Calradia 1050 A.D.: Mercenary Uprising is a single-player mod for Mount & Blade Warband 1.166 and higher. Calradia 1050 A.D. Mercenary Uprising V. 3.0 is built on the following major modifications for Warband: *Diplomacy 4.2. *Pre-Battle Orders and Deployment (PBOD).92 including Formations. *Freelancer 1.51. (with several fixes from Floris 2.55 and some modified code by me). *JacobHinds improved morale and routing system code. *Three added factions (Keltons, Khergiz, and Geroians). *My own modification of troop recruiting including town and castle recruitment and manor recruitment as well as customizable troops and extensively re-worked faction troops. *** The mod also includes several popular OSP kits and codes, including bridge battles, tavern animations, banking, outposts, recruitment from castles, and the salt mine. *** The mod has added a good number of armor,weapons, and horses from various OSPs as well as many of my own work.

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Version 4.0 is uploading!

News
  1. Changelist for Version 4.0

Version 4.0 is a full standalone mod. This changelist reflects only the changes made since Version 3.0. and the two patches for Version 3.0.

Calradia 1050 A D  Mercenary Uprising V4.0 FULL


Gameplay Changes

  • Proper implementation of Jacob Hinds’ Morale and Routing code. The code now works as intended and reduces battle lag.
  • Added JRider’s Expanded Nobility Title System with my modifications.
  • Added option to start as a vassal- code modified from KAOS Political kit by Lazerus.
  • Option to choose which side to join in battle by Mordechai.
  • Extended Prisoner Chat (modified) by Mordachai.
  • Added horse archer AI from 1257 A.D. (modified by me).
  • New Faction Relations report format by JRider to better show all nine factions.
  • Added my own code for recruitment from training grounds (peasant men).
  • Added my own code to permit hiring of trained archers in castles/towns if you are part of that faction.
  • Increased potential battle size to 300 by modifying mission templates and module.ini (lead charge only).
  • Fixed smaller faction aristocracy issues (ages, etc.) made changes to the three small factions so that there are 4 fathers instead of 3 and ages of lords and ladies are more realistic. Also modified some the NPC lord faces for these factions.
  • Renamed the Kelton faction to Balion in keeping with the game lore. Renamed the Khergiz faction back to Khergit.
  • Modified character creation menu to focus on proficiencies relating to choices made in character creation and on equipment given at game start to player.

Troops Changes

I made a good number of troop changes, not all of which I have documented. You can view the troops trees in game to see the troops and their equipment. The most important changes are:

  • All troops have been made tougher (better weapons proficiencies and higher iron flesh).
  • I created new armors or improved existing armors for each faction, especially for Khergits and Geroians.
  • Expanded the mercenary lines with new troops and new armors.
  • Expanded the “honor troops” types.
  • Added ranged troops in the Custom Troop tree.

Scene Changes

  • Using the Native Warband Siege Scenes Pack by Lord Samuel. If you don’t like these scenes, you can replace with native scenes.
  • Added different castle for Geroians (created by: Ted from Ted’s Oasis Scene).
  • Added 1 new village for Khergits, Balions, and Geroians.
  • Added snowy bushes to snow areas- used native flora retextured.
  • Added desert bushes to desert areas- used native flora as well as CWE flora from their OSP.
  • Added The Bowman’s custom battle scenes. There are 10 scenes for each terrain type and the game selects the scene at random. These are fairy large battle maps.

Graphics Changes

  • Reverted back to Native Warband skyboxes.
  • Reverted back to Native Warband grass meshes (instead of taller grass meshes).
  • Women’s faces: new textures by Aquil and mesh by xPearce.
  • Some new hair styles from Modders Hair team ThrottleKitty, Ren, and Rosesim.

Streamlining the Mod

I wanted to reduce the load on the PC so I modified or removed various things, including:

  • Removed More Metal Sounds- revert to native sounds plus Dedal’s tavern music.
  • For sound files, converted native ogg formats to wav format to improve performance.
  • Removed the Permanent Camp coding from mod.
  • Removed unused meshes, materials, and textures from BRFs.

MISC Fixes

  • Fixed the new map banners not waving.
  • Better implementation of the morale & routing code by Jacob Hinds (I corrected the errors I made in implementing Jacob’s great code).
  • Possible fix to feasts bug that produced some OPCODE errors for some players.
  • Fixed fort demolition issue (Tocan's Fix from Taleworlds Forum).

Known Bugs

  • Some poems result in glitches with some Balion, Khergiz, and Gerioan ladies. I haven’t determined the cause (Either "no relation" or a relationship of -100).
  • Opcode errors after player raids villages. I haven't discovered the cause of this problem and it doesn't seem to affect game-play.

mb2

mb13

Update 12 Sep 2021

Update 12 Sep 2021

News

This update is to describe some of the key changes made since the last Dev. Diary.

Calradia 1050 A.D. Ver. 3 Patch 2 Information

Calradia 1050 A.D. Ver. 3 Patch 2 Information

News

Patch 2 was released August 1. Patch 2 is not save-game compatible and does not include most of the work I have done since July 2020. The patch primarily...

Dev Diary for version 3.1

Dev Diary for version 3.1

News

I am working on a few fixes and changes that will become version 3.1. I discuss the changes below.

Re-compressed zip file for Version 3 is uploaded

Re-compressed zip file for Version 3 is uploaded

News

Re-compressed file for Version 3 is available for download. I recommend all players download the new file. Update: uploaded a newer re-compression on...

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Calradia 1050 A D  V  4.0  Patch 1

Calradia 1050 A D V 4.0 Patch 1

Patch

This patch addresses the issue of not being able to hire your culture's troops from castles you own once you become king of your own faction. This also...

Fixed alternate module.ini for version 4.0

Fixed alternate module.ini for version 4.0

Patch

Use this file if you do not have the Viking Conquest license. If you have the previous version of this alternate module.ini, delete that version and replace...

Outdated- do not use

Outdated- do not use

Patch

This is a modified module.ini file for players who don't have a license for Viking Conquest and are asked for registration keys when trying to play Calradia...

Calradia 1050 A D  V. 4.0 - Hotfix 1

Calradia 1050 A D V. 4.0 - Hotfix 1

Patch

This hotfix is a new "scripts.txt" file. This fix addresses two issues reported by players. The first is an opcode error pertaining to the faction marshal...

Calradia 1050 A D  Mercenary Uprising V4.0 FULL

Calradia 1050 A D Mercenary Uprising V4.0 FULL

Full Version 41 comments

I. Installation This is a full standalone version of Ver. 4.0. Earlier versions of the mod are not needed. To install this version, extract the “Calradia...

Patch 2 for Calradia 1050 A.D. Ver. 3.0

Patch 2 for Calradia 1050 A.D. Ver. 3.0

Patch 31 comments

Patch 2 is not save-game compatible with v3.0 saves. This patch is not a full module. It contains only the files, resources, textures, and objects that...

Post comment Comments  (0 - 10 of 1,118)
Redleg99 Creator
Redleg99 - - 944 comments

I am working on a new village recruitment option. This option will be toggle-able from the Diplomacy menu. If the option for Special Village Recruitment is enabled, it will affect village recruitment in two ways:
1) Unless you are a member of the faction owning the village (either as a lord or having a mercenary contract), you will only be able to recruit generic peasants from that village.
2) The second effect is that when a faction acquires a new village, the village recruits will become that faction's tier 1 troop and you will be able to recruit them if condition 1) above is met. Otherwise, the recruits will be generic peasants.

I am considering including another aspect of this that allows the player to recruit the faction troops from villages even if they are not members of the faction but have designated their homeland as having the same culture as the faction. The choice of homeland is already in the game start sequence. So for example, if you selected Swadia as your homeland, you will be able to recruit Swadian troops from Swadian-owned villages even if you are not a member of that faction.

So far I have gotten 1) and 2) to work and will need to work on the last option and test it. I like the idea that your homeland (i.e., player culture) will give you the beneift of recruiting the faction troops from villages of your homeland.

Reply Good karma+1 vote
Guest
Guest - - 690,827 comments

Hi Redleg,
thank you for the great mod. I just noticed a few features in version 4.0 Patch 1 I wanted to report in case anything about them is to be altered.

Routing
The first one concerns the routing of enemies. Several times I could notice that the display "Battle won – Press Tab to exit" was shown although there were still a few enemies – for example bandits, looters, raiders – left and actually fighting. Do routing enemies still put up a fight altough they are not surrounded and could run for the edge of the map?

Choose which side to fight
The second one is about the option to choose which side to join in an ongoing fight between two engaging parties. I tried it out as a warband leader without any affiliation to a side. It works well, however I noticed that it does not affect your relation with the side you fought against. You might get a boost to relations with the lord you just helped win the battle and his kingdom, but there are no repercussions for having smacked down a party altough you are officially neutral. You can fight, gain experience, loot and prisoners all while staying neutral to the parties.

Prisoner Chat
The final one concerns the prisoner chat. There has not been a named lord available for me to test yet, but every time I tried to talk to a captured generic unit, for example a sea raider, there was a CTD.

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Redleg99 Creator
Redleg99 - - 944 comments

Thanks for the info. I will check into the prisoner chat especially since that appears to be a bug. The chat was designed to be used to talk to lords rather than regular troops. I will see what I can do.

The routing is a bit more complicated to address. Same with choosing which side to join. I will look at them both when I get a chance, but priority will be with the prisoner chat issue.

Reply Good karma+1 vote
Guest
Guest - - 690,827 comments

I have really enjoyed this MOD. But I am still unsure why modders want to make all woman have the same face. These countless twin woman look like stunned goldfish! Everyone of them. It's the one thing that nearly makes me quit it ;)

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Redleg99 Creator
Redleg99 - - 944 comments

There is an easy fix to revert to the native warband faces. Open the skins.txt file in the module and then find the part that says "female_head_new" and change it to "female_head"

Warband has fewer face textures for women, and that creates more similarity than it does for men.

Reply Good karma+1 vote
fondfoat
fondfoat - - 5 comments

I agree. It's a great mod. I would prefer different faces than every single woman having the same face.

Reply Good karma Bad karma+1 vote
Redleg99 Creator
Redleg99 - - 944 comments

There is an easy fix to revert to the native warband faces. Open the skins.txt file in the module and then find the part that says "female_head_new" and change it to "female_head"

Warband has fewer face textures for women, and that creates more similarity than it does for men.

Reply Good karma+1 vote
Donbass_Parenyok
Donbass_Parenyok - - 8 comments

Hi sorry if I ask this again, how do I customize troops, I ask to see their equipment but idk what to do after that, I have just stabilized my Kingdom and now I want to create a custom army :) I saw your previous reply to my question 2 years ago, I still haven't figured it out :/, when I hire professionals from a castle or town with Barracks nothing happens

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Redleg99 Creator
Redleg99 - - 944 comments

Once you are in the custom troop's inventory, you can take items from the inventory and place them in the equipment slots, just like when you do with with the player's inventory.

Reply Good karma+1 vote
Redleg99 Creator
Redleg99 - - 944 comments

As part of the changes for the upcoming version I am finally getting around to doing a few things I have wanted to do for a while.

1. Expanding on the Edric quest to add at least one more quest, perhaps 2.
2. Get rid of the armors that don't fit into the 1050 A.D. era- this means the heavy stuff. I have done a bit of this for the previous edition but want to complete this aspect. This will also reduce the overall number of assets in the resource files, improving performance. While I want to make the armors and weapons "historically informed" for the period, I will take a few liberties, such as keeping some of the mail armors with tunics just for the sake of variety.
3. Tweaking the party templates for AI reinforcements. This has been a tricky matter since my troop trees are separated by common troops and noble/professional troop lines. Getting the right balance is tricky but I am getting there.
4. As noted in one of my previous updates, I am working on a weather system that provides a bit more weather to Calradia. This will be an option that you can select or de-select. So far the experiments look pretty promising, especially in combination with the new skyboxes I am trying.
5. There are a bunch of other changes/improvements that I think you will like.

Reply Good karma+4 votes
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