Author Topic: Town Troops 0.91 (for M&B 0.903) - UPDATE  (Read 15081 times)

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Phobos

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Town Troops 0.91 (for M&B 0.903) - UPDATE
« on: December 13, 2007, 05:08:32 pm »
Town Troops

Version 0.91:
* got rid of the trigger error
* minor changes. Troops can be found in taverns a litte easier
* some new armor textures (about 20)




Weapons in these screenshots are not made by me. They aren“t even part of the mod. Weapons are from the great Standard Weapon Upgrade Projekt, which I installed without makeing some backups ;-)


In the next version the player will be able to advice his king in some political questions (peace? War?). Maybe I write a script to send out your compangions to do the recruiting for you.
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Version 0.9:

* Added unique champions to each castle
* Lords staying in towns or castles now reinforce their parties with town troops or champions, up to a certain limit. (only the owner of the castle gets significant champions). This was Castle Lords and Town Lords can get powerful armys
* The owners of castles and towns can reinforce the garrisons while staying in them
* Recruiting from town can lower the prosperity of towns and castles
* Towns spawn scouts and patrols. Poor towns may spawn deserters instead
* The look of the "walkers" of towns is now dependend of the towns faction
* fixed some minor bugs

No I am starting retexturing some native armors for a more unifom look of some factions. I would be glad if someone could help me with this.



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This little mod changes most of the native troops, the reinforcements for cities, parties and castles, and recruiting of those troops for the player.

There are now 3 different Troop types:

1. Peasants and Militias
You can recruit peasants the normal way from villages. Peasants can be upgraded two times to militia units, which are powerful enough for bandits. Rich villages are defended by more experienced troops.

2. Soldiers
Each town trains its unique Soldiers. They have good equipment and can be upgraded two times. These upgrade will only effect their skills, they will keep their equipment. At the highest level they will be slightly more powerfull than the highest native troops. As player, you can recruit them in the towns taverns, if you have good relations to the town and / or you are allied to the town, for examples: Halmar Horse Archers, Rivacheg Marksmen, Thir Warriors.

3. Champions
Champions the most powerful troops, but they are rare on the battlefield. You can hire them in castles if you have good relations to the castles owner (or if you own the castle, of course). Champions cannot be upgraded.


Cities, castles and npc-partys get all possible the troops of their faction. Town and their lord get more troops of their specific soldiers, poor towns will add more militias than soldiers etc. If a faction loses towns (or if in case of the rhodok they have only two towns) mercenaries are added.


To Do:

* Rich towns should spawn patrols and scout parties, poor towns should spawn deserters
* Maybe add militia patrols for rich villages
* Maybe adding "elite patrols" to castles
* Maybe making the townsmens garments dependend on the towns prosperity

Download here:

http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=8&lid=606




« Last Edit: December 19, 2007, 11:48:21 pm by Phobos »

Kolba

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Re: Town Troops 0.5 (for M&B 0.903)
« Reply #1 on: December 13, 2007, 06:01:43 pm »
I see that is not big mod, but it's sound nice. Dowloading!

Zaro

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Re: Town Troops 0.5 (for M&B 0.903)
« Reply #2 on: December 13, 2007, 06:35:34 pm »
poor towns will add more militias than soldiers

So this is dynamic, i.e. the composition of a force changes depending on what the town can afford?

Sounds quite interesting.

Phobos

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Re: Town Troops 0.5 (for M&B 0.903)
« Reply #3 on: December 13, 2007, 07:13:27 pm »
So this is dynamic, i.e. the composition of a force changes depending on what the town can afford?


Yes, but soldiers don't get fired when their town gets poorer.

This mainly effects the npc-parties. If you conquer Thir, new spawned nord-parties won't have any Thir Warriors. But the armies of your faction can now have them.

Zaro

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Re: Town Troops 0.5 (for M&B 0.903)
« Reply #4 on: December 13, 2007, 07:24:00 pm »
Quote
Yes, but soldiers don't get fired when their town gets poorer.


No, but it's nice that wealth has an influence on the force in the longterm.

SnoeiSchaaR

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Re: Town Troops 0.5 (for M&B 0.903)
« Reply #5 on: December 13, 2007, 07:50:24 pm »
Sounds like a great mod, downloading it right now  :mrgreen:
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FrisianDude

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Re: Town Troops 0.5 (for M&B 0.903)
« Reply #6 on: December 13, 2007, 08:11:50 pm »
 :D This mod sounds nice, I only have to d'load '03 now and then this one is next :wink:
Nords ruled by King Ragnar, Khergits ruled by Sanjar Khan, Rhodoks ruled by King Graveth, Swadians ruled by King Harlaus, Vaegirs ruled by King Yaroglek. All those peoples live, fight, and die in the continent of Calradia. The Nords and Rhodoks field solely infantry and archers, the Swadians and Vaegirs have infantry, archers and cavalry and the Khergit field almost exclusively cavalry. No such things as "infarty" or "calvary" exist. A nice link to my mod ;)

Tempered

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Re: Town Troops 0.5 (for M&B 0.903)
« Reply #7 on: December 16, 2007, 02:00:34 am »
Great mod idea!  Vanilla M&B really needs this to make taking castles more of a strategic advantage. As it is now, a castle is just a place to dump troops and prisoners.  I would love to see you expand on this.  Maybe have 3 or 4 tiers of professional soldiers and peasant levies.

Phobos

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Re: Town Troops 0.5 (for M&B 0.903)
« Reply #8 on: December 16, 2007, 03:19:33 pm »
Just wait for the next town troops release (which will be today or tomorrow). Every castle has now its own champions. The Lords of the Castle will always be guarded by many of their champions, so they will be a much bigger threat. (And use different tactics. The Nord Lord who own castle Tehlrog will have good Cavalry...)

NPC-partys which are resting in towns can recruit new Soldiers from the specific town troops, but this might lower the city's prosperity. If the Lord of the Town (or Castle) stays their, he can reinforce the Towns Garrison.

Town now spawn scouts and patrols to defend themselves. But poor Towns might just spawn deserters...

Maybe I add small Champion-Patrols to each castle... but I don't want them to become easy prisoners for taking. Have to think about it.

Phobos

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Re: Town Troops 0.9 (for M&B 0.903) - UPDATE
« Reply #9 on: December 16, 2007, 08:08:00 pm »
New Version is out!

Tempered

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Re: Town Troops 0.9 (for M&B 0.903) - UPDATE
« Reply #10 on: December 16, 2007, 10:35:57 pm »
Just downloaded. Will give the new version a spin.  Will I have to start a new character or is an old save game compatible?

Edit:

 Just tried it out a bit and I'm getting an invalid party id error for trigger no. 17, consequences. Whatever that means :|
« Last Edit: December 17, 2007, 12:32:29 am by Tempered »

Sibilance

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Re: Town Troops 0.9 (for M&B 0.903) - UPDATE
« Reply #11 on: December 19, 2007, 12:34:48 am »
Sounds like a terrific idea! Going to give this a shot. :D

SnoeiSchaaR

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Re: Town Troops 0.9 (for M&B 0.903) - UPDATE
« Reply #12 on: December 19, 2007, 03:26:18 am »
Had some fun playing this mod, this type of recruiting is much more realistic and clear to me...  :wink:
Can we expect some more updates in the future?
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Phobos

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Re: Town Troops 0.9 (for M&B 0.903) - UPDATE
« Reply #13 on: December 19, 2007, 12:50:56 pm »
Most likely today.

Next version will get rid of the trigger error, and I started modifying / adding armor textures.

Tempered

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Re: Town Troops 0.91 (for M&B 0.903) - UPDATE
« Reply #14 on: December 20, 2007, 01:46:59 am »
 Once again, thanks for a great mod. Really love what you're doing with it. I do have one concern, though. The khergit seem to be a bit more powerful than most of the other factions. Maybe a little bit more balancing is needed on the troop trees. It could just be that their archery skill is too high.