Home Creators Posts Import Register Favorites Logout
haven't archived this post yet. have a subscription? use the importer!

Content

... and development update video is live

Files

Previews only

Age Of Bannerlords - Development Update - RTS Mod

A development update on Age of Bannerlords. With a small surprise and short gameplay. Age of Bannerlords is a Real Time Strategy mod for Bannerlord. -- Hey, I finally opened Patreon! Check it out if you want to support me https://www.patreon.com/bloctheworker If you guys are using Brave browser, you can also tip me from main channel page -- Notes: - New Buildings: Added three new buildings which gives certain passive and active perks. These can only be constructed when you level up to new age/era. These buildings are Guilds, Taverns, and Blacksmiths. Guilds: you can hire minor faction troops for a cost. Blacksmiths: brings passive boost to unit spawn rate. More blacksmiths means more weapons and that means less time waiting on production queue. Taverns: boosts production and grants ability to hire mercenary troops. - Bug Bash: Removed a bunch of bugs that were causing AI to act like a toddler. Now AI makes more sane decisions. - Siege Engines: Added semi-functional siege engines. They are not yet possible to spawn from anywhere but I'm planning to add this very, very soon as well. - Moddingception: I converted everything within the module into a more modular system. This means, anyone with another unit or building model can simply add a simple XML file within their mod and AoBL should work exactly same by converting factions to that. Units are from Realm of Thrones https://www.nexusmods.com/mountandblade2bannerlord/mods/2907 Dragon is from Trial of The Seven Kingdoms https://www.nexusmods.com/mountandblade2bannerlord/mods/2560 Background Songs: Omri Lahav - Sands of Time Liborio Conti - Game Of Thrones Music

Comments

Research Email

Thanks, I think I know the answer to this so my apologies for asking what is almost certainly a redundant question, but modception is what you talked about previously right? It allows players to easily switch between models and this was you showcasing it? I am not super mod savvy but if I understand things correctly the Bannerlord dev team have prevented modders from changing unit stats (costs/time to build) so there will be no ability to change this until/if the game devs decide to give us access to that option. Have I understood this correctly? I noticed in the video of the mod data it has cost listed...

Research Email

Also, in your next update can you show us how building walls will work?

PieTroSx

So it would be possible to have Age of Bannerlords together with the Mount & Warcraft Reborn MOD.... in a nutshell its Warcfrat 3 on steroids

Bloc

Modding support enables you to switch between units and buildings, not just models. This means you can create a simple module on your own, tweak a few XML files now and there and have different units for different factions yourself. You don't need another mod for that. To explain what I mean: Lets say you didn't like the choice of using Vlandian Charger on Era I troops, you can simply swap that with any unit you like from the game. Let's say you want to create your highly skilled knight with heavy armor, if Unit ID doesn't exist, you need to create your own unit ( with XML which you can find countless examples on forum ) and then you can use this id to make Vlandians' spawn that unit instead of Charger. And yes, I made their cost and resource type dynamic as well. So you can tweak those too

Bloc

Walls are "broken" at the moment. I mean, they are getting build exactly same as normal buildings, from ground it rises. But there is two main issues with walls, 1- Units can go through them 2- AI doesn't know how to create a proper continuous and meaningful wall structure First one is there because I had to remove all physics bodies within the buildings. Because Bannerlord AI is dumb and pathfinding fails when you but an object. This creates different set of problems - such as AI not being able to pass/move around buildings that are dynamically placed. And that causes not being able to attack or defend because AI stucks on wall/building in front of it Second problem is there because it's not an easy task and I didn't want to waste time on this. It's not easy to create an encircling wall around a settlement that looks good and functional. AI needs to calculate how to encircle it's base + should know how to make walls so they won't have any gaps between them + should know when encirclement is done and turn one to gate + should know that walls are now there and it shouldn't go outside of it unless it really have to. You see, it's fairly complex and can cause a lot of issues when combined with engine limitations.

Bloc

Assuming that you have models/units in another module - yes, it's pretty possible. You can also have something like Battle for Middle Earth II ( once LoTR mods get released )

Research Email

That's absolutely awesome that you made the cost and resource type dynamic. This is going to be the perfect mod. I am gonna make every unit 10x as expensive. Keep up the great work!