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...

Comments  (0 - 10 of 1,103)
Maznovia
Maznovia - - 4 comments

Hi redleg, I am just wondering if I could add ambient city sound effects to the mod, idk if it would work or not, I found a audio file in CK2 I like and I already made it an OGG file(I spent the whole day changing music and I might change the death sound effects to those gruesome CK2 sounds lol), back to the point would it break my game and your mod is amazing, I love tinkering with stuff so I am not editing it because it's bad, I just like to add stuff I like :)

Reply Good karma Bad karma+1 vote
Redleg99 Creator
Redleg99 - - 931 comments

You probably could add the sounds but I am not sure how to do it.

Reply Good karma+1 vote
Maznovia
Maznovia - - 4 comments

it's already there, I just have 2 braincells

Reply Good karma Bad karma+1 vote
Redleg99 Creator
Redleg99 - - 931 comments

I wanted to test the waters about the issue of archers and crossbowmen having shields. My thoughts are that if archers and crossbowmen have shields, they should be small sized. It seems to me that an archer carrying a large heater or pavise shield on back would be hindered by the shield.

Should they be guaranteed a shield or not? Native Warband will equip some archers with shields but not all will spawn with them. Instead, some of the archers will be equipped with two-handed weapons, like a large axe.

Reply to this comment if you want to weigh in on the archers/crossbowmen shields stuff. Extra points given for historical realism.

Reply Good karma+1 vote
Redleg99 Creator
Redleg99 - - 931 comments

Sheesh, I just saw a recent review giving a rating of 4 but with no comments. Good thing there are so many other reviewers who took the time to comment. If you do a review for this mod or any other, it is a good idea to at least provide some commentary. It helps the modders and it helps the players decide whether they want to play a mod.

Reply Good karma+3 votes
Redleg99 Creator
Redleg99 - - 931 comments

Update: I am still working on the update. I am trying to optimize the new weather system and the ShaunRemo advanced skyboxes. I am also making some tweaks to the party templates to get closer to the right balance of troops appearing in lords' armies. It is tricky since each faction has two separate troop trees- commoner and noble. I have added some more things that I will detail in the release notes.

Reply Good karma+2 votes
avichanda460
avichanda460 - - 2 comments

Great mod guys but please make more reinforment waves it takes a huge time when a huge battle takes place. Also give the seige defenders a boost cz seige should be hard.

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Redleg99 Creator
Redleg99 - - 931 comments

What battle size are you using? Also, what do you mean by giving the siege defenders a boost?

Reply Good karma+1 vote
avichanda460
avichanda460 - - 2 comments

I am using 300 battle size. In some other mods like prophesy of pendor i saw there is a option of how many reinforcment waves u want. And in awoiaf mod they use fire arrows in sieges which gives defenders a good advantage but it's not that important will be really grateful if u can add the reinforcement wave thing in the mod.

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Redleg99 Creator
Redleg99 - - 931 comments

Thank you for the ideas. I will surely check into the reinforcement waves options.

Reply Good karma+2 votes
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