[S] Calradia at War - v1.1.1

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sirgrigor

Sergeant at Arms
Version 1.1 of Calradia at War for Warband

Mini-mod format.

  • Has standard troops/items from CaW
    Has a few neat features never before in CaW like Outposts, Fortification
    Has special combat moves
    Improved training / arena setups
    Has Darklands style character generation for most races
    Partial banking system implemented
    Partial Zendar implementation, now a faction but not everything working right and town has minor issues but still playable
    Beginning of faction specific gear by town, not even close to fully implemented though
    Most of features from previous version of mod are in. Call it the 'mystery meat' edition, explore and find out what is in it.

Most of these features should be in the mod:

    * kt0 + jik + keedo's Kingdom Management Reports
    * hessu's Castle/Town Troop Recruiter
    * Jebadiah Q's Companion Overview
    * Martin F's Dueling Lord's and Companions
    * Geoffry's Ashes Party Patrols - Have to earn it in Zendar quests
    * Tempered's Camp Entrenchment Kit- have to earn in Zendar quests
    * Cd Vader's moveable watchtowers - have to earn in Zendar quests
    * OSP Cloaks and Helms - people wanted more helms
    * Nick Altman's Siege Pack - Castle Improvements
    * Village pallisades can now be built that make village harder to loot
    * Village watchtowers provide less protection but launch protectors
    * Village elders can now retire your troops there, thus garrisoning town
    * Village schools give bonuses every week, not just once a month
    * Village Mills give bonus 1xweek instead of just once
    * CaW troops/armour/weapons/quests/companions from previous versions
    * Lesser companions from Custom Settlements - wont have stories like CaW companions (lots of them too) ** NOT IN YET **
    * Chel's Combat abilities - not fully integrated yet. in future versions have to earn them
    * Cd Vader's Item skill bonuses - ie. See Zendar Sword/Armour
    * Access town/village guildmaster/elder from menu - many asked for it
    * Incomplete - two of four planned minor factions - only first armies - Sing/Caliphate - should be relatively challenging, let me know
    * Probably other stuff I did not write down

Please note - Zendar is in as a faction but it dies right away.  Ignore that, it is for future versions. 

You might also get 'visit lady' errors after conquering a town/castle.  Ignore them for now too.  If the installer copies the mod to your original M&B mod folder, just copy it to your Warband folder. It will still work.

Here is the download link:
http://www.mbrepository.com/file.php?id=1885

Thanks,
s/g
 
I wouldn't mind seeing Sarranid/Khergit weapons or armour that are not in default.  Or clothing/helms/sandals for feet etc.

A quick update:

I am in the middle of Daggerfall style chargen, a lot of work and buggy right now but I like it.  Have 7 factions (including Zendar) + unknown which will default to native chargen.  A few tweaks and the swadians will be done.

The most of the old features from CaW (pre native) except Custom Settlements are in. Ones that were quest driven before are available to all from the start for now until the quests are back in.

Hope to finish Swadian chargen today and then do some extensive testing.

s/g
 
CaW - Warband 1.0.1 has been released as a mini-mod.

Let me know what you think, we will continue adding in the rest of the CaW features over the next few weeks.
 
sirgrigor said:
A quick update:

I am in the middle of Daggerfall style chargen, a lot of work and buggy right now but I like it.  Have 7 factions (including Zendar) + unknown which will default to native chargen.  A few tweaks and the swadians will be done.


s/g

Does this mean a Daggerfall MOD?? SWEET!!  :mrgreen:
Not sure what "chargen" means. "Changes" would be logical. English is my only language, and I'm more than average in vocabulary and reading, but I must admit I haven't seen "chargen" before. No criticism or sarcasm here, I'm just at a loss.  :sad:

I'd vote in the poll, except I can't decide! "When it's ready" is always best, but I like previews. :wink:
 
Chargen, n jargon, computer gaming: The act, usually in Role-Playing Games (RPGs) of creating a character, either by applying stats or physical features, or both. Et. Portmanteau of "Character" and "Generation."

Daggerfall has what is known in professional circles as a "*****in'" chargen system. Incredibly thorough and well thought-out. This one is going to be a hell of a lot of fun.
 
Having great fun already. Good work. :smile:

Now I have found one bug that is not gamebreaking but very annoying.

- Conquered Dhirim.
- Allowed the ladies to go home.
- Started to build a prisoner tower.
- Sent 4 recruiters do get Khergit troops.
- Don't have any lady interested in me, to get the option "Visit a lady".

Now, everytime I open the Dhirim's main menu (entering the city, or leaving a scene), I get 4 errors about being unable to create the "Visit a lady", like it can't put it on the menu because there is something missing. After I married, this message no longer appears (forgot to PS to give the error codes).

----------------

After conquering Suno some weird stuff happened with Reyvadin's and Sargoth's ownership. Practically a map color bug, but might be hiding something bigger.

Reyvadin:
It keeps changing "owner" everytime I conquer a town/castle, it had the color and name (below the town name) of Sarranid Sultanate, but the banner and owner in "Locations" is King Vladimir. Now it is a Nord town owned by the Vaegir ruler.

Sargoth:
It is supposedly a part of my kingdom, but just like Reyvadin it still belongs to the previous owner.
I even got the option of claiming it to myself on my minister, but it returns lots errors and nothing changes. (I'll ommit repeated lines)
SCRIPT ERROR ON OPCODE 2330: Invalid Party ID: -1; LINE NO: 8
At dialog consequence: dlga_minister_grant_self_fief:minister_pretalk
SCRIPT ERROR ON OPCODE 23: Invalid Script: Paramter ID: 2; LINE NO: 2
At script: give_center_to_lord
SCRIPT ERROR ON OPCODE 521: Invalid Party ID: -1; LINE NO: 9
At script: give_center_to_lord
SCRIPT ERROR ON OPCODE 1620: Invalid Party ID: -1; LINE NO: 20
At script: give_center_to_lord
SCRIPT ERROR ON OPCODE 501: Invalid Party ID: -1; LINE NO: 28
At script: give_center_to_lord
SCRIPT ERROR ON OPCODE 541: Invalid Party ID: -1; LINE NO: 30
At script: give_center_to_lord
SCRIPT ERROR ON OPCODE 1073742365: Invalid Party ID: -1; LINE NO: 38
At script: give_center_to_lord
SCRIPT ERROR ON OPCODE 541: Invalid Party ID: -1; LINE NO: 39
At script: give_center_to_lord

----------------

Accepted a GuildMaster "Escort Caravan", lost the caravan (had to hurry to help a castle besieged) and now I can't end the quest. Put some time limit to it or a "I can't finish it" option when talking to the GM, since the "What if I can't finish?" is pretty useless...
 
I will look into those issues.  I think they are related to the current version of the module system.

Continuing work on the mod, every day I make a little more progress.

s/g
 
The download linked to states that it is for version 1.0.11.. So is it compatible with warband?
Also the download link is for version v1.0, is that correct?
 
Hi, DLing now  :grin:

Never played CaW before but looking forward to it; so not sure if these features would at all suit the mod or if it already has something similar, but . . . I'd like to suggest you consider (in the long run) including some features from some of the other longstanding vanilla mods that I think enhance gameplay for any MB mod:

1. Autoloot+Companion's autoselect new gear. Huge time saver. slightly different variants exist in SoD and Fire Arrow.

2. Morale and fleeing. There are a few diff versions of this function, but the one in Native Expansion strikes me as the best.

Last one is I reckon more involved but:

3. Kingdom management: the one in SoD is obviously great, but Fire Arrow is also good.


Thanks for your creativity and hardwork! Hope I don't sound like a douche by making some suggestions. Just suggestionss  :mrgreen:
 
Anthropoid said:
1. Autoloot+Companion's autoselect new gear. Huge time saver. slightly different variants exist in SoD and Fire Arrow.
2. Morale and fleeing. There are a few diff versions of this function, but the one in Native Expansion strikes me as the best.
Last one is I reckon more involved but:
3. Kingdom management: the one in SoD is obviously great, but Fire Arrow is also good.
Thanks for your creativity and hardwork! Hope I don't sound like a douche by making some suggestions. Just suggestionss  :mrgreen:

Will look into the Autoloot feature.

Please make any suggestions you want.

All the new features in CaW came from the development team, people like you or other modders.

s/g
 
Hey I'm lovin' this mod!  :grin:

Two questions: (1) I have TweakMB running, and tweaked a few settings (arena payouts, map size, talk to Guildmaster in Town menu, etc.). The talk to Guildmaster in town menu is there, but clicking on it doesn't work. I'll tell Kefka95 (the maker of TweakMB as well) but I thought I'd let you not sirgrigor.

(2) Is the "Spar with Companions" option not supposed to be a choice when you go to the Training Grounds? I really like that "one on one" and "one on four" option at the Arena too.

Great mod!

ADDIT:

Artyem said:
So, is this actually for Warband yet? Because from what I've read it sounds pretty fun :smile:


I have been playing it on Warband for about an hour!  :grin: Great mod! Go for it!
 
Anthropoid said:
Hey I'm lovin' this mod!  :grin:

Two questions: (1) I have TweakMB running, and tweaked a few settings (arena payouts, map size, talk to Guildmaster in Town menu, etc.). The talk to Guildmaster in town menu is there, but clicking on it doesn't work. I'll tell Kefka95 (the maker of TweakMB as well) but I thought I'd let you not sirgrigor.

(2) Is the "Spar with Companions" option not supposed to be a choice when you go to the Training Grounds? I really like that "one on one" and "one on four" option at the Arena too.

Great mod!

ADDIT:

Artyem said:
So, is this actually for Warband yet? Because from what I've read it sounds pretty fun :smile:


I have been playing it on Warband for about an hour!  :grin: Great mod! Go for it!


Oh, okay. But this appears to not be for WB, and if it is it's not for 1.113
 
Here is my startup screenie

cawformb1113.jpg

So as you can see, I most definitely am playing Warband 1.113. I've played my first character, Mr. Ron Jeremy, up to about middle of 3rd level, during about 4 days of in game time  :grin:

. . . so, yep! The link is for a CaW for Warband 1.113!  :smile:
 
Anthropoid said:
Hey I'm lovin' this mod!  :grin:

Glad you are enjoying it so far.  It is really just the beginning compared to the pre-Warband version.

Anthropoid said:
Two questions: (1) I have TweakMB running, and tweaked a few settings (arena payouts, map size, talk to Guildmaster in Town menu, etc.). The talk to Guildmaster in town menu is there, but clicking on it doesn't work. I'll tell Kefka95 (the maker of TweakMB as well) but I thought I'd let you know sirgrigor.

Not sure about the guildmaster not working, I will add that to my list of things to check.  I was regularly using the speak to Village Elder and that was working.

Anthropoid said:
(2) Is the "Spar with Companions" option not supposed to be a choice when you go to the Training Grounds? I really like that "one on one" and "one on four" option at the Arena too.

Spar with companions only works if you finish the Trainer's training.  It makes it more worth-while.... although with XYZ that happens during training you should be rushing to do it anyways.... that is all I will say on that.

Let me know if you have any other suggestions or issues.

s/g
 
Knil said:
Is there a feature list somewhere?

Just the stickied topics for now.  Next big release and we will do a full feature list. *EDIT* I added a short feature list to original post, I hope it is useful.

Suffice it to say that when you are playing the current version you will find lots of new and different 'stuff'.

s/g
 
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