SP Medieval The Lombard Leagues - mod announcement

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Khalid ibn Walid

Sergeant Knight at Arms
For more details, check out the Lombard Leagues Forum


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The Lombard Leagues Mod

For quite some time, the Holy Roman Emperor -- King of the Lombards and sovereign of Italy -- was too engaged by troubles in Germany to bother with his domains south of the Alps.  In the vaccum, Lombardia fell into anarchy. Count fought against count, bishop against bishop, city against city, each trying to extend their power and wealth at the other's expense. 

At the same time, bereft of royal attention, the cities were turned inside out: counts lost their powers to bishops, the bishops were in turn toppled by citizens.  Step by step, Lombardia fragmented into a mosaic of squabbling free communes.

Disputes between neighboring communes arose frequently.  Commune declared war on commune over anything and everything - land borders, passage tolls, navigation rights, broken betrothals, perceived slights.  At a moment's notice, the martinella would be rung, the carroccios* rolled out and the issue settled on the battlefield.

The multitude of communal wars was bewildering. Tortona fought Pavia, Pavia fought Milan, Milan fought Cremona, Cremona fought Piacenza, Piacenza fought Parma, Parma fought Mantua, Mantua fought everybody, and on and on and on. If the number of wars during this era was ever added up, it would number not in the dozens, but in the thousands.

It quickly became routine for two communes to pool their causes together in a common campaign against a third. Conversely, the latter would seek out an ally of her own amongst those who might have a quarrel with her assailants. Thus rival inter-city alliances began to form.  And they quickly widened, spreading across the entire plains on both sides of the Po river. These alliances followed an alternating pattern: every town made war on her neighbor, and allied herself with the town next over. 

During the 11th C., these alliances congealed into two grand communal leagues - one led by Pavia, the royal capital, another led by Milan, the episcopal capital.  By this time, it had moved beyond the carroccio-snatching brawls over tolls and waterways. The rival Pavian and Milanese leagues were locked in a struggle for supremacy, to see whom would be the ultimate master of the entire breadth of the moribund Lombard kingdom. It was not a gentle war of manners and position either. With their civic patriotism raised to a feverish pitch, communal armies were merciless: defeated towns were often razed to the ground, their populations enslaved, mutilated or put through the sword.

At long last, in 1154, shocked by reports of such depredations and anxious about the growing ambitions of the great leagues, the Holy Roman Emperor Frederick I ("Barbarossa") descended on Italy to try to put an end to the communal strife and impose his authority over his fractured kingdom.  But the Lombard communes, having grown used to ruling themselves, were not inclined to comply. They put aside their differences and formed a single front against him.  In 1176, the united armies of the Lombard leagues defeated the mighty emperor at the Battle of Legnano.  The emperor had little choice but to confirm the communes' independence in all but name.
 
For a moment - a brief moment - it seemed Lombardia might emerge united as a single federation of free communes. But it was not to be.  The old quarrels were resumed and the rival leagues of Milan and Pavia were resurrected, the warring even more brutal and intense than before.  It was around this time that the rival leagues adopted names reflecting a contemporary German civil war -- the Milanese league became known as the "Guelfs" (after the Welf dukes of Saxony) and the Pavian league as the "Ghibellines" (after the Hohenstaufen or "Waiblingen" dukes of Swabia).  The conflict between Guelf and Ghibelline parties would dominate Italy for the remainder of the Middle Ages.

As Guelf and Ghibelline tore Lombardia apart, external powers seeking to make inroads on the upper peninsula exploited this division for their own gain.  In the great contest for western supremacy, the Pope secured the backing of the Guelfs, while the Ghibellines lent their forces to the Emperor. Later, the Guelfs would line up with the French, the Ghibellines with the Germans.  But those foreign alignments were not set in stone.  Should European politics take a new turn, it was not unusual for Guelfs and Ghibellines to swap sides en masse.  It was the league rivalry in and of itself, not anything else, that mattered. 

The Guelf-Ghibelline conflict was not limited to Lombardia for very long. A copycat conflict burst out soon after in hitherto peaceful Tuscany and later, spread into the Papal States themselves.

As the struggle evolved, the parties not only divided cities from each other, but also began dividing cities within themselves.  As different internal factions struggled for control of the levers of civic power, some parties identified themselves as Guelf, others as Ghibelline, so as to secure military support from some neighboring commune.  These partisan identities deepened and solidified along class and family lines and quickly became permanent fissures in Italian city life. This is the backdrop of Shakespeare's Romeo & Juliet: the Montagues were Ghibelline, the Capulets Guelf. 

With rivalry so intense, the parties differentiated themselves in all manner of absurd detail - Guelf castles had square battlements, Ghibelline swallow-tailed; Guelfs sported red roses, Ghibellines white roses;  Guelfs wore the plume of their cap on the right, Ghibellines wore it on the left; Guelfs swore oaths by raising their thumb, Ghibellines raised their index finger;  Guelfs drank out of chisselled cups, Ghibellines out of plain cups; Guelfs cut their garlic and apples perpindicularly, Ghibellines cut them across; their differences went down to the precise tilt of Christ's head on their crosses, to the way they threw dice, passed on the street, yawned, cracked their fingers and more. 

In Medieval Italy, grand causes were nothing, partisanship was everything. At the slightest excuse or provocation, Guelf would murder Ghibelline, Ghibelline would war on Guelf.

It was in this anarchic, deeply partisan milieu that a few ambitious individuals - many little more than mercenary captains, some quite lowly-born - ventured upon the land.  By their military careers and deft exploitation of the different parties, they gradually seized control of the communes and erected great private fiefs for themselves. Many of the liberties the communes had fought for so hard were squandered as these great lords brought town after town under their personal dictatorship. 

These strongmen - "i grande Signori" - would evolve into the infamous tyrants of Italy whose names are so well known to us -- the Viscontis of Milan, the Della Scalas of Verona, the Carraras of Padua, the d'Estes of Ferrara, the Coreggios of Parma, and others. But perhaps none was as notorious was the very first "Signore" of them all: Ezzelino da Romano, the cruel Veronese captain who nearly succeeded in seizing all of Lombardia.

You enter upon 12th C. Italy like so many of them did - a vagabond with a lame horse, a dagger and a whole lot of ambition.  Lombardia stands broken before you. Guelf and Ghibelline are at each other's throats.  Will you succeed in becoming a great Signore yourself?  Might you even outdo fierce Ezzelino himself?  Or perhaps you would prefer to raise your sword for the cause of the Pope and the greater glory of God?  Or for the Emperor and imperial right? Or appoint yourself deliverer, restoring freedom and peace to this long-suffering land?

______

* - The entire pride and honor of a commune was embodied in her battle-wagon ("carroccio"), a sturdy ox-drawn cart carrying an altar, upon which was mounted the war-bell ("martinella") and sacred banner ("gonfalon") of the commune. The carroccio accompanied the commune's armies to battle. Priests stood on it to invoke the blessing of heaven on the soldiers. Losing the carroccio to the enemy was regarded as the extreme of disgrace.  It was defended by the commune's bravest soldiers ("Compagnia della Morte", as they were specially sworn to a death pact for it).
 
Lombard Leagues Mod

The original purpose of this mod was to play with Thorgrim's map-editor. I believe the map of Lombardy (with its alternating, rather than clustered, cities, and thus no "frontline") might provide a refreshing change. But it has grown more ambitious.

The era of the Lombard Leagues (c.1000-1300) matches the armor & style of M & B quite nicely, so there is no compelling need for new textures or designs (albeit see below).

If this mod is short on eye-candy, (I hope) it will become long on content. The driving purpose is now to see how much can be done with dialogs & quests to add depth & complexity to the M & B world, making it more interesting to play, particularly at the higher levels. I intend to use this mod to see how far my old "Political Scheme" can be modelled under current conditions.

I have been working at it steadily, but there is a lot more to do and so I shall probably not be releasing it any time soon. I'm just announcing it now, in order to commit myself to it and draft suggestions & assistance from anybody interested in helping out.


The Offices

The central feature to be modelled in is the ability to acquire city office, and the whole new set of responsibilities that come with it.
You can acquire office only after paying your dues in the armies of one of the leagues (achieving level 20 or so) and thereafter working on city-specific quests that may lead to your election by a city's council to one of three offices (count, bishop, bailiff). The city-specific quests affect the different classes within the city (nobles, burghers, clergy, peasants) in different ways, and you cannot please them all simultaneously. You are faced with trade-offs, and have to carefully choose your actions depending on your long-run goals. Duties are roughly:

- Counts (Podestas) administer justice, maintain security and fulfill the city's military obligations to their League ("Ban of Arms").

- Bishops set the tone of religious fervor in their city, build and maintain churches, schools and poor relief, and fulfill the diocese's obligations to the See.

- Bailiffs maintain the fortifications, collect and deliver taxes, and uphold royal privileges like fairs, mints and staples.

I'm trying to make it so that you should be able to hold more than office. Should you take control of all three offices, you become dictator of the city. Until then, you will have to contend with an independent City Council and their eagle-eyed Consuls, who keep a check on your tyranny.

Once in office, you will have a whole new set of responsibilities which you must manage diligently, or risk being dismissed. But you must perform them carefully so as not to upset the internal political balance of your city.


The Map

The map isn't perfect, esp. since I have to squeeze what is really a rectangular area into a square.



On the map, there are five types of permanent locations: communes, strongholds, abbeys, ruins and slave deposits; and two types of roving locations: mayfields and fairs. (I'll give them all different map icons when I can figure out how to introduce them). Let me just list them here:

Each league has ten communes:

Guelfs: Milan (capital), Tortona, Piacenza, Mantua, Crema, Brescia, Padua, Bologna, Reggio, Vicenza

Ghibellines: Pavia (capital), Novara, Parma, Lodi, Cremona, Bergamo, Verona, Ferrara, Modena, Como

There are two neutral communes:

Neutrals : Venice, Vercelli,

These city alliances (incl. the neutrals) are roughly what they were back in the 1150s just before Barbarossa's arrival. They changed a bit later (esp. after Parma was flipped in the 1240s and the Signore began doing their thing.)

In addition, each side has three marquises, great independent feudatory magnates who are roughly aliged with one league or the other, but really operate on their own account. These marquises will be your main competitors for influence & control over the cities:

Guelf Marquises: Biandrate, Malaspina, d'Este.

Ghibelline Marquises: Monferrat, Pelavicini, da Romano.

Again, these feudatory lords existed and their alignments are roughly accurate. Of course, they didn't live in cities and so did not have a single "location". What I placed on the map were their main castle strongholds. (I tried giving those fortresses their actual names -- e.g. Moncalvo for Monferrat, Varzi for Malaspina, Bassano for da Romano, Busseto for Pelavicini, but that ran into problems with the quest mechanism.)

Three abbeys were created for an extra faction, a monastic knightly order aloof to the partisanship of Lombardia:

Holy Brothers: Bobbio Abbey, Nonantola Abbey, Leno Abbey

These abbeys actually existed, but took great liberties with them. I made them belong to a single fictional knightly order. I don't give that order a name (they're just "Holy Brothers"), but by their vestments, you can tell they are Cistercian monks (possible grounds for a lawsuit, since those abbeys were actually Benedictine :oops: :p). The monastic knights sport a green cross of St. Maurice (a small tip of the hat to the House of Savoy). This knights may seem out-of-place in this Italian scenario, but should I ever decide to translate this into a Crusader or Reconquista mod, they will be very useful.

There are three ruined sites:

Ruins: Isola Comacina, Castle Garda, Canossa.

which may serve as hiding places for an assortment of political fugitives, e.g. royal pretenders, banned dukes. (These places were really ruins during this time).

There are two slave depositories:

Slaves: salt mine, stone quarry.

Salt we know. Stone (a new good) is essential for a lot of the city works (churches, fortifications) and so is a useful thing to introduce. I might also create a roving band of Venetian slavers -- the Venetians were really in charge of that unsavory business in northern Italy during this time.

Roving: Mayfields, Lombard fair, March fair.

Mayfields (assembly points of a League's army) pop into existence when a "Ban of Arms" is issued. They last for the duration of the League's campaign and are dissolved at the end of it. They vary from Ban to Ban.

Fairs are "roving cities", which set up in the outskirts of one city for a week, then move on to the next. There are two fairs going on at any time on the map -- one which I call the "Lombard fair", the other the "March fair". They don't overlap, but run through separate circuits of cities.

The Parties

Besides the whole gamut of Ghibelline & Guelf foragers, scouts, war parties, etc., there are also more specific units.

During campaign season, each commune sprouts a communal army ("army of Mantua", "army of Verona", etc.) personally led by the count himself.

The marquises occasionally venture out of their strongholds with their feudal army. But not on formal campaign. As mentioned, they are semi-independent operators. Their rough alignments may persuade them to beat up on a party of the enemy league. But they plunder caravans pretty indiscriminately -- like the robber barons they are.

Cities can get hit by internal rebellions. During rebellions, a city will sprout an army of rebels and send out militias to hunt them down. If the rebels are nobles, the militias are burgher; if the rebels are burghers, the militias are noble. Sometimes the rebels are peasants. You can choose whom to help, depending on how you want your standing among the classes in the rebellion-rocked city to change.

City's also sprout religious rebels of two sorts: heretics and puritans. You can choose to help/hunt these two types as well and it will affect your standing. But beware. The monastic knights have a vested interest in the success of the puritans and the destruction of the heretics, so you might get some trouble from them.
Abbeys sprout monastic armies. The monastic armies are aloof to secular conflict. They only care about religious war. That means they target heretics, help puritans and tangle with saracens, and leave the rest alone.

Abbeys also sprout pilgrims, a group of foreign innocents who the monastic knights typically escort to cities. You can escort pilgrims too. You can even perhaps "persuade" them to change their itenerary and go to a city of your choice -- pilgrims (and their fat pocketbooks) are very much sought after by cities.

Naughty Types

The marquises are only semi-bad, since they are half-aligned with the league. City rebels/religious rebels are not necessarily "baddies", since it might be in your interest to help them out.

But roaming the lands are the usual gangs of malefactors and bandits. You'll recognize some of them under new names. Now we have discharged Ligurian and Croatian mercenary companies up to no good, German knights on freelance cavalcades, Magyar raiders sweeping in from the east, Normans from the south, and the odd Saracen expeditionary force trying their luck across the sea.

[Although all are historical, this is very compactified. These foreign bands did roam around raiding Italy at some point, but not all at the same time.]

Three of these - the Germans, the Normans and the Saracens - have particularly elite forces which are not to be toyed with lightly.

Papal-Imperial

Although the Guelf-Ghibelline conflict is the centerpiece, there are other struggles which are going on in the background which sometimes interact with the main one. The monastic knights vs. saracens vs. religious rebels is one I've already mentioned.

But a major underlying struggle is the Papal-Imperial conflict. This can get a bit complex.

The idea is that Ghibellines are roughly pro-imperial, Guelfs pro-papal. And since Germans are imperialists and Normans are papists (as was roughly the case historically), their raiding units have a proclivity to target Guelf & Ghibelline accordingly.

But the Emperor and the Pope have more roles to play. First the formalities: the communes are still technically imperial subjects, so homage & oaths have to be sworn before imperial commissioners to be valid; whereas bishops need to be invested by a papal cardinal.

They may also dispatch the occasional imperial mission or papal legation, which goes around messing with cities' settings. It may be in your interest to intercept or escort them. Same thing with imperial tax assessors and papal inquisitors. And then there are the tax trains and tithe trains, to be attacked or escorted as you see fit.

But be careful. Although you can beat up on raiding German knights and Norman milites with impunity, beating up on imperial and papal innocents has consequences. If angered enough, the Emperor might send down a German Duke or two at the head of a punitive expedition to hunt you down, or the Pope call on a couple of fearsome Norman Dukes. They are tough as nails and defeat will mean automatic dismissal from office (your citizens will not defy the wrath of an angry Emperor or Pope by themselves).

Inside the City

Inside of a city, two new buildings: the city hall and the church. And at intervals, special events like court days and council meetings.

Besides counts, bishops and bailiffs, other figures Within the city you may come across include consuls, councillors, chamberlains, notaries, captains of the guard, city armorers, masters of the mint and, most sinister of all (if things go wrong), a "Captain of the People" raised to challenge your leadership.

You also have your own house. Indeed, to become a citizen (the first preliminary step to election), you must buy a home within the city walls and pay an extremely expensive membership fee to one of the city's "contrade" (city quarter, dominated by a particular guild).

Outside the City

As mentioned, the two great "roving" events are the fairs and the league campaigns.

There are two fair networks -- the Lombard Fair and the March Fair -- where one can find cheap deals, foreign vendors and moneylenders.

In the league campaign, you will serve under a Constable with your fellow counts and fight enemy counts in person.
 
With all you seemed to have your hands in with different areas of editing, I knew you must be working on some project or other. Now I know. Looks like quite a bit of work already in it. :smile:
 
Khalid ibn Walid said:
I have been working at it steadily, but there is a lot more to do and so I shall probably not be releasing it any time soon. I'm just announcing it now, in order to commit myself to it and draft suggestions & assistance from anybody interested in helping out.
 
Looks great :smile:

btw:

The map isn't perfect, esp. since I have to squeeze what is really a rectangular area into a square.

You know since 0.6.1 you can edit the map camera borders? in selection mode, just drag them like you drag towns. You can also select all the vertices of your map and scale them to stretch your map out if you like (though you'll have to move the towns back into place). You can make the map and type of size and dimensions you like now :smile:

Nice start though.
 
Thanks for the vote of confidence, guys. And offers of assistance. :grin:


Progress Report
===================

- Map

As you see, the rough first attempt of the map is done. Very flat & uninteresting at the moment, but eminently playable. It stands to be improved greatly, esp. to include more varied terrain, the hills south of Vicenza and Padua, bridges and, (if it is at all possible), different map icons for city, castle, mine, mayfield & fair.

I didn't know about the movable borders, Thorgrim. Cool. I'll do a new map.

(But I am not sure you should have told me that. I'm now soooo tempted to include two more towns - Asti & Treviso, big players in Lombardia - which the borders excused me from including before. :smile:)

- New Items & Textures

As mentioned, the armor in M & B matches reasonably well the era of Lombard Leagues. So no great adjustments are needed. However, I figured a bit of new eye-candy wouldn't hurt -- esp. as a reward for office-seeking and for a bit of pomp when pomp is called for.

I am pretty useless with both computer & design skills. But playing around with Lurb's editor, n00854180t's video instructions and existing meshes I gave it my best shot. The results are very, ahem, rudimentary (as you see in the screenshots).

One thing I can't do at all is create new objects. I tried, but I totally failed. Not that the tutorials weren't good. It is just that I have no skill or patience.

What I have done is the following:

- provided each count & marquis with a shield, armor and warhorse with their city's/marquisate arms. You can't get these in a shop. When you are elected to office, you will be presented with a set of them. If you lose one in battle, the city armorer may replace it. But don't expect you'll be outfitting your troops in this. It is uniquely yours. The rabble wears what they normally wear.

- slightly different robes for monks, bishops and cardinals.

- an assortment of outfits, shields & horses for other folks -- holy brothers, saracens, imperial guard, papal guard, dukes, pretenders plus generic ghibelline & guelf heraldic stuff. These, too, you can't buy, but have to loot.

[The only parties which will have "uniforms" all across are the monastic knights (as uniforms were standard among monks, whether on the battlefield or off), and the Papal Guard and the Imperial Guard (because they are pompous jacka**es on official mission).]

[The Saracen stuff I am particularly keen on improving. I've tried my best, but they could perhaps use some new models to make 'em really snazzy. Useful also for anyone thinking of, say, a Crusader mod.]

- new goods (some special church items, foreign goods & stone, which still have to be done. Haven't given this too much thought to it yet. At any rate, I'm going to wait until I figure out the easiest way to separate the fair merchandise from regular merchandise, before I tackle this. Might eventually need some new models here.)

- Wishful thinking: Outside some foreign/special goods, the only models I would like (eventually) to include is a "gonfalon" and a "gonfanon", both sporting the city's arms, to be received on ascension. But they are purely for eye-candy, not essential at all.

The gonfalon, that most Italian of Italian things, so closely associated with the era of communes and still the embodiment of civic pride & pomp today, would be mostly decorative, for the interiors in the city. Although if I can figure out how to replace the battlefield inventory box with a gonfalon (much more visible), it would also have some usefulness.

The gonfanon (to be carried by a standard bearer in battle) is largely wishful thinking, since lack of wind will probably make it look awkward and we can't model the standard-bearer's behavior differently anyway. But that may be possible in the future.

Anyway, both of these can wait until much later.

- Offices & Quests

With a touch of exaggeration, I feel I have already modelled around 70% of the stuff listed in the prospectus. Alas, that does not mean 70% of the things listed are done, but rather that 70% of every thing is done. Everything is still 30% short of being functional. Which is really frustrating.

The remaining 30% is, naturally, the belvedere: problems which I did not anticipate, some of it hardwired stuff I haven't yet figured out how to get around. But I'll get there, I'll get there.

- Elections. The election process for Count, the acquisition of arms, etc. is practically done (although I have yet to connect it to class popularity scales). Election for Bishop & Bailiff will be just a matter of cut & paste, & adjusting here and there.

- Office, city information & quests. Many of the necessary dialogues are written and placeholders ready.

- Court days - not yet started, but I don't anticipate it being rough at all.

- Civic rebels & militias. Done. A couple of loose ends & one finalizing glitch need to be tied up.

- Religious rebels. Done. I still have to do some adjustments though.

- Pilgrim escorting. Largely done. Yet to model appropriate monastic reactions.

- Lending temporary escorts. Something I originally wanted to do. Not done and am not sure it will be possible to do at all. Put it on the backburner.

- Tax & tithe trains, churches, fortifications, schools, poor relief. I am a bit behind on all the bailiff & bishop stuff, but these don't look too difficult. The placeholders are there, now just need to actually model the damn things, i.e. cut & paste.

- Stone - started. I have yet to connect it with church & fortification levels & separate it from other goods.

- Marquises. They are there. But I want to expand on their role a quite a bit, which I have yet to think about more in the long-term.

- Punitive dukes, pretenders & vengeful nobles. I got most of them ready to rock-n-roll. Just a matter of triggering them.

- Captain of the People - not yet started. Long-term issue, indefinitely postponed.

- Ban of Arms, Mayfields & League campaigns. I thought this would be the toughest bit. Happily, it is almost completely finished & functional. Only two glitches: (1) helping an allied count against another count hits an assertion error (can be overriden), (2) the dissolution of the campaign & mayfield has some problems if there are battles still going on.

- Fairs. So far only the circuits & schedules are set up and it works well. Fairgrounds are largely done. Internal content needs to be fixed however, in particular ensuring proper foreign merchandise & adding the money-lending system. And the tournaments (see below)

(Warning: I went a bit overboard with scenario items at the fair, so I am very much on the edge of that insidiuous static vertex error. But at least the fair looks something like a fair. :smile:)

(A small bit of help needed: for some reason, my terrain generator seems to crash all the time with .711, so I can't find the terrain code for the more compact space with a few trees that I realy want for the fair. But perhaps you should see it first)

- Fair Tournaments. I have been procrastinated about tackling the fair tournaments (If Janus doesn't mind, I might end up stealing a bunch of stuff from his arena mod :smile:). The knot I anticipate here is getting real existing counts, bailiffs & marquises to participate in the lists. I think I know how to get that done, but I'm a bit lazy since it involves a lot of entries. I am trying to figure out an easier way. (Oh, a store_random_troop command would be perfect!)

- Advancing Career

The popularity scales (XP points for different classes in different cities), This is the heart of the system. I'm leaving this for last, since it pulls everything else together. There are placeholders everywhere. It is just a matter of deciding how much each quest should be "worth", the appropriate formula to combine them, and then inserting those values in the right places.

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

So that's where it stands now. Thanks for the offers of assistance. I am not sure there is anything anyone can do just yet. At the moment, I just need to buckle down and do some more copying, pasting, adjusting & fixing stuff.

I might then be persuaded to put up my working copy for anyone who wants to get a sneak peak of it, perhaps feel it out and come up with some criticisms or ideas. But I warn it is pretty chaotic-looking. :grin:
 
Khalid ibn Walid said:
(A small bit of help needed: for some reason, my terrain generator seems to crash all the time with .711, so I can't find the terrain code for the more compact space with a few trees that I realy want for the fair. But perhaps you should see it first)
Here's a couple of seeds I've used:
0x300028000002eca10000000100007cad00005af5
Fairly small, but not the smallest possible scene. New one used for the 4-team arena (not used yet, will be in 1.4.1 and source).

0x300030fa0004390c0000000400007e1500003098
Medium sized area, used in current 1.4 release of my mod for 4-team arena. Actually fairly big for a regular scene, though less than halfway up the sliders in the terrain generator.

0x3000280000025878000000010000f83000003c68
X width is smallest possible, Y is slightly wider. Used in jousting arena.

Here's a tip for very few trees: set the tree seed manually to "1" in the terrain generator. Don't quite know why that works so well, while "0" or "2" or so forth have lots of trees.

Khalid ibn Walid said:
- Fair Tournaments. I have been procrastinated about tackling the fair tournaments (If Janus doesn't mind, I might end up stealing a bunch of stuff from his arena mod :smile:). The knot I anticipate here is getting real existing counts, bailiffs & marquises to participate in the lists. I think I know how to get that done, but I'm a bit lazy since it involves a lot of entries. I am trying to figure out an easier way. (Oh, a store_random_troop command would be perfect!)
Feel free to use what you want of it, I'll be releasing the python source in a couple of days. :smile:
Setting new combatants isn't too awfully difficult, and can be done after the tournament was initially set up in the dialogs (switch the count into one of the mission entry points before starting it). I've been thinking of moving some of the arena setup code to the newly functional module_scripts.py to simplify things a bit, but haven't done it yet.
If you want a little help with adding in certain NPCs to tournaments in special cases only, just PM me and I'll see if I can help.
 
If you see anything you like in my Renaissance pack feel free to use it (just extract the meshes from items.brf if you want to repack them).
 
Awesome. I love the idea (as I love Lombardy history). One suggestion though: Keep the plate limb defenses but remove the actual plate body armour. Since the Lombard mod ends in 1300 -- true plate body armour wouldn't have been invented yet (1400s was when it started really showing up across battlefields, before that it was mostly coats-of-plates, if I'm not mistaken).


Also, this would be a great excuse for something I've been pushing for in vanilla M&B: Full-sleeved mail hauberks. The basic mail hauberk is nice, but throughout the 12th to 14th centuries the full-sleeved mail hauberk, sans surcoat, would have been extremely popular, and I'd love to see it included in the game.



Anyway.. great concept.. look forward to seeing what you do with it.
 
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