Bandit King - Mercenary Mod(v0.1g.2 released/.903 compatible)

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Ashes42

Sergeant
Current Stable Build -
Module : http://code.google.com/p/banditking/downloads/list
Source : http://banditking.googlecode.com/svn/
Google : http://banditking.googlecode.com

Current status
0.1g.2 released to testing.

HOW TO REPORT BUGS AND MAKE FEATURE REQUESTS

Point your browser to : http://code.google.com/p/banditking/issues/entry
The rest should be reasonably self explanatory.  Please try to be intelligent about it.  Including a savegame file is important if your problem is specific.

OR

use the child board on the forum if you would like your bug discussed so we can really pin down what it is.


I warn you ahead of time, I am not a content guy.  I'm not interested in graphics or models and I'm not interested in providing that.

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Summary :

The Empire is collapsed and the old nation states of Calradia struggle for dominance.
Play the middle as you carve a kingdom out of the struggles around you.  Choose your enemies carefully at first, whittle away at all your rivals, keep them fighting while you help out one or the other to bleed them dry. 
Engage in banditry, raze villages, enslave populations, raid caravans or escort them.  What you do is up to you, just remember to keep your enemies close.
Conquerable cities and castles, banditry and relation based faction consequences make this an interesting way to play Mount and Blade.  There are many ways to win.  Do you play the middle, slowly building power and working against whoever is winning, or do you ride in like thunder - conscripting villagers and bringing war?  Play the game your way.

Follow no man and make your own fate.

The basis of the mod is that it permits the player to remain neutral, and to 'finish' the game by eliminating all the other kingdoms.  There are numerous small and large changes, which I will permit you to discover yourself or you can read the changelist that I am about to include if you are extremely impatient or compusively cannot avoid reading things.

I'll be adding things to it that I always wanted in Mount & Blade such as evil choices with appropriate consequences (conscription, executing prisoners, etc.), lots more faction/relation impacts from siginificant actions (such as gaining favor with all nearby entities when you defeat their enemies, and 'revenge' favor for hunting down city raiders), and cleaning up some awkward things such as the recruitment system and adding more interesting economic mechanisms and village growth/management systems.

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Gameplay Hints :

Surgery, leadership, prisoner management are all important here.  Inventory management much less so as once you start getting income from towns you won't be so concerned with raiding caravans.

Start out carefully, and build yourself up with the goal of being able to take a castle so you have a base of operations.  Taking castles has a low political downside, and brings good income so it's a good middle-game position.

Play your rivals off one another.  Being the decisive factor in someone else's fight can earn you favor and give you an opportunity to wear down a larger enemy. 

If you capture enemy leaders, especially those that you are actively fighting it is sometimes wise to just hold on to them.  If you have them, they can't raise armies.

Releasing defeated enemy captains raises your favor with them considerably.  Gain enough personal favor with an enemy captain and you can approach them with other offers...

Remember that banditry of all sorts has criminal consequences and be mindful of it.  It's very lucrative to attack caravans and sack towns, and even more so to take conscripts - but too much of that and you'll be surrounded by enemies.  Don't play your hand until you are sure of it.

Remember that if the enemy raids your towns, you don't get taxes from them, and behave accordingly.

Save taking cities for much later, when you are on an even footing with your rivals.  Cities are big income, but they are also big headaches as it will cost you a lot of infamy to capture a city as a neutral.

If you can, try to only ever fight one enemy at a time.  This can take some real manipulation, but it is possible.

Caveat Actor!

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Also, in the subversion repository above you will find regressions going back to .892 of the vendor trunk, to help with merges.  I recommend getting accustomed to TortoiseSVN.

I am doing this project open-faced and in the public domain.  Everyone is welcome to look at my code and ask questions about how and why I do things.  Anyone is welcome to use my code in any way they see fit including stealing it, incorporating it, taking credit for it, tatooing it on their bodies, etc.

Enjoy!

This is a work in progress.  There are many more things to do on it, however it's playable (and enjoyable) now.

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CHANGE LIST

version 0.1g.2
Fixed Messenger texts
Fixed village raiding
Fixed mercenary stuff
Fixed Kidnapped girl quest
Fix for phantom party members (part 2)
You can no longer seperate from your aids

version 0.1g.1
New messenger system, talk to your friends!
ported to .903
Stole Town Siege fix (http://forums.taleworlds.com/index.php/topic,32083.0.html) Thanks Seff.
various bug-fixes

version 0.1f.1
fixed showstopper siege status bug
added town income to NPCs
made NPCs pay upkeep for town troops
made NPCs pay for hiring troops
removed income code from cities
removed cities self-reinforcing

Version 0.1f
possible fix for NPCs abandoning sieges
possible fix for endgame NPC 'center turtling'
changed NPC recruitment to be less front-loaded
cleaned up the numerous bugs with mercenary mode
fix talking to kings in the field
fix the mercenary payrate
add some clever dialogue
permitted sieging friendly castles (while neutral)
mercenary employers no longer award centers to mercs
mercenary players get a pay bonus for taking centers
shortened merc employment periods
Fix 'infiltrated' after center capture
Fix town menu after center capture
Fix player capture bug after siege (unoccupied castle not owned by player)
clean up mercenary employment logic
Clean up siege logic

Version 0.1e
Player can now become employed as a mercenary.
Player can 'release' heroes to friendly factions
many small fixes

Version 0.1d
Fixed witness script - neutral player gains and loses faction from witnesses
fixed villages unattackable based on faction
started first pass at dialogue changes for neutral player / helping NPC battle outcomes

Version 0.1c
Disabled witness script
Bugfix for income display
Bugfix for neutral joining either side of fight

Version 0.1b
Merging mod with .894
favor hits from parties near to (witnesses of) any action (fighting enemies, raiding towns or caravans, etc.)
player awarded banner by taking castle
neutral players able to aid any side of a fight
neutral player gets positive and negative faction effects from defeating enemies

Version 0.1a
improve NPC siege AI
added slight faction adjustment for escorting caravans
capturing city as neutral lowers faction with everyone
capturing castles as neutral has associated faction results
troops morale improves with R&R (resting in garrisons)
party troops in towns use town food

Version 0.1
set heroes to level 1
made towns siegable (and made a decent battle map for towns)
allow player to siege as neutral
enemy leaders capturable
leaders recruitable
can ask favors of leaders (costs faction)
towns always resist pillaging if possible
raised morale contribution from alcohol
automatic taxation and report
increased party size bonuses from leadership
leadership made into party skill
increased prisoner party size bonuses from prisoner management
give associated towns to the captor of the center
towns getting looted zeroes their taxation
money loot from towns is linear with town income
villages always associated with castles, never other cities
conscription from towns - lowers honor and is a criminal act
privateering as neutral considered 'criminal'
added criminal acts which cause faction loss with everyone and costs honor
can escort caravans for pay if kingdom faction > X
can trade with caravans

TODO

Fix player kingdom display on the report screen
leadership total a soft limit, having more than limit lowers morale
prisoner total a soft limit, having more risks escapes and slows party down
improve recruitment from prisoner system
set up caravan inventories and money
first pass at player companions as 'captains'
fix siege spawn placement in defenisve town sieges
correct siege events so that players are included in sieges that happen in towns the player is in
fix neutral-owned centers getting correct flag when player is awarded flag via event
storage inventory in castles and towns
player must capture enemy king to get 'birth marque'  (papers that show proof of noble birth)
routing/fleeing from morale loss
ability to get a privateer letter of marque which eliminates criminality of raiding caravans (legally)
add recruitment pools to castles and towns
meaningful town improvements
ability to fly other faction's banners (with privateer marque)
add new trooptypes available only in castles
make city sieging a 3-stage process (walls, streets, courtyard)
chance to lose privilege with any kingdom when you lose faction with them (trade rights, privateer, peace treaty)
chance for heroic troops to be promoted to heroes, (if possible) which can be commissioned as captains
turning noble prisoners over to any faction gains/loses related factions depending on that factions relation to the prisoner

  ~- captains -~
  Control their own stacks of units
  Can be commanded to do anything NPC ai can do (patrol an area, siege, engage, join forces with you)
  Draw a salary and upgrade their own gear
  Can be captured by the enemy, and killed.
  Have traits (honor, dread, corruption, bravery, bloodlust) that affect their choices in battle.
  will upgrade their equipment and horses from storage inventory in towns (i.e. equip themselves from armory depending on their skills)
 
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