
Sword of Damocles: Warlords - Sample Trailer

More than a years worth of work has been put into Warlords to not just port the first game but to overhaul, enhance, and improve the mechanics that made the first game enjoyable. Even though this isn't a straight port but a sequel this mod is bent on giving a better game play experience.
This grand modification takes you away from Calradia and sweeps you to the newly discovered landscape Ponavosa. The map of Ponavosa has took more than 56 hours to develop and 30 hours were used in fine tuning this massive landscape which comes to more than 3.5x the playable landscape of Calradia.
More than 200 troops and factions from the original Sword of Damocles: Gold are featured and rebalanced for the M&B: Warband platform. All 12 factions including the ones for Native Calradia have been rebalanced and tweaked to balance the game accordingly.
This modification overhauls and expands on any OSP and third party script, code, or resource it touches. Nothing is put within the mods source code without a review to make sure that code or script can be expanded upon to meet the mods current standard.
What is SOD?
Sword of Damocles is A-Historical Medieval mod as our most intellect call it. It is a game based on the Invasion game type 1st developed by Geoffrey Ashe from the "NNY" mod and then picked up by Vonmistont back in Late 2008 as soon as he registered to the TaleWorld Forums. As far as the name is concerned the Sword of Damocles isn't the name of a sword but an actual person. It represents the pressure a King has and the impending doom that can strike upon a King/Queen at any moment. Regardless the name stuck and I'm sticking with it.
A-Historical???
Yes, if I spelled that correctly. SOD is one of the only mods that isn't fantasy but puts troops like Samurai and Tribal troops, knights, and female barbarians in a epic battle model the game-play it realistically and calls it "fun".
What about Strategy?
As you get further into the game you'll notice that the game is also about grand real time strategy. There are more buildings to build, more fiefs to capture, more factions to capture, more managing of troops. Much bigger amounts of money to manage. All this is in part thanks to a combination of diplomacy and a overhaul of the population system from the 1st game.
Population?
Yes! unlike most RTS strategy games and like more turn-based games like 4X strategy games Warlords uses population to build buildings, collect income, and draw troops from. So taking care of towns and Villages are very important for you to succeed in the game. If your population can't survive you can't survive.
Why Warlords?
As far as the name Warlords goes, I made that the surname because in this game you will be doing tons upon tons of fighting with all types of troops. So your not just a lord your a WarLord. Lords rule there people most of there lives while a Warlord can do both.
What is Test Combatant?
The "Test Combatant" or "TC" as I call it is just a tag I use to let the player know that what there playing is just a test of the final mod there playing. I have a lot in store for the future of the mod. Most of what I want in the mod is already in-place, I'm waiting for the correct time to add it. The mod will have five different phases and right now we are right at the door of entering the 4th phase of the mod.
What is the 4th Phase?
Mercenaries... Not just any Mercenary where you go to a tavern and hire. Full Private Contractible Mercenaries that are paid to do your bidding and grow with your kingdom. They want to see you succeed as long as you keep the money flowing they will provide you with military services and protect your assets.

Who are We?
I can't really speak on everyone's behalf; but i think we are all together a community of people who like to laugh, play games, share ideas, express our creativity and support, and just doing what we do best, play games! :D
Future:
To me this mod is nowhere near complete. If I just had a few people who I can rely on to work on a task and contribute to the mod or just improve on what we already have maybe the mod can become something we all enjoy. Who knows maybe one day TW will wake up day and smell the money in what were doing. Regardless this modification is grand in its on right and has the potential to be a mod that gets recreated again and again and again. So expect very little and receive much more to come in the future.
Special Thanks:
This mod plans to be the most innovative and one of the best mods you will ever play on Warband. I've put my time, blood, sweat (very little of it), lack of sleep, and mind into the making of this mod. This mod wouldn't of had seen the light of day if it wasn't for the generation of modders before me and my very helpful and encouraging mod supporters. I wouldn't know where exactly the mod direction would have been going towards if it wasn't for the lore master and plot writer of SOD MorrisB. I also want to give two more shout outs to Mordachai & Cyclohexane. If wasn't for them to give a noob a chance I would have never started modding SOD in the first place.
"May the Sword of Damocles shine like a guiding light above the head of the King/Queen of Ponavosa as our fate rides on your shoulders."
Computica
Public journal #3! Preparing to make an extra release before 4.0!
Public journal #2! Were preparing the release of Warlords 3.0! It'll be epic!
This is part of the public journal I keep on the progress of the mod. Every seven Days I'll put up a compilation of the logs I wrote. These consist of...
Sword of Damocles - Warlords|Mods first ModDB News Post WOOT!
Sword of Damocles - Warlords(Test Combatant) v3.92f3 Patch By: Computica SOD TEAM 2011
Sword of Damocles - Warlords(Test Combatant) v3.92 Full By: Computica SOD TEAM 2011
Sword of Damocles - Warlords(Test Combatant) v3.88 to v3.91 Beta 3 Fix 1 Patch By: Computica SOD TEAM 2011
Sword of Damocles - Warlords(Test Combatant) v3.89 Full By: Computica SOD TEAM 2011 ***DOWNLOAD v3.90 PATCH***
Hey everyone 3.0 Beta and the patch for it has been released. Comment here or PM me if you want the link and the password.
send me link pl0x :D, i really hope the 1500-2000 bandits (there were 3-4 of those groups) is fixed....
Can i have a link please ?
email me the link and password please
DUUUDDDDEEEE!! SWEEEET!! :)
hey can i get a link for that i would love to try it out
Really? Can I have the link. :D
Where can I download?
This is an amazing mod!!!..... The lagging on the campaign map is too high though....
I've fixed the map lag for 3.0 which is now in the beta testing phase. It's actually stable at the moment but we want to finish up on things like the castle and village scenes. So it'll be a while longer before it's fully released.
Just to let you know .... I have difficulty finding party members .. whom I can upgrade, equip then give fieths to as lords..... I have a small empire of 5 villages, a city and a castle in centre of the world map .. I like to have an imperial based nation so I want some party characters male/female like in the original game that I can get to tag along as hero's and I cannot find any ........ have you removed the heroes from the game that are found in the taverns?....
They can still be found in taverns but only 16 are there in 2.4. In 3.0 we will add more plus you will be able to hire lords not from Ponavosa.
Cool!!!!!.... If you get the time could you please add a few bridges onto the map with the rivers...... as the quality of the world map is epic!! compared to the original warband one; however I would love to see a few more landmark stuff (such as bridges and maybe some more rivers/streams). (However you may already be working on this).
And I know you may not .... but for the Imperials.... I would love it if when I upgrade my infantry.. instead of just having the ability of having missile based units, Triari and heavy horseman... that you get the choice of phalanx men as well to really give a Greek feel to the game......
And maybe the addition of more world players and ladies..
But really mate!!!!!!! amazingly epic mod!! the best I have played for Mount and Blade warband so far!!.. so keep up the great work
Thank you! I haven't added bridges to the map because they look crappy on the map mesh. In order for bridges to look real when crossed the map has to really be modified in a certain area. Plus using bridges would conflict with the story we have set out in the future.