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.
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.
Gameplay Changes
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:
Scene Changes
Graphics Changes
Streamlining the Mod
I wanted to reduce the load on the PC so I modified or removed various things, including:
MISC Fixes
Known Bugs
This update is to describe some of the key changes made since the last Dev. Diary.
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...
I am working on a few fixes and changes that will become version 3.1. I discuss the changes below.
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...
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...
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...
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...
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...
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 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...
Where can I list of full features?
There is a list in the mod itself as well as on this board. Go to the files and then select the mod version 4 and then read the description of the mod. That will have most of the information. If there is anything else you want to know, I am happy to answer.
I see. What does this mod have and differ from other native overhaul mod?
There are a number of things. First, the mod is based on Diplomacy 4.2 with PBOD and AI formations. Second, it incorporates my edits to the Freelancer code. Third, there are three additional factions. Fourth, I have made a number of changes to the recruiting of troops, including recruiting from castles and towns as well as from training grounds. Fourth, I have reworked all of the troops trees, as you will be able to see in the in-game troop tree viewer. Finally, I have made a number of other changes, for example, to tournaments, added a number of armors, some of which are my meshes and textures, and other types of changes.
I should add that the mod is stable, runs well even on PCs that aren't supercomputers, appears to have no game-breaking bugs, and is fun to play. I am working on the next version, which will be released soon. The new version adds some features that I have discussed in some of my posts below this.
I see, thanks for explanation, this mod is very interesting
Hey man, I really had fun with this mod. However I seem to have an issue regarding routing where the "you have won" text appears even thought there are still enemies actively fighting on the field. What's more is that when fighting looters, the mounted bandits don't move from their spawn and just idle there. Other than that, great mod, keep up the good work.
Thanks for the info. I have seen this too. What I have noticed about the mounted bandits is that sometimes they charge and sometimes they stand still. I don't know if it has anything to do with the routing script.
As far as I can tell, you can still fight for a while after the "you have won" text appears.
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.
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.
I have fixed the prisoner chat issue and will include it in the upcoming release. For the time being, only chat with prisoners who are lords.
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.