Outlaws Expanded (second test version released)

A small mod that will attempt to give a few new options and gameplay for bandit players. Hopefully it will make playing as a bandit a little more interesting, and maybe more viable in the long term.
Probably not story-mode compatible as player-created bandit parties could easily interfere with story elements.
Cheers to
kalarhan for help with bugfixing and advice.
Drunkenfrenchman for suggestions.
Features
Green ones I have successfully implemented (though they may not yet be in the latest upload). The others will be attempted, some I have currently no idea how to do.
#-Allow the player to join any fight between two parties but:
#--Lose relation with those you attack. So a chance to become neutral to bandits at the expense of others.
#--Minimum +1 relation gain after successfully helping in a fight.
#-Bandit lair access dependent on different bandit faction relation (not honour/reputation).
-Disable bandit factions losing relation if they are the aggressor when attacking you.
-Allow bandits to aid in fight if relation is high enough.
#-An actual scene for visiting bandit lairs, with slave-trader, merchant, recruiter. (see header image).
--Different one for each lair-type?
#-Bandit merchants to refresh when visiting different lairs (plus a weekly trigger), force player to move around.
#--Bandit merchants to stock some crappy gear.
#-Gain an outlaw 'score' from raiding villages/caravans, lots from devastating walled centres.
#--monasteries
#--Spend that score recruiting bandits from lairs.
-Lose score when performing legitimate actions like completing quests and buying farmsteads.
-Invest in unowned but friendly lairs to increase number of spawned parties
#Have trader caravans show on map for a short time by freeing captured caravan masters
--need spend score.
-High bandit relations/score reduces relation with legitimate factions, similar to religious relation-loss trigger.
-Mission to steal first ship.
-Steal a ship from a coastal town?
-Remake bandit troops trees/templates to allow for upgrading to top level, but reduce elite troops overall.
-New bandit troop/party/lair types, eg Svear lair, Renegade Fianna lair. (post suggestions please)
--Pictish raiders (integrate my extra painted bodies),
-Villages defended by faction troops rather than generic farmers for more challenging/interesting raiding
-Visitng mercenaries at lairs to recruit, eg Cantabrians, ship captains, bandit leaders, slaver cheifs. (post suggestions).
-Maybe do some of this for Slaver/Manhunter and Deserter factions?
-maybe rebalance ship-capturing
#-Odin Cave will be occupied by Svear vikings after you clear it, can hire them and buy scale armour.
Players can take control of bandit lairs after clearing them, enabling the following options:
-#Allow players to fund the creation of bandit parties. If these parties defeat another party it gives them gold calculated by the enemy's strength. They then travel back to the lair and the gold is given to the player.
#--Triple gold from caravans.
#--Also deposit prisoners.
#--Spend score to have these parties accompany you (won't join sieges, too dangerous!).
-Invest in lairs to:
--Increase size of spawned parties
--Quality of spawned parties
--Add smith, doctor, priest, happy-widow.
#-Rest safely at lairs.
--Rest unsafely, but with siege scene and garrison help similar to player refuge?
#-Store troops and prisoners at lairs
--Currently no wages paid for these, needs fixing.
--Spend score/money to relocate lairs.
#-Allow the player to join any fight between two parties but:
#--Lose relation with those you attack. So a chance to become neutral to bandits at the expense of others.
#--Minimum +1 relation gain after successfully helping in a fight.
#-Bandit lair access dependent on different bandit faction relation (not honour/reputation).
-Disable bandit factions losing relation if they are the aggressor when attacking you.
-Allow bandits to aid in fight if relation is high enough.
#-An actual scene for visiting bandit lairs, with slave-trader, merchant, recruiter. (see header image).
--Different one for each lair-type?
#-Bandit merchants to refresh when visiting different lairs (plus a weekly trigger), force player to move around.
#--Bandit merchants to stock some crappy gear.
#-Gain an outlaw 'score' from raiding villages/caravans, lots from devastating walled centres.
#--monasteries
#--Spend that score recruiting bandits from lairs.

-Lose score when performing legitimate actions like completing quests and buying farmsteads.
-Invest in unowned but friendly lairs to increase number of spawned parties
#Have trader caravans show on map for a short time by freeing captured caravan masters
--need spend score.
-High bandit relations/score reduces relation with legitimate factions, similar to religious relation-loss trigger.
-Mission to steal first ship.
-Steal a ship from a coastal town?
-Remake bandit troops trees/templates to allow for upgrading to top level, but reduce elite troops overall.
-New bandit troop/party/lair types, eg Svear lair, Renegade Fianna lair. (post suggestions please)
--Pictish raiders (integrate my extra painted bodies),


-Villages defended by faction troops rather than generic farmers for more challenging/interesting raiding
-Visitng mercenaries at lairs to recruit, eg Cantabrians, ship captains, bandit leaders, slaver cheifs. (post suggestions).
-Maybe do some of this for Slaver/Manhunter and Deserter factions?
-maybe rebalance ship-capturing
#-Odin Cave will be occupied by Svear vikings after you clear it, can hire them and buy scale armour.

Players can take control of bandit lairs after clearing them, enabling the following options:
-#Allow players to fund the creation of bandit parties. If these parties defeat another party it gives them gold calculated by the enemy's strength. They then travel back to the lair and the gold is given to the player.
#--Triple gold from caravans.
#--Also deposit prisoners.
#--Spend score to have these parties accompany you (won't join sieges, too dangerous!).
-Invest in lairs to:
--Increase size of spawned parties
--Quality of spawned parties
--Add smith, doctor, priest, happy-widow.
#-Rest safely at lairs.
--Rest unsafely, but with siege scene and garrison help similar to player refuge?
#-Store troops and prisoners at lairs
--Currently no wages paid for these, needs fixing.
--Spend score/money to relocate lairs.
Mostly I'm making this topic at this early point so people can give suggestions. So feel free to post ideas for features, troops, parties, lairs, etc. My coding is pretty basic so complex ones may have to wait for the future.
Here's the second test version (24/03/16) for download:
http://www7.zippyshare.com/v/EmPYdRVl/file.html
Copy your VC 2.023 module folder, rename it and overwrite with these files.
Try:
Raid villages/caravans/monasteries to earn 'infamy' then spend it recruiting bandits from lairs.
Engaging the Pictish raiders (should be near Farmland special location).
Clearing then revisiting Odin's Cave.
Releasing a caravan master to reveal other nearby caravans (requires 2 infamy) using the dialog option.
Create bandit parties from owned lairs (bring you money and prisoners). Pay to upgrade their party size.
Have these parties follow you using infamy.
Ship-stealing mission.
Changelog for second version
Ship-stealing mission implemented (no restrictions for now).
Created parties can be ordered to follow you.
Ship bandit parties now recruitable.
Opcode errors when your bandits fight fixed.
Created bandits now have ships icons when on water.
Lair bandit recruit cost halved
Bandit merchant money halved
No more relation loss from talking to your created bandit parties.
Bugs/notes
-Requires starting a new game.
-All lairs are visible from the start for testing purposes.
-Pay no wages for troops stored at lairs.
-Ship stealing can be done multiple times.