(MAJOR UPDATE) 21 NEW MINOR FACTIONS that actually do something! Experience custom events, spawns, hostilities, and a Calradia truly at war. Currently, the mod adds 27 new spawns/parties with 29 new troops all integrated into a troop tree of their own. It also adds 21 new factions each with their own heroes. The different spawns have different schedules of spawning, with some spawning much more rarely and being stronger than lords themselves. They also have different behaviour, and have alliances and wars with specific factions.
(MAJOR UPDATE) 21 NEW MINOR FACTIONS that actually do something! Experience custom events, spawns, hostilities, and a Calradia truly at war.
This mod does not modify or remove anything from vanilla! Hence, it is largely patch compatible.
1.0.8 is not save game compatible as it adds new factions. Any updates after 1.0.8 will be save game compatible within themselves as long as we do not add new factions! For now, I plan on implementing and improving upon the 21 factions added.
This also means that you cannot remove the mod 1.0.8+ from your save if you use any sub-mod that adds factions or the main mod (which adds 21 factions)
IMPORTANT ABOUT NEW SAVES!
It seems that the party speed modifiers do not work when you are starting a new campaign. They do work when you save and load the new campaign. You will have to do this just once. Save your game after starting new campaign and load it and this should fix the issue.
If you want to help with development, come join my discord at: Custom Spawns Development Discord. I would really appreciate some help! You can help with the code, or help me add new troops and troop trees! Just come in and say hi and what you want to help with!
THIS IS ALSO AN API FOR OTHER MODS TO USE. HEAD DOWN TO THE "FELLOW MODDERS" SECTION
Currently, the mod adds 27 new spawns/parties with 29 new troops all integrated into a troop tree of their own. It also adds 21 new factions each with their own heroes. The different spawns have different schedules of spawning, with some spawning much more rarely and being stronger than lords themselves. They also have different behaviour, and have alliances and wars with specific factions.
The mod also adds new bandits and bandit spawns, though does not remove any bandits from the base game.
History books may be linear and filled with the deeds of heroes and the aristocracy, but the reality of war is far from such orderliness. War means chaos. War means people not knowing what to do and turning to unorthodox means of livelihood. War, especially one that has been dragged out like in Calradia, means tens of thousands of people pushed into utter chaos.
A few bandits here and there simply doesn't reflect that.
The aim of this mod is twofold. First, it adds different hostile and allied troops, factions, and troop trees into the game without modifying any of the game files, all with varying patterns of spawning. Second, it allows for modders to add new troops into the game themselves.
The added chaos also makes economics harder to manage, as caravans can actually get looted and villagers captured. All of this is meant to make the game more immersive, and have you actually experience what it is like to try to make a name for yourself in a war-ravaged land rather than a stable, economically-strong country. There are others trying to make a name for themselves, make a living, or pursue more unorthodox ends. Bandits and custom spawns upgrade troops as they loot, for example.
The initial setup of the mod is meant to be balanced, with the lords and armies still being much stronger than the custom spawns as they should be. Some of the rarer spawns (each has >1% chance to spawn daily) are stronger than individual lords but can be crushed by armies. However, you are free to change the size of the spawns and how often they spawn :)
Check out the youtube tutorials! Or just head to the files of the mod, especially in ModuleData/Data. It's all mostly self-explanatory. If you have any issues after that, feel free to post here :)
The mod does not modify any code in the game and merely interacts with the game's API and constructs an API of its own with extra functionality.
if the mod meets a minor problem it will not crash, and instead, display an error message for you to inspect or disregard. Of course, I cannot guarantee no crashes but the mod should be very stable. I've been developing it since e1.0.04 and haven't had to change a thing due to patches.
The mod is compatible with most mods! However:
-The mod may conflict with mods that change party speeds. You can disable the party speed modifiers of this mod through the config file in ModuleData and freely use your other mods, though the party speeds of bigger parties that I have added may be too slow.
Adding factions and heroes requires a new save!
Mods that don't add factions and heroes do not require new saves!!
After v1.0.8 I will be adding new factions into the game. These will be separate from the game's factions, but nonetheless the game requires a new save file for new factions to work properly. This is how the game works, and there is little I can do about it without breaking things. I will be adding these factions in just one version, and then expand upon their troops etc in future updates, meaning that saves after 1.0.8 will be compatible within themselves, unless we decide to add more factions of course.
This also goes for any mod that adds new factions, including the sub mods of this mod. So, if you want to play with sub mods that add factions and thus more complex behaviour, then decide upon what you want before you start your new save.
If you want to get a feel for the mod, download 1.0.7, which is save-file compatible. However, 1.0.7 will not be the same as 1.0.8+ as new factions add so much to the game. Also, I will be adding even more functionality and troops starting on 1.0.8
you cannot remove 1.0.8+ from your saves.
If you have enabled the mod in a save and want to remove it now, go the config file in ModuleData and enable RemovalMode. After this, restart your game and open up your save file. After moving around for a couple seconds you should see a message saying that it is now safe to remove the mod. This is done to ensure no crashes happen after you have removed the mod.
Saves that did not have the mod installed in the first place should not face any issues.
Using my API as a basis for your mod is really easy! Here is a video on how to implement my API. You don't even have to code any C#: Youtube.com
If you do want to code some C# and help me develop my mod further, here is the GitHub link: Github.com
You would have your users download this API (the clean API version!) and your mod separately, but thanks to this any other mod that implements my API would not have any conflicts with your mod as the API would just be installed once!
If you end up using this API, please set this nexus page as a dependency so that users can download the latest version.
KNOWN MODS THAT USE MY MOD <3:
If you want to have your mod listed here, contact me!
THANKS AND SUPPORT
Thank you for having a look at my mod! I intend to expand it more, but like all of you, I have other responsibilities. If you want to help me mod more or have some ideas, feel free to leave a post or support me on Patreon: Patreon.com.
ALL ADDED TROOPS, TREES, STACKS AND THEIR EXPLANATION/LORE
The new troops are in bold. The stacks are given in parenthesis. The reasoning behind the unit is given after parenthesis if available.
NO TROOPS OR STACKS ARE REMOVED FROM VANILLA IN THE ADDITION OF THESE TROOPS. THE MOD THUS DOES NOT BREAK AS EASILY OR HAVE INCOMPATIBILITIES AS EASILY.
All stacks scale in accordance with your level and the number of days that have passed in the game. A stack is less likely to spawn if there are many of it on the map already.
Some of the spawns are very rare, and are much stronger than their common variants. Prepare for a challenge and a world ravaged by war.
Stacks can now spawn depending on other stacks.