.

First, there are ones who escaped from prison, from a particular prison, so they really are deducted from the prison, and did not just appear out of predetermined spawn points. They are of two kinds: POWs belonging to their original factions, and bandits. If a faction is not hostile to the player and if his persuasion skill more than 3, then they can join the player for free.

Secondly, prisoners are used in mines and affect the quantity and price of available iron in the city. Their number can be up to 70, and then they start to disappear and they are replaced by new ones. (Oh, that's harsh medieval land.)

Third, there are prisoner trade. Manhunters take prisoners and able to sell them to the player, and able to sell them to the town in exchange for experience. Farmers trade with player only.

Finally, prisoners really are in prison while visiting by the player. Not all, of course, but one representative of each type. All they are concerned about what date is it today. Lords' dialogue is different. And their conversation attempts look quite nervously. Especially if they have been imprisoned by the player.

4) There are two types of mercenaries: groups of soldiers "fired" from the garrison in taverns, which are not conscripts, and professional mercenaries in "training camps". They can be hired once per 72 hours. The more persuasion skill, the more can be hired.

"Training camps" become various unique places whose existence is caused by different reasons. Obviously, Sarranid Fanatics Camp and Swadian Knights Order exist for different reasons, not just because players need somewhere to train.

Need to develop a more detailed legend of these places and put it into game.

###################################################

To be continued.

###################################################

演示截图:

Extended Native Mod 创建由同伴引导的单独方的能

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