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.
This is a full version mod that can be played on Warband versions 1.153-1.168. This version of the mod is not compatible with any previous version of the mod so you will need a separate installation and start a new character. The installation instructions, changelog, discussion of major features and credits are included in documents within the mod files.
I. Installation
Copy the Calradia 1050 A.D. Mercenary Uprising v2_0 folder into your Warband Modules folder. This mod will work with Warband versions 1.153 and higher. Please note that version 2.0 is not save-game compatible with any earlier versions.
Features and Credits for the mod are shown below, starting with the changelog for version 2.0.
II. Changelog from Version 1.11 to Version 2.0
Bugfixes:
Replaced Aderkan town scene with new “Tulga” town scene by Ruthven. This should fix all scene problems with Aderkan.
Major Changes:
The main changes for Version 2.0 have to do with recruitment and troops trees/troop equipment.
New Recruitment since V. 1.11:
Each faction now has separate common and professional troop lines. The common troops are hired from villages and tier 3 common infantry troops are hired from towns and castles. Common troops go to level 25 but do not upgrade into professional troops.
Professional troops are hired from towns and castles so long as the player has renown of at least 200 and is affiliated with the faction (either a lord or a mercenary working for the faction).
Each faction leader has Elite troops in his party template. These faction elite troops are not available for hire, however, if the player builds a barracks in one of his/her towns or castles, the player will be able to hire custom troops that upgrade ultimately to the custom elite troop.
The player can build a barracks as a castle or town upgrade. The barracks is fairly expensive and time consuming to build but does activate the recruitment of custom professional troops that permit you to customize their equipment. Please note that these custom troops are not the default player kingdom troops. Once you become king, you will be able to select your kingdom culture from among the 8 faction cultures and will still be able to recruit custom professionals from your barracks.
Once the player has a renown of at least 200 and honor of at least 10, from time to time special mounted “honor troops” will ask you to hire them.
An additional new troop line starting from “farmer” is also available for hire. These troops are called “adventurers” and they upgrade to level 25. They are paid the regular wage rather than the higher mercenary wage. Adventurer troops are all good at throwing weapons and are fairly well equipped. They are certainly worth hiring if you get the chance to rescue some from outlaw bands.
The sword sister line has been re-modeled to make them into proficient crossbow fighters.
Changes to Faction Troops:
The changes to faction troops are too numerous to account for here so I will try to summarize the major changes. Aside from the separate common and professional trees discussed above, faction troops have been equipped with some new armors and weapons, some of their proficiencies and skills have been altered for better balance and consistency among troops, and their skirmisher troops have been developed. The Nords and Rhodoks no longer have any mounted troops as they did in previous versions of the mod. The availability of Manhunter troops, mounted honor troops, and mounted mercenaries should make up for this lack. Each faction infantry line (excepting the Khergiz) now has two level 20 infantry troops, each with specialized weapons. Both of these troops upgrades into the militia sergeant troop. As with prior versions, all infantry troops, excepting sergeants, have and use pole-arms in addition to a side-arm. I used a script that forces them to spawn with all their melee weapons.
All non-mounted skirmishers have been re-designated as infantry instead of archers. The player has the option to rename them back to archers or even a new division if so desired. I have incorporated a new script that forces all skimishers to spawn with throwing weapons even if they are not coded as archers in the module files.
Changes to Kelton lord faces:
Since Kelton lords were based on some of the Nord's lords code, I customized each of the Kelton lords faces to give them a more Anglo-Saxon look, including distinctive Anglo-Saxon warrior mustaches!
Changes to Mercenary Troops:
The main changes to mercenary troops was to enhance the crossbow and skirmisher lines by creating a new level of troop for each. I have made some changes to the troop equipment for most mercenary troops.
Changes to Outlaw Troops:
I have made a few changes to outlaw troops, primarily in the equipment, but also lowered the proportion of outlaw leaders in the party templates so that outlaw troops would not be too overpowering but would still pose a greater challenge than in Native Warband.
There is a troop-tree viewer in-game to allow you to explore the faction, mercenary, outlaw, and other troops trees and equipment. The only troops not shown in the troop trees are the faction elite troops.
Other Coding Changes added since V. 1.11 not discussed above:
I have modified Bismark's custom kingdom troop code from his Native Mod Compilation source to use for my custom troops. My version fixes a couple of small glitches, and as discussed above, provides a limited version of custom troops that are hired in barracks owned by the player.
I have added the starting scene back into the game. The player can now also start in any of the kingdoms, including the Kelton and Khergiz kingdoms. Please note that for the Kelton and Khergiz bandit missions given by the merchant there are only generic scenes for the bandit lair. The generic scenes work fine.
I used Rongar's “Factionize Items” code to help limit faction-specific items to their faction towns. This code worked fairly well, although there may be a few items that I forgot to designate to the faction that will show up in other shops.
I used Nemchek's “Improved Ethnic Faces” code to improve the faces of faction troops. The most noticeable changes will be seen in the Sarranid troops.
I used one of Neil's blood tweaks to enhance the blood effects.
Source code changes to “animations.py” to enable a different two-direction spear attack than in previous versions. The code and animations BRF comes from Hoboistice, who posted at the Taleworlds forum.
My own source code changes in the starting equipment and stats for the new character. If you choose the Squire route, you will start with 3 tier 2 adventurer troops.
The barracks and recruitment from barracks features are my own code based on native code.
The honor troops recruitment event is my modification of code used for a similar event in the Brytenwalda mod.
My own source code tweaks to:
Give the player a prisoner management point at character creation.
Make the village watchtower more effective in that it now takes 2 times longer to loot the village with a watchtower.
Reduce the build times for all buildings by 50%.
Increase the number of mercenaries available in taverns to 5-9.
Increase mill prosperity in villages to from 5 to 10%
Double the gold gained after battle victory.
Changes to mission templates and scripts to force infantry troops having throwing weapons to spawn with throwing weapons in addition to their melee weapons.
My own changes to mission templates to allow troops and villages to use weapons other than wooden staffs in the “back alley revolt” scenario. I expected that a tax revolt would involve armed commoners attacking armed troops.
III. New armors, weapons, and horses added since V. 1.11:
I have added a large number of new items so that the total of items (including native items) is around 1589. Some of these new items are from OSP packs while others are my own design. In some cases I have modified textures from OSP packs.
All textures in the Redleg_armors_1, Redleg_armors_2, Redleg_armors_3, Redleg_boots, and Redleg_old_items BRF files are my own textures modified from Native textures. You may use those textures in your own mod as long as you give me credit. Some of the textures in the Redleg_and_various_shields BRF are my own textures modified from Native or from OSP textures.
The new item OSPs added since V. 1.11 include:
1429 Edition mod team - bill weapon
Akosmo OSP pack - various weapons
Alpha Delta's Viking Pack - selected armors
Count of Westeros - armors
Gluck's maces pack – selected maces
BrustwarzenLenny Shields - selected shields
Dariel Indo-Person OSP II - several weapons and helmet
Dia151 - various lances
DNO Historical Wars mod team - various weapons and armor
Faradon Items – weapons and helmets
Frell's Kazakh Armor pack – selected armor
Gothic Knight's HalfCataphracts – selected horses
Hans Weapons Pack - mongol cap
IgorBB – more body armors, helmets, and weapons
Life Erikson - selected weapons and armor
Ohagi's Armor Pack OSP - some armors
Open Source Project Weapons – several weapons
Shik - various weapons
Sly's Armor Pack - helmet
Stephan Dianova - mail armor
Stonehead Saxon - weapon
Thicke OSP Item Variants - various armors
TLD mod team - various armors and weapons
The download includes the full credits list and changelog for previous versions.
IV. Known Issues for Version 2.0
I have found that resetting the module during gameplay (only available in windowed mode with cheats on) will cause problems with food- both in terms of availability in stores and will take away the food bonuses. I don't know if this is s problem coming from Native Warband, Diplomacy 4.2, or my own modifications to the code. I have not made any changes to the food aspects of the game but a few players have complained about this occurring.
The Outpost Kit has a few bugs but none are game-breaking. I have not had a chance to delve into the code so any fixes will need to be in later versions. Scenes have not been created for all the first level outposts. Refer to the Outposts Kit thread at the Taleworlds forum for more info.
You can still use TweakMB to tweak many of the values but some tweaks are not available since I made changes to the various module files.
Due to the complex way family affilations and lord characteristics are handled in module_scripts.py and to my inability to completely understand the code, the ages of the lords and ladies of the two new factions might be strange. For example, a father might be 35 years old and have a 25 year old son. This is due to the fact that both of the new factions have fewer than 20 lords and 20 ladies. I had to define ages and family relations in the scripts so that the new faction lords would not be related to lords from other faction. For some reason, however, their assigned ages get overwritten during the compilation process. The ages of the lords and ladies is really only a small annoyance but I did want to let you know so that you won't feel compelled to tell me about it. I spent quite a bit of time working on this but gave up rather than stalling the mod. I might return to it at a later time.
Well done. This is on top of my list. I'm gonna play it when I'm free of work.
Thank you! Gonna play this when i return from my holidays hahaha
Oh yes, oh yes!
(buried)
For some reason I cannot delete your mod from my computer mate. I am really not pleased if you have contaminated files in your mod , fix it.
no he did nothing wrong , most lucky files are being used by a program that is still running , restart your pc and 90% of time problem is solved or open task manager and try to find out what is using files then force close that.
There are no contaminated files in the mod.
Why Rhodks have white shield ?
The shields are white at a distance because I didn't change the names for the lods when I changed the name of the shield mesh. The fix will be in the first patch to be released very soon.
hi, conversation.txt seems to be missing so the game doesn't start.
Try to extract again. I am certain conversation.txt is there.
Finally, thanks man you have no idea how long I've been waiting! :)
I am happy to please. Let me know what you think, especially compared to earlier versions if you played them.
I'm gonna download and try this,but what does this mod do exactly?
Read the mod info on the summary page. The big parts of this mod include Diplomacy, Pre-Battle Orders and Deployment, and Freelancer. I have also added a number of my own scripts pertaining mainly to recruitment and to adding two additional factions.
You might want to wait for me to release version 2.1 this month as it will be better than version 2.01.
Ummm, you said that version 1.153-1.168 is required. What if I have 1.172?
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