SP Native Musket Era [WB] Calradia Imperial Age: Napoleonic Era Inspired M&B! BETA 3.1 OUT PAGE 31

What Future Features Do You Want Most With CIA?

  • The Introduction Of Freelancer

    Votes: 66 22.4%
  • TWOTSK Style Artillery

    Votes: 61 20.7%
  • Varied, Obsolete And Foreign Mercenaries

    Votes: 10 3.4%
  • New Era Friendly Fortresses and Naval Battle Scenes

    Votes: 38 12.9%
  • Era Friendly Tournies,Hunting And Gambling Features And Other Ways To Make Money

    Votes: 20 6.8%
  • Older Gun Powder Era Weapons And Clothing For Sale

    Votes: 13 4.4%
  • More Unique NPC and Bandit Factions To Fight And Recruit From

    Votes: 22 7.5%
  • A Modified or Updated UI, Menu Art and Updated Lore Friendy Notes and new Officer Banners

    Votes: 11 3.7%
  • Modernised Main Settlement Scenes

    Votes: 22 7.5%
  • The Additions of Mid 19th Century Early Victorian Content

    Votes: 15 5.1%
  • NPC Musicians That Provide Bonuses With The Standards

    Votes: 17 5.8%

  • Total voters
    295

Users who are viewing this thread

Status
Not open for further replies.
Frenzied is doing a great job with reworking the models and skins to fit the Warband setting yes. Next up, Highwaymen, Pirates and much much more rogues and cads of Calradia!

Also on my end, I'm slogging through the 2nd edition of the mods dialogue and strings stuff. Ye Olde Calradia will soon be a thing of the past thank goodness.
 
Another update, Frenzied just finished updating the common people of both the North and South of the continent, both male and female urban and rural sets are now in the developing module. Have a screenshot of some urban males from the towns of the UNP/Imperium/Tzardom. Not pictured of course is the head gear and multiple colours of these fancy man suits. Props to the nice people of Twilight and Mount And Blades 1805 for the resources.

Of course these hard working gentlemen and their lady partners can be pressed or tempted into risking their lives on the dangerous battlefield and with a bit of experince and of course not expiring of the pox or lead exposure can become so much more :wink:.

ANtJrBW.png

YwHfa6U.png


HSGglbJ.png


D2By80x.png

Oh, and a little something more to whet peoples appetite! Here is the first 100 years of the mods post Warband lore from the amusingly large time line we've cooked up in the design document. I'll be dropping bite size chunks in the next few weeks with each update.

TIME LINE:

Summary Before 1430:

Due to the return of the Crimson Death plagues that swept across the continent in the 15th Calradian century detailed records of minor small scale events have been lost in time or barely recorded. What we know mostly are the major events of the time only.

1360-70: Two of the older Kingdoms of Calradia divide the continent between them as a result of a series of major successful wars that bind their defeated enemy kingdoms and surviving lords into long term visage. Rather than push their resentful vassals and long suffering people into another series of wars the two greater Kingdoms united into the Holy Calradian Union with two Emperors, Emperor of the North and Empress of the South.

1370-1390: The 30 Years Peace, for the longest time in hundreds of years the peoples of the land concentrated less on war and more on recovery and development of society. The most successful Mercenaries of the last series of wars investing in sprawling cottage industries in the cities and developing the farm lands in hand with the remaining Lords of the Northern and Southern Empires.

1390-1430: Wanderlust begins to affect the minds of the many younger peoples of this strange quiet era and they begin to invest themselves in the ancient scrolls and papers of the handful of Universities or work at the developing dock yards. Trade and exploration outside the continent was growing and the thought of a whole new world led to the first of several Kingdom funded expeditions. Sadly one of the return results of these first looks at the outside world led to several slow population sapping outbreaks of the Crimson Death plague.

The Crimson Death ravages the people swollen capitals of the united Calradian Union and from the common people to several important blood lines and succumb to the ravages of the foul plague. Many of the towns and cities become loosely aligned clustered city states and outside their walls anarchy and chaos reigned. The last recorded minor outbreak of the Crimson Death was between 1418 and 1420.

1432 Invention of Black Gunpowder discovered by Alchemists in the College of Jelkala

1433 The last Swadian Knight of the disbanded unknown chapter dies.

1435 The Rhodoks begin a new overseas trading empire with a foreign power founding the oldest and most famous trade company The Rhodok Oversea Trading Company.

1437 The Kingdom of Nords shatters and each city becomes an independent city state.

1439 The Swadians develop a Banking System which finally begins to put cracks and slowly break down the corrupt and incredibly obsolete system of Guilds around the continent.

1440 The Sarranids make a huge breakthrough with siege technology and invent the Saker Cannon and Saker Bombard. Due to the destruction of these new siege engines the old castles days as unbeatable fortresses are finally numbered.

1445 The Nord people begin developing more advanced ships worthy of voyages into deeper seas.

1454 The invention and rapid adaption of the printing press finally brings cheap and easy accessible books to the masses.

1458 The alchemist assists in the creation of a finer grade of Swadian gunpowder that propels projectiles at record breaking longer ranges.

1460-65 Several long sea expeditions by explorers of Nord, Swadian and Rhodok descent that slowly circumnavigate the world finally ending the world is flat theory and leads to the discovery of many chains of small islands to three varied continents known as Iricia, Tanpei and Affacus.

1470 Crude overseas trade begins bringing it spices, new vegetables and desperately needed resources of iron, gold, silver and even tobacco to Calradia.

1481 A Swadian captain assaults and sinks 20 Rhodok trading ships in a three week campaign The Swadian captain is hung by the Swadian High Court for breaking the treaty six months later.

1483 The Pirate Insurrection begins, while for a short amount of time the nations of Calradia were at peace, Privateers from all nations turn to piracy and raid coastal trade routes.

1485 Using their financial acumen and a huge tax the Swadians form their modern Navy and quickly crush the foreign pirates.

1487 Pirate Insurrection ended with Swadian victory, Swadian acquire minor overseas colonial islands.

1490 The Great Khergit Famine, both Khergit human and horse population drop dramatically.

1493 Shekah Khan poisoned by Zavev Noyan in an attempt to try and gain a majority control of the dwindling horses and supplies of their people. Almost half of the old Khan circle executed by his brother Zhad Khan.

1498 Sarranid University of Shariz is founded due to the cities increase of wealth due to foreign trade. It’s speciality is math, engineering and art.

1505 College of Jelkala becomes the first modern general University. The first generation of ‘modern’ gentlemen of the continent begin their lessons.
 
arlvent21 said:
i suggest you guys to use Advanced formations and crouch system..it would be awesome. such as "fire at my command,form X row(s)"
:smile:
You would fall in love with the command system from either The Vision or Silverstag.
 
Time for yet another series of teasers of folks!

First up, we've decided to give each release a name of a famous 19th Century General along with the number now. The coming release will be known as Murat after the one time King Of Naples and Napoleonic Mega Hussar.

Anyway, you guys are here for some solid stuff so lets begin. First off, Stand And Deliver the Bandits are all done! Frenized finished them off the other day so we have of course the Mandatory Highwaymen and common thieves to the more exotic Pirates, Unregistered Kessick clans and Barbary Raider types!

P1ao6cf.jpg

VntJzCp.jpg

Look at these dashing rogues. Then run them down because they want your money.

Next up news wise of course is Mercenaries. Mercs are quite franky still needed for some nations to fill in the gaps for lacking or low quality local troops and the Calradia Imperial Age bunch are as dashing looking as their professional counter parts. Here are a few of  the completed ones Frenzied is slowly working on.

17urdYr.jpg

F1OyCsV.jpg


WqZFoUD.jpg


vw8ZNgu.jpg

I myself am slowly making progress with updating the companion dialogue and afterwards me and Frenzied will dress them up in era specific clothes and equip them with the right tools to survive this new and strange century. We're also bringing in cheaper minor companions for hire. They won't be as strong now or even have much to say as they've been to the academy and know how to do their jobs serving for a good Calradian Officer.

Frenzied has also got a grenade script working! So expect to see old fashioned grenades and other things too with this mod. Oh and one last thing here is a little spoiler on what he is also working on.

dlVotUh.png

And he's planning to kitbash and make some more in the future.

Here is the usual part where we ask for help and cross our fingers. We're still looking for another good coder with model or texture work experince, as well as somebody who is a deft hand at photo shop and graphic works. And now of course a small group of people to beta test the constantly changing Murat build. If you are interested in doing any of these now just hit Frenzied up on STEAM and say hello!

And since you people enjoyed it so much here is another part of the lore timeline for you to read. Just another hundred years! I plan to bread crumb the rest to you slowly with our progress.

1510-1515 The other nations and city states of the continent begin their own attempts in colonising the wider world overseas after witnessing the sudden growth of Swadian wealth.

1520 Slavery is legally outlawed by the court of the Vaegers, but Serfdom acts are not repelled.

1525 Currency changed from silver Denars to the Rhodok trading gold backed Denarri coin.

1535 Dissolution of The Khergits, over seven independent Khergit tribes split from the Khanate and from each other riding off to follow their own ways in the wild steppes.

1540 The Elite of the Sarranid army the great Janissary Beyliks are formed in Shariz.

1550 Pike And Shot warfare becomes the main way of fighting in the lands of Calradia.

1566 Crowning of the first Tzar of the Vaegirs and creation of the Vaegir Tzardom, Tzar Pietzer.

1570-1587 Slavery is banned in all the old nations of Calradia.

1577 A Sarranid Engineer designs both a lighter matchlock that can be fired on the move but also cuts the design down essentially inventing the first carbines.

1580 A new class for a old type of people is created, the Kessick class of people are a collection of Khergit and Khergit descended horsemen that roam the plains of former Khergit lands, the river banks of the Vaeger nation and the untamable mountains of the Sarranids. Kessick Clans grow bigger over the years and are persuaded to set up a registry system with the Vaegers happy to provide for the Clans in exchange for good horsemen for their army.

1594 The Witch Hunter Hangings: An underground guild of Witch Hunters was assaulted, all of the hunters surrendered and were hung one-by-one in the town square of Praven 5 hours later after the high court militia found supposed "witches" caged in an underground prison

1598 The formation of the Greater Calradia Trading Company for running and protection of neutral trade for the land and civil projects in all the nations overseas colonies.

1600 The Sarranid Empire is formally declared as the last Khergit Nomads are forced from Sarranid lands in ruthless efficiency using the professionally trained Janissary soldiers and the more portable designed musket. 

1601 The Peoples Militia Of Caldaria is formed and funded by neutral minor gentlemen of the continent to cope with the out of control banditry and desperation of the land.
 
Cool, so you are still working on this. Really happy to know it. I see in the moddb page that the mod now is called Calradia: Imperial Era. Maybe you should change the name of this thread also.

Cheers, keep going!

SeanBeansShako said:
Time for yet another series of teasers of folks!

Are you team member? I can't see your name here: http://www.moddb.com/mods/mount-and-empire/features/features-credits-and-team-members :S
 
I'm the guy with a silly avatar. And I'll be making a new thread for release Murat in the following weeks after release.

Welcome aboard Hazzard man, I've hit you up on STEAM with what we want so far.
 
How much of a priority is custom scenes and new map icons? Will they be in the Murat release or in later version?

Also did you ever tweak the firing mode so the infantry don't fire until they get within a certain range of the enemy?
 
Ah  scenes, the elephant in the room. Well at the moment release Murat is geared towards stomping down on the more obvious links to the Warband module (NPC and Companion appearinces, text back story and player dialogue and the interface etc) as well as introducing a few neat features for both battle and the overworld interface.

The team could certainly use a dedicated scener who is also a deft hand at model or texture work for the future. Post Murat will basically be scene work with the addition of a few new factions and other bells and whistles. Thankfully the Twilight team has been such good people letting us use their content and if anyone wants they make some interesting looking pseudo castle forts as well as proper 17th century style bastions now.

Scenes wise the priorities will be fortresses and battlefields (we're going to need at least 20 battlefields alone haha), followed by towns and finally the interiors of some pubs and homes. Villages for the most part aside from a few tweaks will stay the same. We'd also of course need a new and modified scene for duels, brawls, tournies and the training ground with their own 18th century flavours.

Also, there have been some tweaks with combat though we are not sure if there is a way to stop the AI from being so musket fire happy.
 
You mean having the musketmen shoot at stupidly long ranges where they will miss most of the time? Because you could solve that by allowing slow movement when reloading, that way the men will gradually move towards each other, so people won't always stand off without ever bayonet charging.
 
You could also try implementing motomataru's formations. Generally it prevents the ai from doing the silly circling tactic, and makes them use fixed formations a little bit more. You can even get musketmen to form square formations that dont rotate automatically -- it works well against cavalry. You'd have to do a few tweaks though.

Parrot said:
NW has a script that prevents bots from firing until the enemy is within a certain range. So it certainly is possible to add :razz:

Not all NW scripts are available in warband unfortunately.
 
I'd need to ask permission from Vince/Olaf as well and well for such a thing. I'll suggest the formations things to Frenzied, he and shorun could work on that and maybe get it working post release.

We have quite a few modules running at the moment though and I don't think Frenzied wants to be loaded down with bloat as of this time the team is very very small.
 
What I meant was that it was possible to implement with the Warband engine, not to use NW's script.

But the formations stuff does sound good, battles are always in need of more command options
 
Parrot said:
NW has a script that prevents bots from firing until the enemy is within a certain range. So it certainly is possible to add :razz:
I talked to shorun about that on moddb. A lot of other Napoleonic mods have this feature as well as TOTSK so it is very possible.

SeanBeansShako said:
Ah  scenes, the elephant in the room. Well at the moment release Murat is geared towards stomping down on the more obvious links to the Warband module (NPC and Companion appearinces, text back story and player dialogue and the interface etc) as well as introducing a few neat features for both battle and the overworld interface.

The team could certainly use a dedicated scener who is also a deft hand at model or texture work for the future. Post Murat will basically be scene work with the addition of a few new factions and other bells and whistles. Thankfully the Twilight team has been such good people letting us use their content and if anyone wants they make some interesting looking pseudo castle forts as well as proper 17th century style bastions now.

Scenes wise the priorities will be fortresses and battlefields (we're going to need at least 20 battlefields alone haha), followed by towns and finally the interiors of some pubs and homes. Villages for the most part aside from a few tweaks will stay the same. We'd also of course need a new and modified scene for duels, brawls, tournies and the training ground with their own 18th century flavours.

Also, there have been some tweaks with combat though we are not sure if there is a way to stop the AI from being so musket fire happy.
Thanks for the info. Btw have you guys though about how you will handle sieges?
 
Status
Not open for further replies.
Back
Top Bottom