Provides a choice of customisable troop trees for the player kingdom. Choose the tree structure (trade-off between number of branches and tier limit) and gender, then set troop names, stats and equipment.

Description

Requires Warband version 1.161 or higher. Has Diplomacy as base. DO NOT PLAY WITH WSE. NOT COMPATIBLE WITH PRIOR VERSION SAVES (sorry). Contains full mod and source code. Just unzip Custom Troop Trees folder into your Modules folder.

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Custom Troop Trees (13/08/2017)
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zReclaimer
zReclaimer - - 431 comments

Is there a way to implement this mod into other total conversion mod such as AWOFAI or PoP?

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MitchPTI Author
MitchPTI - - 173 comments

Not without the source code for the mod and intermediate skill at using the module system.

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zReclaimer
zReclaimer - - 431 comments

Neither of which i possess *sigh. Well it's a shame but this mod itself is pretty awesome in by itself, so great job!

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Regnion
Regnion - - 5 comments

Awesome update, thank you so much for hearing people's suggestions and taking them, not to mention how quickly you put out the update.

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hexides
hexides - - 20 comments

Is the yell_on_charge in mission_templates something you implemented or part of a diplomacy update?

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MitchPTI Author
MitchPTI - - 173 comments

Something I implemented. It wasn't actually even meant to be a feature, I was just testing if I could do it out of curiosity and then forgot to remove it lol. Doesn't hurt though I guess.

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hexides
hexides - - 20 comments

Cool, it threw me off a bit as I wasn't expecting changes within the module_xxx files, but it's a lovely little addition.

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Bernasss12
Bernasss12 - - 7 comments

It's really unfortunate that you can't play older saves of this mod every time it updates. Do you know what's causing that?

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MitchPTI Author
MitchPTI - - 173 comments

There are some changes that will work fine with an existing save and some that will mess up a bunch of things. One example here is that I had to change the order of troops to fix a bug. In the train peasants quest you eventually get a battle against bandits. To get the type of bandit it adds a random number to the index of looters. I tried to place the custom troops at the end of all the faction troops, which is right before the bandits. Unfortunately it was off by one and they all came in just after looters, so you could end up fighting a bunch of naked unassigned custom troops in the village instead of bandits. I had to move all the troops up one spot, but the save game won't compensate for that so you might get looter parties actually full of custom troops or other strange results.

Hope that gives an idea of the kinds of issues. It definitely sucks, I know.

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Bernasss12
Bernasss12 - - 7 comments

Yes I get it now. I actually noticed that on the troops.txt, I obviously didnĀ“t know what could go wrong but while trying to convert a native savegame into your module I thought that could be an issue, then I learnt that it was probably way more difficult than that xD

Anyway, thanks for the reply and for the mod, it is really great!

Edit: Btw, when are the base stats added to the first troop? Is it random? I was trying to hardcode them to be stronger directly in the troops.txt but their stats are all empty

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MitchPTI Author
MitchPTI - - 173 comments

The base stats are added in a script, off the top of my head it's something like script_cstm_troop_set_default_stats. Have to do it that way cause the game randomly adds stats at the start of each new game.

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Bernasss12
Bernasss12 - - 7 comments

Ohh nice, the more you know xD

Do you take suggestions directly from here or should I PM you?
I got an idea, don't know if it is doable, worth it or any good, but it is an idea.

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MitchPTI Author
MitchPTI - - 173 comments

Suggesting here is fine, go ahead!

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Bernasss12
Bernasss12 - - 7 comments

I was trying to get random weapons on the lower tier troops but the budget was too tight and they don't average the price (as they shouldn't) so i thought, is it possible to have inventories to specific slots? Like, there are 4 weapon slots, if each had one inventory you could chose multiple different possible drops, yet never allow to get more than one of those, basically making it viable to average the cost of the possibilities for said slot. I don't know if I made the idea clear but if you think it could work I can try to explain better

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MitchPTI Author
MitchPTI - - 173 comments

That is a very interesting idea. I actually feel like it will work really well for a future project I have planned, which is combining this mod with another I've made: Persistent Troop Identities. In that mod, an equipment loadout is given to every individual soldier, having a pool of possible items for each slot would be a fantastic idea and then I could definitely have the cost worked out that way.

For the mod as it currently is, I don't control how soldiers are equipped on the battlefield. It's all the game engine's doing, so I can't tie any items to particular slots and it makes less sense. I'm going to keep it in the back of my mind though, thanks for the suggestion.

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Bernasss12
Bernasss12 - - 7 comments

No problem, good luck with that other project, I hope it works out-

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Bernasss12
Bernasss12 - - 7 comments

Awesome changes btw, very appreciated!

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XXnoobXX
XXnoobXX - - 11 comments

nice now i can have Temlar knights :DDDD

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Guest
Guest - - 689,511 comments

I tought that this update will allow to equip my troops with tournament like equipment, and with the strange armor set.

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MitchPTI Author
MitchPTI - - 173 comments

Note sure why you thought that. I was asked if I could do this and I replied that I wouldn't.

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Guest
Guest - - 689,511 comments

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