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I've never even heard of tocan calradia, so I cant speak for it, but native expansion (last I played it)makes a ton of changes to the bandit and mercenary groups, and fills the land with groups of fifty relatively high tier mercs/bandits that will attack you while you are still using a rusty sword and saddle horse. It also adds a new faction full of ridiculously OP troops that the player has very little access to.
Diplomacy expands the political system and overall improves late-game gameplay, and also incorporates a few major headache reducers, such as battles continuing after you are knocked out so you dont have to use auto-resolve, making horse movement speed dependent on hp remaining of horse (makes khergits much less of a pain in the rear, and can be turned off as well) and enables automated recruiting from owned fiefs, by sending out a recruiter.
Diplomacy stays the closest to the vanilla game.
I think DarthNachoz has undersold Native Expansion. I find it extremely fun, albeit slightly different from normal native gameplay. It adds other mercenary bands that do try and fight you, but that's mostly because the early game is really easy on Warband once you've learnt you can out pace most bandit groups and then by the time you have 10 men you can kill them all. Even with a lot of hours in Warband (steam mostly only counts my 500 mp hours, got about 500 sp hours too) I can't easily beat the mercenary bands for some time into a native expansion game. You can still outpace them, so not too hard, just don't fast-forward everywhere. It adds a whole bunch of new items, a whole bunch of new quests and just overal more content. The 'ridiculously OP' faction DarthNachoz mentioned are the Dark Knights. If you've ever played Medieval 2: Total War, think of it as the Mongol invasion. Basically the Dark Knights appear in a random spot with large armies of very good troops, but they only even have 3 lords and a queen who can recruit them (when I last played at least). They're a challenge for the rest of the world, you can set when they appear (or for them not to appear) and normally they come when the world has just started to become a little boring - some factions dominating, some dying, the Black Knights shake it up. Native Expansion is pretty much diplomacy + more content + the Black Knights.
wanted to look for a mod that will make my gameplay more enjoyable with as minimal changes to the original/native games as possible as I wanted to experience the game
Foris makes sweeping changes to the game, including massive changes to the troop trees, balance changes (namely in their attempt to 'balance' cavalry, 1257 AD did it far better, instead of adding multipliers to the damage done to horses like floris, they simply reduced overall health) Floris also completely overhauls tournaments and the rewards thereof, and just overall changes way to many things to be what the op claims to be looking for.
Refer to what I quoted above to father ribs, and add in that the op considers himself reletively new.
Native expansion makes many changes to game balance and economy, as well as all those little mercenary bands and the DKs. The new weapons added weren't balanced around the native weapons in the last version of native expansion I played, with many being head-and-shoulders better than their native equivalents. Again, the OP is looking for close to native, this means that adding all that new content is kinda not what he's looking for. Diplomacy is the closest to what he is looking for, and Diplomacy + PBOD (Pre Battle Orders and Deployment) would be something I would reccomend to him as well. PBOD greatly expands the amount of control you have over your troops in a battle, which makes it a massive boon for those who play their characters as generals, instead of as warriors. Even if you don't wish to do micromanagement, it still adds the ability to explicitly choose which of your troops go into battle, which means you can keep your cavalry off of the crippling mountains in the rhodok kingdom.
Once again , thank you! :)
They have some over powered mercenary and bandit warbands but the man hunters also have been improved to balance this out, there are alternative versions to them to. Boats are also included in the mod, though they can be considered ice-ing, they are not crucial to game play so can be ignored.
In regards to factions and the map, they are mostly unchanged, with only some minor changes to the unit trees. There is also a lot more heroes available in the taverns, and a few extra weapons and armor.
He asked for a mod that is close to Native.
Go back under your bridge!
BUT
a clash of kings is a good mod...