SP Musket Era [WFaS] English Civil War

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NPC99

Baron
M&BWBWF&SVC
Best answers
14
September 1642

All three of Charles Stuart's kingdoms are in rebellion. Presbyterian covenanters have thrown King Charles and his bishops out of Scotland, occupying northern England. Catholic confederates have retaken much of Ireland. Parliament has ejected the king from his capital, London, and is raising England's trained bands to defend its constitutional rights and the protestant reformation. Each set of rebels claims loyalty to his majesty while taking up arms against him.

The king has raised his battle standard in Nottingham and moved his court to Oxford. Anxious to release royalist troops from garrison duty in Ireland, for use against Parliament, King Charles is negotiating with the Catholic confederates under a temporary truce, and considering the legitimisation of catholicism in Ireland.

http://www.moddb.com/mods/english-civil-war



The Royalists are at war with Parliament and the Scots Covenanters.
Parliament is at war with the Royalists and the Catholic Confederates.
The Scots Covenanters are at war with the Royalists and the Catholic Confederates.
The Catholic Confederates are at war with Parliament and the Scots Covenanters.




Listed in no particular order & with no guarantee of completion

Implement an animated watermill in some villages
Animate horses in villages & castles (currently only in towns)
Cattle, sheep etc in villages without cramping village battles
Walkers in castles
Introduce some non-random battle scenes
Silence horse sounds for animated cows, sheep, dogs & cats
Improve bridge guard AI
Refine round shot & grapeshot damage
Restrict hostile campaign map movement through London
Add cannons to artillery train wagenburgs
Reorganise folders etc
Investigate CWE animated flag shaders
Dialogues for preachers, healers etc.
Player recruitment of standard bearers & musicians (only AI currently)
Encampments
Review optimisation
Improve interiors & furniture
Consider defensive artillery in sieges of capitals
Review the rate AI ammunition runs out
Add isolated houses, farms & churches to the campaign map
Static or dynamic population data
New Model Army invasion
Execution of King Charles triggering all factions against Parliament
Play testing etc
Triggers for bagpipe and drum music
Companions refusing to join players of a hostile faction
Balance blunt damage from muskets
Return pikemen's sidearms for siege battles
Add guard animations for halberds (jacobhinds pike_loop02)

WFaS team & Taleworlds                          the base game
Thorgrim                                           Map editor
Weef Bellington                                 Quick Scene Chooser
Willhelm                                           Ultimate 17th Century & 19th Century Victorian Era Packs
Mtarini                                           Openbrf
Yamabusi                                         Highlanders models
Jan Tuma                                         Sturmhaube helmets pack
Sirwho                                           Now we have hair (concept)
Daedalus/Slawomir of Aaarrghh              Tavern animations
Caba'drin                                           Pre-Battle Orders & Deployment (v0.92 ported to WFaS 1.143)
Motomataru                                           Formations: battlefield tactics kit (in PBOD)
Papa Lazarou                                         Spear bracing & shield bash animations (in PBOD)
The Mercenary                                       Spear-wall/Bracing Kit (in PBOD)
dunde                                                   Custom Camera & key config presentation (in PBOD)
MadVader                                             Mouse-operated DeathCam (in PBOD)
xenoargh                                               Shield bash code (in PBOD)
Arch3r                                             Bridge battles
The Last Days Team                             Saddleless horse, uncapturable troops
Dr Tomas                                         Twilight of the Sun King cannon code
gutekfiutek                                       Terrain borders from polished landscapes
Highlander/Hypercharge                       Project Age of Machinery particle systems
Rubik                                               World map
Narf                                                 Men at arms v2.1 & plate_armour_pack_warband
Crusaders Way to Expiation Team            Battle flags, cloaks, cow, sheep & scene props
wanderer                                         YesMoreHorses
barf                                                 Burgonet
jubal                                               Galleon & cog
Llew                                                 Flintlock firearms OSP
AndyYa                                             Alive Horses
3dregenerator                                   Dogs & cats
Black Watch 1745                   Pike & Shotte Montero cap & bonnet, war cries
Al Mansur                                              Map icons
Dazzer                                                  German mercenary uniforms, drummer/piper animations & sounds, play testing
Kraggrim                                              Cuirass
Mark7                                                  CWE flag shader algorithm
BNL Eighty Years of War Mod Team        black powder barrel, 3 uniforms, 2 hats, spanish rapier
_Sebastian_ & BOE team                        Battle of Europe sea cannon & powder ladel
Furok & Grim Age team                          Pistolier horses 
supernode, ravi & FoxCat                        Flags 
YourStepDad                                        play testing
hoboistice                                            weapons combined capabilities and combat animations       

Name: ECW
Version: Alpha
Game: WFaS version 1.143
Type: 17th Century pikes & gunpowder mod
Mode: Single Player
Language: English

Two players have reported the following error on loading the mod:

ERROR: Error on creating shaders: Out of video memory!

In both cases this was resolved by selecting load textures on demand from the launcher's configuration video options. I hope that advice helps anyone else with a similar PC configuration.
 

Dazzer

Sergeant Knight at Arms
WBNWVCWF&S
Best answers
0
Hello there. I'm developing a mod for Napoleonic wars DLC covering this time of period. I would love to see a mod about this war in SP :wink:. I have a few questions:
1. Are you going to modify battles a bit, like make soldiers create actual formations used in the war?
2. As you may know, there were multiple regiments fighting in the war. Will this be the case in this mod too?
3. If yes, then how will the system work? Will we be able to recruit all regiments from one city?

And good luck  :smile:
 

NPC99

Baron
M&BWBWF&SVC
Best answers
14
Dazzer said:
Hello there. I'm developing a mod for Napoleonic wars DLC covering this time of period. I would love to see a mod about this war in SP :wink:. I have a few questions:
1. Are you going to modify battles a bit, like make soldiers create actual formations used in the war?
2. As you may know, there were multiple regiments fighting in the war. Will this be the case in this mod too?
3. If yes, then how will the system work? Will we be able to recruit all regiments from one city?

And good luck  :smile:
Thanks. Good luck with Pike & Shotte. The more 17th Century mods the better.

1. I've implemented Caba'drin's Pre Battle Order Deployment, which includes Motomataru's formations and set the default AI formation for infantry to a square, giving a pike block. Musketeers remain in line. In defense, they stay relatively close together, but in attack the AI pike block heads off to melee  (push of pikes) while the musketeers continue to skirmish from a distance. The player can of course choose his or her own formations. Charging cavalry is tough to control, but after the initial clash, AI harquebusiers skirmish with their pistols and carbines.
2 & 3 I haven't implemented a regimental system. I'm not sure the one in Twilight of the Sun King & L'Aigle works that well in single player. It's best suited to clans in multiplayer. WFaS provides quite a variety of recruitment. I've removed the cap on village recruitment but these troops only upgrade to the level of trained bands. Garrison recruitment in towns gives the strongest and most varied troops (I've disabled the annoying code that forces you to come back several days later to collect your recruits & made them available instantly). Tavern mercenaries have been converted into mid-range culture specific troops. Finally, WFaS mercenary camps allow you to recruit upgradable troops that you can dress/equip uniformly or otherwise.

Edit: for clarification, the default pike block only applies to AI controlled infantry. I've left the player to chose his or her own formations.
 

Dazzer

Sergeant Knight at Arms
WBNWVCWF&S
Best answers
0
NPC99 said:
Dazzer said:
Hello there. I'm developing a mod for Napoleonic wars DLC covering this time of period. I would love to see a mod about this war in SP :wink:. I have a few questions:
1. Are you going to modify battles a bit, like make soldiers create actual formations used in the war?
2. As you may know, there were multiple regiments fighting in the war. Will this be the case in this mod too?
3. If yes, then how will the system work? Will we be able to recruit all regiments from one city?

And good luck  :smile:
Thanks. Good luck with Pike & Shotte. The more 17th Century mods the better.

1. I've implemented Caba'drin's Pre Battle Order Deployment, which includes Motomataru's formations and set the default AI formation for infantry to a square, giving a pike block. Musketeers remain in line. In defense, they stay relatively close together, but in attack the AI pike block heads off to melee  (push of pikes) while the musketeers continue to skirmish from a distance. The player can of course choose his or her own formations. Charging cavalry is tough to control, but after the initial clash, AI harquebusiers skirmish with their pistols and carbines.
2 & 3 I haven't implemented a regimental system. I'm not sure the one in Twilight of the Sun King & L'Aigle works that well in single player. It's best suited to clans in multiplayer. WFaS provides quite a variety of recruitment. I've removed the cap on village recruitment but these troops only upgrade to the level of trained bands. Garrison recruitment in towns gives the strongest and most varied troops (I've disabled the annoying code that forces you to come back several days later to collect your recruits & made them available instantly). Tavern mercenaries have been converted into mid-range culture specific troops. Finally, WFaS mercenary camps allow you to recruit upgradable troops that you can dress/equip uniformly or otherwise.
Thank you for answering
 

NPC99

Baron
M&BWBWF&SVC
Best answers
14
Dazzer said:
Thank you for answering
No problem. My focus has been to differentiate factions, particularly Scots and Irish troops (English troops being drawn from the same pool at the lower levels), rather than to single out particular regiments.
 

Cadrian7491

Regular
M&BWBWF&SNWVC
Best answers
0
Havent seen much WFAS mods in recent times, huge shame on that, huuugee luck and i hope this project gets big
 

NPC99

Baron
M&BWBWF&SVC
Best answers
14
Cadrian7491 said:
Havent seen much WFAS mods in recent times, huge shame on that, huuugee luck and i hope this project gets big
Thanks. Maybe modders dislike the number of storyline quests you have to disable to make a sandbox version of WFaS, but it's not difficult.
 

NPC99

Baron
M&BWBWF&SVC
Best answers
14
Khamukkamu said:
Good luck NPC99!
Thanks. When I've finished & have some free time again, I want to download your Warband port of TLD. I loved the original M&B version.
 

Dazzer

Sergeant Knight at Arms
WBNWVCWF&S
Best answers
0
NPC99 said:
Some cavaliers

Very nice, I might take some inspiration from you :mrgreen:

Btw you could remake the storylines to fit. I remember that in "The Deluge" a Swedish invasion is triggered and it spawns a couple of big Swedish armies, so it could be remade to Scottish invasion ? That would be really cool
 

NPC99

Baron
M&BWBWF&SVC
Best answers
14
Dazzer said:
NPC99 said:
Some cavaliers

Very nice, I might take some inspiration from you :mrgreen:

Btw you could remake the storylines to fit. I remember that in "The Deluge" a Swedish invasion is triggered and it spawns a couple of big Swedish armies, so it could be remade to Scottish invasion ? That would be really cool
I've disabled the storyline quests to make a sandbox version of WFaS. The only invasion I'm currently considering is the formation of the new model army. I doubt that will make the alpha version. I would need to take Thomas Fairfax, Skippon & Cromwell out of the game (period of re-training) or maybe lock them in an attackable encampment, upgrade and reinforce their troops then add Henry Ireton. Then, they would need to re-spawn/re-emerge with Fairfax leading and the others attached as escorts all of whom must be immune to calls from Parliament's marshal. Coding that may be beyond me.

Historically, the new model army arrived in 1645 a fair way after my 1642 start point. Time and conquests probably run quicker in Warband/WFaS, so any invasion may have to be triggered by events rather than time. For example, to oppose a player who's trouncing Parliament early on.
 

Dazzer

Sergeant Knight at Arms
WBNWVCWF&S
Best answers
0
NPC99 said:
Dazzer said:
NPC99 said:
Some cavaliers

Very nice, I might take some inspiration from you :mrgreen:

Btw you could remake the storylines to fit. I remember that in "The Deluge" a Swedish invasion is triggered and it spawns a couple of big Swedish armies, so it could be remade to Scottish invasion ? That would be really cool
I've disabled the storyline quests to make a sandbox version of WFaS. The only invasion I'm currently considering is the formation of the new model army. I doubt that will make the alpha version. I would need to take Thomas Fairfax, Skippon & Cromwell out of the game (period of re-training) or maybe lock them in an attackable encampment, upgrade and reinforce their troops then add Henry Ireton. Then, they would need to re-spawn/re-emerge with Fairfax leading and the others attached as escorts all of whom must be immune to calls from Parliament's marshal. Coding that may be beyond me.

Historically, the new model army arrived in 1645 a fair way after my 1642 start point. Time and conquests probably run quicker in Warband/WFaS, so any invasion may have to be triggered by events rather than time. For example, to oppose a player who's trouncing Parliament early on.
Wouldnt it be easier to just make a trigger that changes all Parliamentarian infantries change uniforms to red and give them better stats?
Its a shame you arent going to add the Scottish invasion. It would only spawn an army of the Solemn League and Covenant and it would probably roamn around the area of northern England.

This also brings another question. How will the armies work? In WFas vanilla each lord has this own army. Will it be like that in the mod? Or will you add historical armies, like Army of the Western association and so on?
 

NPC99

Baron
M&BWBWF&SVC
Best answers
14
I don't need an invasion code for the Scots. The Scots Covenanters are one of the factions. At the start of the game they are already occupying Berwick & will attack south against the Royalists, and fight the Catholic Confederates in Ireland.

Having been born north of the border, I wasn't going to forget border lancers and wild highlanders.  :grin:

Edit: Armies will be vanilla WFaS style. Tweaking the AI for historical associations of multiple leaders would probably be too tough for me.