This mod has been revamped and is being continued under a new name - Knights & Merchants
OK, thanks to the feedback from you guys, I've finally fixed most of the errors in the old version of FGC v .24. The only one I'm still having problems with is the Farm Attacks and the magically appearing Caravan Guards bug. I'll put the new updated file up in a few hours.
Current team
sheek
maw
Downloads
FGC-v025 - temporary rapid-share link - Size: 1.0 MB
Source Files for FGC-v025 - temporary rapid-share link- Size: 0.2 MB
Note: the changes have only been made to the South West Farm. If there are no bugs with that I'll add the changes to the other farms.
Progress
v030 now has all the features placed and is functional but I want to make sure I get as many bugs as possible before releasing. Hopefully by Friday or Saturday...
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Future versions
Meanwhile Maw has taken my code and is adding new features including owning your own caravans which travel over the map and which you need to protect from attacks. He's going to be working on expanding the 'capitalism' side of the game.
I am working on adding new features to the farming side with a keep where you can talk to many more 'officers'. You have a peasant population working on their own plots of land as well as your personal serfs, who you can tax, recruit into your levy (through the Seneschal), and who increase or decrease depending on the policies you choose. They are not slaves and if you get them angry enough they can revolt. So you need a 'police force' (under a Magistrate) to keep them under control. If you don't have enough police and they revolt they'll kill your slaves and burn down your farm. Giving out charity, lowering taxes and setting up a 'soup kitchen' reduces anger.
Also you have a Stable Master who you can give up to five horses, over time he can heal lame horses and upgrade horses to 'heavy' or 'spirited'. The Captain of Guard holds and trains your garrison troops and there is a chance each day that a troop (above a certai promotion level) becomes a 'hero' and joins your party as a special unit becomes 'squire' (they're not actually NPCs). Finally you have a Chamberlain who manages your keep and can organise feasts which increase your 'prestige' with other nobles... which will link up with a future Tournament mod.[/url]
Known bugs
To exit conversations that get 'stuck' you have edit and cheat mode enabled.
To do that when you start M&B, before clicking "Launch Mount & Blade", click Configuration. A text file pops up. Go down until you see "cheat mode enabled" and "edit mode enabled". Change the numbers from 0 to 1. Save the file. Launch the game.
OK, thanks to the feedback from you guys, I've finally fixed most of the errors in the old version of FGC v .24. The only one I'm still having problems with is the Farm Attacks and the magically appearing Caravan Guards bug. I'll put the new updated file up in a few hours.
Current team
sheek
maw
Downloads
FGC-v025 - temporary rapid-share link - Size: 1.0 MB
Source Files for FGC-v025 - temporary rapid-share link- Size: 0.2 MB
Note: the changes have only been made to the South West Farm. If there are no bugs with that I'll add the changes to the other farms.
Progress
v030 now has all the features placed and is functional but I want to make sure I get as many bugs as possible before releasing. Hopefully by Friday or Saturday...
-------------------------------------------------------------------------------------
Future versions
Meanwhile Maw has taken my code and is adding new features including owning your own caravans which travel over the map and which you need to protect from attacks. He's going to be working on expanding the 'capitalism' side of the game.
I am working on adding new features to the farming side with a keep where you can talk to many more 'officers'. You have a peasant population working on their own plots of land as well as your personal serfs, who you can tax, recruit into your levy (through the Seneschal), and who increase or decrease depending on the policies you choose. They are not slaves and if you get them angry enough they can revolt. So you need a 'police force' (under a Magistrate) to keep them under control. If you don't have enough police and they revolt they'll kill your slaves and burn down your farm. Giving out charity, lowering taxes and setting up a 'soup kitchen' reduces anger.
Also you have a Stable Master who you can give up to five horses, over time he can heal lame horses and upgrade horses to 'heavy' or 'spirited'. The Captain of Guard holds and trains your garrison troops and there is a chance each day that a troop (above a certai promotion level) becomes a 'hero' and joins your party as a special unit becomes 'squire' (they're not actually NPCs). Finally you have a Chamberlain who manages your keep and can organise feasts which increase your 'prestige' with other nobles... which will link up with a future Tournament mod.[/url]
Known bugs
To exit conversations that get 'stuck' you have edit and cheat mode enabled.
To do that when you start M&B, before clicking "Launch Mount & Blade", click Configuration. A text file pops up. Go down until you see "cheat mode enabled" and "edit mode enabled". Change the numbers from 0 to 1. Save the file. Launch the game.