Post news Report RSS Update for Dec. 9 2016

I am still working on version 2 of the mod and will release in December 2016.

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I have nearly finished the planned additions and testing but have a large work-load right now in my non-modding work for this week and next week. I expect to have a nice block of time the week of Dec. 19 to finalize the mod and should be able to upload by Dec. 23 or 24.

As in the previous updates, the main changes are in the recruitment system, including improved castle and town recruitment, and the addition of some custom troops that can be recruited when the player has built a barracks in a town or castle they own. I have added Elite Faction troops to the retinues of each faction leader. The faction troops trees now have separate lines: commoners, professionals (nobles), and elites. Commoners are hired from villages and are also available from towns and castles. Professionals are hired only from castles and towns, the faction elites are available only to kings but the player can get custom elites by building a barracks in a town or castle and then recruiting the custom professionals line which upgrades ultimately to custom elite.

I have made some significant changes to the faction troop trees to address the commoner and professional lines, as well as adding much more equipment for the troops, some from OSP packs and some of my own design (you can see some of these in the images). I have also integrated a limited version of custom troops that are available only if the player builds a barracks. These custom troops are not the troops of the default player-faction troops when the player becomes king. I am working on a script to allow the player to determine his/her culture at character creation and that culture choice will determine the default player kingdom troops the player gets. This script is the last big scripting change I intend to make for this version before release (if I can get the script to work as intended).

This current work on progress version is already nicely polished as is and is stable and virtually error-free (as far as I can tell from lack of in-game error messages and rgl_log messages. I had wanted to add a few more features such as an invasion, bandit leaders, expanding the Osgood quest, and making new forts for the Khergiz, but I will hold off on that for the version following this version.

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mikeboix
mikeboix - - 653 comments

You are doing such a great work, this new version will be awesome. Cheers!

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Redleg99 Author
Redleg99 - - 931 comments

mikeboix,
As always, it is good to hear from you. I await the imminent release of your own mod.

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keltpower0
keltpower0 - - 2 comments

This mod significantly improves the experience in Calradia :) I love this mod!

But, I have a problem, like I cannot receive any denars from my productive enterprise.
Especially, the denars presented in Budge Report (which is shown in Report menu) are not same as my real money presented in inventory (for example, budget report says you have 23585 denars, but I actually have only 5300 denars). Please check this issue :)

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keltpower0
keltpower0 - - 2 comments

Oh, i found my money is saved by chamberlain. After I got my own castle, I withdraw money from chamberlain...

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Redleg99 Author
Redleg99 - - 931 comments

I am glad you figured it out. The chamberlain will get all the money you receive from fiefs and enterprises while you will get the money earned from having prisoners in the salt mine and from looting.

I am glad you are enjoying the mod. You will probably like version 2 even more!

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