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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Provide helpful comments and suggestions here (Games : Mount & Blade: Warband : Mods : Calradia 1050 A.D.: Mercenary Uprising : Forum : Comments and Suggestions : Provide helpful comments and suggestions here) Post Reply
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Dec 27 2015 Anchor

The more helpful the comment or suggestion, the more likely it will be considered for future versions.

Feb 22 2016 Anchor

Add bigger battlefields, and make more dialogs for the npc.

More quests for village elder, guild masters and lords.

Guild like in medieval 2 total war (Knight guild thieves guild assasins guild mercenaries etc).

More map locations like gold and iron mines, mills, caves, temples, more castles and villages, etc.

More parties like adventurers, more type of bandits, band of mercenaries.


Edited by: Mehnrues

Feb 22 2016 Anchor

Thanks for the ideas. Here is what I am planning for version 2.0, which I am currently developing.

1. There will be more mercenaries, manhunter, and female troops to choose from.

2. I am adding to the existing Edric Streona quest.

3. I am adding more dialogs for the 4 NPCs that I added.

4. There will be at least one new location in relation to the expanded quest, perhaps more.

5. My main focus is to further refine the troop trees and recruiting system. So far, each faction has a commoners line and a professional line. Commoners cannot upgrade to professionals. I am in the process of testing this now to see how it affects the game-play and balance. I can say that the game is definitely harder for the player because the player cannot hire faction professional troops until they are affiliated with the faction and have 200 renown. Furthermore, since these professionals are only available in castles and towns, they are less prevalent than the commoners from villages.

Feb 23 2016 Anchor

Where i can find those new npc? Never meet them.

Make time go faster would be more realistic, capture 2 castles in a week isn't so you could make 1 week is 1 ingame day or something like that, another thing you can make (but very hard so i doubt it) when time progress factions gains new technology like better troops and these.

Feb 23 2016 Anchor

You can find them in the Taverns. They all have anglo-saxon names and are fairly high level compared to Native NPCs. They cost a bit more though.

I don't know about the time aspect. That may be beyond my capability as a modder, especially since I am a one-man team.

Feb 25 2016 Anchor

The world is "a little" unactive, you should add more parties in the world, like adventurers, merchants, brigand, mercenaries, etc, some neutral, some hostile.

As i see noticed bandits didn't attack themselves, what i mean is make every bandit type have "Faction", so they attack themselves, and make that with new parties too.

A great feature you can add is bodysliding, you can find it on taleworlds forums, it makes when you die, you get control of one of your troops so you won't get boring when you die in battles, and add more mercenaries to hire in taverns and unique npcs in taverns and villages that give you a quest or something, and speaking of quests you should add more quests to guild masters, lord and village elders.

And add more goods to towns villages, like wood, stone, gold, milk, and some more.

Edited by: Mehnrues

Mar 5 2016 Anchor

moving the descusion over here to free up the comment section and since i cant be botherd to remember my taleworlds forum login stuff : p

i sapose it might be less of an issue with actual damage and speed from spear/shieldmen and more the fact that they refuse to or in the best cases rarely pull out there sidarms when there longer weapon has been made usless by enemies getting so close they cant use them and then end up getting butcherd in mass. i fined myself putting the skirmishers into the inf devision just to get shorter weapons upfront in the formation when nothing "harder and bawlier" is availible. is there a way around the sidearm problem that im messing up by using stuff in the PBOD section? i tend to always use it when its availible, or somthing else that i might be doing wrong?

awsome to hear on the cutting spears. those last ones looked like one handers and i couldnt fined anything else in the selection of weapons to fix it that felt right astheticaly : p speaking of that though.. i tried changing a bunch of the polearms that i thought were too long and thick from one handed into two handed but it provented the units using them from using there shields and sidarms in shieldwall like they usualy do, it wouldn't bring the spear/shieldmen in the formation up front to take there place making big vulnerable gaps in the shieldwall so i had to either turn them back to mod default or mostly relly on skimrishers as filler infantry for a projectyle resistent/brawly front line. the twohander polearms you already have set up dont have this problem for some reason though

yeah i like the reach of the bills as well~ makes them good second line troops from what ive seen~

good to hear we might not be able to get away with stuffing a whole civilization's worth of conquered people down one salt hole anymore : p although that doesnt mean there couldn't be other such places to stuff them in around the map for more spread out profit later onnnnn~

i can see where your getting with that point in not automating land rents. if it couldnt be scripted to be treated like an interprise on payment day so it could just say under sequestration if the city was under hostile control. its not too much of a problem either way~ personaly somtimes i just forget what cities ive even put money into though and spend days wandering around to fined out who owes me~ XD

Mar 6 2016 Anchor

The last cutting spear was a one-hander that I made larger and thicker. The one I have in my work-in-progress version looks more like how a real menavlion (Byzantine hewing spear) has been described. I think you will like it. I have installed an additional hewing spear that is also better than that in version 1.11. This will give the player more choices if they want to re-equip any troops. As it is now, there are over 1150 items, which means approximately 400 items were added.

The weapons switching in PBOD is certainly not perfect but works better than Native as far as I recall. I also have equipped all spear bearing troops to have side-arms and to be equipped with them. As for the choice between spear and side-arm, you can use PBOD to tell your troops to use one-handers and shields or to use pole-arms. You can set this up at the beginning of battle or during a battle. During a battle, the command F5 F5 will tell them to use 1-handers and the command F6 F5 will tell them to use shields. I especially like to tell all troops to use shields when the enemy has a lot of good archers and we are advancing into them. It will save you a few troops.

The formation you use (either ranks or shield wall) will also determine which troops go in front. If you use ranks, the best troops will be in front. Most of the best troops have good 1 and 2-handed weapons. If you use shieldwall, I think that spear wielding troops with shields will take the front.

It's funny that you mentioned liking the bills. I was using them for the Keltons in an earlier pre-release version of the mod. Those types of bills were an early type that probably did exist in the 10 and 11th centuries and were very similar to agricultural bills.

Edited by: Redleg99

Mar 6 2016 Anchor

400 huh? sounds awsome~ i'll be eager to look threw them after seeing what you've done with the troops in 2

i'll have to experement with the mid battle equipment commands together with the formation commands then. i kinda forgot telling troops to use spesific kit was even a things since formations usualy did what i wanted in most cases. not to mention equipment commands would be a whole nother set of muscle memory to learn. but who knows, it might be well worth a try~ :p

i dont sapose there was realy too much hefty two handead pole arming going around in many places at this time period. that power and reach is hard to resist putting in in some way or anouther though~

so how much ferther past verson 2 do you think you'll go or need to once its released? (unless thats just a general title for all your future work going forword for a long while~)

Edited by: Mechoyu

Mar 7 2016 Anchor

Good point about the two-handed pole-arms. In 11th century Europe these probably were not prevalent for professional troops. Historians do know that some elite Anglo-Saxon and Danish troops (the Huscarls) used long 2-handed axes with shafts perhaps 4 feet in length. Peasant levies probably used pitchforks and billhooks, which were common farming implements, although in England and parts of western Europe, the use of poorly-armed levies was probably decreasing in prevalence during the time as levy troops were expected to be equipped with to at least some minimal standard of military equipment. Furthermore, nobles relied quite a bit on well-trained and well-armed professional retainers for many of the conflicts, preferring to use the levies for garrison duty and for performing many of the non-combat roles of an army in the field (e.g., running supply wagons, setting up camps, guarding camps, tending to livestock).

The main pole-arms for professional soldiers were still spears used one-handed with shields. By the end of the 11th century, beginning of the 12th century, early forms of two-handed pole-arms were beginning to emerge, such as the guisarme, which likely derived from the billhook, early glaives and fauchards, long bardiches and voulges to name the most well-known.

I am less familiar with the use of two-handed pole-arms in area outside of western Europe. There is documentary evidence that the Byzantines during the Komnenian period had elite anti-cavalry troops using a two-handed hewing spear that is commonly depicted as a large boar spear with larger than usual spear head. That is why I chose to give the Eastern Province troops a nice two-handed cutting spear.

Of course, since we are talking about Calradia in 1050 instead of western Europe, I can be flexible and creative with the equipment as need be. I have tried for some historical accuracy while at the same time attempted to make each of the factions unique, having unique armor and unique equipment, including each having a specialty two-handed pole-arm weapon.

Jan 4 2017 Anchor

Did you forget to update the troop tree? Some of your choices make no sense, why do different paths end up with the same troops(sergeants). Why don't the Rhodocks have polearms for their elites? or crowbowmen? The Rhodocks feel like a worse verion of Swadia. Also why do the custom elites use a polearm they can't use with their shields? I love every other aspect of your module expect your troops. Every nation feels the same, no one seems to specialize in anything. Everything else is great except the troops, iv'e encountered no bugs or ctds which is awesome. Thank you for hard work I'm trying to give feedback and not hate.

Jan 4 2017 Anchor

Than

BasaraTheSlayer wrote:

Did you forget to update the troop tree? Some of your choices make no sense, why do different paths end up with the same troops(sergeants). Why don't the Rhodocks have polearms for their elites? or crowbowmen? The Rhodocks feel like a worse verion of Swadia. Also why do the custom elites use a polearm they can't use with their shields? I love every other aspect of your module expect your troops. Every nation feels the same, no one seems to specialize in anything. Everything else is great except the troops, iv'e encountered no bugs or ctds which is awesome. Thank you for hard work I'm trying to give feedback and not hate.

Thank you for the comments and questions. I will try to answer each in order.

1. I did update the troop tree from version 1.11.

2. I decided that I needed to update both types of tier 4 infantry into the sergeant so as to not penalize the player for choosing one tier 4 over the other. Each tier 4 troop has it's own pole-arm for a different purpose.

3. When you say "elites" do you mean professional troops? There are elite troops for each faction but they only spawn in Kings' parties. The Rhodoks do have polearms in their professional troops. For example, the Rhodok Guard has a glaive. The Rhodok retainer has a two-handed maul, which, although not technically a pole-arm, is a long weapon. I think you will find that the Rhodoks do quite well against the other factions. They still have the best crossbowmen and their infantry is quite tough.

4. You are correct that a number of the elite troops, including the custom elites use two-handed weapons. I thought that limiting all troops to weapons that could be used with shields would be limiting. In PBOD you can tell your troops to use shields and one-handed weapons when appropriate. With the custom elites, you can talk to the troop to tell them what equipment to carry. Be advised that the force melee weapons script is set up to give them all their weapons, so you want to limit the number of weapons you put in their inventory to 3.

5. I agree that there are some similarities in troop trees across some of the factions although skirmisher troops have been extended and beefed up for each faction. I am going to modify the troop trees at some point in the future to simplify them a bit but to also make some of them more distinct. The main concern, however, is that dramatic changes may have unintended effects on game balance across the factions.

6. I am glad the game is working without errors or crashes. I have tested it a great deal.

Oct 29 2017 Anchor

Would you consider increasing the amount of troops the player can lead? say, buffing leadership. feels odd having 2000 renown and 6 leadership and only being able to lead 180 men ( that is if I can keep up with the morale) meanwhile the kings lead 450.and maybe adding the mod that includes the food with prefixs, such as fine bread or well-made fish.


Edit: also the horses with half armour seem to have the same speed as the horses with full armour. was wondering if you would bump up the speed of the half-cataphract by a few points.

Edited by: FishFlop

Nov 6 2017 Anchor
FishFlop wrote:

Would you consider increasing the amount of troops the player can lead? say, buffing leadership. feels odd having 2000 renown and 6 leadership and only being able to lead 180 men ( that is if I can keep up with the morale) meanwhile the kings lead 450.and maybe adding the mod that includes the food with prefixs, such as fine bread or well-made fish.


Edit: also the horses with half armour seem to have the same speed as the horses with full armour. was wondering if you would bump up the speed of the half-cataphract by a few points.

Thanks for the input. I will consider the leadership aspect. You will get a bonus for owning a village and a larger bonus for each castle. To me the main constraint is the party morale aspect. Both the base troops and party morale can be modded and I will consider this for future.

I will check into the cataphract speed. It seems to me that the fully armored horses have too high speed so I might adjust those instead. I will take a look when I get a chance.

Mar 13 2018 Anchor

Hey man, great mod. I hope youre still working on it, so maybe i will see my suggestions in the next mod versions

I read all the other suggestions and didnt notice anyone suggesting:
1. The ability to build schools in towns. Seems kinda weird that every village in my lands has a school but my capital city doesnt. And another thought that after you build a school in a town you can upgrade it into a university. And in the university you could hire lets say- Tax collectors and bookmakers (maybe they could reduce the tax inefficiency), different artists like musicians and poets (They could maybe increase your renown each week by a bit, by writing songs and tales of your heroism), and other educated people four your royal court.

2. Immediate recruitment of large mercenary groups. It would be nice if i could ask my constable to recruit a mercenary group (like in Game of Thrones) Obviously they have to cost a lot, and would take some time to arrive to your aid, but still i think its quite a nice idea

3.Some new buildings that you can build in towns. No idea what they would do but it would just feel nice to have some options you know? instead of just a prison tower and a messenger post

4.I love the Edric Streona quest, it really adds to the game and makes it feel like the world isnt only moving around you. And i love the sword you get, but i was wondering if you will ever add other unique items ? like the sword

5.I still cant demolish an outpost

6.Last but not least a blacksmith. Now there are sooo many items that i cant make my companions look like a badass team of destruction because i cant find the same armours. It would be cool if you could order armour from the blacksmith, chose its quality level, pay more than the market price and wait for a week untill its done.



Mar 21 2018 Anchor
xXPANDOSXx wrote:

Hey man, great mod. I hope youre still working on it, so maybe i will see my suggestions in the next mod versions

I read all the other suggestions and didnt notice anyone suggesting:
1. The ability to build schools in towns. Seems kinda weird that every village in my lands has a school but my capital city doesnt. And another thought that after you build a school in a town you can upgrade it into a university. And in the university you could hire lets say- Tax collectors and bookmakers (maybe they could reduce the tax inefficiency), different artists like musicians and poets (They could maybe increase your renown each week by a bit, by writing songs and tales of your heroism), and other educated people four your royal court.

2. Immediate recruitment of large mercenary groups. It would be nice if i could ask my constable to recruit a mercenary group (like in Game of Thrones) Obviously they have to cost a lot, and would take some time to arrive to your aid, but still i think its quite a nice idea

3.Some new buildings that you can build in towns. No idea what they would do but it would just feel nice to have some options you know? instead of just a prison tower and a messenger post

4.I love the Edric Streona quest, it really adds to the game and makes it feel like the world isnt only moving around you. And i love the sword you get, but i was wondering if you will ever add other unique items ? like the sword

5.I still cant demolish an outpost

6.Last but not least a blacksmith. Now there are sooo many items that i cant make my companions look like a badass team of destruction because i cant find the same armours. It would be cool if you could order armour from the blacksmith, chose its quality level, pay more than the market price and wait for a week untill its done.



Thanks for the ideas. I will try to address each by number.

1. I have considered adding new types of buildings- this would have to wait until the next full version as it wouldn't be save-game compatible.

2. I like this idea. I have considered implementing something similar to that in With Fire and Sword where you can hire mercenaries from camps. There is a new OSP script for this at Taleworlds Forum that I might use. This too would have to be in a later full version.

3. Same response as for 1 above.

4. I am working to expand the quest for the next full version. At the last step of the quest you will have to siege a wooden fort that Streona is using as a hideout. Once the fort is captured, you will get to keep it and it will function as a castle. This too would be for future full version.

5. The outpost script is buggy with these later versions of Warband. My advice is to not use the script at all until I or a better coder can figure out how to fix it. I will probably disable the menu item until I can fix it.

6. I have considered adding special merchants selling high-end weapons. This should be fairly simple as it has been done before and an OSP script exists for this.

Thanks again for the suggestions. I am glad you are enjoying the game.

Jul 8 2018 Anchor

Before I say anything, I want you to know that this is probably the best MnB Vanilla Expansion mod to date, simply because it still feel like Native Warband, not everyone is running around with Plate armor and invincible armored horses, and I CAN USE SPEARS WITH SHIELDS! DO YOU KNOW HOW HARD IT IS TO FIND A MOD WITH DECENT SPEARS!?

But that being said, I have a few minor criticisms for this mod

1. I feel like the salt mine is too OP, since alot of troops run around with blunt weapons (even no shield spears have blunt swings). I've tried not using it to much, but maybe a balancing fix like a max amount of prisoners in the mine would be good.

2. AI lords never use formations. They always line up 1 man deep with infantry, stretching their line to the corner of the map and bunching up on my left. Now I don't know how hard changing this AI would be, but any improvement would be welcome in my book.

3. Im having problems with my troops in shield walls. The huskarls in front seem to always use 2 handers, and when I order them to use shields, they switch to shields and then switch back a second later. The way around this is to order them to use 1 handers, but then there is no command to say "Weapons at will" and I have to order them all to use either 1h or 2 handers.

4. Spear bracing mechanic? I've seen other mods use it. Not a huge issue since spears alone seem to be good enough at taking on cav but still would like to see it :P

5. I find that the armor I get for becoming a vassal is too good. I get late game armor just for becoming a vassal while other established lords use middle tier chain mail. Maybe have the different factions give different items as signs of office (Shield or axe for nords, fast horse for Khergiz, sword for Swadians etc.) or if not, just give crappier armor.

6. More options when it comes to custom troop's armor and weapons. Not more powerful but I'd like to make horse archer cataphract or varangian guard.

Anyways, all my moaning aside, still one of the best mods for Native out there. Keep doing what your doing if your passionate about modding!

Jul 9 2018 Anchor
Ravestorm wrote:

Before I say anything, I want you to know that this is probably the best MnB Vanilla Expansion mod to date, simply because it still feel like Native Warband, not everyone is running around with Plate armor and invincible armored horses, and I CAN USE SPEARS WITH SHIELDS! DO YOU KNOW HOW HARD IT IS TO FIND A MOD WITH DECENT SPEARS!?

But that being said, I have a few minor criticisms for this mod

1. I feel like the salt mine is too OP, since alot of troops run around with blunt weapons (even no shield spears have blunt swings). I've tried not using it to much, but maybe a balancing fix like a max amount of prisoners in the mine would be good.

2. AI lords never use formations. They always line up 1 man deep with infantry, stretching their line to the corner of the map and bunching up on my left. Now I don't know how hard changing this AI would be, but any improvement would be welcome in my book.

3. Im having problems with my troops in shield walls. The huskarls in front seem to always use 2 handers, and when I order them to use shields, they switch to shields and then switch back a second later. The way around this is to order them to use 1 handers, but then there is no command to say "Weapons at will" and I have to order them all to use either 1h or 2 handers.

4. Spear bracing mechanic? I've seen other mods use it. Not a huge issue since spears alone seem to be good enough at taking on cav but still would like to see it :P

5. I find that the armor I get for becoming a vassal is too good. I get late game armor just for becoming a vassal while other established lords use middle tier chain mail. Maybe have the different factions give different items as signs of office (Shield or axe for nords, fast horse for Khergiz, sword for Swadians etc.) or if not, just give crappier armor.

6. More options when it comes to custom troop's armor and weapons. Not more powerful but I'd like to make horse archer cataphract or varangian guard.

Anyways, all my moaning aside, still one of the best mods for Native out there. Keep doing what your doing if your passionate about modding!

Thank you for the supportive comments. I am glad you are enjoying the mod. I will try to address each of your points as listed.

1. I have planned to add a script to limit the number of troops you can put in salt mine. I may also code it so that prisoners will escape from time to time, especially when there are many in the mine. Until then, I leave it to the player to set their own limit.

2. Which faction are you playing? If it is the Khergiz, ver. 2.52 doesn't have the AI troops in formation (I set it to wedge in the formations script but for some reason that doesn't seem to work). In the next version (3.0). The Khergiz has ranks formation. If you are not using the Khergiz, the AI troops should be in either ranks or shield wall. Go to the PBOD options and make sure you have the formations AI set properly.

3. That is strange indeed. I don't think I have experienced that with my own troops before. The shield-wall formation should put troops using shields up front and troops bearing 2-handed polearms to the rear. You can set up weapons in the pre-battle orders. That might help. What I do to get troops to use shield and 1-hander is to first command them to use shields and then command them to use side-arms. That seems to work for me. There is a weapons-switching issue with AI controlled troops who will sometimes switch between 2-handers and 1-handers back and forth. This is an issue with the PBOD coding and as far as I know, there is not a fix for it, except perhaps in later versions that use WSE.

4. There is a spear-bracing capability in the mod but the troops don't automatically use it for some reason. There is a setting in PBOD and also a hotkey (I think it's b but it could be something else). There might be some issue with compatibility with more recent versions of Warband in how the troops use their weapons.

5. Actually, most of the lords have better armor than just mail hauberk. A few have the regular armor, but most have their faction armor that higher tier faction troops use. One issue I found with giving them heavier armor is that sometimes the lord won't wear it in battle but will instead wear their civilian clothing. I didn't see an issue with giving the player a gift of good armor, the reason being that I usually start off as a free-lancer and then progress far enough up the tree to get good armor anyway before I leave the service after 60 days.

6. Good point about custom troops. I am re-working them for the next version, as well as the special manor troops from villages. You will be afforded more choices in weaponry, including bows/crossbows, throwing weapons, etc.

Thanks again for the support and constructive comments. I will certainly take them into account for the next version. I won't be able to address all of the issues as some might be related to the Warband engine itself (weapons use is one of those that I find frustratingly difficult to understand fully. One example is that troops equipped with two-handed weapons will not always spawn with shields, even if the guarantee_shields flag is set).

Aug 2 2018 Anchor

Hi dude. I love your mod, i think it's the best overhaul for vanilla warband.

I would like to ask you for some QoL features:

- I would like the option to disable You need to find the guildmaster to talk to him from the mod menu. As someone who is about to start their second game i'm not thrilled to have to talk to all of them again. Or if you increase the base of movement speed when visiting towns that would be kind of acceptable i suppose.

- An easy way to distinguish what type of damage does a weapon do.

- Also to be able how much an enterprise will give you monthly without having to talk to the guild master so many times, something like


Do you want to buy a:

Mill and Bakery? 100 denars

Brewery? -200 denars

Ironworks? 300 denars


I hope I was explicit enough. This feature is in the NativeSP mod Steamcommunity.com

Edited by: 900matju

Aug 3 2018 Anchor
900matju wrote:

Hi dude. I love your mod, i think it's the best overhaul for vanilla warband.

I would like to ask you for some QoL features:

- I would like the option to disable You need to find the guildmaster to talk to him from the mod menu. As someone who is about to start their second game i'm not thrilled to have to talk to all of them again. Or if you increase the base of movement speed when visiting towns that would be kind of acceptable i suppose.

- An easy way to distinguish what type of damage does a weapon do.

- Also to be able how much an enterprise will give you monthly without having to talk to the guild master so many times, something like


Do you want to buy a:

Mill and Bakery? 100 denars

Brewery? -200 denars

Ironworks? 300 denars


I hope I was explicit enough. This feature is in the NativeSP mod Steamcommunity.com

Thank you for the kind comments. I will try to address your questions in order.

1. I will look in to the guildmaster thing. This would be a good shortcut.

2. You should be able to determine weapon damage in the inventory screen. I haven't made any changes to this aspect of the game.

3. I like the idea about the enterprises menu. I will look into it.

Aug 3 2018 Anchor

Nevermind, after all these years i still didn't know what the letters next to the damage meant LUL, it's a TIL

Now another QoL suggestion:

  1. When you rest in towns your companions should still make your party happy. I think it's highly unrealistic that when your party rests in town they "stay mad" that you aren't entertaining them.


Now my next suggestion i'm not exactly expecting for these ones to be implemented but i'll make them anyway:

  1. I hate native quests made in towns they just suck (specially the trackdown bandits), unfortunately i don't have many suggestions to make them better though.
  2. I wish Bandit heroes was a thing, in NativeSP when there was one you just went into a town and the guildmaster would automatically give you a quest about them. It's also a nice way of leveling up and making some Denars, just traveling through factions hunting down Bandit Heroes.


Aug 6 2018 Anchor
900matju wrote:
900matju wrote:

Nevermind, after all these years i still didn't know what the letters next to the damage meant LUL, it's a TIL

Now another QoL suggestion:

  1. When you rest in towns your companions should still make your party happy. I think it's highly unrealistic that when your party rests in town they "stay mad" that you aren't entertaining them.


Now my next suggestion i'm not exactly expecting for these ones to be implemented but i'll make them anyway:

  1. I hate native quests made in towns they just suck (specially the trackdown bandits), unfortunately i don't have many suggestions to make them better though.
  2. I wish Bandit heroes was a thing, in NativeSP when there was one you just went into a town and the guildmaster would automatically give you a quest about them. It's also a nice way of leveling up and making some Denars, just traveling through factions hunting down Bandit Heroes.



The entertainment script doesn't actually penalize your party morale for not resting in a camp. It just doesn't improve morale when not resting in a camp. As far as I can recall, resting in towns does improve morale independent of the entertainment script.

Scripting quests is quite a lot of work and as I am a one-person team, I haven't done much with it. I do intend to expand the Osgood quest (if you don't know, Osgood can be found in the Dhirim tavern.

I have thought about adding bandit heroes. I want to be careful in doing so because in some mods they have been know to attract quite large parties that will destroy the smaller player party. You can hunt the masterless men who spawn around the Dhirim area. They are pretty well equipped and fairly good troops. You should get some good armor in your loot.


Edited by: Redleg99

Sep 27 2018 Anchor

Just wanted to let you know that this is my favorite mod to play. I've probably put in around 1k hours on this particular mod just because that it doesn't have any unnecessary crap added to it. I like the salt mine since it does allow me to make a profit off of prisoners, but there are some obvious downsides to it like gaining massive profits quickly if you focus on getting prisoners. In my last play, I had well over 2k prisoners. I don't know how I feel about the idea that prisoners can escape the more of them there are. It'd probably be fine. Maybe have upgrades for the mine so that you can invest more of your money into security measures to keep them there, but it'll take some of your weekly profit off as well. Also, I think it'd be nice if you could create the salt mine yourself just like an outpost, so then you could have more faction options open to you from the start. I always end up choosing Swadia because of the salt mine location as it is. Overall though, I really enjoy playing Swadia anyways, and so I really enjoy the mod. I appreciate your work.

Sep 28 2018 Anchor
RavenSOA wrote:

Just wanted to let you know that this is my favorite mod to play. I've probably put in around 1k hours on this particular mod just because that it doesn't have any unnecessary crap added to it. I like the salt mine since it does allow me to make a profit off of prisoners, but there are some obvious downsides to it like gaining massive profits quickly if you focus on getting prisoners. In my last play, I had well over 2k prisoners. I don't know how I feel about the idea that prisoners can escape the more of them there are. It'd probably be fine. Maybe have upgrades for the mine so that you can invest more of your money into security measures to keep them there, but it'll take some of your weekly profit off as well. Also, I think it'd be nice if you could create the salt mine yourself just like an outpost, so then you could have more faction options open to you from the start. I always end up choosing Swadia because of the salt mine location as it is. Overall though, I really enjoy playing Swadia anyways, and so I really enjoy the mod. I appreciate your work.

I am glad you are enjoying the mod! Thanks for the support. For the next version I am adding a trigger that will allow a percentage of the slaves to escape from time to time if there are more than a certain amount of prisoners in the mine. I had thought about adding guards, etc., and I know there is already some code for that. A lot of players who have commented say that the mine gives too much money because there is no limit on prisoners. In my own gaming, I limit myself to 300 prisoners in the mine.

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