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...
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 :)
You probably could add the sounds but I am not sure how to do it.
it's already there, I just have 2 braincells
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.
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.
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.
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.
What battle size are you using? Also, what do you mean by giving the siege defenders a boost?
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.
Thank you for the ideas. I will surely check into the reinforcement waves options.