1257 AD - Enhanced Edition 公元1257年 - 增强版

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在3DM Mod站下载骑马与砍杀最新的1257 AD - Enhanced Edition 公元1257年 - 增强版 Mod,由Magnusen2制作。giacinta在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: Magnusen2 Mod版本: 2.4 Mod大小: 1.26GB 更新时间: 2019-01-14 21:52:36 发布时间: 2019-01-14 21:52:36

详细说明

1257 AD - Enhanced Edition 公元1257年 - 增强版


我为截图中的糟糕图形道歉。我在笔记本上测试mod。


描述
这是我的Reloaded submod的继承者。我获得了DrThomas(1257AD的主要开发者之一)的许可,以重新分配整个1257AD项目。所以我决定在一个软件包中发布包含所有1257AD的当前更新的新版本。


特征

自定义部队树

KAOS政治套装(从国王,王子或者附庸开始)。

部队比率栏在战斗中。

玩家可以检查部队和囚犯设备。

场景中的保镖。

玩家在围困和袭击中采取行动

失去马匹的骑兵成为步兵

改变你的王国文化,从而改变你的部队,增援部队和封地现场守卫(你以前不能,只是宗教)。

完全翻译的党和部队名称。

平衡的部队统计数据。

螺栓箭袋容量增加到40-45。

派系将产生侦察兵,巡逻队,掠夺者,战争派对,雇佣军公司。

新党产生:流氓佣兵公司,逃亡农奴和叛乱分子(加强农民叛乱分子)

派系复活实施。

玩家可以杀死囚犯,不包括领主。

NPC领主将像玩家一样每天训练他们的派对。

加入战斗时总是选择侧面。

战后杀人数。见这里的例子

游戏菜单可以更改各种事物,例如派对大小和商家重生率和项目数。

如果他在战斗中杀死了足够的敌人(每5次杀死= +1名声),玩家就会获得声望。

新的访问营地特色。

女性面孔的新纹理(不再是丑女人!)。

为小酒馆老板增加了赏金任务。逃犯和黄金奖励是随机的,基于原型(骑士,海盗,逃兵等)。

如果选择了王牌选项,所有派系都会认出玩家有权在游戏开始时统治。因此,贸易协定和联盟等选项在一开始就可用,而无需派遣同伴执行任务。

骑士现在有机会(20%)在马死亡时死亡或被打昏。可以按照v1.4中更改日志中的说明关闭。

当试图在地图中进行持续战斗时,这些方与玩家之间的关系将与该方的名字一起显示。

固定/改进了一些场景(最值得注意的是为阿拉伯城镇围攻场景添加了额外的梯子)。

修复围攻弓箭手在围攻中行为不正确(他们不会使用远程武器)。

增加了“从你的队派遣部队到你拥有的任何围墙封地”的调整。

添加了Doghotel的Brainy Bots。在战斗中按F5可以调出菜单来调整设置。

将世界地图战斗速度提高3倍。同样将围攻后卫的额外力量从23%增加到30%,同时将攻城攻击强度惩罚从23%降低到30%。这应该提供更实际的战斗和围攻与攻击者失去相同数量或10-30%以上。

平衡的同伴。他们得到了磨砺,每个人都有不同的技能和熟练程度,这取决于他们的文化。

添加了一些来自vanilla Warband的高清纹理(最着名的是天空盒)。

用World Map HD v1.2中的新世界地图纹理替换了世界地图纹理

增加了Forager技能

将旧版本的Freelancer更新为最新版Floris中使用的版本,其中包括错误修正和增强功能。

修复警员囚犯的选择:他现在可以购买囚犯,就像赎金经纪人,赎金同伴,附庸甚至是友好领主(10个或更多关系)你没有重大问题的派系(最低-5关系)。

各种消息现在具有不同的颜色,这取决于他们所说的是正面还是负面。

使用Viking Conquest格式对一些脚本和许多简单触发器进行了大量更改,这将对世界地图性能提供相当大的提升。

从Shogun Sengoku Jidai 0.70 mod中添加了新的死亡动画。

如果他们的财富足够高,领主将每周一次随机改进他们的封地。[/ url]

增加了对财政聊天的选项,允许玩家每周向无地的附庸支付赔偿而不是失去关系(每个附庸2000金币)。更改日志中的更多详细信息。[/ url]

在决定向谁申报战争时修改了派系思维过程。如果有另一派系,那么同一宗教的派别不太可能互相参与

接近不相同的信仰。

实施了一些Viking Conquest .ini设置,可以改善mod加载时间。

在竞技场中添加了一个新的“惊喜”。

增加了改进的马弓箭手AI

如果球员在防守围攻,并且是镇上领主,马歇尔或该派系的国王,他可以命令弓箭手移动到他们最初的围攻位置,如果他按下小键盘0键。

在战斗期间在屏幕左上方添加了杀戮计数。

实施了新改进的死亡相机



小改动

竞技场战士的生成速度提高了4倍。

从村里的长老那里购买牛只会增加村里金额。

为佣兵伴侣的名字添加后缀与他们的职业(贵族不受影响)。

梯子的建造时间减少了2倍。

逃兵/土匪现在会根据玩家库存贸易商品价值而不是总财富来要求金额。

玩家赎金金额不再与他拥有的金额挂钩。它现在每层100金(如果你是国王则300)。

在围攻期间重新填充箭头时将显示一条消息。

无法升级的骑士命令(所有这些除了条顿人)的侍从/半兄弟现在可以升级为骑士。

乡村长老将在比赛开始时获得随机(和小额)的金额。

在选择向他们提供封地时,有关领主封地(或缺乏封地)的信息将与他们的名字一起显示。

玩家国王现在可以选择他想要采取哪种封地(在你只能选择按重要性顺序预选的封地之前)。

删除了导致事物发白的着色器。但必须从1257AD文件夹中删除mb.fx才能生效。

如果开始作为尼西亚罗马帝国的统治者,玩家现在可以恢复罗马帝国(由于缺少支票,这只有在玩家是附庸时才有可能)。

十字军派对现在变得更加多样化(例如欧洲十字军,斯堪的纳维亚十字军等)。

添加了Knight Order Serjeants和Knights的已下载版本。目前,他们只能通过在十字军国家和条顿骑士团地区拯救囚犯来获得。

投掷武器现在会造成穿刺伤害,但伤害会减少。

香草的声音现在被用于人类的死亡,战斗中的命中和叫喊声。

Nerfed马弓箭手和马厩。

比赛最多持续时间从3增加到8,并将他们发生的几率从6%提高到30%。

从玩家城镇控制的驻军中删除了工资上限(为10.000)。现在它占驻军总费用的30%。如果他们的最大上限被设置为低于默认值,那么应该帮助那些支付驻军的问题。

在module.ini中将马的电荷伤害提高100%

部队现在每12小时吃一次(14岁)

增加了“基于部队质量v2.0的士气惩罚”

为国库存款选项增加了更多的金额(最大值为10,000之前。现在为100,000。)。

在module.ini中修改了护甲穿透/伤害减少值

释放领主与一方重生的时间缩短为3天(这是一周)。

如果驻扎在有围墙的封地,玩家聚会将消耗所需食物的一半。这是为了模拟玩家支付包含食物的住宿费用。

玩家将永远去参观一个封地(如果他当然有一匹马)。

玩家可以让同伴直接参加外交任务,  而无需先与部长交谈。




Bug修复

起诉螺旋修复

修正了庄园的错误(分散在整个地方的玩家的副本)。

修正了一些部队名称拼写错误。

修正威尼斯拥有伊比利亚文化而不是意大利文化。

修正了一些部队在比赛开始时被错误地分配给了射手/弓箭手的类别。

修正了玩家无法从他的封地招募部队的错误是他的关系是0或更少(现在是-5)。

固定村庄招聘菜单,通知特殊的商人在那里有总部。

如果已经拥有400或更多的部队,则修复了雇用部队到封地驻军的能力。

修复了在战斗中导致大量不必要计算的错误。

固定伴侣对话与给予一个封地并使他成为一个领主。

添加了缺少的退出选项“没关系”给同伴的“让我问你一件事”。

添加了Floris的原生错误修正。

即使关闭了武器破坏选项,也固定了长矛。

固定远程部队没有正确射击目标。这有助于在大多数时间他们最终拍摄墙壁之前的围攻。

修复围困的弓箭手在梯子/坡道上停下来并阻挡部队的流动。他们也会尽可能使用远程武器。





经过测试,可以使用Warband的v1.172版本。
Taleworlds Thread(来自这里的相同描述)。



更新日志 这里




感谢

1257AD团队为基础mod。

Lazeras为KAOS政治工具包

Caba`drin(几个OS代码片段)。

RUBIK for Troop Ratio Bar

ZSAR 起诉螺旋修复

MitchPTI for Custom Troop Trees modmerger套件。

kt0为“基于部队质量v2.0的士气惩罚”

Dickplomacy参观营地特色。

列昂尼翁为“从你的党派遣部队到你拥有的任何有围墙的封地”调整。

Doghotel for Brainy Bots

andrewlukasik for World Map HD v1.2

Jrider for Forager Skill

Floris团队为更新的自由职业者+更新了“基于部队质量v2.0的士气惩罚”+更新的forager技能

肯塔基州詹姆斯寻找和修复这里描述的错误

Lag'ier Barlida为改进的马弓箭手AI

Zephilinox用于新改进的死亡相机

Taleworlds论坛上的其他人帮我修复了一些错误。

我将所有这些东西放在一起并修复它。




I'm apologize for the crappy graphics in the screenshots. I'm testing the mod on a notebook. 


Description
This is the successor of my Reloaded submod. I received permission from DrThomas (one of the leading devs of 1257AD) to redistribute the whole 1257AD project. So i decided to release a new version with the current update containing all of 1257AD in one package.


Features

Custom Troop Trees

KAOS Political KIT (Start as King, Prince or Vassal).

Troop Ratio Bar in battles.

Player can inspect troop and prisoner equipment.

Bodyguards in scenes.

Player actions in sieges and raids

Cavalry that loses their horses becomes infantry

Change your kingdom culture and thus your troops, reinforcements and fief scene guards (you couldn't before, just the religion).

Fully translated party and troop names.

Balanced troop stats.

Increased bolt quiver capacity to 40-45.

Factions will spawn scouts, patrols, foragers, war parties, mercenary companies.

New party spawns: rogue mercenary companies, fugitive serfs and rebels (beefed up peasant rebels)

Faction resurrection implemented.

Player can kill prisoners, excluding lords.

NPC lords will train their parties daily with trainer skill just like player does.

Always choose side when joining battles.

Post-battle kill count. See example here

Game menus to change various things like party sizes and merchant respawn rates and item count.

Player gains renown if he kills enough enemies in a battle (every 5 kills = +1 renown).

New visit camp feature.

New textures for female faces (no more ugly women!).

Added bounty quests to tavern keepers. The fugitives and the gold reward are random and based on archetypes (knights, pirates, deserters, etc).

All factions will recognize player right to rule at the game start if king option selected. Thus, options like trade agreements and alliances become available at the beginning without the need to send a companion in a mission.

Horseman now have a chance (20%) of dying or getting knocked unconscious when their horse dies. Can be turned off by following the instruction in the changelog at v1.4.

When attempting to enter a ongoing battle in the map, relations between those parties and the player will be show alongside the party's names.

Fixed/Improved a few scenes (most notably added a extra ladder to the Arab town siege scene).

Fixed besieger archers not behaving properly in sieges (they wouldn't use their ranged weapons).

Added "Sending troops from your party to any walled fief you own" tweak.

Added Doghotel's Brainy Bots. Press F5 during battle to bring a menu to adjust the settings.

Increase world map battle speed by 3x. Also increased siege defender bonus strength to 30% from 23%, while decreasing siege attacker strength penalty to 30% from 23%. This should provide more realistic battles and sieges with the attackers losing a equal amount or 10-30% more.

Balanced companions. They got buffed and each have different skills and proficiencies depending on their culture.

Added some HD textures from vanilla Warband (most notably the skyboxes).

Replaced world map textures with new ones from World Map HD v1.2

Added Forager Skill

Updated old version of Freelancer to the one used in the latest version of Floris, which includes bugfixes and enhancements.

Overhauled Constable prisoner options: He can now buy prisoners just like ransom brokers, ransom companions, vassals or even friendly lords (10 or more relation) of factions you don't have major issues with (minimum -5 relation).

Various messages now have different colors depending if what they say is positive or negative.

Plenty of changes to a few scripts and lots of simple triggers using the Viking Conquest format that shall provide pretty significant boosts to world map performance.

Added new death animations from the Shogun Sengoku Jidai 0.70 mod.

Lords will randomly build improvements on their fiefs once a week if their wealth is high enough.[/url]

Added option to chancellor chat that allows player to pay weekly compensation to landless vassals instead of losing relations (2000 gold per vassal). More details in changelog.[/url]

Modified faction thinking process when deciding who to declare war to. Factions of the same religion are less likely to engage each other IF there's another faction in the

proximity that doesn't share the same faith.

Implemented some Viking Conquest .ini settings thats should improve mod loading times.

Added a new "surprise" in the arena.

Added improved horse archer AI

If player in defending a siege, and is the town lord, marshall or king of the faction, he can order archers to move to their initial siege positions if he presses the numpad 0 key.

Added kill count at the top left of the screen during battles.

Implemented new improved death camera



Minor Changes

Arena fighters spawn 4 times faster.

Buying cattle from village elders will add the amount spent to the village's gold amount.

Added suffixes to mercenary companion's names with their profession (nobles are unaffected).

Ladders take 2 times less to build.

Deserters/Bandits will now ask for a amount based on player inventory trade goods value and not total wealth .

Player ransom amount no longer tied to amount of money he has. It's now 100 gold per level (300 if you're king).

A message will be displayed when arrows are refilled during sieges.

Knight orders that couldn't upgrade (all of them except teutonic) serjeants/half brothers can now upgrade to knights.

Village elders will receive a random (and small) amount of money at game start.

Information about lords fiefs (or lack thereof) will be displayed alongside their names when choosing to give a fief to them.

Player king can now choose which fief he wants to take (before you could only choose a fief preselected by order of importance).

Removed shaders that caused things to glow white. But mb.fx must be removed from the 1257AD folder for this to take effect.

Player can now restore Roman Empire if starting as ruler of Roman Empire of Nicaea (due to a missing check this was only possible if the player was a vassal).

Crusader parties are now more varied (e.g. euro crusaders, scandinavian crusaders, etc).

Added dismounted versions of Knight Order Serjeants and Knights. For now they can only be obtained by rescuing prisoners in the Crusader States and Teutonic Order areas.

Throwing weapons now do piercing damage but damage decreased.

Vanilla sounds are now used for man's death, hit and yell sounds in battle.

Nerfed horse archers and horse throwers.

Increased maximum number of tournament being held at once to 8 from 3 and increased the chance of them happening to 30% from 6%.

Removed wage cap from player town controlled garrisons (it was 10.000). Now it's 30% of what the total cost of the garrison is. Should help those having issues paying for garrisons if their max cap has been set to lower numbers than default.

Increase horse charge damage by 100% in module.ini

Troops now eat once every 12 hours (it was 14)

Added "Morale penalty based on troops quality v2.0"

Added more higher amounts to the treasury deposit options (Max before was 10,000. Now it's 100,000.).

Modified armor penetration/damage reduction values in module.ini

Reduced time that takes for released lords to respawn with a party to 3 days (it was a week).

Player party will consume half the food required if stationed in a walled fief. This is to simulate the player paying for accommodation with food included.

Player will always go visit a fief mounted (if he has a horse of course).

Player can ask companions to go in diplomatic missions directly without talking to a minister first.




Bugfixes

Indictment Spiral Fix

Fixed manor bug (copies of player scattered across the place).

Fixed some troop name misspellings.

Fixed Venice having Iberian culture instead of Italian.

Fixed some troops being incorrectly assigned to horse archer/archer category at game start.

Fixed bug where player couldn't recruit troops from his fief is his relation was 0 or less (now it's -5).

Fixed village recruitment menu informing that special mercs had headquarters there.

Fixed inability of hiring troops to a fief's garrison if it already had 400 or more troops.

Fixed a bug that caused a huge amount of unnecessary calculations during battle.

Fixed companion dialogue related to giving a fief and making him a lord.

Added missing exit option "Never mind" to companion's "let me ask you something".

Added native bugfixes from Floris.

Fixed spears breaking even if weapon break option was turned off.

Fixed ranged troops not firing properly at targets. This helps greatly in sieges where before they ended up shooting the walls most of the time.

Fixed besieging archers stalling in ladders/ramps and blocking the flow of troops. They will also use their ranged weapons whenever possible.





Tested to be working with version v1.172 of Warband.
Taleworlds Thread (same description from here).



Changelog here




Credits

1257AD team for the base mod.

Lazeras for KAOS Political KIT

Caba`drin  (several OS code pieces).

RUBIK for Troop Ratio Bar

ZSAR for Indictment Spiral Fix

MitchPTI for Custom Troop Trees modmerger kit.

kt0 for "Morale penalty based on troops quality v2.0"

Dickplomacy for visit camp feature.

Leonion for "Sending troops from your party to any walled fief you own" tweak.

Doghotel for Brainy Bots

andrewlukasik for World Map HD v1.2

Jrider for Forager Skill

Floris Team for updated freelancer + updated "Morale penalty based on troops quality v2.0" + updated forager skill

Kentucky James for finding and fixing the bug described here

Lag'ier Barlida for improved horse archer AI

Zephilinox for new improved death camera

Other people at Taleworlds forum for helping me fix some bugs.

Me for putting all these stuff together and bugfixing it.


文件说明

提取码: 1111

Mod截图

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