Phobos
Sergeant Knight

Town Troops
Version 0.91:
* got rid of the trigger error
* minor changes. Troops can be found in taverns a litte easier
* some new armor textures (about 20)



Weapons in these screenshots are not made by me. They aren´t even part of the mod. Weapons are from the great Standard Weapon Upgrade Projekt, which I installed without makeing some backups
In the next version the player will be able to advice his king in some political questions (peace? War?). Maybe I write a script to send out your compangions to do the recruiting for you.
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Version 0.9:
* Added unique champions to each castle
* Lords staying in towns or castles now reinforce their parties with town troops or champions, up to a certain limit. (only the owner of the castle gets significant champions). This was Castle Lords and Town Lords can get powerful armys
* The owners of castles and towns can reinforce the garrisons while staying in them
* Recruiting from town can lower the prosperity of towns and castles
* Towns spawn scouts and patrols. Poor towns may spawn deserters instead
* The look of the "walkers" of towns is now dependend of the towns faction
* fixed some minor bugs
No I am starting retexturing some native armors for a more unifom look of some factions. I would be glad if someone could help me with this.
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This little mod changes most of the native troops, the reinforcements for cities, parties and castles, and recruiting of those troops for the player.
There are now 3 different Troop types:
1. Peasants and Militias
You can recruit peasants the normal way from villages. Peasants can be upgraded two times to militia units, which are powerful enough for bandits. Rich villages are defended by more experienced troops.
2. Soldiers
Each town trains its unique Soldiers. They have good equipment and can be upgraded two times. These upgrade will only effect their skills, they will keep their equipment. At the highest level they will be slightly more powerfull than the highest native troops. As player, you can recruit them in the towns taverns, if you have good relations to the town and / or you are allied to the town, for examples: Halmar Horse Archers, Rivacheg Marksmen, Thir Warriors.
3. Champions
Champions the most powerful troops, but they are rare on the battlefield. You can hire them in castles if you have good relations to the castles owner (or if you own the castle, of course). Champions cannot be upgraded.
Cities, castles and npc-partys get all possible the troops of their faction. Town and their lord get more troops of their specific soldiers, poor towns will add more militias than soldiers etc. If a faction loses towns (or if in case of the rhodok they have only two towns) mercenaries are added.
To Do:
* Rich towns should spawn patrols and scout parties, poor towns should spawn deserters
* Maybe add militia patrols for rich villages
* Maybe adding "elite patrols" to castles
* Maybe making the townsmens garments dependend on the towns prosperity
Download here:
https://www.mbrepository.com/file.php?cid=8&id=606
Version 0.91:
* got rid of the trigger error
* minor changes. Troops can be found in taverns a litte easier
* some new armor textures (about 20)



Weapons in these screenshots are not made by me. They aren´t even part of the mod. Weapons are from the great Standard Weapon Upgrade Projekt, which I installed without makeing some backups
In the next version the player will be able to advice his king in some political questions (peace? War?). Maybe I write a script to send out your compangions to do the recruiting for you.
-----------
Version 0.9:
* Added unique champions to each castle
* Lords staying in towns or castles now reinforce their parties with town troops or champions, up to a certain limit. (only the owner of the castle gets significant champions). This was Castle Lords and Town Lords can get powerful armys
* The owners of castles and towns can reinforce the garrisons while staying in them
* Recruiting from town can lower the prosperity of towns and castles
* Towns spawn scouts and patrols. Poor towns may spawn deserters instead
* The look of the "walkers" of towns is now dependend of the towns faction
* fixed some minor bugs
No I am starting retexturing some native armors for a more unifom look of some factions. I would be glad if someone could help me with this.
-----------------
This little mod changes most of the native troops, the reinforcements for cities, parties and castles, and recruiting of those troops for the player.
There are now 3 different Troop types:
1. Peasants and Militias
You can recruit peasants the normal way from villages. Peasants can be upgraded two times to militia units, which are powerful enough for bandits. Rich villages are defended by more experienced troops.
2. Soldiers
Each town trains its unique Soldiers. They have good equipment and can be upgraded two times. These upgrade will only effect their skills, they will keep their equipment. At the highest level they will be slightly more powerfull than the highest native troops. As player, you can recruit them in the towns taverns, if you have good relations to the town and / or you are allied to the town, for examples: Halmar Horse Archers, Rivacheg Marksmen, Thir Warriors.
3. Champions
Champions the most powerful troops, but they are rare on the battlefield. You can hire them in castles if you have good relations to the castles owner (or if you own the castle, of course). Champions cannot be upgraded.
Cities, castles and npc-partys get all possible the troops of their faction. Town and their lord get more troops of their specific soldiers, poor towns will add more militias than soldiers etc. If a faction loses towns (or if in case of the rhodok they have only two towns) mercenaries are added.
To Do:
* Rich towns should spawn patrols and scout parties, poor towns should spawn deserters
* Maybe add militia patrols for rich villages
* Maybe adding "elite patrols" to castles
* Maybe making the townsmens garments dependend on the towns prosperity
Download here:
https://www.mbrepository.com/file.php?cid=8&id=606






