This adds lots of new lord ready companions to native M&B: Warband. Ver. 1.134
^and lots of other companions.
A.K.A.: The f*** convincing enemy vassals to join your faction mod.
A.A.K.A.:108 Stars of Destiny
A.A.A.A.A.K.A.:Trying to outdo Romance of the Three Kingdoms in character count modCharacter 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.
Inspired by the Swadians. Son of a count who lost a battle for power with his brother. A super heavy knight.
Inspired by the Vaegirs. Son of a duke who died heroically in battle. Skilled with a bow and axe.
Inspired by the Rhodoks. Remained loyal to his liege until a disagreement tore them apart. Skilled with a morningstar and crossbow.
Inspired by the Khergit Khanate. Descendant of a legendary conqueror, served as the right hand of many a ruler. Powerful horse archer.
Inspired by the Saranid Sultanate. Son of a sultan, was betrayed by his uncles. Uses jarids and a lance.
Inspired by the Nords. Illegitmate son of the king, was betrayed by a close friend and relative. He has a question to axe
One king grade (probably higher) lord & lady - stronger and more expensive then the others, ideal marshal material. Costs 20000 denars. His army gets like around 180+ men on it's own, so he is pretty badass.
Inspired by Final Fantasy Tactics. A legendary general from another land. Second strongest warrior in Calradia, next to you.
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.
Essentially, copies of their male counterparts, but their gonna be a little different, taking aspects of the women or the woman's culture who influenced them.
Inspired by a Celt queen. A leader strong at rallying others. Skilled with javelins.
Inspired by a legendary British queen. Helped her father to retake his throne. Uses a bow and blade.
Inspired by two mythological Roman & Greek women. It is said she can run across the sea without getting her feet wet. Not good at riding horses... but don't think you can escape her if she's not mounted.
Inspired by a fairy tale. Separated from her true love, she seeks glory. Very similar to Matin.
Inspired by a queen who served the Persian empire. Was commander of a navy, convinced her lord to retreat from a lost battle. Kinda 13th century piratey... kinda.
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.
They won't cost alot to recruit, but they have high upkeeps, because they're level 50, but very low combat stats for their levels. But the game seems to give them much higher stats then i assign them,(i give them 4 strength, when they show up in game they have 12 for some reason) so they can wear decent armor and equip decent weapons, but they wont exactly have the skills and proficiencies to use them very well. Their meant to be put on the bottom of your troop list and kept out of battle, but with larger battle sizes that can be kinda impossible. They also aren't designed to level up really, because they are already well experienced in what they do. Best thing to do is probably assign them to the archer group, or make a group just for them and tell them to wait at the start of battle. You can use them to receive a party skills full potential, while you train up another companion to have the full party skill, and be a good fighter because of the experience they've earned, while not being so freaking costly.
Inspired by an Iranian alchemist. A master doctor, but no good in combat.
a refuge from a fallen empire, a natural diplomat
a refuge from a fallen empire, a genius tactician
a refuge from a fallen empire, a master trainer
a renowned trader and looter (that makes him sound bad)
a master tracker, spotter and pathfinder.
Essentially like, 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.
A skilled warrior, on a quest for revenge.
A powerful warrior, on a quest for revenge.
A knight from the Swadian homeland, betrayed by King Harlaus.
A widow and mother of 6 vaegir marksmen, seeks to follow her family.
a woman in a huscarl's world
a rhodok sharpshooter
the only daughter of a famous khergit lancer
a mameluk with a drinking problem
A vaegir guard.
A nord veteran archer, sensitive about his similar name & profession.
A khergit veteran horse archer.
A saranid guard.
A mercenary hired blade.
A swadian sergeant.
A rhodok sergeant.
A saranid master archer.
A mercenary cavalryman.
A slaver chief.
A mercenary crossbowman
A swadian sharpshooter.
A vaegir knight.
A heroic archer who slayed a tyrannical king.
A master marksmen who once impressed a king with his skills.
Sought revenge on his grandfather's killer, and raised his illegitimate son to overthrow him.
A legendary sharpshooter, was forced to shoot an apple off his son's head by a corrupt official.
An archer who seeks to achieve unrivaled skill with the bow.
A sword sister.
Cheaper, not as good as the 14 other lords, make them lords of villages or something. If you wanted to, you could invest some time and make them into better lords, but its not entirely necessary. They will still be fairly good as warriors in your party though. Cost 6000 Denars to recruit.
he's been somewhere new
A hereditary knight.
A hereditary knight.
A renowned knight. Close friend of Gottfried.
Father of the landsknecht. Close friend of Gottfried.
A surly but capable lord.
A Leopard Knight trying to restore the Order of the Leopard to prominence in Calradia with his fellow knight Ulrich
A hereditary knight.
Companions with 'potential':
A Leopard Knight trying to restore the Order of the Leopard to prominence in Calradia with his fellow knight Konrad
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.
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. Well known by all of the people of Calradia, with his acknowledgment of your right to rule Calradia, the throne may be one step closer.
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. Well known by all of the people of Calradia, with his acknowledgment of your right to rule Calradia, the throne may be one step closer.
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. Well known by all of the people of Calradia, with his acknowledgment of your right to rule Calradia, the throne may be one step closer.
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. Well known by all of the people of Calradia, with his acknowledgment of your right to rule Calradia, the throne may be one step closer.
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.
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.
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.
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.
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.
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.
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?
They all have unique dialog, based off of real historical/mythological figures from their factions influences. They do 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 as explained in the changelog.
The History of the Six Knightly Orders of CalradiaFor 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:
Tier 2 Unique
Footman Varients, Crossbowmen
/ \ |
Unique heavy infantry, dismounted knights veteran crossbowmen
"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.
/\ = 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.
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.
Extract .rar inside the modules folder.Download: Companions .97 + Diplomacy 3.3.2 + PBOD .85This 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)
In the works:
Finishing the companions I already made, gonna try my best to not make anything new.
Your "family", i.e. younger/older brother/sister/cousin who followed you to Calradia, they like you so they remain loyal. Only problem is unless your character was a "white" person they may not look exactly like you. Thoughts on this idea would be appreciated.
"Blank Slate" companions, kinda like marnid, level 1, maybe based off of the types of characters you can create with the create-a-character choices. would be very similar to the original 16 taleworlds companions.
A new marshal grade character (technically even higher than that, going to outshine all other lords, basically your (the player's) equal if you reached your maximum potential. probably going to cost like.... 30k-40k denars though.)Current Version:
- added 5 strong warrior archers
- added 4 tournament champion companions, you'll also see them in tournaments, wether they are in your party or not.
- added 7 blank-slate, character creation choice characters, they have the same potential you do.
- added the missing sword sister strong warrior companion.
- added deborah
- added to the introductions that were not unique for the mid-grade lords.
- gave the mid grade lords/knightly order lords unique faces, so they arent quite so cookie cutter.
- added the ability to buy ships at port towns, could be useful for trading from like say shariz to sargoth/rivacheg, might be faster/safer, boats move at a speed of 15. although there isnt much to do with a boat currently, i have some ideas to use those tiny islands along the coast.
- But with mercantile shiping comes pirates, so the seas arent completely safe, they vary in size, but you can also try to be a pirate hunter, as the pirates have various goods that you can take back from them, they are the largest bandit faction, kinda meant for endgame bandit hunting.
- Added two higher tiers to each bandit (forest,mountain,ect.), better equiped and skilled, but you wont encounter lots of them. easier for the player to find better gear off bandits now... sea raiders still strongest bandit faction.
- player troop tree now recruited from villages the player faction owns, currently not optional, gonna try to make it optional. credits topper.
- added/changed some items, new throwing short swords and throwing hammers, poleaxe and pole hammer work like hafter blades now (much better on horseback)
- MOAR BOOKS
- export/import companions added.
- Knight Order companions now refer to the player as "Grand Master (playername)"
- All lord grade characters given proper/varying reputation types. Most are goodnatured/upstanding/benefactor/custodians/martial.
- Some lords & ladies finnaly have proper moralities, so they start to care if you do things they dislike.
- Agustina's backstory added.
- Can now recruit troops from tavernkeepers for money. Credits: Somebody & Ashmond
- Custom player faction only troops (only the player can recruit them currently), avaiable from tavern keepers.
- You can recruit troops of the knightlyorders/foreigners from the tavernkeeper
My mod will be "officially" complete (version 1.0) once the 12 original lords & ladies have properly written and working moralities, with differing and unique Intel & kingdom support dialog.
Everything else after that (skill masters, strong warriors) is extra (i.e version 1.5).
If you want to incorporate this into your mod, just credit me and here is the python code in .txt files with placement instructions.SOURCE
to version 0.95. Working on making my new companions more open source, dividing them up into individual files for selected implementation instead of having to add all 70+ of them, takes a long time because i have to remove their npc numbers and negate their relations/likes/dislikes, while leaving notes about who/what they are supposed to hate/like.
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