A single-player Mount and Blade: Warband modification set in eleventh-century Southern Italy.

The player's journey in the Mezzogiorno begins in January 1056. On the mainland, it has been four years since the assassination of Prince Guaimar IV of Salerno - overlord of Salerno, Capua, Amalfi, Gaeta, Aversa and Sorrento. The instability brought about by his death still looms in the Campania. The nascent Norman powers of the south, in the wake of their defeat of a grand papal coalition at the Battle of Civitate in 1053, are busy cementing their conquests in every direction. The Katepanate of Italy - strong enough to countenance a reconquest of Sicily in the 1040s - now faces dire Norman incursions into its territory in both Apulia and Calabria. On the island itself, the last Kalbid Āmir, al-Ḥasan al-Ṣamṣām al-Dawla died three years before, confined to his last city, Palermo, Āmir in name only. Rival qā'ids have spent twelve years vying for supremacy over the island. Will any one of them be able to master the others to rebuild the Imārat Ṣiqilliya?


Planned Factions:

Lombards
Principality of Capua - Princes Pandulf VI and Landulf VIII
Principality of Benevento - Princes Pandulf III, Landulf VI and Pandulf IV
Principality of Salerno - Prince Gisulf II
Tyrrhenian City States:
Duchy of Gaeta - Duke Atenulf I
Duchy of Amalfi - Duke Ioannes II
Duchy of Naples - Duke Sergius V
Duchy of Sorrento - Duke Guido
Norman Counties
County of Aversa - Count Richard I Drengot
County of Apulia - Count Onfroi d'Hauteville
County of Calabria - Count Robert Guiscard d'Hauteville
Byzantine Empire
Katepanate of Italy - Katepano Argyros
Islamic taifas
Qāḍit of Syracuse (Thumnaids) - Qa'id Ibn al-Thumna
Qāḍit of Trapani and Mazara (Mankūdids) - Qa'id Abu Muhammad al-Hasan b. 'Umar ibn Mankud
Qāḍit of Agrigento and Castrogiovanni (Hawwāsids) - Qa'id 'Abdallah b. Ali b. Ni'ma ibn al-Hawwas
Wilayah/Qāḍit of Mdina (Malta)

Help needed with mapping, 3d-modelling, textures etc.

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This is a first small update, which will show the baby-steps that have been taken in development. I cannot devote that much spare time to the mod at present (term time), but I am making stabs here and there. Much of the progress has been down to the knowledgeable members of the Mount & Blade Modding discord server, who have kindly answered my incredibly basic queries.

Map Progress

My first stab at the map for Iron Arm can be seen in the screenshots posted to the mod page, and the downloadable map test. If I was being charitable, it can be described as 'workmanlike' - it is a Frankenstein's monster created between Thorgrim's editor, Swyter's Cartographer and Blender. In Blender, it ended up looking like this:

IronArm Map Blender

It is not awful for a first attempt, but it is quite far from accurate, and largely featureless. As my knowledge of Blender stood, I would need to sculpt the elevations entirely from scratch in Thorgrim's. This would be a slow, buggy and inaccurate progress. With an advance in my (still extremely limited skills), I have been able to produce an updated version, made entirely in Blender:

NewMapBlender

This has an extremely accurate coastline, and topographic data incorporated via the Displacement modifier using a heightmap applied to a plane. The highest spots have (at present) been rendered as impassable mountain tiles. The olive green is forest, applied according to the data in Kaplan, J.O. et al. "The prehistoric and preindustrial deforestation of Europe", Quaternary Science Reviews 28 (2009) pp.3016-34, esp. p.3024.

When loaded into Thorgrim's, one can see how this looks using the Native tile textures:

Newer Ironarm Map

Native's tile textures are a little underwhelming - but besides this, for a map of southern Italy and the Balkans (unplayable, at least initially), many of the standard tiles (snow, steppe, steppe forests etc.) are redundant. These could be re-used to represent cultivated land/marsh/upland/foothills, giving the player a finer-grained view of the landscape and it's strategic possibilities.

In design philosophy, I am considering following the lead of the 1257AD mod's map when it comes to vertex placement and distribution (highlighted by Creatoxx at c.9:00 here M&BW Modding Tutorial on Steroids 4. Map shape and basic Blender functions - YouTube).

The Native map and my own (and those of most other mods I've checked - e.g. Brytenwalda, Viking Conquest, 457 AD) distribute verts evenly, like this:

Nativevertdistrib

As you will see, the triangles are very evenly distributed. This allows for a very detailed map. AI parties in Warband only travel along the edges between two vertices. And this is why the AI will always move in straight lines.

1257AD did things differently - this could have been down to the greater restrictions on hardware when the mod was made, given the size of the map. But not only does it use closely distributed triangles much more sparingly (which will increase performance), some are also brought very close together to form routeways. These are invisible in the game, other than in the fact that the AI will travel along them more frequently, mimicking the location of roads/routeways vs. wild-country. This also produces more realistic movement at sea that tends to cling to coasts (457AD approaches sea travel differently, by manually inputting the sea-routes as 'fords' - seen in red).

1257Routeways

Whilst this constrains movement of both the player and AI, it is something I am considering following in order to similarly 'imply' the location of the chief routeways around southern Italy, and to show that movement 'cross country' was more difficult.

Settlements + Factions

The vast majority of settlements (at least on the mainland) to be included have been picked out from a variety of secondary scholarship, and the process of deciding which "belonged" to whom in early 1056 has largely been achieved. This process has also allowed me to determine (where known) which historical figures held which towns, "castles" (or castelli) and villages, as well as which settlements ought to be considered which type of holding (given the nature of the game, there is some arbitrariness, naturally). There are currently 175 location, and more will follow.

settlements

This has been a long write up of some, ultimately, quite meagre progress - but whilst progress will continue to creep during term time, things will move forward.

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Iron Arm - MAP TEST

Iron Arm - MAP TEST

Demo 1 comment

If you would like to test out the very, very early WIP Iron Arm Map, please feel free to download it. N.B. - Factions have not been assigned the correct...

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AbrahamSilvestre
AbrahamSilvestre - - 194 comments

Hello dear man, how is the mod at the moment? :)

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Guest
Guest - - 690,698 comments

This comment is currently awaiting admin approval, join now to view.

Marplatense
Marplatense - - 136 comments

Excellent age for a mod. In Crusader Kings or Medieval II Total War (mods), always play with Hauteville.

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seradrianus
seradrianus - - 2 comments

Can't wait to see your mod!! I've been waiting for something like this since i saw the remenants of the "battle for sicily" mod from 2006, one of the first mods for the game. You should look it up, it can give you some inspiration. As far as i'm aware its developer was later hired by Taleworlds, and he developed the lore and setting of Calradia along as the relationship and politics system we have in the vanilla game.

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Ettenrocal
Ettenrocal - - 898 comments

Very good historic setting, do you know one of the first mount&blade; mod in 2006 was almost same idea "the battle fo sicily"!

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grimlock0418
grimlock0418 - - 29 comments

Hey man i feel like this mod is gonna be super fun i can't wait to try it out

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Hadk22 Creator
Hadk22 - - 10 comments

Many thanks, I hope it will be!

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Hadk22 Creator
Hadk22 - - 10 comments

Hi Guest - I’m afraid I may have deleted your post when I tried to give you good karma, but I paste it here:

“Guest
New
Guest 2hours ago
At first i was intrigued because this project is small enough to be realist, but from there its about it and you seem like you can't really do anything and just be the "thank you" reply guy for people who will forgett about this in half an hour.”

I’m sorry you think that - we all have to start somewhere. I hope you’ll check in when you can.

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Guest
Guest - - 690,698 comments

Very nice been waiting for something like this

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03G1
03G1 - - 43 comments

very cool!

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Hadk22 Creator
Hadk22 - - 10 comments

Thanks!

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