B Medieval 1487 AD: A Time for Change

Users who are viewing this thread

Good day.
Despite the released bannerlord, the development of the mod continues.
Since I make the mod alone and only in my free time, which is less and less, I do not know when the test version will be released.
Anyway, thanks for your interest in this mod

As of today, 42 factions have been added to the huge global map:
Holy Roman Empire
The Grand Duchy of Moscow
Ak-Koyunlu
Kingdom of Sweden
The Kingdom of Hungary
The Ottoman Empire
The Moldavian Principality
The Grand Duchy of Lithuania
The Polish Kingdom
The Livonian Confederation
Kazan Khanate
The Big Horde
The Crimean Khanate
The Siberian Khanate
The Kazakh Khanate
The Georgian Kingdom
Shirvanshah State
Mamluk Sultanate
The Pelym State
The Hafsid State
Khorasan (Timurids)
Transoxiana (Timurids)
Shamkhalat of Tarki
Duchy of Milan
Beylik Dulkadir
Kalmar Union
Republic of Venice
Kingdom of Bohemia
The Teutonic Order
The Republic of Genoa
The Marquisate of Mantua
Duchy of Ferrara and Modena
The Republic of Lucca
The Florentine Republic
Republic of Siena
The Papal State
Kingdom of Naples
The Aragonese Crown
Nogai Horde
Avar Nutsaldom
Kaitag Utsmiate
Circassia
Lords and their families and family ties are registered for all factions. Each faction has its own icons of troops, separate icons are made for factional deserters, bandits and caravans.
There are 120 cities, 270 castles and over 450 villages on the map. Unfortunately, the cities are native or taken from the available OSP.
The mod adds the ability to purchase 3 types of ships - kogg (nave), carrack and galley.
About a hundred different armors (mostly Oriental) have been redesigned to match the era.
Plus, there are many small chips, in particular, to hire nobles with additional troops in fortresses (on the principle of sons of boyars and combat slaves in Moscow or sipahs and jabels in the Ottoman Empire)

During the development of the mod, several questions arose, can anyone tell me
1) where the relationship of the factions is prescribed, which factions are peace, which are at war, which do not have relations. Attempts to register through relationships in the module faction did not help.
2) During the testing process, I noticed that the lords move to other factions arbitrarily. For example, from Moscow to Genoa or Timurids, is it possible to prescribe that lords from a specific faction would move to a specific faction, for example from Moscow to Lithuania and vice versa, or from Ak Koyunlu to the Ottomans or Mamelukes, and not to the Holy Roman Empire, for example.
3) I have seen several times in mods that unique lords or minor armies can capture cities and form their own kingdoms. Are there any scripts available for these functions, if so, I would be very grateful for a hint.

P.s. If someone has a desire to help in the development of the mod, I will be only glad. Write to my personal account
 
Last edited:
@pan-boroda At least let us enjoy what is already there, even if it's only half functional!
We're modders, we can deal with some technical hiccups along the way, just let us use it finally, in whatever state it currently is - I have personally waited for a few years now.
I'm not even asking for source code, I just want to play it. To see this huge, historical world in front of me...

Also, let me answer (or at least shed some light) on your 3 questions asked earlier:
ad. 1: Go to module_scripts and in the first script "game_start" set faction relations, for example with:
(set_relation,"fac_kingdom_1","fac_kingdom_2),-50),
ad. 2: Yes, defections are like that, but it can be changed - the code is in module_simple_triggers, look for phrase: #Individual lord political calculations
AI in Warband is written in a pretty tangled code, not very clear and not very easy to edit, but good luck - this part should be relatively uncomplicated
ad. 3: And again it's about editing AI, but complicated this time - there is a lot of code that makes decisions for lords, and one of those many decisions is to capture a town or castle. It's all randomly generated, so the lord will do some calculations on which target is easy enough, which target is worth his time, oh and if there isn't a feast going on, etc. Well, eventually he might decide to actually capture a castle, and he might even succeed (although in most cases solo sieges usually fail, they have better chances to capture anything when it's a military campaign, with marshal and many lord parties working together). Then after the castle is taken, it's not given to anybody - king will decide that eventually (there is a simple trigger that deals with political decisions like that, runs from time to time). Eventually king decides which lord gets the castle.
You'd have to hook into this process - detect that a castle was taken, write some "treason code" that will make the lord decide to just leave the faction and keep the castle. In my opinion this is not very worthwile, because it happens so rarely - most successful sieges are with allies close by, meaning a rebellion would be punished by nearby parties pretty quickly.
 
Last edited:
Back
Top Bottom