LCJr
Knight
Moved to ModDB. This thread will no longer be updated.
http://www.moddb.com/mods/10926/earlier-days
Description: In this mod Calradia roughly mirrors the Baltic region with a technology level approximating Earth's around 1250 AD. Swadia represents western European crusading orders like the Teutonic Knights. The Vaegir represent mainly the Kievan Rus with a touch of Polish, Lithuanian and Novogrod thrown in. The Khergits are Mongols. Nord's the early medieval Danes. And the Rhodok's are similar to the Baltic and Finno-Ugarian tribes of the swamps and forests.
Includes Seff's Town Siege Fix v1.03 http://forums.taleworlds.com/index.php/topic,32083.0.html
Install: Unzip using paths/folder names into your ...Mount&Blade\Modules folder.
By default this version uses a more heavily wooded version of the Native map. If your system has problems with trees simply copy over the files from the "Native_Map" folder over the originals and you'll be back to the original map.
Credits:
Armagan and the Taleworlds team for making such an entertaining game.
The following people for not only making but also allowing me to use their models.
James - Light Bearded, Bearded, Dane and Mammen axes. Boar Spear, falchion and saex. Chekan axe.
James and Mirathei -Gjermundbu, Vendel and Valsgarde helmets.
Pope - Flanged Mace and "Dagger in Fist" warhammer.
Raptor - 3 maces, spiked club, mallet and 4 spears.
Raz - Club, War Club, Yataghan, "Sugarloaf" Great Helm, 2 turkic domed helmets(metropolian and ghulam2).
Stoned Dude and Talon - Battle Axe, War Axe, Great Axe from the Standard Weapons Uprgrade Project.
Talon - Replacement Knife and Khyber(Butcher) Knife also from SWUP.
Amarillo was kind enough to map a texture sheet of just round shields so now I can fit 15 shield faces on a single texture sheet. This means I can do a lot of round shields without bloating the filesize.
Seff for his Town and Siege Fix v1.03.
Thorgrim for BRFedit and the Map Editor.
Winter, Fisheye, Yoshiboy, Nijis, Hardcode, Kon_air, Maw and anyone else I've forgotten who's written a tutorial or answered questions on the modding forums.
Special thanks to Hellequin for "5 minutes of his time".
Betatesters - DanAngleland and Arzael.
Still looking for feedback on how well the recruitment system does or doesn't work. For example if you find it too hard to raise your fiefs loyalty to the point it's producing quality recruits or are you better off just hiring mercs.
Also feedback on the factions themselves like how well they do/don't work.
Any bugs or anomalies you spot.
The wooded map, does it help you the player if you're playing Rhodok? I doubt it does anything for the AI since AI vs. AI battles appear to be abstracted.
Not so quick rundown on the troop trees and recruitment.
Abbreviations should be pretty obvious. Vet=Veteran, Mtd=Mounted, and first two letters for faction i.e. Sw=Swadia.
Troop trees are split into lower, middle and upper classes. Lower class troops are levels 5/10/15, middle are levels 10/15/20 and upper are levels 15/20/25. Equipment and skills are also based on class. Levies will only have tunic, shield and simple headgear for armor. Middle class troops start getting real body armor but nothing better than the byrnie/haubergeon. Upper class troops obviously have the best equipment when they reach top tier. Pure ranged troops are without shields and no weapons better than a short sword.
Mercenaries, non-faction farmers, townsmen and peasant women no longer upgrade and should be removed.
Mercenaries types are Infantry, Guard, Crossbowman, Light Horse, Horse Archer and Knight.
Most are pretty self explanatory. Infantry is primarily spear armed. Guards(think housecarls) on average have better armor than infantry, fewer spears and a chance of having a battle ax. Light Horse replaces Caravan Guards. Light Horse are lightly armored mounted troops primarily armed with spears. LH are mounted on Saddle Horses and Coursers so theorectically should be able to ride down horse archers.
SWADIA
(LC) Subject > Levy > Vet. Levy
> Skirmisher > Vet. Skirmisher Primarily bows with a few javelins and crossbows.
(MC) Townsman > Militia > Serjeant
> Mtd. Serjeant Trade off, armor remains the same as Militia but gains a horse.
>Xbowman > Vet. Xbowman Crossbows only.
(UC) Squire > Knight > Master Knight The Master Knight is the best shock cavalry.
AI lord parties may have mercenary Infantry, Xbowmen, Light Horse and Horse Archers.
VAEGIR
(LC) Peasant > Levy > Vet. Levy
> Skirmisher > Vet. Skirmisher Bow armed.
(MC) Townsman > Militia > Vet. Militia
> Mtd. Militia Similar to Mtd Serjeant.
>Bowman > Archer Primarily bow armed with a few crossbows.
(UC) Young Retainer > Elder Retainer > Knight Young Retainer's are mediocre horse archers. Elder has a chance of having a bow. Knights are decent shock cavalry.
AI uses mercenary Guard and Horse Archers.
KHERGIT
All Khergits are mounted. Only melee troops have shields and are guaranteed helmets.
(LC) Subject > Skirmisher > Vet. Skirmisher Uses jarids and weak bows.
(MC) Tribesman > Archer > Vet. Archer Bow armed.
> Lancer Melee, chance of bow.
(UC) Noble > Guard > Life Guard Melee, chance of bow.
AI use no mercenaries.
NORD
(LC) Farmer > Levy > Vet. Levy Chance of javelin, throwing axes, bow or crossbow.
(MC) Townsman > Militia > Vet. Militia Chance of bow or crossbow.
(UC) Landowner > Squire > Knight Landowner on foot with chance of bow or crossbow. Squire and Knight mediocre shock cavalry.
AI uses mercenary Knights.
RHODOK
All Rhodok troops are infantry.
(LC) Youth > Tribesman > Fighter Chance of javelin, throwing axes or bow.
(MC) Warrior > Vet. Warrior > Champion Chance of javelin, throwing axes or bow.
(UC) Young Noble > Noble > Chieftan Chance of javelin, throwing axes, bow or crossbow.
AI uses no mercenaries.
Recruitment is heavily based on your relations with your fief. Formula is relation/16 + (random number between 0 and 4). The resulting number determines which type of recruit you get.
v0.005b first modification of the recruitment system.
Code:
All factions.
1 Lower Class
2 Lower Class
3 Middle Class
4 Lower Class
5 Middle Class
6 Upper Class
7 Middle Class
8 Upper Class
9 Middle Class
10 Upper Class
Be warned what follows is a cliched backstory so cheesy it's best read with a glass of wine. If you're not interested in this kind of stuff stop reading now.
The original inhabitants of our little fantasyland were pre-Khergit nomads and Rhodok like tribals. The first successful outsiders were the Vaegir who over the last few centuries built a stable kingdom. In the last century first came the Swadians on their "holy crusade". The Swadians subjugated the Rhodok tribes who were never able to unite under one ruler. The Swadian conquests brought them into contact with the Vaegir and war seemed to be inevitable when a new player arrived on the scene. Pouring over the mountains came the Khergit horde. The Khergits crushed the remaining free steppe peoples and managed to take portions of the Swadia and Vaegir kingdoms before they were finally stopped not by the Vaegirs and Swadians but by the death of the Great Khan. Now the once mighty Khergit Khanate has fragmented into several smaller kingdoms with Sanjar Khan ruling over his corner of Calradia. In the years following the Khergit invasion both the weakened Swadian and Vaegir kingdom have suffered further terroritorial losses. The Swadians first lost a good portion of their empire to the Rhodok Revolt. Planned in secret for many years the Rhodoks finally united under one ruler and reclaimed a portion of their former lands. Both the Vaegir and Swadians lost their coastal possesions to an invasion of the Vaegir's "cousins" the Nord. The Nord had long had trading ties to the region and seeing how weak the Vaegir and Swadians had become couldn't let the opportunity pass. Over the last few years the situation has remained stalemated. The wars come and go but very little land ever changes hands.