[S] Warring States II - Released 15 Oct 2010

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Benkasim

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DOWNLOAD HERE : http://www.mbrepository.com/file.php?id=1820..

WARRING STATES II for M&B Warband v1.132

Build version: 15 Oct 2010

Introduction

The Era of Warring States is upon Caldaria. 13 Factions fight for unification and bring peace to the people. Who will be victorious?

Based on the Diplomacy mod by Wahiti, the Warring States bring more action and intrigue beyond the native play. Will you be King or a Kingmaker? The choice is yours.

Changelog: 15 Oct 2010 a
--------------------------------
+ Updated Diplomacy Mod
+ Motomataru's Battle Formation Kit added
+ Fixed Captain Boomer's End Quest

Any time in-game that you have a formation form or "Hold," it will set up near the position that the player had when the command was issued: infantry to the left, cavalry to the right, and archers up front. Additionally, the formations may maintain the same FACING that the player had (depending on mod design).

Whenever a unit first forms a particular formation, troops may spread out for ease of forming up (depending on mod design).

Player troops start every battle in formation.

Unless changed by mod design, formation key bindings are:
"J" for ranks
"K" for weapon-based ranks (shieldwall, phalanx)
"L" for wedge (the player ought to reassign the "L" for "Log" mapping)
";" for square
"U" for no formation (undo formation)

Archers have no formation other than their starting line. They are put in formation for practicality's sake. Once unformed, they cannot be reformed (since the player can just use F1 to "reform" them).

Cavalry will not make any formation other than the wedge.

Charge (and Dismount for cavalry) will undo a formation. The player may Advance multiple times to have a formation move toward the average position of the enemy. Or use the order panel or hold-F1 to place them (or sweep them across the enemy for the cavalry wedge).

Changelog: 14 Oct 2010
-------------------------------

Fixed Arrion Ladies and Suitors
Fixed New faction walkers
Fixed Town Specialization
Fixed Arena Melee Scenes
Fixed Arrion Ranger + Arrion Knight (Both are mounted Crossbowmen)
(Start new game is essential)



Changelog: 10 Oct 2010 Fixed Inculta City
1 new mercenary guild: iron swords

+++++++++++++++++
New Mercenary Troops
+++++++++++++++++

Nagita Cavalry : Mounted Samurai (tier 3)

** (Nagita Retainer -> Nagita Samurai -> Nagita Cavalry
Nagita Archer (tier 2)
Nagita Light Cavalry (tier 3)

** (Nagita Retainer -> Nagita Archer -> Nagita Light Cavalry

Alesian Spearman
Alesian Veteran Spearman
Alesian Spear Warrior

+++++++++++++++++
Active Mercenary Guild: Iron Swords
++++++++++++++++

HQ: Praven
Contact Person: Captain Boomer (Quest Giver + Recruiter)

Troops:

Irosian Footman (L10) -> Irosian Light Infantry (L15) -> Irosian Heavy Infantry (L20) -> Irosian Guardsman (L25)

Quest Available:
1) Kill bandits
(reward: xp + gold + positive faction relations)

=================// Pre-Battle Tactics \\============

You will need to invest skillpoints into tactics for this to work
----------------------------------------------------------------------------
For more info, refer to Caba'drin thread : http://forums.taleworlds.com/index.php/topic,139752.0.html


===============// Skirmish Mode \\============
Order archers to avoid combat, great for Khergits horse archers..

Note given by Caba'drin:

The order is given to divisions/groups of troops as Native orders and will scroll on screen as native orders do. (This has not, however been worked into the panel with the map.) It also works in conjunction with other standing orders. If a group is ordered to charge but also to skirmish, the troops of that group will charge until they reach a minimum distance--customizable via Constants and pre-set to 15 meters--at which point they will retreat until they reach a safe distance--also customizable and pre-set to 25 meters--where they will resume their standing order, closing on the enemy again. This may provide better results for horse archers and the like. Similarly if the group is ordered to hold position and that position is encroached on by the enemy, they will not stand to be slaughtered, but retreat to a safe distance and then attempt to return to the position; useful for foot archers. Skirmishing ceases to happen near the map boundaries to prevent troops from routing accidentally.

This should be compatible with most any other code bits/mods/what have you, as it does not add any slots or globals nor does it monkey with the original source code. (It uses party slots assigned for centers--see the Constants code--to track orders to battle divisions; as these are unused for mobile parties, there is no conflict.) The only compatibility issue will be to find a suitable, unused key for the order. Currently, it is set to use F7. Give it once and your selected divisions will be ordered to "Avoid Melee". Tap the key again with groups already ordered to skirmish selected and they will be ordered to "Stand and Fight". Giving the skirmish order to a mixed set of groups (some in skirmish mode, others not) will order all selected groups to skirmish.
========================================== more info here: http://forums.taleworlds.com/index.php/topic,137970.0.html




New Factions + Troops
+++++++++++++++++++
Merchant City of Aran
Spice City of Escobar
Athalos, City of Thieves
Hemmark Confederacy
Hvitterike
Kingdom of Arrion

6 new cities and a fortress.

5 additional mercenary units (huntsman, caravan leader, mercenary footman, heavy crossbowman, duelist, nagita retainer)
priest units (acolyte, monk, warrior monk)

2 additional companions
Skirmish + Pre-Battle Tactics Order
Varied Sale price for prisoners

Credits: (this mod is not possible without the work of these modding genuises)
Diplomacy Source Mod by Waihti
Custom Commander by rubik
Skirmish + PreBattle Tactics Order by Caba`drin

Spear Bracing by The Mercenary (Will be implemented in next version)
Improved banner by MarkQuinn
Battle Tactics improvement by motomataru
Helpful tips shattered all over Taleworlds forum
New factions by Polydamas


Work in Progress ( The next update will be in next week, in the meantime, enjoy :grin: )
+++++++++++++
Garnier's Bank of Calradia (To be implemented in the next version)
Textbased Quest that will affect the Kingdom Policy
Spear Bracing by The Mercenary (95% completed)
Better Battle Formation and Tactics
Get Escort Quest from roaming caravan
Additional Quest
2 Mercenary Guilds to support or hinder your aspirations.
Demiwar + Polydamas for faction descriptions..

Want to know the progress of the next version?
Read the Developer diary here --> http://gipmagazine.com/category/mods/mountblade-warband

** WARNING: This module is optimized for Warband version 1.132

If you are crashing upon loading up the game make sure you are using the same version as is listed above.  Most likely it will be the same as the most recent version of warband **


Warring States is my first attempt at modding. I like the native gameplay but it is somewhat lacking so I developed this mod which is designed to enhance gameplay and features of the warband expansion of Mount & Blade.  It includes a few new factions (such as the Freecity of Aran) and its professional citizen army.

DOWNLOAD HERE : http://www.mbrepository.com/file.php?id=1820..


This module is tested SOLELY in Warband. 

Installation Instructions:

Simply unzip the file and copy the folder into your Modules/ directory of your warband installation.  Then you select Warring States as the module of choice in the title screen.

 
Issues to be fixed
++++++++++++++++++++++++++++++++++++

Companions' dialogs are messed up.
Lords/Ladies' relationships are messed up.

 
Thanks sfanky for your suggestions.

Initially I had 20 lords for Aran. On the very first day, Lord Council Jakkob declared war on Swadia (who was already at war with Rhodok) and for the next 100 days almost wipe-out Swadia!

With fewer lords, Aran seems to be on the defensive side...

I have a few more issues to fix...(somehow caravans from other kingdoms ..ended up as bandits) and more quests to add in for the next version.

Been trying to collect acolytes to build an army of warrior monks..

I wonder if 50 warrior monks can beat 50 Huscarls...

Work in Progress
+++++++++++++++++
Companions to lead their own warband (not as lords). Good for those troublesome companions..give them some troops and let them roam the land..gaining renown and levels (doable as scripts I think).

Quests that involve companions to leave the party..Using their stats to accomplish it...success not guarantee..depending on their level.
Maybe gain some rare armor or swords...

I have been looking at the module system..quite awesome :grin:
 
you should edit the first post each time you are adding something new instead of reply
 
You can use the official module system to add them. There are a few python files to edit and then compile.

edit module_troops.py
Code:
 ["npc16","Klethi","Klethi",tf_female|tf_hero|tf_unmoveable_in_party_window, 0, reserved,  fac_commoners,[itm_peasant_dress,itm_nomad_boots, itm_dagger, itm_throwing_knives],
   str_7|agi_11|int_8|cha_7|level(2),wp(80),knows_tracker_npc|
   knows_power_throw_3|knows_athletics_2|knows_power_strike_1,
   0x00000000000c100739ce9c805d2f381300000000001cc7ad0000000000000000],
   ["npc17","Hassan","Hassan",tf_hero|tf_unmoveable_in_party_window, 0, reserved,  fac_commoners,[itm_nomad_robe,itm_nomad_boots,itm_turban, itm_scimitar,itm_tab_shield_small_round_b],
   str_9|agi_9|int_12|cha_12|level(6),wp(100),knight_skills_2|knows_trainer_4,
   0x00000003010075c85f4e9592de4e574c00000000001e468a0000000000000000],
   ["npc18","Artemis","Artemis", tf_hero|tf_unmoveable_in_party_window, 0,reserved, fac_commoners,[itm_leather_jerkin,itm_nomad_boots,itm_crossbow, itm_bolts, itm_dagger],
   str_10|agi_9|int_8|cha_12|level(5),wp(90),knows_tracker_npc|knows_leadership_3,
   0x0000000f2e1021862b4b9123594eab5300000000001bb8990000000000000000],

Add the additional npcs under Klethi

After that edit module_strings.py
...It is a long script so use the find function and look for this : #NPC companion changes begin

You need to add corresponding strings to the two npcs..

then edit module_scripts.py, use find function and look for this : #NPC companion changes begin

Add something like this
Code:
        (troop_set_slot, "trp_npc17", slot_troop_morality_type, tmt_humanitarian), #Hasan
        (troop_set_slot, "trp_npc17", slot_troop_morality_value, 3),
        (troop_set_slot, "trp_npc17", slot_troop_2ary_morality_type, -1),
        (troop_set_slot, "trp_npc17", slot_troop_2ary_morality_value, 0),
       (troop_set_slot, "trp_npc17", slot_troop_personalityclash_object, "trp_npc8"), #jerem
        (troop_set_slot, "trp_npc17", slot_troop_personalityclash2_object, "trp_npc15"), #jeremus - artimenner
       (troop_set_slot, "trp_npc17", slot_troop_personalitymatch_object, "trp_npc6"),  #jeremus - firenz
        (troop_set_slot, "trp_npc17", slot_troop_home, "p_castle_16"), #undetermined #University
        (troop_set_slot, "trp_npc17", slot_troop_payment_request, 400),
		(troop_set_slot, "trp_npc17", slot_troop_kingsupport_argument, argument_claim),
		(troop_set_slot, "trp_npc17", slot_troop_kingsupport_opponent, "trp_npc13"), #nizar
		(troop_set_slot, "trp_npc17", slot_troop_town_with_contacts, "p_town_23"), #Aran
		(troop_set_slot, "trp_npc17", slot_troop_original_faction, 0), #	
		(troop_set_slot, "trp_npc17", slot_lord_reputation_type, lrep_benefactor), #
Use the base script as guidelines...

Then you need to edit these lines

Code:
    (try_for_range, ":slot_addition", 0, "$number_of_npc_slots"),
                (store_add, ":slot", ":slot_addition", slot_troop_intro),

                (store_mul, ":string_addition", ":slot_addition", 18), # default is 16 ..so change it to the number of companions you added in module_troops
                (store_add, ":string", "str_npc1_intro", ":string_addition"), 
                (val_add, ":string", ":npc"),
                (val_sub, ":string", companions_begin),

For allowing them to be minister, find corresponding lines for it.. I cant seem to find it ..but I know it is there ...will show them later when I find them..

Hope it helps..
 
This sounds very interesting, does this also mean that when a village is attacked those 200 if they are stationed there defend it so when i go there to help those 200 will help me fend off enemy lords ??
 
dzorro said:
This sounds very interesting, does this also mean that when a village is attacked those 200 if they are stationed there defend it so when i go there to help those 200 will help me fend off enemy lords ??

That's the whole idea.. I havent gotten around to limit it to 200 yet..so you can stuff unlimited number of swadian knights at the moment ...and it is free to garrison..I may limit it up to tier 2 troops in the future..for 'realistic purpose'. A bit of a overkill to have 200 knights guarding a puny village..
I think
 
I will make it blue in the next version. In my game, Aran conquered Praven and 2 more castles then fled back to Aran when King Harlaus came with his armies.. I dont know why Lord Council Jakkob is so afraid of the Swadian king .. :sad:
 
My favorite units

1) Nagita Retainer
2) Nagita Samurai
3) Warrior Monk
4) Huntsman *cannon fodder

I am trying to build a 50 men army, composing only Warrior Monks and Nagita Samurai.. I wonder how it works out..

Nagita Retainer (10)
Nagita Samurai (5)
Warrior Monks (5) (archer group)
Monks (15)
Huntsman (15) (archer group)
 
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