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Latest release of M&B:  1.010/1.011  (November 3, 2008)


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Author Topic: (Old threa) (NOV 02): CalradiaRising Release_2 M&B 1.011  (Read 33418 times)

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SantasHelper

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(Old threa) (NOV 02): CalradiaRising Release_2 M&B 1.011
« on: October 14, 2008, 11:31:37 pm »
Quick download link
(so you don't need to scroll through my rambling, pictures and the whole readme)

Version for 1.010 and 1.011

Download At the Repository

FULL VERSION
http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=7&lid=917


--------------------------------------------------------
NEWS

Reasons behind the delay for Release 3

I've learned scripting. I turned all companions into real companions (like native)
with like & dislike & showing up in tavern on their own.

I'm working on a special feature for them now, to make them have a deep impact in game.

if I succeed, M&B will never be the same  :mrgreen:

So please be patient while my work progress. Also I can no longer work at the speed I was. vacantions are finished  :oops:  :o
But I don't complain, real life is full of fun  :mrgreen: different kind of fun   :lol: 8-)

Integration in progress:
Thanks to Fisheye, Hardcode and Highlander

(for release 3)
(release 3 is a matter of days, or a few weeks at most)
much requested autoloot from Bands of Warrior
much loved companions from Bow
much requested deer/boar hunt from Age of Machinery

and lots of stuff by yours trully, as much as I can get working
most important a menu at the start to adjust difficulty settings
I know Calradia Rising is hell on earth, compared to native !
So I'll make it a  bit more customizable

Things that allow to tweak the game difficulty and settings to your taste

-more/less enemy reinfocement
-more/less teamup against you
-undeads yes/no
-guns yes/no
(undeads and guns if they make it in this release, will be optional, and mostly a late game surprise)

(for release 4)
(more stuff from both mods latter for release 4, some heavilly addapted)
(don't hold your breath, release 4 is 4+ months in the future)

--------------------------------------------------------------------------------
Oni armor, for the next version (Release 3)
If anyone can help with the rabbit-ears helm, give me a call ! (or send a pm  :mrgreen: )

Upcomming Authentic Oni Samurai Armor [WIP]


Original museum piece - [side  view]


Original museum piece - [front  view]


Link to my texture work thread where you can leave comments on that armor

http://forums.taleworlds.net/index.php/topic,50249.0.html
-----------------------------

Some really nice pics from Gerhart to introduce the mod  :mrgreen:

I took this pic and I liked it so much I made it my background.



A couple of shots from a recent battle




I'm really liking this mod, frustrating but fun, hard but a great challenge.  Really makes you think before you do anything and keeps you alert.


Tested on 1.011
I had no problems. It work. Played 3 hours testing all the features, fighting looters and bandits with a character created from scratch
HINT: Try spotting Swadian fighting Mountain bandits, you can join those fights for an easy start and boost your heroes a bit.
Other Kingdom can probably be caught fighting other bandits if you search. Or try your hand on looters.

Be carefull with looters. I'll change the name to ambushers in the next version. They ALWAYS work against you.
They will be helped by bandits, but also by any enemy you made, including enemy towns/castles or wandering enemy armies.
You really must pay attention. I have plan for player supporters latter on. To help a bit. Something similar to the village millitia, but map wide.

Porting Complete !

Screenshots: bottom of this post (a few for now)
Please post screenshots if you got some, I'm a noob at this

KNOWN ISSUE

WARNING: Probably not save compatible with the save game of 1.003. So if you played the 1.003 version of this mod, you need to export your character first, and transfer it to your 1.010 instalation (CharExport folder inside M&B main folder), then you need to start a fresh game and import your character. I'm sorry but with such a hugue mod, it's nearly impossible to keep compatibility. That's why I try to do as few releases as possible.

BUGFIX
----------
All dialogues problems fixed (Steppe Raiders, Sea Raiders, Villagers, etc.)
It was due to an error in the dialogue count (top of conversations.txt)
Sea Download section for both full installer or patch

More Screenshots coming latter

==================================================================================================
      C a l r a d i a   R i s i n g
             for M&B 1.010 
               Release 02.f01
==================================================================================================
CONTENT

0. Download  :mrgreen:
1. Background
2. Key Features
3. Credit Section
4. Detailled List of Features
5. Questions and Answers
6. Playing Guide (a good place to start if you find the mod too hard)
7. Upcoming versions plans
8. Notes on Talak Armory
==================================================================================================

Version for 1.010

Download At the Repository

FULL VERSION
http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=7&lid=917

It is file game compatible with the previous 1.010 version of the mod,
but I changed the folder name so I know where I am at
You can change your old save game folder name (for this mod) to match, it work

PATCH FOR STEPPE RAIDER FIX ONLY (not needed if you download full version above)
(Also fix all other dialogues issues)

http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=7&lid=937

Version for 1.003

http://hosted.filefront.com/Astarsis
CalradiaRising.rar    <----- that's the 1.003 version

==================================================================================================


HOME THREAD AT TALEWORLDS.COM FORUMS
(That's the Website of Ikisoft, Maker of Mount & Blade)

http://forums.taleworlds.net/index.php/topic,48068.0.html

I'll bee adding screenshots eventually in that thread

Please post feedback in the thread, and rate the mod at the repository
The mod isn't 100% finished, but it's stable and playable
Only the factions look need to be finished, and the end game features

==================================================================================================
Background:

The Old empire of Calradia was defeated. Invaded from all side by its enemies
and former allies, Calradia was crushed. But sometime an empire can
rise from its ashes.

The townfolk have sad memories of their past glory. Perhaps a new
warlord will emerge, unite the townfolk against the invaders, submit
the foreign citizens to his rules and deal with the so called nobility
of those foreign invaders, because they are little more than bandit lords
with a title, razing and ravaging the villages
==================================================================================================
KEY FEATURES

-All dialogues problems fixed (Steppe Raiders, Sea Raiders, Villagers, etc.)
It was due to an error in the dialogue count (top of conversations.txt)

* Extensively tested (both high end, mid game, and startup campaigns)
* New Items (176 new Horses, 68 Swadian armors, complete Talak Unique Armory )
* Total Strategic Immersion (Bandit gang up on you)
* Your empire will be named Calradia (instead of @#$ rebels) (end game stuff)
* 50 new troops types
* Much higher challenge than native
* All known issues from previous version are fixed
* Troop tree rebalanced to keep the faction style (% of Cavalry composition adjusted)
* More individuality for each Kingdoms
* Arena challenge increased
* Bandits factions have different colors, giving an idea of their alliances

Read the detailed features list section for full details

currently using the DX7 version of Talak file, see specific section to adjust to DX9
files included

==================================================================================================

3. Credit Section

note: If I missed any credit, don't hesitate to message me

ART CREDIT
----------------------------------------------------------------------------------------------------
MIXED CONTENT

Talak Unique Armory 0.85 (by Talak)
Helms, Weapons, shields, etc

(obtained from Maw's test Mod)
Luigi's Weapons pack
Gluck's Maces pack


----------------------------------------------------------------------------------------------------

ARMORS

SOURCE : Maw's Armor Pack Compilation

Burrek for K&K, Byzantium Armor, Unique Eurpoeans 1 & 3 Skinsets (bur)
Lord Condormanius Irish Skinset (con)
FJ62 Norse Skinsets (fj6)
Various other skins from MTW2 mods, will credit as i sort it out
DaBlade, for elegant engraved plates
Subotai, for female mesh
hadrim.dds - merlkir
only those dds files costumes3, 5, 51, and 6_ss designed by maw
all other skins compiled from the greater talent
Santa's Helper : fixing shaders

----------------------------------------------------------------------------------------------------

HORSES

SOURCE#1 RookieB horses pack

27 unique hunter mesh based horses
All textures and models by RookieB
LOD support by RookieB

SOURCE#2 Maw's Horse Pack Compilation

courser_maw1-6 by maw from off the 'net
bur Burreck, (With Talent and Drive on Loan from God) M2TW
dav Lt Dave, M2TW
Eternal Cacoon, M2TW
com Lord Condormanius, outstanding skinner, M2TW Irish Skinpack, Scale, and misc armors
misc armor dds Musculus Maximus, M2TW
sadlle horse one through eight, select other horses - Chel's horse20 pack
Cataphract skins by DaBiggMan (rip)
rtw -- Horse Pack M2TW ??? will credit
cataphracts DaBiggMan (rip)
comp - msic dds from Medieval II Total War site - will give specific credit as i sort it out
misc heraldry ie moline, checked, etc --- ??? will credit
misc hunters - Gallus
the inimitatable Chel (horse2.0) 
ARGENT USHER, (awesome talent from medieval total war center),
and DaBiggMan (RIP)
Gallus Domesticus
(http://forums.taleworlds.net/index.php/topic,33969.0.html)
Predak.
and others.

uses the m&b horses meshes;
all additional graphics pulled from the internet
and merged with the game .dds.

Santa's Helper:
Fixing Shadders in Maw's Pack
Adding LOD support to most horses in Maw's pack

----------------------------------------------------------------------------------------------------

SHIELDS

SOUCE: Maw's Shield Pack

----------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------

OTHER CREDITS

Tweaking
-Bandit teamup tweak - MageLord

----------------------------------------------------------------------------------------------------

Special credit

ItemEditor V0.79 - Jordan
Unofficial Troop Editor 1.4 - HokieBT
Download BRF Edit 0.8.95 - Thorgrim

----------------------------------------------------------------------------------------------------

Aknowledgement

Battle For Scicily - Nijis
-First Siege implementation & tactical considerations

Crusaders - Tooff
-Crusaders insade Bandit teamup and JIHAD feature

A Shield Lying on the Water - ex_ottoyuhr
-one of the first mod to introduce warfare
and a large number of heroes

The Last Days - The Last Days team (lots of peoples !)
-one of the first mod to introduce warfare
and a large number of heroes

Bands of Warrior - fisheye  & HardCode
-proved that a large group of hero can work well

Extended Mod I & II - Chel
-Chel's ultra fast infantry in EGI

The Eagle and the Radiant Cross - D'Sparil
-style, style and more style
-The inspiration to research official noble titles
to distinguish city lords

Ikisoft - Armagan & Team
- For making such an awesome game !

==================================================================================================
4. Detailled List of Features

* New Items:
  - 176 new horses (117 are fancy warhorses)
  - Horses are used on troops
  - Horse are optimized for Level of details
    (Battles run about 4x faster than without it)
  - 68 new Swadian armors (Swadian army completed for horses and armors)
  - Talak Unique Armory integrated in shops
  (In future versions, each faction will get a more unique look) 

* Total Strategic Immersion
  - Bandits team up within their faction and with allied factions (Host Kingdom)
  - Bandits prey on enemies but support their local lords
  - Looters support the bandits
  - Town/Casttle/Village garisons join nearby battle
  - You can garison troops in villages (one way ticking)

* 79 "Townspeoples" heroes
  Ever wanted to get that tavernkeeper to join you after a drink ?
  They all have Calradian names and random faces (checked to avoid the no-hair problems)

  They are currently based on archetypes and have basic weapons (knives, staves..)
  Their dialogues are quite simplistic. All this should be improved eventualy
  For now, they are your best weapon against the high end troops

   5 trainers       : firentis
  10 ransom brokers : deshavi
  10 travelers      : klethi
  18 inkeepers      : ymira
  18 guildmasters   : jeremius
  18 arena masters  : marnid

* The NATIVE HARDCODED LIMIT of 32 heroes (or different troops types)
  still apply. The heroes are meant for choice & style

* In the end game the new heroes have a strategic value, since when dismised,
  the town heroes always return to their hometown. Making them less
  of a drag than the standard heroes

* When you decide to create an Empire of your own,
  it will be named Calradia (instead of @#$ rebels)

* 50 new troops types
  - extended bandits tree
  - officer troops (Kingdom only)
  - High end mercenary (Kingdom only)
  - some Rhodock & Nord Cavalry (20% of army)
  - Some Khergit infantry and foot archers (20% of army, mostly in towns/castles)

* Much higher challenge than native
 - The Kingdom's lords have access to troop the player cannot acces
   (You CANNOT recruit/hire/rescue/capture those types of troops)
 - Those troops are much stronger, but respect the M&B rules
 - Rhodock and Nord are given some cavalry to pin you down
 - Lords are much higher level, got better support & warrior skills
   and have more renown and better equipment than before

* All known issues from previous version are fixed

* Troop tree rebalanced to keep the faction style
  Swadia/Vaegir 45% Calvalry (same as native)
  Khergits 80% Cavalry (foot troops protect city & castles better)
  Nords/Rhodocks 20% Cavalry (weak cavlry)

* More individuality for each Kingdoms
  - Localized titles for Kings, City Lords and other Lords
    (based on real titles of various countries, after some research)
  - Localized horses for each faction
  - Localised armors for Swadia (the rest coming latter)
  - Effort to fit with native style as much as possible)
  - Each swadian lord got a unique armor

* Arena challenge increased
  - Strenghtened the ordinary warriors
  - The Lords are Xerina/Kradus/Dranton level in term of challenge

* Villages Improvement
  - talk to village elder to land troops in villages (retire them)
    for added protection and help for defense
    (no upkeep - they retired- you cannot get them back)
    (similar to "give troops to lord" in the rebelion quest)
  - Talk to village elder to access his equipment and store
    equipment and horses, or just to make him look cool

*Hero dialogue tweak
  - you can trade goods with them. easing up caravans/horses storgae
    known issue: the trading is at cost price (no rebate)
    and the npcs got no money at first.
    (fight a bit, they'll have plenty of money to pay)
  - Talk to them in taverns to equip them even before hiring them
    (a good way to prepare them for latter)
    [feature not availlable on standard companions]
  - extra heroes can also be used to store gear and horses

* Full item availlability rebalance to make sure
  all types of items have a chance to appear in shop,
  and that better items are a bit rarer.
  This avoid the "flooding problem" due to the 100 warhorses
  preventing the saddle horses from ever showing up
  It also encourage the player to fight and use the loot from battles

* Bandits factions have different colors, giving an idea of their alliances
  SWADIA                     ORANGE
  Brotherhood of the Woods   Dark Orange (also allied with Rhodocks)
  VAEGIR                     GREEN
  Mountain Tribes Raiders    Dark Green
  KHERGIT                    PURPLE
  Black Khergits Raiders     Dark Purple
  NORDS                      Yellow
  Sea Raiders                Light yellow
  RHODOCKS                   BLUE
  Looters                    Dark Blue (not alligned) 
 


==================================================================================================
5. Questions and Answers

Q Can I have my OWN kingdom where I am the king?
-You can already do that in native
Method#1 when you are neutral, capture any castle or town
Method#2 when you are vassal, after capturing a castle
         and being refused to have it, become a rebel
         and hold to your lands

Q If so, can I declare war on other factions?
-You can already do that in native
"I'm here to make my demand" "Surrender or die"
This effectively work like a war declaration

Q Do I have lords/ can I recruit lords?
Q If, so will they follow obey me?
Q Can I recruit lords from other factions?
Q Can I decide who will have properties like castles etc...
-I got plans for that (future version)

Q Can I take troops from them and give if needed?
-Right now you can give troops to villages
-I got plans for the rest
-You will not be allowed to give troops directly
 (to avoid the bug that let lords get unlimited troops that way)
-But you will be allowed to give them through castles an towns
(this is where the lords grab their troops)

Q Can I build improvements like normal on my properties?
yes

Q Can I recruit bandits from somewhere?
-recruit: not yet, looking into this
-you can take them prisoners and recruit from prisoners
-you can rescue them

==================================================================================================
6. Playing Guide (a good place to start if you find the mod too hard)

Q Where do I start
A Try to find an isolated looter gang that won't team up with friends
  It's balanced so a party of 32 heroes should survive that encounter

Q What are the faction relationships

Relationship table

Looters:
LIKE: all bandits and all kingdoms,
HATE: player and common folk

Other Bandits:
LIKE: looters, themselves and hosting kingdom,
HETE: player and all other bandits and other kingdoms

Kingdoms:
LIKE: looters, temselves and hosted bandits
HATE: enemy bandits
other relationship as per war/peace

Bandit Alliances table

Brotherhood of the wood : Swadia, Rhodock
Mountain Raiders        : Vaegir
Black Khergit Raiders   : Khergits
Sea Raiders             : Nords

Q Why don't I find 2000 full plates in the shops ?
A I tweaked the availlability of armors and horses to make you fight for it
  They still show up quite often, but for a specific item you will have to search
  It's a tradeoff between this and not finding any saddle horses in the early game !

==================================================================================================
7. Upcoming versions plans

I'll be releasing the updated version of Maw's horse pack in the near future

Here are my plans for the near future:

CalradiaRising_1010_r2    - compatibility, horses, swadian armor  - very soon, possibly tommorow
                            fix all the minor problems
                            Khergit horses got their final stats
                            the other horses will use the stats of the most similar horse for now
CalradiaRising_1010_r3    - all faction armors, helms, and other gear - days
                            refine horses and armor stats
CalradiaRising_1010_r4+  - new functionality, Kingdom support ??? unknown ??? a week ??? I hope
                           includes all the new heroes dialogues

My top priority, now that the core features are in place is to create a unique look for each faction.
Be warned, I'm sticking with native style. This mean my goal is to remove redundancy,
not to do some extreme makeover. For now, Swadian give a good clues about my goals.

Nords will probably be the most unchanged factions (appart from specific additions like Talkak helms,
and perhaps some helms/shields).

Vaegir will be the most changed of all factions since all their gear is imported from
Nords and Khergits, and there seem to be placehoders in the item file
to make them wear coat of maille ??? So I will return them to a more traditional look
as a feudal kind of kingdom, with perhaps a russian/bulgarian touch if I figure out
what it should look like and find the right types of items in the ressources I can use

I do have plans to include support for the player having his own Kingdom with vassals,
while keeping game balance and coherance by limiting the number of vassals
and the way you can obtain them, as well as at what point in the game you can have them

I also have plans for heroes dialogues, including their sad story, and relevant game tips and lore
according to their job and provenance (Kingdom/city)

Finaly I may add further troops trees and challenges, but only as far as it integrate
smoothly into the rest of the game.

==================================================================================================
8. Notes on Talak Armory

Default is DX7 (my computer)

The DX9 version of Talak files is included

in init.txt

change
load_mod_resource = talak_weapons_dx7
for
load_mod_resource = talak_weapons

If on the other hand, it's too slow
get the full release and replace the high res textures with low res textures
follow his instructions ;D

==================================================================================================


SCREENSHOTS

Some victory poses for the Calradia Express, using some of the new gear

http://img513.imageshack.us/done.php?l=img513/9803/victory01zl8.jpg

http://img513.imageshack.us/done.php?l=img513/7209/victory02td9.jpg

A bad day for a journalist of the Calradia Express
A Black Khergit Raiders Swarm !!!!
You can see some looters joining the fight   :) They wanted my camera  :lol:
Never take the photograph quest from King Graveth  :mrgreen:

http://img87.imageshack.us/done.php?l=img87/5035/blackkhergitswarm01ni7.jpg

http://img90.imageshack.us/done.php?l=img90/8590/blackkhergitswarm02cm7.jpg

http://img87.imageshack.us/done.php?l=img87/3387/blackkhergitswarm03gb6.jpg

« Last Edit: April 05, 2009, 05:11:58 pm by SantasHelper »
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Ruthven

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Re: RELEASE: Calradia Rising for M&B 1.003
« Reply #1 on: October 14, 2008, 11:33:04 pm »
Where's the link?
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Ruthven, you clever paedophile!

Swadius

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Re: RELEASE: Calradia Rising for M&B 1.003
« Reply #2 on: October 14, 2008, 11:41:03 pm »

SantasHelper

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hackdot

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Re: RELEASE: Calradia Rising for M&B 1.003
« Reply #4 on: October 15, 2008, 12:14:24 am »
sounds good downloading ti now 2 mins!!!!

pretty good but the special units the other factions can only have kinda kill it :P
and some new items would help the game

luv this game
« Last Edit: October 15, 2008, 07:37:46 pm by hackdot »
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bravesirknight

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Re: RELEASE: Calradia Rising for M&B 1.003
« Reply #5 on: October 15, 2008, 12:23:21 am »
Wow, a lot of stuff, I'll give it a try later!
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AdAstra

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Re: RELEASE: Calradia Rising for M&B 1.003
« Reply #6 on: October 15, 2008, 12:35:58 am »
Playing right now :) Nice mod

Some questions!

Can I have my OWN kingdom where I am the king?

If so, can I declare war on other factions?

Do I have lords/ can I recruit lords?

If, so will they follow obey me?

Can I recruit lords from other factions?

Can I decide who will have properties like castles etc...

Can I take troops from them and give if needed?

Can I build improvements like normal on my properties?

Can I recruit bandits from somewhere?

Thanks for advence!

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SirBombastic

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Re: RELEASE: Calradia Rising for M&B 1.003
« Reply #7 on: October 15, 2008, 12:43:25 am »
i'm gonna download this as soon as i get the chance! sounds really good! thanks for the hard work! I would love it if you could customise the heroes to your like, the name can be changed in native but not their appearance, is this possible?
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Pistol Pete

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Re: RELEASE: Calradia Rising for M&B 1.003
« Reply #8 on: October 15, 2008, 01:05:48 am »
Download it as soon as I'm finished my homework.  :x

xcskiguy

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Re: RELEASE: Calradia Rising for M&B 1.003
« Reply #9 on: October 15, 2008, 01:11:00 am »


I Agree unless i caught the wrong drift from you
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SantasHelper

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Re: RELEASE: Calradia Rising for M&B 1.003
« Reply #10 on: October 15, 2008, 01:52:14 am »
Thanks everyone for the feedback !

i'm gonna download this as soon as i get the chance! sounds really good! thanks for the hard work! I would love it if you could customise the heroes to your like, the name can be changed in native but not their appearance, is this possible?

It was possible in .960, same way you changed the player face. They disabled that in 1.003. I don't know why.

Right now in my mod, all the faces are random, so just start a couple of game until you get enought peoples that look like you want. The names you can change after the game is started. You can also copy the face codes of peoples with fixed faces (that's the last line in the troop description in troops.txt)

Right now, in my mods, there are 74 additional npcs. Bound to find someone to your licking.

They turn out very different in each game. Lots of redhead and blonde in my current game. Sometime they all look like Kherjt/asian like


Playing right now :) Nice mod

Some questions!

Can I have my OWN kingdom where I am the king?

Same as native. You can become King of your own faction as follow

[General notes]

There are always many methods to become your own King in native. However you get no lords to follow you, because that feature wasn't finished.

(There are leftover in conversations.txt where enemy lords can join you when you rescue them and they have no faction or fief, but I never saw it happen)

(Also there are traces of a senechal and castlelan system but neither are functional yet, maybe 1.004)

The  closest I could come is to allow you to recruit towns peoples to get more heroes

Heroes can get riding 10 ! and if put on courser it will be an extremely fast party. Furthermore, since they return to their home town, if you level up everyone, you can disband them to move faster and recruit whatever heroes are at the town that's under siege, allowing you to move fast enought to meet any challenge

Your heroes will also become extremely powerfull. This is the same approach the emperor used historicaly to strengthen the holy empire (germany) - he controlled all towns directly and garisoned them, and he moved swiftly all the time with a small but strong retinue to keep the peace and maintain control.

You couldn't do that with the standard heroes, because you don't know where they go. Currently I got 3 heroes per town + traveler / ransom brokers at the tavern. So in any area of the map you can easily grab an extra 10 heroes.

It can get hard if you get to war with all factions, especially with the exclusive troops I gave them

In this mod, the troops are mostly for garisoning, and to help build an army when you need it for sieges and to defeat enemy armies

One last thing: The feature to station troops inside villages at no cost will make it possible to defend them.
It's a one-way trip. You cannot get back those troops. They are retired / became farmer. But they keep their weapons/equipment and will help if under attack

So in a way, you get no lords to help you (Unless Armagan fix this) but villages will help you a lot !!!

Remember: villages join against hostile troops
known problem: peasants will show first, then the troops follow in the order you put them in
Make sure you only put high end troops there

[method #1]

When you are not a vassal to anyone, you attack an enemy.
(Either a war party, a peasant group or a caravan)
Then they are your enemy and you can now siege their casttles and towns on your own.
If you capture a castle/town, your faction appear in the faction list.

If you dammage a faction enought, they may sue for peace.

[method #2]
If you are a vassal. Talk to the King. Choose "I want to relinquish my oath"
Then you do as in method #1

[Method #3]
When you conquer a castle, request it and the lord refuse to give it...
You are allowed to rebel and thus create your own kingdom
[if you hold on to your land]

[Method #4]
If during the claimant quest you send away the claimant, you become your own faction.
But that one look really silly. For starter it's silly she allow you to give yourself all conquered castles/towns.

If so, can I declare war on other factions?

You can always do that.
"I'm here to present my demands" "Surrender or die"

This make you relations negative and allow you to siege castles and towns of that faction
YOU CAN ALSO JOIN BATTLES AGAINST THEM
This part is critical, because of the high level troops they got
Make as many allies as you can

Do I have lords/ can I recruit lords?
If, so will they follow obey me?
Can I recruit lords from other factions?

Sorry, couldn't figure how to get that to work. Neither the castelan or the senechal seem complete. And the option for lords to join you seem disabled.

You can always enable cheat of course, but it's silly and unbalancing, it would be even easier than the claimant quest. Better wait for Armagan to do that job correctly and in a balanced way.

They were suppose to have a "trait system" and "relationship system" that make lords like/hate you. But it never got done. That was very interesting since evil and good lords would react very differently to you depending on what you do. Likewise a very martial lord may dislike a coward player that always flee and do skirmish.

I think Nijis (the modder) who is the same person as Steve (the developer) will work on that in Battle for Scicilly. But this is done with the module system. I just did very clever text file hacking.

NOTE:

Rad bellow the village trick  :mrgreen:
It's even better than friendly lords.

Can I decide who will have properties like castles etc...

You get everything you conquer for yourself since you're the only lord of your faction. As I said you're leading the
Town peoples and peasants in a revolt AGAINST the invaders (the lords of all factions)

Can I take troops from them and give if needed?

This is the village trick. You don't get lords.

But if you talk to the village elder, you can land your soldiers permanently on any village. It's a one way ticket. If you and many of your heroes are good trainers, you can easilly put decent size army in every village. Time is the only limit.

The problem of course is village are static. They don't follow you arround, Don't do siege. They will help you if under attack or if an enemy is very close and raiding. Sometime even if the enemy is not raiding as long as its close.

Between the defense of towns and castles and the protection of the villages it become a highly tactical game

Can I build improvements like normal on my properties?

Yes, of course

I'm sure you'll find use for those prison towers

Can I recruit bandits from somewhere?

Not recruit, but with the old manhunters (now called village militia) you can probably capture them and convince them to join.

I renamed the old manhunter line to describe a "peasant militia line" lead by a sherif (makes more sense than "slavers"). The topmost unit is the sherif and is armored and use blunt weapon. You can capture whole armies with it

So anyway, grab a part of sherif and/or equip all your companions with blunt weapons, knock off those bandits, use the daily "recruit from prisoners" to recruit them, and there you go, you got bandits

Since all the bandits troops tree go up to fugitive level, and are very local in color, it can get very interesting. Like the forest fugitive got a chance to wear a brigandine. Of course some of the looters are funny, like some cuthroat wear nobleman outfit (cause some of them ARE outlawed noblemen  :mrgreen: )

IMPORTANT NOTES:
I set all the "exclusive" high level unit as "unmovable in party window" and "no capture". If those feature work right, you cannot capture the highest rank troops that are exclusive (captains, warden, strange warrior, blood lord, inquisitor, black kherjit guard, dark knight, dark hunter...) .... anything above level 28

Thanks for advence!

Well thanks for the feedback ! Gave me the opportunity to clarify many things

SIDENOTE:

You can still join factions as usual. It's a good idea to join a faction at first to see how they fight, they relinquish oath, switch faction, until you saw them all. Then test your strenght by doing the claimant quest. When you feel ready... start your own Kingdom. Personaly I like finishing this whole trip by rebeling against Vladim the Bastard. Both him and Yarogleck are really nasty guys

Anyway, in my native game, it was just too easy to do all that, this mod seem to do its job of making things more challenging. What I disliked most of native was facing hordes of militia with my all-knight army. It was like stealing candies from babies....  :mrgreen:

Now, the army are profesional and extremely chanlanging. And lords look more like they should (both strong warriors and good leaders with decent equipment). You won't see a lord in padded cloth.

« Last Edit: October 15, 2008, 01:59:18 am by SantasHelper »
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AdAstra

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Re: RELEASE: Calradia Rising for M&B 1.003
« Reply #11 on: October 15, 2008, 02:32:00 am »
Thank you for great answers!

Will play that mod until the end :)
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Reilnur

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Re: RELEASE: Calradia Rising for M&B 1.003
« Reply #12 on: October 15, 2008, 05:04:01 am »

i'm gonna download this as soon as i get the chance! sounds really good! thanks for the hard work! I would love it if you could customise the heroes to your like, the name can be changed in native but not their appearance, is this possible?

It was possible in .960, same way you changed the player face. They disabled that in 1.003. I don't know why.


Actually, you can still change the faces. Click on the picture of their head in the character/skill screen.

Unless I'm remembering incorrectly, but I don't think I am.

Oh, and it sounds like a great up-and-coming (rising?) mod.  I'll try it out later this week.
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Wadjet

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Re: RELEASE: Calradia Rising for M&B 1.003
« Reply #13 on: October 15, 2008, 10:45:49 am »
Nice work!

quick question: is this compatible with the no more trees mod?http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=10&lid=773

(it says Incompatible with any mods that replaces the native materials.brf file.)

edit: actually, I'll test it now.
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And with our mighty wooden ladders we shall conquer this land!


single file and in an orderly manner.. there's a good barbarian....

Wadjet

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Re: RELEASE: Calradia Rising for M&B 1.003
« Reply #14 on: October 15, 2008, 11:00:21 am »
worked fine

nevergreen trees now :twisted:

Mod is great by the way, I like the way that bandits now have a unit line and the new companions, the bandits teaming up is a bit crazy but i like it
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And with our mighty wooden ladders we shall conquer this land!


single file and in an orderly manner.. there's a good barbarian....
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