SP Native [WB] Alternative Calradia Mod - Version 2 released!

(4 votes) Which factions are the most interesting?

  • Kingdom of Swadia

    Votes: 128 26.4%
  • Vaegir Tsardom

    Votes: 72 14.9%
  • Khergit Khanate

    Votes: 60 12.4%
  • Nordic Colonies

    Votes: 116 24.0%
  • Rhodok Empire

    Votes: 89 18.4%
  • Sarranid Sultunate

    Votes: 70 14.5%
  • People's Republic

    Votes: 157 32.4%
  • Barbarian Horde

    Votes: 144 29.8%
  • Khergit Shogunate

    Votes: 71 14.7%
  • Necromantic Cult

    Votes: 150 31.0%
  • Elven Confederacy

    Votes: 120 24.8%
  • Teutonic Culture

    Votes: 160 33.1%

  • Total voters
    484

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It's not that it's outdated, it's incomplete, missing the lines for the new relatives and others and some of those codes don't work as he wrote them(for me at least :razz:), but your codes are fine, as much as I can tell.
 
I am wondering if there can be a faction that is based on the Eastern Roman Empire (also known as the Byzantines), and are the Remnants of the ancient Calradian Empire (sorry if I post the same message like 8 times before I just really like this particular idea). This faction called the Empire of Trebizand (a play on words of the City of Trebizond a city of the actual Byzantine Empire) is centered around a virtually impenetrable city and the soldiers it can field are stronger than the soldiers of the other factions, however they are far more expensive, slow to train and are limited in number which means they would have recruit mercenaries and auxiliaries from the other factions, in-order to fill out their army sizes. Also its fairly common for its nobles to back-stab each other sometimes even in pitched battles against outside foes. Fortunately they have a strong economy and are allies with Vaigers allowing them to recruit any Vaiger soldier at reduced cost, and can use early flamethrowers. The Trebizands are highly renown for their cataphracts an extremely heavily armoured cavalry that can come in both Lancer and Horse Archer forms and can easily challange the best cavalry units of other factions.

For the Elven Confederacy I would prefer if their armour for their higher ranking soldiers is reminiscent to the armour of the High Elves from both Warhammer Fantasy and Lord of the Rings. I think their troop tree should be split between Wood Elves and High Elves. The Wood Elves are focused ranged combat, guerrilla warfare and lighting fast hit and run attacks so they train archers and lightly equipped infantry and cavalry, but can recruit Forest Trolls as special units. The High Elves on the other hand rely on highly disciplined and skilled medium infantry and spellcasters (spellcaster levels at a much slower rate than other units). The High Elven spellcasters start out as initates and only have a few very weak spells. They then become apprentices who only have a slightly wider range of spells. Apprentices become Seers who can now cast stronger spells. Then a Seer can follow two paths, the Wizard and the Battlemage. The Wizard path allows a wide range of powerful spells however a Wizard is virtually unarmored and will fall very easily to enemy attacks if the enemy manages close the distance. The Battlemage path provides armour and excellent hand to hand fighting skills however at the cost of not having the same amount of spells as the Wizard

Initate -> Apprentice -> Seer -> Mage -> Wizard -> High-Wizard
                                            -> Spellsword -> Battlemage -> War-caster
 
Hi Federick.
I do not think there is any room for an extra faction. However, it has been my plan to eventually include a customisable player faction which could very well be shaped into a west/east roman styled faction.

Flamethrowers and magic are way out of my capabilities though...  :lol:

About the elves, I have a personal distaste for magical high elves so do not expect any elf wizards from me any time soon. The main sources of inspiration for the Elven Confederation are native americans(like Iroquis Confederacy), european celts and typical fantasy wood elves.

I can say however that for a while I have been playing with the thought of improving the elven troop tree like following...

end tier troops...
Warden: defensive legionnaire type: large shield+spear+good helmet
Brave: offensive assault type: good body+no shield
Marksman: powerful archer: weak melee
Raider: skirmisher type: shield+javelins+decent melee
 
Can you upload the mod in another page or an uploader (mediafire,mega..etc)? Because I tried a lot of times and didnt let download this fantastic mod :c.... Please GunFred!
 
For what i could have read undeads are supposed to be unkillable useless their master die, or go close to death, but i se a problem here, i win a battle, and i had some scheleton soldier that actualy died, is the fact that they can't die only lore wise or it's something bad happening here?
 
picard65 said:
For what i could have read undeads are supposed to be unkillable useless their master die, or go close to death, but i se a problem here, i win a battle, and i had some scheleton soldier that actualy died, is the fact that they can't die only lore wise or it's something bad happening here?
Unfortunatly the flag that is supposed to make troops unkillable does not work. I had written "The undead are unfortunatly killable despite their "unkillable" status and I will have to rethink their role in the future." on the main page but somehow I had not noticed that the main page had gotten messed up (will probably fix it tomorrow) and hidden under "Credits:". I have probably yet to change the lore to fit the gameplay but in the latest version I made the regular cultist troops one tier stronger and created a simple necromancy script that allows the player to turn prisoners into undead soldiers. So rather than being weak unkillable troops, right now they are actually more like bonus troops you can get by capturing enemies.

Reus said:
I don't want to be an ass or anything...

But do you really need 4 posts for the OP?
Sort of, yes. I had to create a new mod thread (this one) once because the old one only had one post and I could not fit everything in. The normal is at most three posts but this way it is easier to keep track on where you are reading and for me to organise the texts.

ampz said:
thanks for the reply. i really like the factions you created. :grin:
Thanks. I hope I get the time to make them better in the future as I have new ideas and skills.  :smile:
 
Damn, you destroyed my dream of an army made of undeads that will try to kill anyone in the world whitout need to buy new troops but they can resupply simply by fighting enemy :sad: :sad:
Is the chance to turn enemy captured into undead based on your persuasion? and about that, even if i got the message that the ritual was a failure and the prisoners are dead, well, they stay here.

EDIT: now that i think about it, i can made something similar by editing my "surgery" skill, if i do a similar game i surely don't want meat on my army, so it shouldn't be a problem.
 
How use some factions in my game? I want to add some factions and villages in Floris mod folder.

I did not like the ''underdead'' fac.
 
Sorry for the late replies...
Hayran said:
How use some factions in my game? I want to add some factions and villages in Floris mod folder.

I did not like the ''underdead'' fac.
If you want to add new factions and villages you will have to look up tutorials on this forum.

picard65 said:
Damn, you destroyed my dream of an army made of undeads that will try to kill anyone in the world whitout need to buy new troops but they can resupply simply by fighting enemy :sad: :sad:
Is the chance to turn enemy captured into undead based on your persuasion? and about that, even if i got the message that the ritual was a failure and the prisoners are dead, well, they stay here.

EDIT: now that i think about it, i can made something similar by editing my "surgery" skill, if i do a similar game i surely don't want meat on my army, so it shouldn't be a problem.
Sorry, my dream was destroyed as well when I found out that immortal flag does not work but I was fairly pleased with the solution. Not sure what skill the necromancy script is based on and I can't check right now but it could be surgery.
 
Dokka said:
Are you still working on this mod?
Unfortunatly not. I do not have much time as I study full time. In Januari my stationary computer broke but luckily my mod stuff seems safe. Since then I have turned to Medieval 2 modding on my lap top. It should not take too long now before I finally get my self a new computer but do not stay up all night waiting for this mod. I want to finish it and add new things but there are so many things I want to do or should do but so little time. There is also the looming threat of Bannerlord making minor mods like mine irrelevant...
 
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