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.

Description

This is a full version. Extract and copy to your Warband Modules folder. Version 1.11 is savegame compatible with Version 1.1. Changelog for version 1.11 Bugfixes: * Fixed terrain borders error in module.ini. * Replaced Ashford town scenes with “Nibleheim” scenes by Toffey. The passages to dungeon, castle, arena, etc. should work now. Other changes: * A few minor troop equipment changes. * Enabled the "walk around" in camp menu.

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Calradia 1050 A.D.: Mercenary Uprising ver. 1.11
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cobraddc
cobraddc - - 2 comments

crashes when i enter the kidnapper's hideout

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Redleg99 Author
Redleg99 - - 931 comments

Which kingdom is the hideout in?

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cobraddc
cobraddc - - 2 comments

Khergiz tribe

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Redleg99 Author
Redleg99 - - 931 comments

Which version of the game are you playing, 1.1 or 1.11? Was there an error that showed up in your rgl_log.txt file?

I tried the quest in version 1.11 and didn't have any crashing. The only issue is that the kidnappers' hideouts in Khergiz and Kelton lands don't have a special scene so they use a generic scene.

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Icecold_killer
Icecold_killer - - 5 comments

Is there any chance of making arrows with higher damage, and adding different kinds of them,

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Redleg99 Author
Redleg99 - - 931 comments

Do you want new arrows with higher damage than bodkins and khergit arrows or do you want me to equip the troops with more bodkins and other existing arrows?

Are you mainly interested in better arrows in order to improve the player's own archery efficacy or to improve the AI archers' efficacy?

From my experience, the archers/crossbowmen seem reasonably effective, especially at the top tiers. I have used 20-30 archers in battles to absolutely shred opposing infantry troops with mail armor.

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Icecold_killer
Icecold_killer - - 5 comments

yes new arrows with higher damage
I think it would be better

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JoseHQ
JoseHQ - - 3 comments

No, please. Leave the game balanced, they archers will be just too op if you improve their efficacy, specially at sieges.

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Redleg99 Author
Redleg99 - - 931 comments

I agree with you. Since my mod deals with an earlier era in Calradia, I didn't want to make archers OP, especially as the troops rely more on cloth armors, except at the upper tiers.

I made some module.ini tweaks to archery that make it less effective at longer ranges and more effective at very short ranges than currently. This did away with the 200 yard headshots that would kill the player character.

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Guest
Guest - - 689,376 comments

Hello, really awesome mod! Great job, friend!

As i see this question about arrows, i would like to tell my opinion. Yes, it would be really great u would put new arrows in-game. But also add them to higher tier archers, not only for player to buy.
However if u do that, add more armor/health to inf/cav troops, so archers wont go too god-like. With this you will improve the gameplay, the more tuff AI troops are, the more challange, the more challange - the more fun!

Keep ur awesome work!

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Redleg99 Author
Redleg99 - - 931 comments

I am glad you are enjoying the mod. Thanks for the input. I am working on version 2 and will incorporate some of the ideas and feedback that I receive here and at my Taleworlds site. I try to take player ideas and opinions into consideration but when there isn't a clear consensus, I will go with my own preferences.

Although I am some way from completing version 2, I can tell you that there will be changes in the troop trees and recruitment. I don't think I am going add heavier armors as the mod is set in an earlier period in Calradia. I am increasing the capabilities of the troops, both commoners and professionals, so you will find them tougher and better in combat. As you may know, I already increased the capabilities of bandit troops and created new upgrade paths for them.

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Guest
Guest - - 689,376 comments

Awesome sir, the mod is great at any point.

Also i wanted to ask, will there be any new minor factions or new kingdoms? khergiz tribe and kelton really made the gameplay more fun. More bandit kinds would be awesome, so you wouldn't have to go straight for lords for some bigger or harder battles.

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Redleg99 Author
Redleg99 - - 931 comments

I haven't decided if I will add more factions beyond the 8 that already exist. I might increase the size of the Khergiz and Kelton factions to give them the same number of lords and ladies as the other factions and to give them more holdings (towns, castles, villages).

I am also considering adding an invasion faction that will be able to take lands.

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EsoTaken
EsoTaken - - 1 comments

Overall this is one of my favorite mods to play and Just want to say good job!

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Redleg99 Author
Redleg99 - - 931 comments

Thank you for your support! I think you will like version 2.0 when it comes out.

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Guest
Guest - - 689,376 comments

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