Calradia 1050 A.D.: Mercenary Uprising is a single-player mod for Mount & Blade Warband 1.166 and higher. Calradia 1050 A.D. Mercenary Uprising V. 3.0 is built on the following major modifications for Warband: *Diplomacy 4.2. *Pre-Battle Orders and Deployment (PBOD).92 including Formations. *Freelancer 1.51. (with several fixes from Floris 2.55 and some modified code by me). *JacobHinds improved morale and routing system code. *Three added factions (Keltons, Khergiz, and Geroians). *My own modification of troop recruiting including town and castle recruitment and manor recruitment as well as customizable troops and extensively re-worked faction troops. *** The mod also includes several popular OSP kits and codes, including bridge battles, tavern animations, banking, outposts, recruitment from castles, and the salt mine. *** The mod has added a good number of armor,weapons, and horses from various OSPs as well as many of my own work.
Version 4.0 is a full standalone mod. This changelist reflects only the changes made since Version 3.0. and the two patches for Version 3.0.
Gameplay Changes
Troops Changes
I made a good number of troop changes, not all of which I have documented. You can view the troops trees in game to see the troops and their equipment. The most important changes are:
Scene Changes
Graphics Changes
Streamlining the Mod
I wanted to reduce the load on the PC so I modified or removed various things, including:
MISC Fixes
Known Bugs
This update is to describe some of the key changes made since the last Dev. Diary.
Patch 2 was released August 1. Patch 2 is not save-game compatible and does not include most of the work I have done since July 2020. The patch primarily...
I am working on a few fixes and changes that will become version 3.1. I discuss the changes below.
Re-compressed file for Version 3 is available for download. I recommend all players download the new file. Update: uploaded a newer re-compression on...
This patch addresses the issue of not being able to hire your culture's troops from castles you own once you become king of your own faction. This also...
Use this file if you do not have the Viking Conquest license. If you have the previous version of this alternate module.ini, delete that version and replace...
This is a modified module.ini file for players who don't have a license for Viking Conquest and are asked for registration keys when trying to play Calradia...
This hotfix is a new "scripts.txt" file. This fix addresses two issues reported by players. The first is an opcode error pertaining to the faction marshal...
I. Installation This is a full standalone version of Ver. 4.0. Earlier versions of the mod are not needed. To install this version, extract the “Calradia...
Patch 2 is not save-game compatible with v3.0 saves. This patch is not a full module. It contains only the files, resources, textures, and objects that...
Hi sorry if I ask this again, how do I customize troops, I ask to see their equipment but idk what to do after that, I have just stabilized my Kingdom and now I want to create a custom army :) I saw your previous reply to my question 2 years ago, I still haven't figured it out :/, when I hire professionals from a castle or town with Barracks nothing happens
Once you are in the custom troop's inventory, you can take items from the inventory and place them in the equipment slots, just like when you do with with the player's inventory.
As part of the changes for the upcoming version I am finally getting around to doing a few things I have wanted to do for a while.
1. Expanding on the Edric quest to add at least one more quest, perhaps 2.
2. Get rid of the armors that don't fit into the 1050 A.D. era- this means the heavy stuff. I have done a bit of this for the previous edition but want to complete this aspect. This will also reduce the overall number of assets in the resource files, improving performance. While I want to make the armors and weapons "historically informed" for the period, I will take a few liberties, such as keeping some of the mail armors with tunics just for the sake of variety.
3. Tweaking the party templates for AI reinforcements. This has been a tricky matter since my troop trees are separated by common troops and noble/professional troop lines. Getting the right balance is tricky but I am getting there.
4. As noted in one of my previous updates, I am working on a weather system that provides a bit more weather to Calradia. This will be an option that you can select or de-select. So far the experiments look pretty promising, especially in combination with the new skyboxes I am trying.
5. There are a bunch of other changes/improvements that I think you will like.
Hi redleg, I am just wondering if I could add ambient city sound effects to the mod, idk if it would work or not, I found a audio file in CK2 I like and I already made it an OGG file(I spent the whole day changing music and I might change the death sound effects to those gruesome CK2 sounds lol), back to the point would it break my game and your mod is amazing, I love tinkering with stuff so I am not editing it because it's bad, I just like to add stuff I like :)
You probably could add the sounds but I am not sure how to do it.
I found the file, it is already there, sorry for wasting time, btw, I have been playing this mod for 2 years so you are doing something right :)
I am glad to hear it.
it's already there, I just have 2 braincells
I wanted to test the waters about the issue of archers and crossbowmen having shields. My thoughts are that if archers and crossbowmen have shields, they should be small sized. It seems to me that an archer carrying a large heater or pavise shield on back would be hindered by the shield.
Should they be guaranteed a shield or not? Native Warband will equip some archers with shields but not all will spawn with them. Instead, some of the archers will be equipped with two-handed weapons, like a large axe.
Reply to this comment if you want to weigh in on the archers/crossbowmen shields stuff. Extra points given for historical realism.
If you look at history archers, crossbowen and javalineers did and did not carry shields for many reasons. You are right that a big shield hinders in archery, I tried it myself with many different shields, but a buckler was no problem because you can just carry it on your belt. so I 100% agree with the small shield bit for archers. As for crossbowmen, a shield doesnt hinder that much depending on the crossbow. And they did use it with a pavise in late medieval age for a literal carry anywere with you wall so. For crossbows i would not mind some bigger shields.
Thanks for the comments. I have tested out bucklers and Warband actually has an item flag that allows you to place the buckler on the belt on the left side toward the back. It looks okay in the game- not too many clipping issues. I am also experimenting with small shields slightly larger than bucklers that look like they wouldn't interfere too much with bows/crossbows. I wish the pavises in Warband actually worked like pavises instead of just big shields. As they are, I would expect they would hinder use of crossbows and so will probably give them a small shield too.
Very cool that you checked for the bucklers!
I agree that pavises dont work well with warband, but they are not a thing around 1050 as far as im aware so no problem for this mod really.