SP Native Malik Faris's Companions and Native Enhancement [1.166]

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Available on the Steam Workshop:
http://steamcommunity.com/sharedfiles/filedetails/?id=463348138
And Mount & Blade Nexus:
http://www.nexusmods.com/mountandblade/mods/5918

This adds lots of new companions to native M&B: Warband. Ver. 1.166

Primary goal of the mod:

Add 80 NEW companions with full unique dialog trees and personalitys, with a variety of different strengths and uses, such as companions that are ready to go from recruitment to be made into vassals/lords/the marshal of your army, as well as companions that start out at level 1 so you can make them into whatever you want.

To give you more options to play the game how YOU want to play it, to better craft your own stories. If you want to be a female player, with only female companions/lords, you have that option now, there's at least 16 new female companions. If you want to only have Saranid units and companions, you have that option, as there are 8 new Saranid-related companions.

Secondary goals of mod:

6 new towns, over 90 new castles, over 111 new villages to fight over with the other factions of Calradia. (In & Working)
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A unique Player Faction troop tree, you can recruit your own unique faction units from villages you control. (In & Working)

Stronger bandits with better loot, and unique upgrade paths (i.e. forest bandits don't become swadians anymore, they become veteran forest bandits, ect.) (In & Working)

Recruit troops from tavernkeepers. (In & Working)

Roaming bands of unique units who help you fight bandits, like manhunters. (In & Working)

"Foreign" mercenaries recruitable in taverns. (if you don't like them you can basically ignore them and they won't even showup in your battles) (In & Working)

More books to read to cover skills not already covered by books. (WIP)

Export and Import companions so you can save your progress with them when starting a new game. (In & Working)

And more? (maybe)


Character Introduction:
The 6 original lords - each inspired by 1 faction in the game, with stats based on actual in game lords, so they don't unbalance the game. They each come pre-equiped with faction specific unmodified (i.e. no reinforced/cracked) gear. They cost 15000 denars each to hire, but thats because i dont want them being farmed for their equipment. But if your gearing up to run your own kingdom, you should be building your bank account anyways. Also their high level means they are pretty expensive to have in your army, so they really are meant for player kingdoms who NEED capable lords.
Zachary:
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Inspired by the Swadians. Son of a count who lost a battle for power with his brother. A super heavy knight.
Ruslan:
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Inspired by the Vaegirs. Son of a duke who died heroically in battle. Skilled with a bow and axe.
Porziano:
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Inspired by the Rhodoks. Remained loyal to his liege until a disagreement tore them apart. Skilled with a morningstar and crossbow.
Bataar:
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Inspired by the Khergit Khanate. Descendant of a legendary conqueror, served as the right hand of many a ruler. Powerful horse archer.
Matin:
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Inspired by the Saranid Sultanate. Son of a sultan, was betrayed by his uncles. Uses jarids and a lance.
Einar:
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Inspired by the Nords. Illegitmate son of the king, was betrayed by a close friend and relative. He has a question to axe you.

Marshals One king grade (probably higher) lord & lady - stronger and more expensive then the others, ideal marshal material. Costs 20000 denars. Their army gets like around 180+ men on it's own, so they are pretty badass.
Balbanes:
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Inspired from Final Fantasy Tactics. A legendary general from another land. Second strongest warrior in Calradia, next to you.
Joan:
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Inspired by Joan of Arc. Claims the heavens told her that you were the rightful ruler of Calradia. Blessed by the heavens, or crazy? Well either way, she kicks ass & chews bubble gum... but she's all out of bubblegum.

Female Lords:
Essentially, copies of their male counterparts, but they're a little different, taking aspects of the woman's culture who influenced them.
Boadicea:
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Inspired by a Celt queen. A leader strong at rallying others. Skilled with javelins.
Cordelia:
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Inspired by a legendary British queen. Helped her father to retake his throne. Uses a bow and blade.
Camilla:
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Inspired by two mythological Roman & Greek women. It is said she can run across the sea without getting her feet wet.
Blanchefleur:
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Inspired by a fairy tale. Separated from her true love, she seeks glory. Very similar to Matin.
Artemisia:
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Inspired by a queen who served the Persian empire. Was commander of a navy, convinced her lord to retreat from a lost battle.
Agustina:
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Inspired by a Spanish war heroine. Invented a strange new powerful weapon. The first of it's kind in Calradia. She's gonna bust a cap in yo ass.

Skill Masters:
They're essentially MinMaxed level 5 characters. The put all their points into Int and thus have high skills but very weak combat stats. They can still be developed into useful fighters though.
Ostanes:
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Inspired by an Iranian alchemist. A master doctor.
Jia:
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a refuge from a fallen empire, a natural diplomat
Tian:
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a refuge from a fallen empire, a genius tactician
Yang:
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a refuge from a fallen empire, a master trainer
Bhagwandas:
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A merchant who uses the war in Calradia to seek a profit.
Windich:
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a master tracker, spotter and pathfinder.

Strong Warriors:
Essentially troops that dont die in battle, just get knocked out. They are strong, but don't have the skills and attributes necessary to be good lords.
Edgardo:
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A knight from the Swadian homeland, betrayed by King Harlaus.
Morana:
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A widow and mother of 6 vaegir marksmen, seeks to follow her family.
Eira:
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a woman in a huscarl's world
Duilio:
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a rhodok sharpshooter
Qorin:
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the only daughter of a famous khergit lancer
Yareb:
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a mameluk with a drinking problem
Bern:
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A vaegir guard.
Bowen:
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A nord veteran archer, sensitive about his similar name & profession.
Charan:
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A khergit veteran horse archer.
Ebrahim:
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A saranid guard.
Gavino:
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A mercenary hired blade.
Hubert:
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A swadian sergeant.
Joel:
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A rhodok sergeant.
Kontar:
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A saranid master archer.
Korian:
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A mercenary cavalryman.
Lafayette:
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A slaver chief.
Luciano:
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A mercenary crossbowman
Percy:
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A swadian sharpshooter.
Sergei:
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A vaegir knight.
Hayk:
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A heroic archer who slayed a tyrannical king.
Egil:
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A master marksmen who once impressed a king with his skills.
Toki:
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Sought revenge on his grandfather's killer, and raised his illegitimate son to overthrow him.
William:
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A legendary sharpshooter, was forced to shoot an apple off his son's head by a corrupt official.
Natalia:
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An archer who seeks to achieve unrivaled skill with the bow.
Rachel:
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A sword sister.

Young Lords:
Capable of being made into lords, just not as experienced as their elders.
Catherine:
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A hereditary knight.
Edmund:
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A hereditary knight.
Robert:
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A hereditary knight.
Karn:
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A skilled warrior, on a quest for revenge.
Argan:
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A powerful warrior, on a quest for revenge.

Mid-Grade Lords:
They recruit unique faction units, their skills are good for leading troops into battle.
Miura Anjin:
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After being shipwrecked in a foreign land, he adopted their culture and has come to Calradia to seek fame and glory.
Konrad:
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A Leopard Knight trying to restore the Order of the Leopard to prominence in Calradia with his fellow knight Ulrich
Ulrich:
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A Leopard Knight trying to restore the Order of the Leopard to prominence in Calradia with his fellow knight Konrad
Davin:
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A Bear Knight trying to restore the Order of the Bear to prominence in Calradia with his fellow knight Mason
Mason:
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A BearKnight trying to restore the Order of the Bear to prominence in Calradia with his fellow knight Davin
Etienne:
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A Lion Knight trying to restore the Order of the Lion to prominence in Calradia with his fellow knight Alain
Alain:
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A Lion Knight trying to restore the Order of the Lion to prominence in Calradia with his fellow knight Etienne
Ander:
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A Wolf Knight trying to restore the Order of the Wolf to prominence in Calradia with his fellow knight Luken
Luken:
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A Wolf Knight trying to restore the Order of the Wolf to prominence in Calradia with his fellow knight Ander
Gunnar:
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A Raven Knight trying to restore the Order of the Raven to prominence in Calradia with his fellow knight Rainer
Rainer:
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A Raven Knight trying to restore the Order of the Raven to prominence in Calradia with his fellow knight Gunnar
Samuel:
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A Eagle Knight trying to restore the Order of the Eagle to prominence in Calradia with his fellow knight Ezra
Ezra:
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A Eagle Knight trying to restore the Order of the Eagle to prominence in Calradia with his fellow knight Samuel

Veteran Lords:
Very experienced, ready to be made into lords immediately.
Gottfried:
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A surly but capable lord.
Franz:
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A renowned knight. Close friend of Gottfried.
Georg:
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Father of the landsknecht. Close friend of Gottfried.

Companions with 'potential':
These companions has stats very similar to player progression, so with the right nurturing, you can turn them into very capable lords or warriors. Some start out farther along then others.
Red Lion:
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A renowned tournament champion, prefers cavalry tactics, though his experience has made him capable with all weapons. A chivalrous character who fights for a just cause.
Blue Whale:
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A renowned tournament champion, prefers infantry tactics, though his experience has made him capable with all weapons. A rowdy character who loves to have a good drink after a tournament.
Green Turtle:
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A renowned tournament champion, prefers archery tactics, though his experience has made him capable with all weapons. A calculating careful fighter, known for his "turtle" strategy, focusing on taking a defensive position and wearing his enemies down.
Gold Fox:
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A renowned tournament champion, prefers cavalry tactics, though his experience has made him capable with all weapons. A crafty warrior, suspected of cheating, but never been caught.
Ara:
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From an impoverished noble family, he became a page at a nobleman's court, which lead him to become a squire. He is rather tight lipped about why he came to Calradia, only mentioning revenge.
Thomas:
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The son of a traveling merchant, apprenticed to a shopkeeper as a young lad, which trained him for the many years he spent on the road as a traveling salesman. Says the death of the woman he loved lead him to come to Calradia.
Aquinas:
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The son of a traveling merchant, apprenticed to a shopkeeper as a young lad, this earned him enough money to be able to attend a university, where he learned much about the human body, and how took some supplementary classes in the use of the crossbow. After graduating, came to Calradia where his medical skills could earn him a healthy wage with the constant waring.
Elihu:
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The son of a veteran warrior, became a craftsman's apprentice to help support his family, eventually becoming a full journeyman, he opened his own smithy and made quite a successful business for himself. The jealousy and machinations of a rival caused him to be forced out of his home, so with his few belongings he came to Calradia.
Jonathan:
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The son of a thief, he spent his childhood on the streets following in his father's footsteps, as a young man he spent his life on the streets, working for gangs and running from the law, as an adult, he was forced to leave his hometown due being highly sought for after a recent successful heist, he became a game poacher in the local lords private forest, selling his ill-gotten catch under the table for a pretty profit. Came to Calradia because the chaos of war left plenty of opportunity for a man such as himself.[/URL]
Caspian:
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The son of a steppe nomad, he spent his early life growing up in the steps, becoming a proficient rider and archer, he started to poach game from a local lords lands as a more profitable career then that of a humble nomad. Seeking new experiences, came to Calradia, a land of excitement.
Sophie:
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The last living child of an impoverished noble family, her elder brothers all having died in war, her family's future became lost. She became a page at a noble man's court, and eked out a living, learning about how nobility works, and earning her connections that allowed her to become a lady-in-waiting. As a member of a tightly-knit group of noble ladies, she learned much about the squabbling and subterfuge that takes place daily among the noble women, all vying for power and whatever unmarried man was popular at the time. She herself had even found a fiance she wanted to marry, but shortly before they were to be wed, her beloved was killed, and she fled to Calradia fearing for her life.
Deborah:
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A reeve who came to Calradia to establish a standardized set of laws, but she has failed to find a strong supporter, will it be you?
Dustine:
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The daughter of a famous mercenary, prefers 2 handed weapons.
Malik Faris:
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The man who traveled the world and spread word of the riches to be won in Calradia, thinks this is his story.

They all will have unique dialog, based off of real historical/mythological figures from their factions influences. The original lords and ladies have rivalries / people they dislike. The men and women like their same faction influenced opposing gender. The men and women Lords & Ladies hate their neighbors in a circle of hate based on the nearest neihbor of their faction influences.

The History of the Six Knightly Orders of Calradia
For this logical explaination of how the knightly orders work, and how they were formed, we have to assume a few things about Calradia that were true in medieval Europe:
1. That Calradia has at least one monotheistic religion, (i.e. like Christianity, Judaism, and Islam, they all believe in the one god theory.) and that the "great prophet" of said religion did his important religious events in a place outside Calradia, and there are "sacred" places that followers of this religion go to visit, on pilgrimages.
2. That the old Calradian Empire, was basically the Roman Empire, and as such, had soldiers organized into legions.


The Great Legions of the Calradian Empire:
The fall of the Calradian Empire was a slow and drawn out one. It did not all disappear at once, it just slowly ceased to matter. We all know the Calradian Empire had a strong military force, composed of many legions of men. Certain legions became distinguished, and instead of being ordered numerically, were given unique names, Hence the six great legions of the Calradian Empire were:
The Lion Legion
The Bear Legion
The Raven Legion
The Leopard Legion
The Wolf Legion
The Eagle Legion

The Calradian Empire did not fall because it was beaten by a greater military power, it fell because of economic and political instability, while still trying to maintain it's great armies. So it eventually came to a point, where the only thing keeping the Calradian Empire alive were it's six great legions, but the legions themselves were falling into disuse, and they weren't being well maintained anymore.
Slowly each head commander of the legions broke off ties with the nearly gone Empire, converted themselves to a rising trend in military formations, a heavy cavalry focused army. Seeking employment and a sense of purpose, they offered to the Calradian religious order to act as safeguards for the long, harrowing and treacherous journey that it's followers take to visit the holy land.

Through a series of clever ideas about how to protect and transfer the value of the pilgrims wealth, they instituted a system of banking. This allowed them to fund their armies, and set up hospitals and other amenities that made the path to the holy land a much safer journey. The Legions (as they were still called) grew into quite powerful entities, bordering on the level of being equivalent to a full-fledged kingdom's power. This caused the ire of the other kingdom's of Calradia, who sought to eliminate the potential threat these legions could pose to their rightful claim of the throne of all of Calradia.

During this time period, the code of chivalry was invented, and instituted for much of the heavy cavalry soldiers of Calradia. Since the legions were so focused on a heavy cavalry doctrine, they too adopted the code of chivalry and reformed them selves into knightly orders, becoming:
The Order of the Lion
The Order of the Bear
The Order of the Raven
The Order of the Leopard
The Order of the Wolf
The Order of the Eagle

For a long period of time the kingdoms of Calradia worked to dismantle the six knightly orders, and after much work and subterfuge, they succeed, only a few months before you (the player) arrived in Calradia. Shortly after your meeting with the town merchant you hear the news that the six knightly orders have been "eliminated," and that they are no longer significant powers in Calradia.

Momentarily defeated, the two highest ranking officers of each order set out on a quest to find anyone, who could help them restore their orders to their former glory. 

How the Knightly Orders of Calradia Work

The orders themselves are not slaves nor servants to the kingdoms of Calradia, so you can not actively order them around and make them your army as you please. When recruiting one of the head knights of the order and granting them a fief, you allow them to open a chapter house there, and thus form an army of the knightly orders troops. The knights don't directly serve you, but as you are their benefactor, they seek the same end goals you do, i.e. your kingdom becoming ruler of all Calradia, and they will help you in this pursuit as long as you respect their independence.

So while you can not actively recruit and raise the orders as armies of your own, you can have a few of their men join you by rescuing them from prisons and bandits.

The orders still have a small presence of military power in Calradia and still try to pursue their task of escorting pilgrims safely to the holy land, so you can encounter them in field, protecting their pilgrims from bandits. (Essentially they are manhunters, they fight bandits, but they arent too numerous, so they shouldnt provide to much competition for you, just help hold back the bandit horde.)
Each order operates primarily in a only one kingdom per order, so you are most likely to encounter the orders in the following kingdoms:
The Order of the Lion: in the Kingdom of Swadia, fighting forest bandits.
The Order of the Bear: in the Kingdom of Rhodoks, fighting mountain bandits.
The Order of the Raven: in the Kingdom of Nords, fighting sea raiders.
The Order of the Leopard: in the Kingdom of Vaegirs, fighting tundra bandits.
The Order of the Wolf: in the Khergit Khanate, fighting steppe bandits.
The Order of the Eagle: in the Saranid Sultanate, fighting dessert bandits.

The orders are all roughly the same military wise, they all have powerful heavy cavalry, strong infantry, and well trained crossbowmen.
The orders primary task is to escort pilgrims, so you will always encounter pilgrims as fairly large parts of their "forces." Pilgrims wear pilgrim attire, and carry some peasant tools that can be used as weapons, like pitchforks, knives, and hunting types of bows and crossbows. Some may be lucky enough to have picked up a shield along the way.
Each order has either adopted some of their home kingdom's tactics, or other unique units, each order has a unique tier 2 unit, that differ entirely between orders.
The Order of the Lion: Balanced effective tier 2 militia units, tier 3 footmen who use prefer maces and tier 4 heavy infantry who employ powerful two handed swords.
The Order of the Bear:  Tier 2 Merchant Cavalry Militia who are well equipped but poorly trained for cavalry, tier 4 sword and shield heavy infantry.
The Order of the Raven: Tier 2 Widows of many a Nordic warrior who carry some of their fallen husbands equipment into battle, tier 3 footmen who prefer axes and tier 4 heavy infantry who specialize in throwing axes.
The Order of the Leopard: Tier 2 Clergymen who provide religious services to the order's troops in the field and during battle, tier 4 pikemen, tier 5 dismounted knights who prefer to use poleaxes on foot, tier 6 knights who have the heaviest armor of all the knightly orders.
The Order of the Wolf: Tier 2 pike men, tier 4  heavy sword & shield & bow & arrow infantry/archers, tier 6 knights who forgo shields in favor of being able to use bow & arrows on horse back.
The Order of the Eagle: Tier 3 footmen who prefer spears, tier 4 heavy javelineers who act as first strike infantry. Technically the Order of the Eagle doesn't have a tier 2 unit, but rumor has it that an order of assassins have blended in with the pilgrims and the order overlooks them as long they don't cause trouble and fight against any who try to waylay the pilgrimage.

The orders troop trees all follow this path:
Pilgrims
|
Tier 2 Unique
/        \
Footman Varients, Crossbowmen
/        \                                    |
Unique heavy infantry, dismounted knights                veteran crossbowmen
|
Order Knights

"Technically" tier 1 and tier 2 units arent all "actually" members of the order for roleplay purposes (except lion militia, wolf pikemen) and the orders troops really start at the footmen and crossbowmen, but its easier to have a balanced upgrade tree with very weak starting units that get better over time, as opposed to starting at mid grade power units. so the individual "pilgrims" dont become merchant cavalry, and then footmen, just that persons spot in the army is "replaced" by someone else.
legend:
/\ = 2 choices for updgrade
| = the 2 choices divided left and right
- = divider between troops
| = 1 choice for upgrade
when the symbols no long match up, the left most symbol goes to the leftmost troop, and so on.

Recruit
/ \
  Melee Militia | Ranged Militia
/  \                  /  \
Footman | Mounted Footman - Archer | Crossbowman
/ \        / \                  /  \        / \
Swordman | Spearman - Light Cavalry | Heavy Cavalry - Veteran Archer | Veteran Skirmisher | Veteran Crossbowman
              /\              /\                    /\                |                        |                        /\                        |​
Veteran Axeman | Veteran Swordsman - Veteran Spearman | Veteran Pikeman - Veteran Light Cavalry | Veteran Horse Archer - Veteran Heavy Cavalry - Master Archer - Master Axe Thrower | Master Spear Thrower - Master Crossbowman
/\        |              |              |            |              |            |            |            |            |        |
Master Axeman | Master Maceman - Master Swordsman - Master Spearman - Master Pikeman - Master Light Cavalry - Master Horse Archer - Master Heavy Cavalry - Elite Archer - Elite Axe Thrower - Elite Spear Thrower - Elite Crossbowman
|          |        |              |                  |            |            |                |
Elite Mounted Axeman - Elite Mounted Maceman - Elite Mounted Swordsman - Elite Mounted Spearman - Elite Pikeman - Elite Light Cavalry - Elite Horse Archer - Black Knights.


Install instructions:


Extract .rar inside the modules folder.
Download: Malik Faris's Companions and Native Enhancement



This is not designed to work with any other mods currently. And it will most likely mess up your game if you try to install it over other mods. I am 99% sure this will not work with a saved game because it added new troops (sorta).
If you want this in other mods, ask their makers to incorporate it. Or somehow acquire the python/modsystem files and you could add them yourself from the source at the bottom of this post. I can't tell you how to merge the text files because i have no idea how the text files work, only the python/modsystem files. me no habla binary.

Feedback is appreciated. (as long as it's constructive)


Current Version: 0.98
Malik Faris's Companions and Native Enhancement Changelog
v.98 Character Development

Companion Changes
- Xin Tian, Jia and Rong dropped their surnames, Rong replaced with Yang, Yang has different look
- Balbanes, Zachary, Ruslan, Porziano, Bataar, Matin, Einar, Boadecia, Cordelia, Blanchefleur, Artemisia, Camilla, Agustina, Joan, Karn, Argan, Catherine, Edmund, Robert have had their base stats and skills recalculated and redone to reflect accurate level up rewards
- Ostanes, Jia, Tian, Yang, Bhagwandas and Windich starting levels lowered to reflect their specialist stats/skills and have had their base stats and skills recalculated and redone to reflect accurate level up rewards They're experts in their fields but nothing else, yet.
- Catherine's face actually customised. Before it was all default settings except hair color.
- Catherine, Robert, Edmund made into younger tier lords (lower levels)
- Dialog written for Malik Faris, Bhagwandas, Yareb.
- Karn and Argan no longer dislike each other, now only like each other
- Went through all the companions and readjusted their Lord Reputations, this affects whether they're nobles or not. Them being nobles is really only a concern if you want to higher lords from other kingdoms. I'm not gonna tell you who's what, but with some logical deduction you can make an educated guess.
- Recalculated the companions recruitment costs. The better equipped companions now cost more.

New Town Improvement
Orphanges
- A combo of a school and mill improvement like villages have, but for towns.

Foreigner Troop Tree Revised
- Foreigner troop tree now resembles regular faction troop trees.
- Can still recruit Foreigner Mercs from taverns, but only the middle tier units now.
- Foreigners have higher levels, weapon proficienes and skills than comparable faction units.
- Foreigners have a limited selection of weapons/armor.

Bug Fixes
- Swadia no longer at war with everyone at start of game
- Gave Miura Anjin more riding skill so he'll actually have his horse when you recruit him.

Minor Updates
- Updated the Talesworld thread with new pictures
- Companions will only complain about leaving once a week.
Malik Faris's Companion and Native Enhancement Changelog
v.97.2 Expanded Warfare

This shouldn't affect your save games, as only a couple values were changed and no new lines of code were added.

Minor Changes
- You can bet more money on tournaments now.

v.97.1 Expanded Warfare

This shouldn't affect your save games, as only a couple values were changed and no new lines of code were added.


Minor Changes
- Arena Combat now awards 10 times the money for reaching kill goals. If you want to make money as a real gladiator, be my guest.

Bugfixes
- Odasan Castle now works properly.


v.97 Expanded Warfare

More Civilized Calradia
- 6 New towns, one for each faction
- 90+ new castles
- 110+ new villages
- Many castles and villages moved to more strategic locations, every lord owns a castle, a few own 2 castles
- Added more Ransom Brokers and Travelers so they'll be easier to find with the new towns


Reformed Bandits
- Expanded Bandits unit tree some more, including looters
- They'll only show up if bandits or you upgrade the troops
- They branch off from the base bandit unit
- They're just slightly higher leveled and skilled than the regular bandit upgrade path
-They're all "commoners" so they won't have a morale penalty for being in your party
- Looters > Adventurers, lightly armored mixed melee and ranged unit > Warriors, armored melee units with shields and 1 handed weapons OR Bowmen, standard archery unit
- Forest Bandits > Woodland Archers, standard skilled archer unit > Woodland Rangers, very skilled archer unit OR Woodland Wardens, a moderate infantry with archery skills
- Mountain Bandits > Highland Fighters, mainly two-handed melee unit with clubs and axes > Highland Sentinels, a fairly speedy and moderately armored infantry unit with a shield and strong polearm OR Highland Guardians, a well armored unit with a big shield and 1-handed weapons
- Sea Raiders > Coastland Brute, a strong blunt weapon infantry unit > Coastland Berserkers, a fast infantry unit focusing on two-handed weapons OR Coastland Sentries, an archery unit that also has a spear and shield
- Steppe Bandits > Grassland Scouts, a lightly armored but fast horse archer > Grassland Charge, a  heavily armored cavalry unit OR a Grassland Tracker, a very fast horse archer
- Taiga Bandits > Tundra Hunters, fast and tough archer units > Tundra Protectors, a faster, tougher archer unit OR Tundra Defenders, a very strong pike unit
- Desert Bandits > Wasteland Escorts, a tough polearm unit > Wasteland Duelists, expert swordsmen and spear users OR Wasteland Dragomans, a mounted polearm user

Troop Trees Adjusted
- Player: Dismounted Mounted Infantry, they still have the "mounted unit" party movement speed bonus though.
- Player: Master Heavy Cavalry new upgrade option: Royal Cavalry, they have some "royal" equipment to set them apart from the Black Knights (That you may be able to find as well)

Minor Changes
- Black Armor set is available from merchants now
- The Knightly Orders should not be enemies of the factions and yourself anymore

Banners:
jvfuM7B.png

Credit: Ashmond
Code:
[URL=http://forums.taleworlds.com/index.php/topic,129012.0.html][IMG]http://i.imgur.com/jvfuM7B.png[/IMG][/URL]

Name: Malik Faris's Companions and Native Enhancement
Version: 1.0 WIP
Game version: 1.166
Category: Compilation, Items, Troops
Short Info: Adds 80 new companions, hundreds of new locations to fight over, a player faction troop tree, ability to purchase troops from taverns, ability to export and import companions, ability to recruit player faction troops from villages you control.
Mode: SP
Languages: EN
 
Too funny! I was tinkering with the very thing a few weeks ago  :grin:

I got stuck trying to get a sister or daughter to spawn when that npc got recruited as a lord. Have you tried that yet Malik? Looks good though!
 
NewHemingway said:
Too funny! I was tinkering with the very thing a few weeks ago  :grin:

I got stuck trying to get a sister or daughter to spawn when that npc got recruited as a lord. Have you tried that yet Malik? Looks good though!

i was thinking about adding wives and daughters to my six lords so its easier for the player to find a wife, i was gonna look into that as i finish them up.

And i made this mod because i was always wondering why someone else hadn't done it already.
 
I was! You just beat me to the punch! :grin:

Again I'm glad you did it your companions are great and well thought out. Good job!
 
wow a redhead to hire. now i definitely have to try this  :mrgreen:
personally i would love to see more female companions that are worth getting.
 
THE RETURN OF THE DARK KNIGHTS! I made a SP game where i was the dark knight, got really boring after about 10 minutes.
 
Thanks Malik. I actually learned how to do this by reading this...
http://forums.taleworlds.com/index.php/topic,128208.msg3092218.html#msg3092218  :wink:

And...
Folkzweise said:
wow a redhead to hire. now i definitely have to try this  :mrgreen:
personally i would love to see more female companions that are worth getting.

lol
 
hey that's in my genes. i like the noble female race. nothing i can do about it.

other than that. i like the new companions. they exactly what a new kingdome need to get started. will love to see them finished.
 
unknown3056 said:
Thanks Malik. I actually learned how to do this by reading this...
http://forums.taleworlds.com/index.php/topic,128208.msg3092218.html#msg3092218  :wink:

yeah i had to ask because search wasnt turning up anything informative.

also lots of the mod system documentation is old and outdated either for M&B original or from warband beta where they reference things like zendar and salt mines and gah things i cant understand because they arent the same as what i'm looking at in the files.
 
Malik Faris said:
welp, i guess this is what happens when there's too many people in a tavern.


Uploaded with ImageShack.us

They start standing on the tables.

What?  Table dancing was just as popular than as it is now.  That dude is probably just really drunk :smile:

Great job adding cool companions.
 
Bump for update. Version .92

After some more testing/experience, i'm going to finish the 6 lords, with proper rivalries/likes/dislikes and proper kingdom support/intel, and i'll probably add in the 5 other ladies (because they will probably be who the lords like).

And i'm thinking i'll try to do it at a steady pace, like finish 1 lord + lady every 1-2 days, then update. so i'll crawl along till version .97, because when version .98 would be finished, i will have finished what i originally set out to make, and will have done above and beyond that, so its gonna jump to like ver. 1.2/5 or something.
 
take your time.  but please don't suddenly just disappear with no explanation.  I hate when modders do that.  I understand if life gets too busy and you can't finish the work, but at least let people know that, and maybe someone else can take over.

Sorry for my rant. 
 
Malik Faris said:
after looking at family relations, they appear to generated randomly, so it's probably not within my abilities to do anything there, too bad.

Well, the same type of script can be used to generate family relations for companions.  I think the "family structure" script is what you'd be looking at here. Basically, just copy the appropriate portion(s) of the script and change the "(try_for_range, ":cur_troop", lords_begin, lords_end)" to something like "(try_for_range, ":cur_troop", companions_begin, companions_end)" (you'd enter a different range here if you only want to create family trees for some companions). You'd do the same for "(try_for_range, ":cur_troop", kingdom_ladies_begin, kingdom_ladies_end)" so that it reflects the range of ladies you add to the game.

I only took a quick look over the scripts but I hope this helps.
 
Emerlist Davjack said:
Malik Faris said:
after looking at family relations, they appear to generated randomly, so it's probably not within my abilities to do anything there, too bad.

Well, the same type of script can be used to generate family relations for companions.  I think the "family structure" script is what you'd be looking at here. Basically, just copy the appropriate portion(s) of the script and change the "(try_for_range, ":cur_troop", lords_begin, lords_end)" to something like "(try_for_range, ":cur_troop", companions_begin, companions_end)" (you'd enter a different range here if you only want to create family trees for some companions). You'd do the same for "(try_for_range, ":cur_troop", kingdom_ladies_begin, kingdom_ladies_end)" so that it reflects the range of ladies you add to the game.

I only took a quick look over the scripts but I hope this helps.

Delving deeper into it, it seems awfully complex, especially if i were to try to assign specific ladies, which is what id want to do most likely. the ladies are taken from a pool based on their kingdom, and assigned ages, husbands, fathers and brothers whenever you start a new game.
I think i would have to assign ladies to the player kingdom too.... but I'm not sure how well that would work seeing as the player kingdom doesnt exist anywhere when you start a game.

and i really dont know how the scripting works, i just edit values around.

if someone else figures this out i would incorporate it, but i don't think i can do it myself. not without completely ****ing up my files at least.
 
Bump for .93 update.

Designed all the ladies, haven't finished their or anyone's dialog. Some ladies don't have actual backstory dialog just "a" 's as placeholders.

Gave everyone generic rival/like/dislike/kingdom support/intel dialog, so they can do intel missions properly.... except balbanes and joan.

Changelog has the rest.
 
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