Calradia 1050 A.D. Mercenary Uprising V. 3.0 is built on the following major modifications for Warband: * Diplomacy 4.2. Credit: Waihti, hessuu, fisheye, rubik, jrider, Mjöllnir, Akmar Nibelung and zParsifal * Pre-Battle Orders and Deployment (PBOD).92 including Formations (with some code from PBOD .96 to fix an opcode error). Credit: Caba`Drin (PBOD) & motomataru (formations). * Freelancer 1.51. (with several fixes from Floris 2.55 and some modified code by me). Credit: Taragoth for original code and Floris Mod Team for fixes. * JacobHinds improved morale and routing system code. This replaces the morale and routing code in the Formations code. Credit: JacobHinds at Taleworlds Forum. * Three added factions (Keltons, Khergiz, and Geroians). Credit: Redleg * My own modification of troop recruiting including town and castle recruitment and manor recruitment as well as customizable troops. Credit: Redleg, modified code by Laszers and by Bismark.
This is a full standalone version of Ver. 3.0. Earlier versions of the mod are not needed. This version is a re-compressed version (using 7-Zip) to deal with possible corruption in either compression or extraction that some players have experienced. This re-compressed version also includes an LOD fix for one of the Sarranid shields.
To install this version, extract the “Calradia 1050 A.D. Mercenary Uprising V. 3.0 Full” zip file and copy the folders and files into your Warband Mods folder. This mod will work with Warband versions 1.166 and higher. Please note that this version is not save-game compatible with previous versions, although you may import a character used in earlier version.
Changelist for Version 3.0
Version 3.0 is a full standalone mod that is built from Version 2.52 but is not save-game compatible with Ver. 2.52. Ver. 3.0 incorporates both of the Ver. 2.52 patches and a number of other changes. The changes below reflect only those made for Ver. 3.0. Previous version changelists are shown in their respective pages.
The castle recruitment of professional troops has been modified to make the troops match the current faction owning the town/castle.
Refer also to the fixes made in patch 1 and patch 2 for ver. 2.52 (shown below).
Known Issues (none new to this version)
I have been unable to determine the cause of the opcode error that sometimes occurs when raiding a village. This error appears to have no impact on game-play and you may not notice it when it happens.
I have not been able to fix the fort demolition bug in the outpost feature nor have I found any fix for it posted at Taleworlds forums. I have therefore disabled the option to demolish your fort. Be advised that once you build it you won't be able to destroy it.
Due to the complex way family affilations and lord characteristics are handled in module_scripts.py and to my inability to completely understand the code, the ages of the lords and ladies of the two new factions might be strange. For example, a father might be 35 years old and have a 25 year old son. This is due to the fact that both of the new factions have fewer than 20 lords and 20 ladies. I had to define ages and family relations in the scripts so that the new faction lords would not be related to lords from other faction. For some reason, however, their assigned ages get overwritten during the compilation process. The ages of the lords and ladies is really only a small annoyance but I did want to let you know so that you won't feel compelled to tell me about it. I spent quite a bit of time working on this but gave up rather than stalling the mod. I might return to it at a later time.
Major Gameplay Changes for Ver. 3.0
Added a ninth faction, the Duchy of Geroia, in the southeastern Desert area. This faction has 1 ruler and 10 lords and ladies. The Geroians are based on images of Ottonian era German troops of the Holy Roman Empire. As the other factions, they have a common troop line and a professional troop line. Since they are a smaller faction, I have given them very good infantry and cavalry and crossbowmen. Their elite troop is called "elite ritter." I also gave their skirmishers pretty good stats just to round them out since they are a smaller faction. They are equipped similarly to the Swadians in my mod except without the surcoats or jupons over their armor like many of my Swadian troops have. The Geroians use heater shields and the mounted troops have pot helms while the professional foot soldiers use bascinets. The common troops use kettle helmets at the higher levels, simpler helms and hats at lower levels. I tried to give the Geroians (and all factions) a distinctive look and armor and weapons that are somewhat consistent with the time period.
Modified the character creation process. The player will be able to choose among the 9 cultures of Calradia at the start of the game (the 6 native cultures plus the three added factions of Keltons, Khergiz, and Geroians). The culture chosen will determine the default player kingdom troops when the player becomes king (instead of the default Swadian troops). Since you will be forced to choose your culture at start, you should avoid the option of speaking to your chancellor to change your kingdom culture, as this won't work properly. This new coding took was a somewhat complex process in order to make it compatible with the existing recruiting features.
Implemented JacobHinds improved morale and routing system. This improves upon the native/formations AI morale and routing code by being more efficient and using fewer PC resources while achieving similar ends. I found that this improved the framerate of battles by about 5 FPS and the overall smoothness of battles (i.e., less variability in framerate).
Expanded the Customizable Troops feature. Players will still be able to build a barracks in towns/castles they own to create customizable professional troops. I have boosted the weapons proficiencies for these troops to make them more advantageous to have. I have also modified their inventories to allow more choices in armors. In this version, I have replaced the faction scout troops (hired through the village manor) with a custom foot soldier line hired through the village manor. The advantage of this should be apparent: you will be able to hire a good quality customizable troop through any village you own that has a manor. The customizable troops have a variety of armor and weapons to select from and are quite good in terms of weapons proficiencies and combat-related capabilities. Once a manor is built, you will be able to hire troops there so long as your faction owns the village. If a manor exists in the village, you will still have the choice of hiring the village's regular troops or the manor troops.
Replaced the faction special scout troops (hired from village manors) with customizable troops (as explained above in expanded customizable troop feature).
I have expanded the types of "honor troops" that can be gotten. For example, in v2.52, if the player has honor of 10 or higher, they will occasionally be sought out by 3 different types of troops for hire. For v.3 I have created another higher level of troops that can only be hired when the player's honor is 20 or higher.
Expanded the Nord professional line by adding a Nord Thane (level 30) and changing the Nord Hirdmann to level 25 instead of 30. The Nord Professional will branch into either the Nord Warrior or Nord Hirdmann. The Nord Thane upgrades to Elite Thane so now the Nords can upgrade to two different elite infantry troops, the only faction having 2 elite troops. The Hirdmann, Thane, and Elite Thane have high throwing and melee proficiencies.
Changed the Vaegir elite troop into a mounted archer (Elite Bogatyr)who upgrades from the Druzhina archer. This was one of the options I had considered that seemed to appeal to several players who responded to a poll I posted at the mod's topic at the Taleworlds Forums.
Added a level 25 commoner Khergiz master horse archer. This is the highest level khergiz commoner troop.
Added more equipment to the custom troops to allow the player to better customize them. For example, there are now a range of faction armors available to custom troops. There is a hardcoded limit on the size of the inventory and exceeding that will crash the game at loading.
Added Pennon Sergeants to each of the faction troop trees. These sergeants carry faction banners and can use the banner as a effective weapon. I have coded them so that they cannot be captured by npc lords (and therefore won't show up in another faction's warband carrying the wrong banner).
I made a good number of changes to the troop equipment to provide more variability and also to make the factions more distict from each other. I won't take the time to document all these changes.
Reverted to native random desert scene for battles. Now there are no trees but the maps are regular size.
Created 5 static steppe and 5 static steppe forest scenes for battles to do away with the frequently generated and unrealistic steep cliffs and mountainsides when fighting in the steppe areas. The game will randomly choose which scene to use.
Campaign Map Changes
Added more wooded areas to both Kelton and Khergiz lands.
New desert texture from Realistic Colors and Taller Grass by Lucke.
Miscellaneous Script Changes
Made it more difficult for lords to be indicted (changed relations needed for indictment from -75 to -99). Lords will therefore stick around their original factions longer.
Revenue for slave labor at salt mine reduced by 50%.
Code to prevent AI lords from capturing enemy Pennon Sergeants.
New Items (armors and weapons since previous version)
Redserf- several armors from OSP
Spak- several weapons from OSP
Raptor- several weapons from OSP
Smiley- helmets from OSP
Bogmir- several weapons from OSP
Leinnan and Lotnik- spear and helmt from OSP
Hispania 1200- shader for battle banners
Sacred Stone Head (SSH)- items from Nord Armor Set
Complete Credits list is contained in the the document named "CALRADIA 1050 A.D. Ver 3.0 Full Complete Credits List" located in the main mod directory.