28/November/2012
WOW~~~~
So its been over a year since this got updated.
Havent played MnB for awhile now, and also the updates of floris mod made me take a bit of time to sit back and wait...
Tired of games getting wiped. Really happy with the latest 2.54 update of floris, and so I'm remaking this troop tree for it.
That is to say - really happy with 2.54 floris except that the troop trees still suck So unfortunately this (or another) better troop tree mod is still "needed" to make the game as good as it should be.
So - just for a taster, since many of you will probably see this for the first time. Right now only NORDS ARE DONE - also, the upgrade trees are also done - although I couldnt yet figure out how to link the individual presentations for each troop. So if anyone knows how to edit module_presentations.py to allow clicking on the new troops in the troop tree in order to show their equipment/stats, please let me know.
DOWNLOAD:
http://mountandblade.nexusmods.com/mods/3862
v2.0 (NORDS)
http://www.mediafire.com/?xi17ck2jukq37rb
http://www.filedropper.com/floris241a-rtt153
v1.53
UPDATED-->PLEASE NOTE!
I have made some module.ini edits in my game when using this mod. I do not test it with the natural version so if there is imbalance in gameplay, it might be due to this. Edits are minimal, but I would reccommend you edit your module.ini file in the floris mod folder to match these settings, or at least get somewhere closer to them.
Lets get straight to the point then.
The goal of this minimod is:
[list type=decimal]
[*]Cut down on the huge troop tree that is Floris Expanded...its too much. This tree has 4 unit types per faction. Nords have 3. Sarranid have 5.
[*]Rework some of the naming conventions so names in the same chain are similar, easier to keep track of.
[*]Keep 2 Tier-7 units per faction as the end-all "elite" units. Very hard to train them up, but very survivable once they are finally T7.
[*]Have equally good "elite" weapons, armor, and horses for those Tier7 (and Tier6) troops, special to each faction to make them look distinct.
[*]Keep true to the faction's actual strengths and flavour. I didnt like how some of the tree was throwing factions off track from their native intention (I want to play floris as a native-styled improvement mod, not a conversion, as I play other mods for that). Also, expand on the original style and really push each faction into its own niche.
[*]Keep it Floris save-game compatible! Yes, it is. No troops added or removed from the troops file. So you can use games from floris or any other compatible tree, and if you dont like RTT you can simply uninstall it and use your savegames back in those other trees as well.
[*]I want a troop tree where I can play a game only as 1 faction type; still do as well as using any other faction; and still be competitive against mixed-faction armies. That means, every faction has to have a relatively good, or at least decent, way of handling any other type of troop, while having a unique style of warfare for each faction.
[*]Troop tree was horribly flawed with melee weapons completely missing from some troops, the weapon skills totally wrong for the troop types, and various other errors which have been fixed. Seriously, not sure who made this troop tree, but roughly HALF of the units had weapons of one type, and skillsets for another type. These fixes also include item edits and re-equipping of nearly the entire troop tree to better reflect their roles, and to make them LOOK GOOD!
[/list]
So, thats the goal. Here is the result.
First of all, as I said, all the troops are in there from Floris expanded 2.41a - the troops marked by "xx" in the tree-view pictures (below) are disabled and taken out of the game, but they are still in the troops file. This means it is fully save game compatible but you will have to start a new game to see all changes. Current troops marked with "xx" can upgrade to a non-xx troop at all stages, so if using with an older save game, dont worry, your obsolete troops will upgrade to something in the actual RTT-tree.
Secondly, troop identifiers have been expanded a bit.
I = Infantry
A = Ranged (Archer/Thrower)
C = Cavalry
H = Ranged Horse (Archer/Thrower)
S/s = Spear/Pike Infantry
b = Blunt weapon troop (where there is multiple types of that troop-type in the tree)
L = Light Cavalry or Lancer Cavalry (where there are multiple cavalry in the tree)
Also, I've mixed the identifiers where appropriate.
For example IA = Infantry Archer, which is a hybrid. Isa = Infantry that is also a light spearman, light archer. It makes sense when you see it.
A lower case letter means it is a half-ranked ability (lower skill in that weapon type, and lower pstrike/pdraw if applicable to that weapon type). Examples: An Ia is primarily Infantry, and secondarily archer. An IS is a pure spear infantry. An IA is equally infantry and archer. Exception to this is "b" which simply signifies that the troop uses blunt weapons.
Third...here are the troop trees, with explanations by faction below:
[/quote]
link to steam screenshot library if that doesnt work:
http://steamcommunity.com/profiles/76561198038515973/screenshot/594684767894233121?tab=public
NEW! -->Standardized Unit Stats/Skills/Tiered Equipment Sets:
Explanations of troop-tree:
Swadia
NEW! -->Swadian Faction Bonuses:
Swadians are most famous for their knights.
Swadians are secondly most famous for longbowmen.
1a and 1b Swadian Guards - A light infantry halbredman with bow sidearm. Archery is roughly equal to A5 archer unit. Shock Infantry value roughly equal to I5 or C5 unit. (hybrid, good garrison troop)
2Swadian Knights T7 - The backbone of any Swadian army. Dont be afraid to dismount them when needed to fight on foot. Their charge power is the strongest of any cavalry. On foot, they are walking tanks.
3Swadian Shock Infantry - Braveheart, anyone?
4Swadian Archers T7 - longbowmen
Swadian Info:
Khergit
NEW! -->Khergit Faction Bonuses:
Khergits are most famous for their horse ability
Khergits are second most famous for their ability with the bow
1Khergit Heavy Cavalry. T7 - Heavy Shock Cavalry. Heavily armored, Slow moving, low charge damage :: 2h-sword + bow (half skill).
2Khergit Lancers. - Fast moving, medium armored, heavy charge damage :: lance, saber, shield
3Khergit Dismounted Guards. - Foot troops with the racial khergit polearms. Bow side-arm (half skill)
4Khergit Horse Archers T7 - Heavy horse archers, well armored, fast moving :: saber, shield, bow
Khergit Info:
Vaegir
NEW! -->Vaegir Faction Bonuses:
Vaegir are most famous for their elite archers
Vaegir are second most famous for shock cavalry
1Vaegir Shock Cavalry. T7
2Vaegir Heavy Horse Archers
3Vaegir Heavy Archers T7
4Vaegir Shock Infantry
Vaegir Info:
Nords
NEW! -->Nord Faction Bonuses:
Nords are most famous for heavy shock infantry
Nords are second most famous for versatile foot troops and skirmishers
1Nord Heavy Spearmen. T7 - Anti-Cavalry defensive infantry as well as skirmisher (throwing spears).
2Nord Shock Infantry. T7 - Strongest shock troop in the game with heavy axes that break shields.
3Nord Heavy Archer Infantry. T7 - Throwing axe skirmishers, and heavy defensive shield+axe infantry.
Nord Info
Rhodoks
NEW! -->Rhodok Faction Bonuses:
Rhodok are best known for their pikemen
Rhodok are also best known for their crossbows
1Rhodok Defensive Legionaires T7 - Tower shields+shortsword+javelins. Form these into shield wall and you have a mobile castle fortress to hide behind. Roman style testudo legionairies that can throw javelins into melee before charging.
2Rhodok Crossbows T7 - Heavy Artillery...
3Rhodok Light Lancers Rhodoks dont have much horse ability, but throw a guy on a horse with a lance, staff, and an xbow, and you get a useful flanker and unit to chase down and finish off fleeing foes.
4Rhodok Spear Infantry. Pikemen. The best.
Rhodok Info:
Sarranid
NEW! -->Sarranid Faction Bonuses:
Sarranid are best known for throwing/skirmishing
Sarranid are second best known for heavy horse
1Sarranid Guards. Defensive shield+sword unit. Makes use of throwing darts.
2Sarranid Heavy Cavalry. T7 - Cataphracts, heavily armored charge, followed by heavy shock infantry melee.
3Sarranid Skirmishers. T7 - Here come the best spear throwers in the game. Shield+lower level scimitar for melee defense.
4Sarranid Horse Skirmishers. T7 - Spear throwers on horseback, with light melee ability.
5Sarranid Shock Troops. A heavily offensive minded unit. Uses glaives (polearms) and xbows, fragile but dangerous.
Saranid Info:
-------------------------------------------------------------
Changelog:
14/October/2011
Wow...well I havent been playing MnB for past 2 months or so...but today happens to be 5 months exactly since RTT was first released, and I just looked at download page, and am quite surprised. Hasnt been much activity on the thread and yet its gotten a huge amount of downloads.
Think I might have to make this for version 2.5, as the alternative trees in the beta so far dont seem to be all that great.
And btw, dont use this tree with warband 1.143 patch. In fact, I dont know any reason to be using 1.143 patch at all anyway. It fixes nothing and just adds bugs, as well as screws up mods. So if you are reporting problems like this guy, that is why...
Enjoy!
UPDATED: 07/June/2011
Latest update:
*I removed the old 1.43-xx'd version because according to download stats, nobody is using it anyway
*This update should finally remove all the xx troops, there was one xxI3_Sarranid_Cemaat who still weaseled his way into the tree, fixed it.
*Few last item price tweaks, things should be more or less scaled per faction now. Things are not and will not be exactly scaled to quality/price, as thats not how the native game was made either.
*Few more fixes in troops: equipment, stats, etc.
*The most significant item update is done to bows and xbows in this patch. Bow damage universally scaled down by a small fraction, as well as arrows rebalanced. Now both Khergit and Imperial arrows are equal being the top notch arrows, though Vaegir still have superiority with both bow, and skill with a bow.
v1.1, 14/may/2011:
*Established a standard for tier5 through tier7 units and a faction-based unit bonus system.
*Swadian tier6 armor/weapon sets made, tier7 armor/weapon sets made, tier5 through tier7 rebalancing, reworking of swadian "Isa" guard unit, added tier6 Isa Swiss Guard. Removed Swadian Lancers (the 2nd, sub-par wanna-be knights).
*Nord tier6 armor/weapon sets made, tier7 armor/weapon sets made, tier4 through tier7 rebalancing and re-equipping, made use of some of the nord weapons, though they have funny graphics in-game when swinging...might remove in later versions
*Fixed steppe bandit outlaws linking to "obsolete" khergit upgrades, now they link to the rebalanced and "working" khergit H and C units.
v1.1a, 15/may/2011 - still trying to find crash issue.
*Vaegir finished. Touched up the optional blunt-weapon cavalry to the mix for possibility of infantry/cavalry blunt-weapon armies. marked blunt-weapon cavalry with one "x". upgrades to C7 tree.
*Nord redone (from fresh 2.41a files) to try and fix crashing issue
*Swadia redone (from fresh 2.41a files) to try and fix crashing issue
*All units, including "xx" disabled trees, now upgrade to a tier6 or tier7 tree.
v1.2, 16/may/2011
*Note to potential modders: Dont Use Black Chargers! DUBC! Thanks to dragonchris for the fix!!
*Sarranid now complete. Behold the most colorful faction ever, with all tree tiers matching in colored armor suits (seriously, this one took a damn long amount of time! but looks well worth it!)
v1.3, 17/may/2011
*Rhodok finished.
v1.4 final 1, 18/may/2011
*Khergit finished. I hope you all like my changes. I didnt think khergit was so "lord of the horse" with half of their branches on foot, so I had to come up with some idea to make more cavalry. Now they are back in the saddle in 3 branches and foot troops on 1 which are more or less "castle guards" or "dismounted lancer" type foot troops, which sticks to the faction flavor better.
*First final version, ENJOY! Report bugs please!
v1.41, 19/may/2011
*Rebalancing some price changes to make them realistically affordable Went a little overboard on tier7 weapon prices, making masterwork version incredibly expensive. Same with a few pieces of armor when you find a lordly piece.
*Tweaking of items to tune them down a bit to rebalance across factions.
*Changing of armor sets to look better in a few progression trees.
*Found a few unused armor sets that were very nice, like Noble Surcoat, and made the stats upgraded equal to tier7 quality, solely for you and your companions to use if you wish.
*Hopefully have disabled black charger from showing up in shops. Might require new game. Labeled it with "ERROR" so you know not to use it.
*Tweaked and hopefully fixed certain items showing up in the wrong factions shops, and showing up WAY too much (Imperial Bow for example).
v1.42, 22/may/2011
*lots of item tweaking, prices rebalancing, etc. - still not finished doing this though. there's still quite a few items that are priced a bit too high.
*went over the female and male merc trees to give all units a tier5/tier6 upgrade path, as well as updating their prefixes to match the prefix system (added "b" for blunt-weapon female mercs)
*some minor stat tweaks and level changes in a few units.
*crossbow damage significantly increased. to be in line with the suggested values in the "Suggestions" thread. now crossbows should actually do damage. no more 25 damage shots from an arbalest on an armored target.
v1.43-final and 1.5, 23/may/2011
*Tweaks and rebalances of weapons, prices, and a few troops.
::1.43-final::
*This is the final release of xx-marked troops still in the game, unless the version removing them is unsuccessful at working while still being save compatible.
::1.5::
*This is the first release of attempts to remove xx-marked troops from the game. Upgrade paths to xx-troops are now no longer possible. Though they still might show up via garrison recruiting and might be the objective of lord's quests in which they ask you to train a specific type of troop. Please provide a screenshot if using 1.5 in a NEW GAME and you still find xx troops (either ingame or as a request by a lord asking you to train them).
1.51, 25/may/2011
*1.51 fixes 2 bugs found as well as hopefully removing xx-marked troops from the game for good. current existing ones will remain until upgraded/killed. if you find any xx-marked troops in a new game please report it and let me know.
otherwise this is more or less the final version, save for eventual tweaks to item prices (still needs some fixing), and minor tweaks.
1.52, 29/may/2011
*Bows have been nerfed. Too much power in tiers4+.
*XBows boosted, making them useful and not worthless as they are in native. Arbalest fires 2 shots per reload (speed reduced slightly), making the T7 rhodok's actually on-par with "elite" status as they should be.
*All faction leaders have been significantly boosted. Their armor sets are tier7 for their faction, they have all been made level 50 (default 41+), given 400 weapon proficiencies, and 10 in most skills. Be careful when fighting faction leaders.
*All faction "princes" (there are 2-4 per faction) have been boosted: level 40, 300 weapons, 10 or 5 in most skills, but little to no gear upgrades. Each faction has 4 such stronger lords (for each faction that doesnt have 4 princes, other randomly chosen lords got the boost as well).
*This update will significantly help the AI become stronger, hoping to make the game more challenging in the long term.
*Still doing lots of item tweaks and price rebalancing.
*2 faction troops fixed, and the mercenary/outlaw upgrade paths fixed.
1.53, 07/june/2011
*I removed the old 1.43-xx'd version because according to download stats, nobody is using it anyway (17 downloads vs. 168 on latest v1.52):
*This update should finally remove all the xx troops, there was one xxI3_Sarranid_Cemaat who still weaseled his way into the tree, fixed it.
*Few last item price tweaks, things should be more or less scaled per faction now. Things are not and will not be exactly scaled to quality/price, as thats not how the native game was made either.
*Few more fixes in troops: equipment, stats, etc.
*The most significant item update is done to bows and xbows in this patch. Bow damage universally scaled down by a small fraction, as well as arrows rebalanced. Now both Khergit and Imperial arrows are equal being the top notch arrows, though Vaegir still have superiority with both bow, and skill with a bow.
WOW~~~~
So its been over a year since this got updated.
Havent played MnB for awhile now, and also the updates of floris mod made me take a bit of time to sit back and wait...
Tired of games getting wiped. Really happy with the latest 2.54 update of floris, and so I'm remaking this troop tree for it.
That is to say - really happy with 2.54 floris except that the troop trees still suck So unfortunately this (or another) better troop tree mod is still "needed" to make the game as good as it should be.
So - just for a taster, since many of you will probably see this for the first time. Right now only NORDS ARE DONE - also, the upgrade trees are also done - although I couldnt yet figure out how to link the individual presentations for each troop. So if anyone knows how to edit module_presentations.py to allow clicking on the new troops in the troop tree in order to show their equipment/stats, please let me know.
DOWNLOAD:
http://mountandblade.nexusmods.com/mods/3862
v2.0 (NORDS)
http://www.filedropper.com/floris241a-rtt153
v1.53
UPDATED-->PLEASE NOTE!
I have made some module.ini edits in my game when using this mod. I do not test it with the natural version so if there is imbalance in gameplay, it might be due to this. Edits are minimal, but I would reccommend you edit your module.ini file in the floris mod folder to match these settings, or at least get somewhere closer to them.
regulars_xp_multiplier = 3.5; #if you want to see more tier6/7 troops you can put this higher, or vice versa
damage_interrupt_attack_threshold = 10.0
armor_soak_factor_against_cut = 0.85
armor_soak_factor_against_pierce = 0.75
armor_soak_factor_against_blunt = 0.65
armor_reduction_factor_against_cut = 1.0
armor_reduction_factor_against_pierce = 0.65
armor_reduction_factor_against_blunt = 0.75
horse_charge_damage_multiplier = 0.35
couched_lance_damage_multiplier = 0.4
fall_damage_multiplier = 0.5
damage_interrupt_attack_threshold = 10.0
armor_soak_factor_against_cut = 0.85
armor_soak_factor_against_pierce = 0.75
armor_soak_factor_against_blunt = 0.65
armor_reduction_factor_against_cut = 1.0
armor_reduction_factor_against_pierce = 0.65
armor_reduction_factor_against_blunt = 0.75
horse_charge_damage_multiplier = 0.35
couched_lance_damage_multiplier = 0.4
fall_damage_multiplier = 0.5
Lets get straight to the point then.
The goal of this minimod is:
[list type=decimal]
[*]Cut down on the huge troop tree that is Floris Expanded...its too much. This tree has 4 unit types per faction. Nords have 3. Sarranid have 5.
[*]Rework some of the naming conventions so names in the same chain are similar, easier to keep track of.
[*]Keep 2 Tier-7 units per faction as the end-all "elite" units. Very hard to train them up, but very survivable once they are finally T7.
[*]Have equally good "elite" weapons, armor, and horses for those Tier7 (and Tier6) troops, special to each faction to make them look distinct.
[*]Keep true to the faction's actual strengths and flavour. I didnt like how some of the tree was throwing factions off track from their native intention (I want to play floris as a native-styled improvement mod, not a conversion, as I play other mods for that). Also, expand on the original style and really push each faction into its own niche.
[*]Keep it Floris save-game compatible! Yes, it is. No troops added or removed from the troops file. So you can use games from floris or any other compatible tree, and if you dont like RTT you can simply uninstall it and use your savegames back in those other trees as well.
[*]I want a troop tree where I can play a game only as 1 faction type; still do as well as using any other faction; and still be competitive against mixed-faction armies. That means, every faction has to have a relatively good, or at least decent, way of handling any other type of troop, while having a unique style of warfare for each faction.
[*]Troop tree was horribly flawed with melee weapons completely missing from some troops, the weapon skills totally wrong for the troop types, and various other errors which have been fixed. Seriously, not sure who made this troop tree, but roughly HALF of the units had weapons of one type, and skillsets for another type. These fixes also include item edits and re-equipping of nearly the entire troop tree to better reflect their roles, and to make them LOOK GOOD!
[/list]
So, thats the goal. Here is the result.
First of all, as I said, all the troops are in there from Floris expanded 2.41a - the troops marked by "xx" in the tree-view pictures (below) are disabled and taken out of the game, but they are still in the troops file. This means it is fully save game compatible but you will have to start a new game to see all changes. Current troops marked with "xx" can upgrade to a non-xx troop at all stages, so if using with an older save game, dont worry, your obsolete troops will upgrade to something in the actual RTT-tree.
Secondly, troop identifiers have been expanded a bit.
I = Infantry
A = Ranged (Archer/Thrower)
C = Cavalry
H = Ranged Horse (Archer/Thrower)
S/s = Spear/Pike Infantry
b = Blunt weapon troop (where there is multiple types of that troop-type in the tree)
L = Light Cavalry or Lancer Cavalry (where there are multiple cavalry in the tree)
Also, I've mixed the identifiers where appropriate.
For example IA = Infantry Archer, which is a hybrid. Isa = Infantry that is also a light spearman, light archer. It makes sense when you see it.
A lower case letter means it is a half-ranked ability (lower skill in that weapon type, and lower pstrike/pdraw if applicable to that weapon type). Examples: An Ia is primarily Infantry, and secondarily archer. An IS is a pure spear infantry. An IA is equally infantry and archer. Exception to this is "b" which simply signifies that the troop uses blunt weapons.
Third...here are the troop trees, with explanations by faction below:
link to steam screenshot library if that doesnt work:
http://steamcommunity.com/profiles/76561198038515973/screenshot/594684767894233121?tab=public
NEW! -->Standardized Unit Stats/Skills/Tiered Equipment Sets:
--make each faction 3 tiers/sets of elite armor, tier5, tier6, tier7
for units that max at tier6, uses a mix-match of tier6/tier7 equipment.
units that max at tier7 follow the equipment sets normally.
missile units use one tier lower armor (ie: A7 unit uses tier6 armor set, A6 maxed missile unit uses mix-match of tier5/tier6).
tier6 set:
gloves 8 (1.0), helm 55 (1.0), armor 55/18 (18.0), boots 36 (1.0), shield 600/20/70/90 (2.0), horse 60/50/50/20/250
tier7 set:
gloves 10 (1.0), helm 60 (1.0), armor 60/20 (19.0), boots 40 (1.0), shield 700/25/80/100 (2.0), horse 70/50/50/30/350
--make each faction tier5, tier6 and tier7 weapon sets.
tier7 baseline:
2h chop: 55dmg, 140 range, 95 speed, shieldbreak if axe (-20 range)
2h blunt: 50dmg, 125 range, 85 speed, bash-thru
lance: dark jousting lance, colored jousting lance (30p/320range)
spear(1h): 40dmg, 160 range, 100 speed, shieldbreak
spear(2h): 45dmg, 220 range, 95 speed, shieldbreak, no horseback
1h chop: 45dmg, 110 range, 105 speed, shieldbreak if axe (-20 range)
1h blunt: 40dmg, 100 range, 100 speed, bash-thru
skills baseline:
tier5: 5 / 3 / 2
tier6: 6 / 4 / 3
tier7: 8 / 6 / 4
stats baseline:
tier6: str10, agi10, int9, cha9
tier7: str14, agi12, int9, cha9
wpn skills baseline: (+10 for each level over 34 tier6, over level 40 tier7)
tier6: primary 260 / secondary 200
tier7: primary 310 / secondary 250
level baseline:
tier6: level 36, 34... (primary, others)
tier7: level 42, 40... (primary, others)
for units that max at tier6, uses a mix-match of tier6/tier7 equipment.
units that max at tier7 follow the equipment sets normally.
missile units use one tier lower armor (ie: A7 unit uses tier6 armor set, A6 maxed missile unit uses mix-match of tier5/tier6).
tier6 set:
gloves 8 (1.0), helm 55 (1.0), armor 55/18 (18.0), boots 36 (1.0), shield 600/20/70/90 (2.0), horse 60/50/50/20/250
tier7 set:
gloves 10 (1.0), helm 60 (1.0), armor 60/20 (19.0), boots 40 (1.0), shield 700/25/80/100 (2.0), horse 70/50/50/30/350
--make each faction tier5, tier6 and tier7 weapon sets.
tier7 baseline:
2h chop: 55dmg, 140 range, 95 speed, shieldbreak if axe (-20 range)
2h blunt: 50dmg, 125 range, 85 speed, bash-thru
lance: dark jousting lance, colored jousting lance (30p/320range)
spear(1h): 40dmg, 160 range, 100 speed, shieldbreak
spear(2h): 45dmg, 220 range, 95 speed, shieldbreak, no horseback
1h chop: 45dmg, 110 range, 105 speed, shieldbreak if axe (-20 range)
1h blunt: 40dmg, 100 range, 100 speed, bash-thru
skills baseline:
tier5: 5 / 3 / 2
tier6: 6 / 4 / 3
tier7: 8 / 6 / 4
stats baseline:
tier6: str10, agi10, int9, cha9
tier7: str14, agi12, int9, cha9
wpn skills baseline: (+10 for each level over 34 tier6, over level 40 tier7)
tier6: primary 260 / secondary 200
tier7: primary 310 / secondary 250
level baseline:
tier6: level 36, 34... (primary, others)
tier7: level 42, 40... (primary, others)
Explanations of troop-tree:
Swadia
NEW! -->Swadian Faction Bonuses:
*Swadians get +2 to +4 on all faction-specific elite armor sets. This includes shields. Swadian Armor is the best protection and the price has been drastically increased for the player wanting to buy it. This is due to Swadia being the remnants of the old Empire, by which they obtained the most effective means of forging armors. Game lore also states many times that Swadian blacksmiths are the most famous in the land. Now they actually are.
*Swadian units get +20 weapon skills, +1 shield skill.
*Swadian horses get +10 armor, +20 charge
*Swadian units get +20 weapon skills, +1 shield skill.
*Swadian horses get +10 armor, +20 charge
Swadians are secondly most famous for longbowmen.
1a and 1b Swadian Guards - A light infantry halbredman with bow sidearm. Archery is roughly equal to A5 archer unit. Shock Infantry value roughly equal to I5 or C5 unit. (hybrid, good garrison troop)
2Swadian Knights T7 - The backbone of any Swadian army. Dont be afraid to dismount them when needed to fight on foot. Their charge power is the strongest of any cavalry. On foot, they are walking tanks.
3Swadian Shock Infantry - Braveheart, anyone?
4Swadian Archers T7 - longbowmen
Swadian Info:
Swadians are relatively versatile, but rely on a backbone of heavy knights and longbow archers. Its a mix of heavy offense and heavy defense, with medium and mixed troops in between. The Halbred/light archer guard also makes a very good and relatively easy to train garrison unit. You can practically fill up any castle/town with 50% of these and 50% of archers and you have a very solid defense at relatively low cost. They can help stop cavalry charges in the field, too, but arent nearly as good as rhodok or nord spears.
Khergit
NEW! -->Khergit Faction Bonuses:
*all units: +1 pdraw, +2 riding, +2 horse archery, -1 athletics, +40 archery
*armor: -2 armor/-4 armor weight
*horses: +10 manuever/+10 speed/+100 HP (-10 armor for the lancers and horse archers), cant be "lamed"
*armor: -2 armor/-4 armor weight
*horses: +10 manuever/+10 speed/+100 HP (-10 armor for the lancers and horse archers), cant be "lamed"
Khergits are second most famous for their ability with the bow
1Khergit Heavy Cavalry. T7 - Heavy Shock Cavalry. Heavily armored, Slow moving, low charge damage :: 2h-sword + bow (half skill).
2Khergit Lancers. - Fast moving, medium armored, heavy charge damage :: lance, saber, shield
3Khergit Dismounted Guards. - Foot troops with the racial khergit polearms. Bow side-arm (half skill)
4Khergit Horse Archers T7 - Heavy horse archers, well armored, fast moving :: saber, shield, bow
Khergit Info:
Khergits are kings in wide open field battles. Nothing will ever change that. Given the space to move freely, they can use your weakness against you as they either skirmish you from long range with heavy horse archers, or continually pummel you with charges or shock mounted troops. Their ability on foot is one of the worste of any faction, however, and so when they cant use their horses to the advantage, for example in siege offensives, they are quite at a disadvantage. Defending castles however they do relatively well considering that all khergits learn to use a bow, and they do have one quite defensively strong infantry unit able to hold off a melee or cavalry charge at least for awhile (long enough for the mounted troops to do their damage, hopefully).
Vaegir
NEW! -->Vaegir Faction Bonuses:
+1 pstrike, +1 pdraw, +1 ironflesh, +1 level, -2 armor weight
Vaegir are second most famous for shock cavalry
1Vaegir Shock Cavalry. T7
2Vaegir Heavy Horse Archers
3Vaegir Heavy Archers T7
4Vaegir Shock Infantry
Vaegir Info:
Vaegir are lords of the bow, with unequalled ability to lay down a fierce barrage. They also have very strong shock cavalry who can still fight well on foot. They also have great shock troops though not as powerful as nord counterparts, they are close. Last, they also have a good skirmish ability with their horse archers. All vaegir troops are relatively well armored, so are formidable alone on that end. They do not however have any pure defensive unit or ability to hold off a powerful offensive charge, by the likes of swadian knights, nords, etc. Vaegir must use their bows, skirmishers, and their own cavalry to try and fend off serious offensive charges. However, they are an extremely durable troop tree that is very offensively minded, with the best long range archery ability, rivalling only with rhodok's and khergits for the hardest hitting long range offensive or defensive ability.
Note that the C5 Vaegir Druzhinnik (upgrade from I4 unit) is marked with one "x". It is left so because it is still a viable side option if you want to make a blunt-force army for capturing enemies. The C5 Druzhinnik has not been touched other than to fix skills, and the C6 Druzhinnik has only been touched up minorly, as it was already wearing parts of the faction armor set. It upgrades to the C7 unit so if you want a blunt-force army to chase down and capture units, the I4-I6 and C5-C6 units here would be perfect.
Note that the C5 Vaegir Druzhinnik (upgrade from I4 unit) is marked with one "x". It is left so because it is still a viable side option if you want to make a blunt-force army for capturing enemies. The C5 Druzhinnik has not been touched other than to fix skills, and the C6 Druzhinnik has only been touched up minorly, as it was already wearing parts of the faction armor set. It upgrades to the C7 unit so if you want a blunt-force army to chase down and capture units, the I4-I6 and C5-C6 units here would be perfect.
Nords
NEW! -->Nord Faction Bonuses:
*Nords get +1 ironflesh, +1 athletics, +1 pstrike, +1 throwing
*Nord Tier6 units get +1 skills, +1 stats, +1 level, +20 weapons
*Nord Tier7 units get +1 skills, +3 stats, +1 level, +40 weapons
*Nord Tier6 units get +1 skills, +1 stats, +1 level, +20 weapons
*Nord Tier7 units get +1 skills, +3 stats, +1 level, +40 weapons
Nords are second most famous for versatile foot troops and skirmishers
1Nord Heavy Spearmen. T7 - Anti-Cavalry defensive infantry as well as skirmisher (throwing spears).
2Nord Shock Infantry. T7 - Strongest shock troop in the game with heavy axes that break shields.
3Nord Heavy Archer Infantry. T7 - Throwing axe skirmishers, and heavy defensive shield+axe infantry.
Nord Info
As nords only have 3 chains, all 3 become elite tier7. It suits their role in my oppinion, as they are limited only to foot, and with very limited range ability, but are the toughest troops available if they can make it into skirmish and melee range.
Nords are fast moving foot troops, who are unmatched in the melee fight. If you havent been able to deal hard damage to them before they get into melee range, then you better run. Nords also have a very impressive skirmish ability second only to sarranids, so they still pack a punch at short range, though they completely lack ability to deal long range damage. This is perhaps a shortfall that will need to be fixed, but even giving them mediocre archers imo would simply detract from their core units. All 3 chains are able to upgrade to tier7, and you can of course still build the mediocre archers labeled with double X's (XX), though I feel that the best nord army is one that uses guerilla tactics and tends to spread into 2 or 3 groups, cornering the enemy into a skirmish, and then melee charge from multiple sides where they cant escape, and have no hope of defending against nordic axes. Their spearmen are able to deal with cavalry charges very easily. The only possible loose end for nords would be something like khergit or sarranid horse skirmishers that are able to stay out of short range while shooting them at long range. This, however, seems to be only a problem of chosing the best ground to fight on, and I think that this itself is the single biggest problem that nords SHOULD have to face, anyway. The nord defensive shield+skirmish throwing axe unit however, is usually able to deal with any long range threats rather efficiently.
Nords are fast moving foot troops, who are unmatched in the melee fight. If you havent been able to deal hard damage to them before they get into melee range, then you better run. Nords also have a very impressive skirmish ability second only to sarranids, so they still pack a punch at short range, though they completely lack ability to deal long range damage. This is perhaps a shortfall that will need to be fixed, but even giving them mediocre archers imo would simply detract from their core units. All 3 chains are able to upgrade to tier7, and you can of course still build the mediocre archers labeled with double X's (XX), though I feel that the best nord army is one that uses guerilla tactics and tends to spread into 2 or 3 groups, cornering the enemy into a skirmish, and then melee charge from multiple sides where they cant escape, and have no hope of defending against nordic axes. Their spearmen are able to deal with cavalry charges very easily. The only possible loose end for nords would be something like khergit or sarranid horse skirmishers that are able to stay out of short range while shooting them at long range. This, however, seems to be only a problem of chosing the best ground to fight on, and I think that this itself is the single biggest problem that nords SHOULD have to face, anyway. The nord defensive shield+skirmish throwing axe unit however, is usually able to deal with any long range threats rather efficiently.
Rhodoks
NEW! -->Rhodok Faction Bonuses:
*all units: +1 ironflesh, +1 athletics, +1 shield, -1 pstrike, +40 polearm, +40 crossbow
*armor: +2/+4 armor, +2 armor weight
*cavalry limited to tier5 light lancer (do not. i repeat do not, charge the enemy with them. they will die. quickly.) they are for chasing down fleeing enemies or flanking.
*armor: +2/+4 armor, +2 armor weight
*cavalry limited to tier5 light lancer (do not. i repeat do not, charge the enemy with them. they will die. quickly.) they are for chasing down fleeing enemies or flanking.
Rhodok are also best known for their crossbows
1Rhodok Defensive Legionaires T7 - Tower shields+shortsword+javelins. Form these into shield wall and you have a mobile castle fortress to hide behind. Roman style testudo legionairies that can throw javelins into melee before charging.
2Rhodok Crossbows T7 - Heavy Artillery...
3Rhodok Light Lancers Rhodoks dont have much horse ability, but throw a guy on a horse with a lance, staff, and an xbow, and you get a useful flanker and unit to chase down and finish off fleeing foes.
4Rhodok Spear Infantry. Pikemen. The best.
Rhodok Info:
Rhodok are kings of defense and entrenchment. Taking a castle from rhodok with heavy infantry and pikemen on the walls with crossbows shooting down at you is the hardest offensive you will ever have to take. Rhodok pikes stop swadian knights charging in their tracks. Rhodok xbows are heavy artillery like none other. However, as rhodok is very defensive, they are not very offensive and have limited offensive ability. The best offense is a good defense in their case.
Sarranid
NEW! -->Sarranid Faction Bonuses:
*all units: +1 pthrow, +1 ironflesh, +1 shield, +1 athletics, +40 throwing
*armor: -4/-1 armor weight
*cavalry horse: +10 armor/+10 charge/-5 manuever
*skirmisher horse: -10 charge/+5 manuever
*armor: -4/-1 armor weight
*cavalry horse: +10 armor/+10 charge/-5 manuever
*skirmisher horse: -10 charge/+5 manuever
Sarranid are second best known for heavy horse
1Sarranid Guards. Defensive shield+sword unit. Makes use of throwing darts.
2Sarranid Heavy Cavalry. T7 - Cataphracts, heavily armored charge, followed by heavy shock infantry melee.
3Sarranid Skirmishers. T7 - Here come the best spear throwers in the game. Shield+lower level scimitar for melee defense.
4Sarranid Horse Skirmishers. T7 - Spear throwers on horseback, with light melee ability.
5Sarranid Shock Troops. A heavily offensive minded unit. Uses glaives (polearms) and xbows, fragile but dangerous.
Saranid Info:
Sarranid also has 3 tier7, though its units are not as focused as others. Sarranid's main advantage is the versatility of its troops. Also, it is limited at range. Its IA - infantry xbows - are only hybrid and not to be relied on as pure artillery. They are good mostly for adding a little bit of ranged fire before going into melee. Sarranid has the best abilities with throwing spear, and has recieved a new throwing spear for its top tiered skirmishers that has "damage to shields" which allows it to deal more damage as troops get within range of throwing weapons (since range is much more limited and dealing heavy damage quickly as the enemy advances into melee range is the only chance sarranids get for dealing ranged damage before the melee fight). Sarranid have limited defensive capability with their defensive infantry, so must use skirmishing and hit-and-run tactics to their best advantage.
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Changelog:
14/October/2011
Wow...well I havent been playing MnB for past 2 months or so...but today happens to be 5 months exactly since RTT was first released, and I just looked at download page, and am quite surprised. Hasnt been much activity on the thread and yet its gotten a huge amount of downloads.
Think I might have to make this for version 2.5, as the alternative trees in the beta so far dont seem to be all that great.
And btw, dont use this tree with warband 1.143 patch. In fact, I dont know any reason to be using 1.143 patch at all anyway. It fixes nothing and just adds bugs, as well as screws up mods. So if you are reporting problems like this guy, that is why...
Enjoy!
UPDATED: 07/June/2011
Latest update:
*I removed the old 1.43-xx'd version because according to download stats, nobody is using it anyway
*This update should finally remove all the xx troops, there was one xxI3_Sarranid_Cemaat who still weaseled his way into the tree, fixed it.
*Few last item price tweaks, things should be more or less scaled per faction now. Things are not and will not be exactly scaled to quality/price, as thats not how the native game was made either.
*Few more fixes in troops: equipment, stats, etc.
*The most significant item update is done to bows and xbows in this patch. Bow damage universally scaled down by a small fraction, as well as arrows rebalanced. Now both Khergit and Imperial arrows are equal being the top notch arrows, though Vaegir still have superiority with both bow, and skill with a bow.
v1.1, 14/may/2011:
*Established a standard for tier5 through tier7 units and a faction-based unit bonus system.
*Swadian tier6 armor/weapon sets made, tier7 armor/weapon sets made, tier5 through tier7 rebalancing, reworking of swadian "Isa" guard unit, added tier6 Isa Swiss Guard. Removed Swadian Lancers (the 2nd, sub-par wanna-be knights).
*Nord tier6 armor/weapon sets made, tier7 armor/weapon sets made, tier4 through tier7 rebalancing and re-equipping, made use of some of the nord weapons, though they have funny graphics in-game when swinging...might remove in later versions
*Fixed steppe bandit outlaws linking to "obsolete" khergit upgrades, now they link to the rebalanced and "working" khergit H and C units.
v1.1a, 15/may/2011 - still trying to find crash issue.
*Vaegir finished. Touched up the optional blunt-weapon cavalry to the mix for possibility of infantry/cavalry blunt-weapon armies. marked blunt-weapon cavalry with one "x". upgrades to C7 tree.
*Nord redone (from fresh 2.41a files) to try and fix crashing issue
*Swadia redone (from fresh 2.41a files) to try and fix crashing issue
*All units, including "xx" disabled trees, now upgrade to a tier6 or tier7 tree.
v1.2, 16/may/2011
*Note to potential modders: Dont Use Black Chargers! DUBC! Thanks to dragonchris for the fix!!
*Sarranid now complete. Behold the most colorful faction ever, with all tree tiers matching in colored armor suits (seriously, this one took a damn long amount of time! but looks well worth it!)
v1.3, 17/may/2011
*Rhodok finished.
v1.4 final 1, 18/may/2011
*Khergit finished. I hope you all like my changes. I didnt think khergit was so "lord of the horse" with half of their branches on foot, so I had to come up with some idea to make more cavalry. Now they are back in the saddle in 3 branches and foot troops on 1 which are more or less "castle guards" or "dismounted lancer" type foot troops, which sticks to the faction flavor better.
*First final version, ENJOY! Report bugs please!
v1.41, 19/may/2011
*Rebalancing some price changes to make them realistically affordable Went a little overboard on tier7 weapon prices, making masterwork version incredibly expensive. Same with a few pieces of armor when you find a lordly piece.
*Tweaking of items to tune them down a bit to rebalance across factions.
*Changing of armor sets to look better in a few progression trees.
*Found a few unused armor sets that were very nice, like Noble Surcoat, and made the stats upgraded equal to tier7 quality, solely for you and your companions to use if you wish.
*Hopefully have disabled black charger from showing up in shops. Might require new game. Labeled it with "ERROR" so you know not to use it.
*Tweaked and hopefully fixed certain items showing up in the wrong factions shops, and showing up WAY too much (Imperial Bow for example).
v1.42, 22/may/2011
*lots of item tweaking, prices rebalancing, etc. - still not finished doing this though. there's still quite a few items that are priced a bit too high.
*went over the female and male merc trees to give all units a tier5/tier6 upgrade path, as well as updating their prefixes to match the prefix system (added "b" for blunt-weapon female mercs)
*some minor stat tweaks and level changes in a few units.
*crossbow damage significantly increased. to be in line with the suggested values in the "Suggestions" thread. now crossbows should actually do damage. no more 25 damage shots from an arbalest on an armored target.
v1.43-final and 1.5, 23/may/2011
*Tweaks and rebalances of weapons, prices, and a few troops.
::1.43-final::
*This is the final release of xx-marked troops still in the game, unless the version removing them is unsuccessful at working while still being save compatible.
::1.5::
*This is the first release of attempts to remove xx-marked troops from the game. Upgrade paths to xx-troops are now no longer possible. Though they still might show up via garrison recruiting and might be the objective of lord's quests in which they ask you to train a specific type of troop. Please provide a screenshot if using 1.5 in a NEW GAME and you still find xx troops (either ingame or as a request by a lord asking you to train them).
1.51, 25/may/2011
*1.51 fixes 2 bugs found as well as hopefully removing xx-marked troops from the game for good. current existing ones will remain until upgraded/killed. if you find any xx-marked troops in a new game please report it and let me know.
otherwise this is more or less the final version, save for eventual tweaks to item prices (still needs some fixing), and minor tweaks.
1.52, 29/may/2011
*Bows have been nerfed. Too much power in tiers4+.
*XBows boosted, making them useful and not worthless as they are in native. Arbalest fires 2 shots per reload (speed reduced slightly), making the T7 rhodok's actually on-par with "elite" status as they should be.
*All faction leaders have been significantly boosted. Their armor sets are tier7 for their faction, they have all been made level 50 (default 41+), given 400 weapon proficiencies, and 10 in most skills. Be careful when fighting faction leaders.
*All faction "princes" (there are 2-4 per faction) have been boosted: level 40, 300 weapons, 10 or 5 in most skills, but little to no gear upgrades. Each faction has 4 such stronger lords (for each faction that doesnt have 4 princes, other randomly chosen lords got the boost as well).
*This update will significantly help the AI become stronger, hoping to make the game more challenging in the long term.
*Still doing lots of item tweaks and price rebalancing.
*2 faction troops fixed, and the mercenary/outlaw upgrade paths fixed.
1.53, 07/june/2011
*I removed the old 1.43-xx'd version because according to download stats, nobody is using it anyway (17 downloads vs. 168 on latest v1.52):
*This update should finally remove all the xx troops, there was one xxI3_Sarranid_Cemaat who still weaseled his way into the tree, fixed it.
*Few last item price tweaks, things should be more or less scaled per faction now. Things are not and will not be exactly scaled to quality/price, as thats not how the native game was made either.
*Few more fixes in troops: equipment, stats, etc.
*The most significant item update is done to bows and xbows in this patch. Bow damage universally scaled down by a small fraction, as well as arrows rebalanced. Now both Khergit and Imperial arrows are equal being the top notch arrows, though Vaegir still have superiority with both bow, and skill with a bow.