Grande Armée is a standalone submod for the incredible Napoleonic total conversion mod L’Aigle. This mod DOES NOT REQUIRE L’AIGLE TO PLAY, but it does require native M&B Warband installed.
Initial alpha release. Includes changes to items, troops, and NPC scripts focusing on balancing troop trees.
Download and unzip in your Modules folder. Do not install over L'Aigle. Does not require L'Aigle to play.
A (hopefully) full list of changes is detailed below:
Art:
-Added some new art and music to the loading / title screen so you know what you’re playing
Item Stats
-Musket accuracy increased overall, with a greater increase for non-bayonet muskets
-Adjusted musket range to distribute AI engagement distance and define troop roles (e.g. light infantry muskets are longer range, carbines are shorter range)
-Musket blunt attack range (i.e. hitting with the butt of the musket) decreased so troops make contact more effectively
-Mount charge damage increased overall, allowing cavalry to be more mobile in engagements and occasionally knocking enemies unconscious
-Adjusted some weapon costs to centimes (mostly muskets)
-Adjusted how weapons are used in melee (if at all) to make sure troops only have 1 possible ranged, 1 possible melee weapon
Troop Stats
-Adjusted most troop levels (including bandits) for upkeep, upgrading, simulated battles, and more
-Adjusted lots of combat stats so cheaper troops perform worse, more expensive troops perform better
-Adjusted upgrade formula for new troop levels
-Changed recruit cost and updated the recruit interface to display correct cost
-Adjusted Athletics and Riding skills for both combat performance and to affect world map party move speed, light infantry and light cavalry are better for party speed than their line counterparts
-Increased useless troop stats (like Charisma and Prisoner Management) to prevent them from randomly increasing their stats. I discovered this pretty recently, so it might instigate another stat overhaul.
-Adjusted many troop inventories to give them more specific roles (e.g. carbines & sabres)
Combat Animations
-Pistol animation times increased so having 300+ weapon skill doesn’t turn you into a pistol-loading machine
-Bayonet melee technically changed to two-handed weapon swings, but still animated as polearm thrusts. This prevents bayonets from getting stuck at close range, gives them higher average damage, and gives overall better combat performance.
-Lances can now block and only use the horseback thrust animation. It sometimes looks a little funny, but they perform way better in combat.
NPC Mechanics
-Adjusted party templates so lords and centers recruit lower level troops, upgrade over time.
-Adjusted a lot of scripts that determine how lords and centers recruit and retain troops, changing how much money they have, how much they pay in upkeep, etc.
-(Quick Fix) Empty centers are given to faction lords with a simple trigger every 72 in-game hours. There’s surely a better way to do this in scripts, but I couldn’t figure it out.
War and Peace
-(Quick Fix) Factions now never declare peace. The script that determines whether a faction considers peace is dependent on a ton of things, but the number of other factions they were at war with is a big one. Since factions like Austria start at war with almost everyone, they really, really want to declare peace.
Battles
-Increased the value maximum when the difference in party strength is calculated, so very strong parties can dominate much weaker ones with few casualties. These scripts are complicated to say the least, and have far reaching effects on the world map, so definitely subject to testing and tweaking.
-Adjusted how player shares of post-battle loot are calculated, it now increments every increase of 10 party members (i.e. you get everything with 19 or fewer troops in your party)
Economy
-Francs have been changed to centimes (1/100th of a franc) to capture incremental changes (e.g. skill discounts, item price updates, etc.)
-Adjusted troop wages for new roles, baseline is a fusilier’s wage of about half a franc per day
-Adjusted troop upgrade costs for new roles, generally fusiliers cost less than 10 francs, specialists cost 10 to 50 francs
-Adjusted player’s starting money to centimes (100x)
-Productive enterprises now calculate values correctly, though the relative costs are unchanged from native (e.g. a 2,500 denar brewery is now a 250,000 centime brewery)
-Adjusted the hardship index (determines how prices are calculated) for new centime trade good prices (100x)
Prisoners
-Tavern keepers in any city will purchase prisoners
-Adjusted ransom prices for new troop roles, pretty much everyone sells for 20 francs until you start getting into specialists
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(Some) Known Issues
Firstly, there are a lot of issues, some that are unchanged from L’Aigle. As a reminder, this is still in Alpha. If this submod gets serious interest, I’ll try to set up a system for requests and issue tracking.
-Troop for Naples, Italy, and Holland are balanced, but the trees are slightly incomplete, I'll try to fix these soon.
-NPC AI needs a serious overhaul, currently they just charge at you after a while. This one will take some time for sure.
-Currently all infantry start as the “Musketeers” group. Ideally I’d like to change that default to something like an Line Infantry / Light Infantry option, both for clarity and potentially for AI.
-The way trade goods are produced was either unchanged or barely changed from native and needs a serious overhaul. Honestly, I’m skeptical if I’ll be able to fix this simply because the script will be too time-consuming to edit.
-Center prosperity needs to be reworked, currently looting and sieges don’t reduce prosperity that much, so there’s no real consequence
-Clothing and lots of other items have not had their price updated, so you get lots of trash loot and it’s way too cheap to purchase armor / horses
-A couple minor things, like the title image and custom battle troops have some artifacts of my testing. I'll clean these up soon.
so, social standing will finally exist?
hi there. Looking forward of this mod. Keep it up! and really appreciate of what you are doing. tq
Bro, that's so cool!!
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