SP Native [WB] Cultural Revolution Expansion v 1.00

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uhanich

Recruit
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Mode creator: uhanich
Game version: Warband 1.153
Mod version: 1.00
Language: Russian, English (subject to error)
Homepage (Russian)
Download 18mb
Download source

1. First of all this is a game, and therefore it's full of sumptions. Main goal is making the game interesting.
Those strictly addicted to historical truth should satisfy their ardor in encyclopedias.

2. Any changes should be logic and substantiated. За всё нужно платить, либо игровыми деньгами, либо своим удобством.
Simple facilitating of a players life makes the game a boredom.
Do you want to use in full scale your ability to trade? Then you got to trade by clicking your mouse on every icon of things to be sold. Do you want to sell all items by one click? Then no complains, please, if money you get are miscalculated. Ups! :smile:

3. Balance and versatility.
Better less units, items and factions, than many, but all of them should be really versatile
One can invent 100500 new factions, but what is the purpose of doing so, if the only difference between them is their livery color?

4. Genre is above everything.
In the first place M&B is action RPG with tactic and strategy elements.
Everything done within frames of the  mode must abide by this law. I do not want to do an economic or political strategy


This is my rather personal opinion never pretending to be universal truth :smile:

Key features:
New line of the unique player followers.
-upgrading full adjustable by player.

Take into consideration that any changes to lower level units will immediately affect upper level ones. So, plan well their progress line before starting their upgrade. There will not be enough points for breeding universal super warriors.
Do not get puzzled that intelligence increase does not affect other unites of the same line. This is on purpose, for some game engine specialties give extra skill point for allocation, when intelligence  increase comes. So doing otherwise would have been a cheat.

-equipment full adjustable by player.
At the very beginning, equipment accessible for your followers will be a bit worse than that of the regular troops, but with the cultures knowledge growth, they'll get access to a new equipment. So, do not expect that they will get better horses if you have concentrated on learning the Northern kingdom culture. But in this case they'll get  different axes and hatchets and powerful bows.
Every 20% of a culture knowledge give new equipment to high level warriors (20% are spent on follower recruits equipment, 40% on follower footmans etc.)

New followers will appear and cling to you troops themselves. Their appearance  frequency depends on you renown level (every 30 renown points=1 more follower).
You can't leave them in a castle, dismiss or give to other lords (so far can't, later this is to be reconsidered).
Followers can be renamed to your liking (camp menu – party settings – rename followers)


Learning cultures of Calradian nations.

As the game progresses on, a player learns cultures of all six nations. This or that culture knowledge affects many game aspects.
Culture knowledge goes up when you complete lords quests (+3), choose your kingdom culture (+20, but only once in a course of the game), after a battle (from +1 to +3, depending on the battle difficulty), when you complete a quest for a throne pretender (+30).  Some more ways are yet to come.
Kingdom of Swadia:   
-20% discount on armor
+2 to tactic skills
+2 to tactic advantage when calculating advantage before a battle

Kingdom of Vegirs:
-30% discount on two-hand weapons and bows
+2 to training skills
price of troops keeping and upgrading is 30% less

Khergit Khanate:
-30% discount on horses and arrows
+2 to path finding skills
no penalty for mounted troops number of your party

Kingdom of Nords:
-30% discount on single hand weapons and shields
+2 to looting skills
doubled amount of money if battle won

Kingdom of Rhodoks:
-30% discount on  crossbows and bolts
+2 to engineering skills
+2 to battle advantage when calculating advantage before a siege

Sarranid Sultanate:
-30% discount on throwing weapons and polearms
+2 to prison management
ability to recruit troops from your prisoners without loosing party morale and desertion

These bonus skills are only achievable when faction culture is learned 100%. All bonus skills are designed as skills received through books carried in your inventory, and therefore it means the main character can not be exported with them. There is a correlation between faction culture knowledge percentage that you possess  and the amount of bonuses you get. That is,  for instance, if you have learned 100% of the Rhodoks culture, your discount on crossbows will be  30%, if you can boast with only 50% knowledge, then your discount is 15%.
-Public liberating workman and peasant uprisings. If your knowledge of a captured castle/city native culture is low, then a big gang, consisting of this particular faction low level units  and peasants, will march directly to newly captured castle/city and attack it.
Also, culture knowledge level gradually renews inventory accessible for your followers.
-Damage received and damage caused/delivered by regular troops of a player depend, in a certain proportion, on their faction culture knowledge level. (100% of a culture knowledge will reduce the received damage by 25%, and increase the delivered damage as well)
-Damage received by a player, his/her NPC and followers depends, in a certain proportion, on general knowledge of all the six cultures (100% knowledge of all six cultures will reduce the received damage by 60%)
-Damage delivered by a player, his/her NPC and followers depends, in a certain proportion, on a general knowledge of a particular culture, a weapon type that the damage is caused with, and a fighting mode (either mounted or dismounted). 100% of a particular culture knowledge will increase the caused damage by 50%


Automatic upgrading of units according to a template.

Now it's not necessary to click with your mouse to upgrade a unite that collected enough experience. You may “show” them what type of a warrior they should grow to, and after a battle they will do it themselves. However, the upgrading cost in this case will be 10% more than usual.
Automatic upgrading can be switched on/off and configured:
1. While talking with a unit  in your party window
2. When in a camp menu – party settings – auto upgrade setting.


Possibility to move on a global map with powerful acceleration of the game time. 
Now the path from one end of the map to the other in less than 10 seconds.

!!! It is not a party speed increase, party speed stays unchanged. But the game time flow grows faster many times.
Haven't you ever grown bored to drag your party across the whole map in a real time regime, with no purpose but to complete some minor quest or to see a dame of your heart?  :mad:
Now it's not necessary to wait long.!
However, because of some game engine specialties, it only works if your goal is an object on a global map (a detachment, party  or a training ground)
How to activate:
1. Right mouse button click on a location chosen - “Move here quickly”
2. If your party has been making way already and you want to speed it up, simply push F on your keyboard
How to inactivate:
1. As well as the ordinary movement. Just press any game button (inventory, quest etc.) or click your mouse
2. Тpress the same F button
How to resume:
If you have canceled moving fast yourself, or if you have been attacked while making fast moving and now want to resume it again
1. In a camp menu – Continue movement to...
2. Or with a button F


Search equipment.

When talking to the caravan you can ask "You travel a lot. I would like to ask you, have not seen you in the sale of some kind item?"
Search results can be added, if desired, in your journal


Replacement of polearms with another weapon during siege battles.

For regular warriors:
- Simply auto replacement of spears
For main Character, NPC and followers:
-There is a possibility to adjust a separate set of equipment for cases of siege, being trapped and other cases when a dismount fight is the only choice.
!!! For correct operations of this feature you must have 8 (eight) free spaces in your main Character inventory


"Clever" management of experience received in a battle.

Only those units receive experience after a battle that really need it for upgrade.
Before this feature appearance, high level units devoured  nearly whole experience income, especially on later stages of the game, and main Character and NPC were put on “a stinting diet”. Now this fault has been corrected.


Every town has its unique unit type.

Unique units can be trained from usual faction unites. All the vassals of  a faction that possesses the city have access to these unique units. The city owner has them in his party.

Every castle fosters one particular type of units that comprise the faction usual units set.

It works according to the same scheme as in a town. These units can be trained from low level units for money.


Possibility to talk to any person right from a town menu.

For your convenience this menu has been subdivided and has separate lines for talking with lords, mercenaries, tavern visitors etc. 


Quick march

Your party can move 1,5 times faster but on expense of loosing it's morale every hour, and every following hour of a continuous quick march expedites morale loosing.
Can be switched on/off either in a camp menu or by pressing М  while moving on a global map.


A fight continues as long as a player desires

After two standard waves of refreshment forces have entered the battlefield, a proposal comes either to stop or to wait for one more refreshment force party.

- All the faction vassals and a main Character have an increased bodyguard.
Auto upgrading of personal bodyguards that are high level units of your faction.
A number of them is limited, it can be calculated as (leadership + renown\100)
Upgrading is performed automatically on condition that you have in your party the troops demanded for it. A player can refuse to upgrade and postpone the decision for a day

troops demanded:

Swadian Knights
Vaegir Knights
Khergit Lancers
Nord Huscarls
Rhodok Sergeants
Sarranid Mamlukes

An information of your party bodyguards limit is added to party size report.


- National shops.
The majority of equipment items has been divided and allocated among factions, cheap items have been removed from trade.


- All items in a shop have been sorted out and placed according to types.

- Conditions on wearing armor and weapons have seen changes.
My personal attitude to this issue is that possibility to wear any armor pretty much from the very beginning of the game should be considered as a serious cheat. And it is not the right thing to find balance in this question through the money regulators. For example, now a plate armor has the restriction for the wearer to have strength 22. And I have applied alike limits to shields.


- Relation increase. If a tournament won, a tavern drunkard killed or peasants of a neighboring village saved from bandits , you get a relation increase with the city or, respectively,  the village owner (+1).


- All faction unites rebalance according to their specialization. For instance, the Rhodoks infantry now has polearms only.


- Mount troops, except Khergits, take two places in your party.


- Now, the ratio between mounted/dismounted troops only slightly affects a party movement speed.


- Every headhunter enlisted in your party adds +1 to the number of prisoners you can manage.


- Every feminine unit adds +1 to the party morale, but the increase can not exceed the total number of male unites.

- Mini map for battles. (No way without it.)


- Automatic loot gathering.
Here some extra words are necessary for clarifying my standpoint. It's not a common automatic loot gathering (from CC), when items of the loot are allocated among party members. Doing so would kill the necessity to develop your inventory management skills, for instead of it a player can hire up one more NPC and use his/her inventory space. So this feature design and code are my own.


- Also possibility to give a remaining loot, either whole or only part of it, to your party members as a weekly payment. Trade skill  in this case is not taken into consideration.


- Automatic selling items to a junkman in town.
Once again, it`s my own design and code. Setting of Automatic selling  also differs radically from CC. When performing automatic selling, only one third of the main Character trading ability is taken for calculation. The inventories of usual merchants are not stuffed with cheap items that no one wants. The possibility to decide what needs to be sold, and what not, to customize his inventory by reserving the inventori slots from which items will not be sold. Now player makes his own choice as to what is a thing of value for him, whatever the price and type of this or that item.
This allows you to organize your inventory according to your preferences.



- Choosing a culture for your own kingdom automatically leads to WAR with the faction of this culture.


- Possibility to trade with caravans.


- Prisoners management skill of your whole party is summed up.


- The cost of keeping and upgrading troops depends on your relations with this unit faction. (Units that belong to the culture of your enemies factions will cost you dearly, up to absolute financial loss). Knowledge of the certain culture will reduce the negative effect.


- The cost of keeping and upgrading units of your own culture does not depend on relations with the faction.


- When getting into a night trap, your main Character will fight together with his companions, but the bandits number has been increased too.


- There are brokers buying prisoners in every tavern.


- You can not sell your prisoners if:
    You got into a city on the sly. (well, doesn't it look odd that you have sneaked into a city and... brought a crowd of prisoners rattling with chains?)
    The city faction and prisoner faction are the same. (it would be  odd too that you can sell enemies in their cities.)


- Relation with a faction do not affect its unites moral if you share the same culture. Faction culture knowledge level decreases the negative effect respectively.


- There is a fair in a city during east. Prices for both selling and buying go down 20%


-Food deterioration has become two times slower.


- Travellers always know where your companions are now, even if you are with them are not familiar (yes, looks like cheating, but I detest searching for them for days. sorry for the little weakness)


- All books, except the one that increases intelligence, can be read (+1 to the certain skill forever) and, in addition, every book gives extra +1 while in the inventory. Naturally, the books price has become two times higher. Information on intelligence demanded for reading and bonuses, that reading of this book brings appear when cursor is pointed at the certain book.


- The higher intelligence is, the faster you read.


- When a faction has been terminated,  armies of other factions get 20% bigger. This has been done for proper balance reasons, especially at the later stages of the game.


- Possibility to engage into a battle either with or without of allies
Haven't you got mad with an occasional amicable lord passing by and rushing towards you, offering you help that you don't need and making you obliged to share loot, money and experience?  :mad:


- Mercenaries can be hired via a special “normal” hiring window, not as a result of a dialog, as it was before.


- You can hire only peasants in villages. But, if your knowledge of original village culture level is 100%, you and the village owner are members of the same faction, or you culture and initial culture of the village are the same, than you can hire faction recruits not mere peasants.


-The menu of a town now has extra line with information of the original faction (if it was captured), and of its special unit.

Because mod is not graphic, and it basically only used the original model, show almost nothing. Most of the presentation, and a couple of menus.

quick march and the acceleration time in the camp menu

e1898c55d9e51e2ad43a33e8a881ede6.jpg


choosing culture of his kingdom

cf032b3254effdf422a95bb6f3b8e3e6.jpg


knowledge of the culture report

ced16d9a66ba3207f83553cf5e36a380.jpg


auto sale setting

3a28476f89a20d0623da523a6379cf46.jpg


auto upgrade setting

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training special units in town

087bbae8bc9ab3f0a3dd125733305381.jpg


start acceleration time

a3c5603fc6f1ea9a49b7c93e95c1b24f.jpg


Choice, to wait another wave of enemies or not

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results of items searching

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- eliminate all the possible bugs of the current version, to develop 
& optimize it's files for the following uploading to the public access .»

To all russian community from rusmnb.ru
A special thanks to Игорь Один for the translation of the mod description

Start-quest was cut, after creating a character player once displayed on the global map. If you want, you can take the quest in the starting city tavern.


1.00
You MUST start a new game.
-[FIX] The bug of enormous damage, caused by “friendly fire” and falling from heights and elevated places, has been corrected.
0.17
You MUST start a new game.
-[ADD] Possibility to switch on/off the “mini map” during your fight (button “M” on a keyboard);
-[ADD] Dismounted pikemen afflict a double damage to horses and mounted warriors;
-[CHANGE] Automatic sale window has been redesigned in whole. Now all items in this window can be moved, just the same way you do it in your inventory. A new option, - now you can reserve a space either in the upper or in the lower part of the inventory, where, according to your preferences, you would keep items “not for sale” (books, food etc). 
-[FIX] The critical bug of  version 0,16 has been corrected;
-[FIX]  Lords “nudism” cure has been completed;
-Multiple minor corrections and code optimization have been introduced. 

0.16
You MUST start a new game.
-[ADD] If you play as a faction vassal or have established your own kingdom, your knowledge of this particular faction culture will rise by 1% each day
-[ADD] Books, being read 100%, increase culture knowledge. Information details has been added to each book description
-[ADD]  Particular faction knowledge increases, in a certain proportion, speed of the player's party  movement across landscapes that are “native” to this faction. (For instance, 100% of knowledge give 30% of acceleration );
-[ADD] All other partys movement speed depend on their culture. (They move 10% faster across their native landscapes)
-[ADD]Damage received and damage delivered by regular troops of a player depend, in a certain proportion, on their faction culture knowledge level. (100% of a culture knowledge will reduce the received damage by 25%, and increase the delivered damage as well)
-[ADD] Damage received by a player, his/her NPC and followers depends, in a certain proportion, on general knowledge of all the six cultures (100% knowledge of all six cultures will reduce the received damage by 60%)
-[ADD] Damage caused/delivered by a player, his/her NPC and followers depends, in a certain proportion, on a general knowledge of a particular culture, a weapon type that the damage is caused with, and a fighting mode (either mounted or dismounted). 100% of a particular culture knowledge will increase the caused damage by 50%
The information on damage bonus has been added to arms/weapons descriptions
-[ADD] Learning poetry increases a culture knowledge by 10%. (There is no any certain  connection between a particular culture and a particular poem, so allocation of pairs “a poem – a culture” has been done generally at random)
-[ADD] Marriage adds 20% to the spouse faction culture knowledge
-[ADD] Information of bonuses, reflected in a factions knowledge report, has obtained some new features
-[CHANGE] Now the game time can be accelerated considerably, just to make some sense of this feature, for, as it turned out, the original M&B could boast with a similar feature (Ctrl + Space). So now, it will take you not more than 10 seconds to travel across the global map from one corner to another.
-[CHANGE] The penalty formula estimation of units keeping and upgrading, which used to depend on a relation with a certain faction, has been changed. Now, PRICE of keeping & upgrading = Basic PRICE + N% of  Basic PRICE, where N equals Relation with a faction(%) “minus” Knowledge of the faction culture(%).  So, the payment to your units,  which belong to a culture of a hostile faction, is still much bigger, but not that astronomic price you had to pay earlier. Now it will be two times  bigger, in the worst case.
-[CHANGE] Full rebalance of all units (Special thanks to Vlad Kosichka for drawing attention to archers status disbalance. I wouldn't spot it myself.)
-[CHANGE] Now, upgrading units to personal guards is only possible with the player's permission (You can postpone the decision for a day)
-[CHANGE] Special units of cities and castles are not trained “for one second”. Now, it takes six hours to train one warrior.  Newly trained ones can be taken by a “dialog window”, if party size permits. You can also place/add some units in a queue  for training

-[FIX] The error has been corrected that allowed you to get into a city just having asked “to meet somebody”
-[FIX]  The error has been corrected that  allowed you to evade fighting with enemy troops attacking your party when “accelerated time” mode was on
-[FIX] The steppe bandits troops has been properly manned
-[FIX] Female NPC and Female Main Character do not increase your party morale as they used to do
-[FIX] Personal guard number limit has been corrected
-[FIX] Incomplete displaying of bandits development line has been corrected in the automatic upgrading mode
-[FIX] The error has been eliminated, that bonuses size was incorrectly displayed in a culture knowledge report
 
If you find any errors or inaccuracies in the English text description, please let me know by PM.

Unfortunately my English is not good, so please try to formulate questions accurately as possible and easier. And preferably without slang.
Thanks in advance.
 
Рад, что помогли с переводом и этот замечательный мод появился тут. Я собирался начать переводить после того, как доделаю это - http://forums.taleworlds.com/index.php/topic,231421.0.html и теперь доволен, что уже не надо :smile:
 
New 0.17 version available
0.17
You MUST start a new game.
-[ADD] Possibility to switch on/off the “mini map” during your fight (button “M” on a keyboard);
-[ADD] Dismounted pikemen afflict a double damage to horses and mounted warriors;
-[CHANGE] Automatic sale window has been redesigned in whole. Now all items in this window can be moved, just the same way you do it in your inventory. A new option, - now you can reserve a space either in the upper or in the lower part of the inventory, where, according to your preferences, you would keep items “not for sale” (books, food etc). 
-[FIX] The critical bug of  version 0,16 has been corrected;
-[FIX]  Lords “nudism” cure has been completed;
-Multiple minor corrections and code optimization have been introduced. 
0.16
You MUST start a new game.
-[ADD] If you play as a faction vassal or have established your own kingdom, your knowledge of this particular faction culture will rise by 1% each day;
-[ADD] Books, being read 100%, increase culture knowledge. Information details has been added to each book description;
-[ADD]  Particular faction knowledge increases, in a certain proportion, speed of the player's party  movement across landscapes that are “native” to this faction. (For instance, 100% of knowledge give 30% of acceleration );
-[ADD] All other partys movement speed depend on their culture. (They move 10% faster across their native landscapes);
-[ADD]Damage received and damage delivered by regular troops of a player depend, in a certain proportion, on their faction culture knowledge level. (100% of a culture knowledge will reduce the received damage by 25%, and increase the delivered damage as well);
-[ADD] Damage received by a player, his/her NPC and followers depends, in a certain proportion, on general knowledge of all the six cultures (100% knowledge of all six cultures will reduce the received damage by 60%);
-[ADD] Damage caused/delivered by a player, his/her NPC and followers depends, in a certain proportion, on a general knowledge of a particular culture, a weapon type that the damage is caused with, and a fighting mode (either mounted or dismounted). 100% of a particular culture knowledge will increase the caused damage by 50%; 
The information on damage bonus has been added to arms/weapons descriptions;
-[ADD] Learning poetry increases a culture knowledge by 10%. (There is no any certain  connection between a particular culture and a particular poem, so allocation of pairs “a poem – a culture” has been done generally at random);
-[ADD] Marriage adds 20% to the spouse faction culture knowledge;
-[ADD] Information of bonuses, reflected in a factions knowledge report, has obtained some new features;
-[CHANGE] Now the game time can be accelerated considerably, just to make some sense of this feature, for, as it turned out, the original M&B could boast with a similar feature (Ctrl + Space). So now, it will take you not more than 10 seconds to travel across the global map from one corner to another.

-[CHANGE] The penalty formula estimation of units keeping and upgrading, which used to depend on a relation with a certain faction, has been changed. Now, PRICE of keeping & upgrading = Basic PRICE + N% of  Basic PRICE, where N equals Relation with a faction(%) “minus” Knowledge of the faction culture(%).  So, the payment to your units,  which belong to a culture of a hostile faction, is still much bigger, but not that astronomic price you had to pay earlier. Now it will be two times  bigger, in the worst case.
-[CHANGE] Full rebalance of all units (Special thanks to Vlad Kosichka for drawing attention to archers status disbalance. I wouldn't spot it myself.) ;
-[CHANGE] Now, upgrading units to personal guards is only possible with the player's permission (You can postpone the decision for a day);
-[CHANGE] Special units of cities and castles are not trained “for one second”. Now, it takes six hours to train one warrior.  Newly trained ones can be taken by a “dialog window”, if party size permits. You can also place/add some units in a queue  for training;

-[FIX] The error has been corrected that allowed you to get into a city just having asked “to meet somebody”;
-[FIX]  The error has been corrected that  allowed you to evade fighting with enemy troops attacking your party when “accelerated time” mode was on.
-[FIX] The steppe bandits troops has been properly manned.
-[FIX] Female NPC and Female Main Character do not increase your party morale as they used to do;
-[FIX] Personal guard number limit has been corrected;
-[FIX] Incomplete displaying of bandits development line has been corrected in the automatic upgrading mode;
-[FIX] The error has been eliminated, that bonuses size was incorrectly displayed in a culture knowledge report. 
 
So, it is possible to improve continuously. That's why I decided to shift the mode status from “beta” to “release”, for there were no critical bugs. Now, the versions numeration will be started from 1.**.
All the succeeding new versions will initially be marked as “beta”, and go to release only after all  the critical bugs have been corrected.
I have also uploaded the source code. All my changes made hereto have been marked with comments:
#uhanich
#uchanich_end

But it can be that I missed marking some infinitesimal corrections.
From this version on, I will use python's scripts taken from the file module_my_mode_set.py of the Custom Commander mode. They haven't been used so far, but they are present. As a promise and a groundwork for future.

There are plenty of new features ideas. And I want to reshape/do anew many things that have been done already. So, the mode will progress and develop, for the time I'm interested in doing so. For the while, I am.
 
Nice mod! I tested it a moment, and i get a problem with followers: i selected their weapons and armors, but in battle they don't wear any weapons. Why? :neutral:
 
Caractacus said:
Nice mod! I tested it a moment, and i get a problem with followers: i selected their weapons and armors, but in battle they don't wear any weapons. Why? :neutral:
uhanich said:
-There is a possibility to adjust a separate set of equipment for cases of siege, being trapped and other cases when a dismount fight is the only choice.
Just talk to them, and set dismounted kit.
 
um, sorry to revive a 'dead' topic, but I found some glitches...
1) some of the quests crash the game upon completion
2) some npc's are either barefooted or even naked
3) some items' strength requirements are too high - leather boots 15 str? come on!
that's basically all I found as yet
 
Corbul said:
um, sorry to revive a 'dead' topic, but I found some glitches...
1) some of the quests crash the game upon completion
2) some npc's are either barefooted or even naked
3) some items' strength requirements are too high - leather boots 15 str? come on!
that's basically all I found as yet
OP hasn't been active for 2 years.  Let dead threads stay dead.
 
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