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Post news Report RSS Dev Diary for version 3- 18 Nov. 2018

I am still working on the mod bit by bit, following the list of additions from the previous dev. diary. I expect to complete the mod and testing near the end of December 2018.

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In addition to the work list from the previous diary, I am considering adding the following:

1. A 10th faction to the east of Vaegir lands in the open areas. This faction will be a small faction (1 king and 10 lords and ladies). I am considering whether to make them an invading faction instead of giving them settlements.

2. I am working on coding that will permit the player to select his/her culture at the start and that culture will determine the default troops the player gets when they start their own kingdom.

3. I am considering whether to expand the custom troops into full custom kingdom troops. I have previously done the coding for this, so it won't be difficult. If I take this route then option 2 above will become null. As it now stands, custom troops can be hired from barracks the player owns and these custom troops are at the professional tiers rather than common troops.

4. I would like to make some new fortresses for the Khergiz but need more time and practice to do so. I have modified some scenes but haven't made a full scene yet.

5. I am trying to work out the initialize aristocracy script for the smaller factions so that the ages of lords and ladies are not goofy.

6. I am going to down-armor most of the troops so that their equipment is more in line with the early time period in Calradia. Lords and Elites will still have the deluxe armor.

7. I am going to add another building to towns and castles called "archery butts" which will permit the recruitment of high-level archers from those player-owned towns and castles having this building. As of now, the player can recruit tier 3 common troops or tier 1 professional troops (if they have renown of 200 or higher) and custom troops if the town/castle has a barracks.

8. These are the main additions beyond those listed previously. Of course I will fix any additional bugs that come up too. Right now the game is quite stable with the know outpost bug and a minor bug from raiding a village.

Comments
SpoonGuy
SpoonGuy

another faction with more castle sounds cool

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Mizuko
Mizuko

Sounds great

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Mizuko
Mizuko

Oh and two things about professionals: first ive changed the culture of my kingdom and in castles, the garnisons members are from the selected culture but for professional its always swadian (as default i guess?) i changed my culture 50/60 days ago and still swadian :/ and when you start a revolution the professionnals are also swadians for the rebel faction i dont know if you can do that but it would be cool to have professionals coming from de faction you are trying to overthrown (like civil war in the the eastern province gives you eastern professionals)! Sorry for my bad english!

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Redleg99 Author
Redleg99

Swadian is the Native default culture for the player when he/she become king. Diplomacy 4.2 allows culture change for your kingdom. From my understanding of the Diplomacy 4.2 coding, it takes a while for culture changes to take effect.

I will need to check the code to see what is going on with the professional troops. Thanks for the heads-up.

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Redleg99 Author
Redleg99

I have revised the code to make the professional troops hired from castles/towns "custom troops" if the player is king.

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ThegnAnsgar
ThegnAnsgar

Think you could make this new faction Chinese themed? That'd be the Song Dynasty essentially, and there's lots of good resources/armour for that dynasty from the Chinese M&B community.

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Redleg99 Author
Redleg99

That would be interesting. I am currently considering the options available so I appreciate your input. It would have to be OSP resources though.

I have already added some new honor troops using Samurai armor and weapons, but that his Japanese and won't be available until I release version 3.0.

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Guest
Guest

I really became addicted to this mod, I sincerely thank you for this great work. I only have one question; why no troop uses lances? Some units have a lance but it can't be couched so they technically are spears. At least it should've been an option for custom professional troops in my opinion.

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Redleg99 Author
Redleg99

I made that decision some time ago. I will consider giving them to the custom troops and perhaps to some of the faction elite mounted troops.

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Mr_Sulu
Mr_Sulu

I would suggest using Morgh's Editor for Warband to remedy this problem. Simply click the flag that affects the "couched" ability of the lance. Essentially this editor can be used for basically everything regarding items, factions and the like.

This is just a tutorial on how to edit items in your mod. Start at the 2:00 mark for a general tutorial, the explanation of flags is around 5:00.

Hope I could help.

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Redleg99 Author
Redleg99

Yes, you could use Morgh's editor to assign couchable lances to the troops. It would be relatively easy and save-game compatible if you don't add any troops or items. All the native lances are in the mod's items_kinds.txt file.

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