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 Mount&Blade Repository » Mods » Gameplay Mechanics » Custom Settlements
      
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View this file on the M&B NexusFile Listing: Custom Settlements
Last Updated: Jun 26, 2009, 10:02:50 am
First Created: Dec 17, 2008, 05:12:35 pm
File version: 0.675
For M&B version: 1.010/1.011
Downloads: 130,571 Size: 93.49 MB
Views: 178,939 Type: RAR
Home:  Custom Settlements Forum
Rating (15 votes): 4.7 / 5.0
Description
[WIP] Dynamically growing settlements and kingdoms. Heroes become Lords/Ladies and Kings/Queens. Check the homepage/thread for more details.


Features
  • Customizable and Upgradeable settlement
  • Troops can be garrisoned
  • Can wait in town
  • Battles nearby take place in the settlement with the help of the settlement troops
  • Different scenes for each combination of economy and military upgrades (9 different outdoor scenes)
  • Indoor scenes for tavern (requires economy level 2), manor (military 1), castle (military 2), prison (economy 1, military 2)
  • Chests you can store items in (1 to start, another one in manor and one more in castle)
  • Troops in scenes are actual units in the garrison and are active: prisoners run about gathering resources, peasants visit others and spend time at home, troops attack enemies and then return to their post
  • Occasional random encounters: travellers can visit, looters can wander near and become a nuisance
  • Time spent in settlement outdoor scenes improves your parties morale (they enjoy the downtime) and your reputation with the settlement
  • Time spent in settlement indoor scenes has benefits as well depending on building
  • Patrolling the scene can lower corruption.
  • Ability to set up mock battles using wooden weapons (got the idea from Lancien) under "Organize Population" menu (adds XP and upgrades to garrisoned troops based on training skill)
  • Can spend time training workers (upgrades peasants into crafters, increasing productivity)
  • Can spend time training recruits (upgrades peasants into recruits)
  • Personal food stores aren't used up when near settlement
  • Tons more changes


File History
0.3 additions:
Multiple settlements setup
Can turn heroes into Lords
New Settlements:
Ettlesen near Yalen
Charfield near Halmar
Also tons more smaller changes
0.35 additions:
Fix for getting peasants from villages
Added Settlement AI (so AI lords settlements improve)
Can turn 1 companion into your steward when you have a castle (bring the hero into the castle and talk to them to make them your steward).
0.35b additions:
Fix for upgrading not working
Added patrols, talk to your steward to buy patrols
Added more functionality for lords, you can access their inventory and character sheet like if they were companions
0.4 additions:
New Settlement: Icengard (between Vaegirs and Khergits)
Patrols, Caravans, and Peasant Parties
0.5 additions:
New Settlement: Stoneport (along the coast south of Sargoth)
Bandit infestations, Peasant and Prisoner revolts, and all three able to take over settlements
Lots more
0.51 fixes:
Manor upgrades work as intended
Peasant revolts require over 40 corruption and less than 40 relation and prosperity
0.52 fixes:
Peasants revolts require over 50 corruption, and less than 50 prosperity and relation
Slower combat times
0.53 minor fixes
0.6 additions:
All settlement map
Companions as map heroes and lords
Settlements and Kingdoms grow over time
0.61:
minor fixes
added AI owned caravans and patrols
swarm AI code
thread AI code
added Kargala settlement (by Achilles_)
0.62:
minor fixes
added Braemar settlement (by Liquidninja)
added female troop line of kingdom troops
improved bandit troop line
0.63:
minor fixes
added Ravenspire settlement (by Liquidninja)
0.64:
minor fixes and additions
new resource and upgrade system
raiding
resource caravans
new peasant jobs (quarryman, lumberjack, farmer)
0.65
19 new heroes
new hero system traits
5 new functional settlements (by Chammadai, Louis Dumonte, Folthrik, Deritus, and CtrlAltDe1337)
3 new empty settlements
minor fixes
charfield as bandit castle
more diverse face codes for peasant, adventurer, and bandit troop trees
0.652
minor fixes and stays save game compatible
added settlement Fulrestin (by Koror)
0.653
minor fixes and stays save game compatible
0.66
minor fixes, not savegame compatible
adds Cuijk (by Pvt88) and Dartmoor (by Liquidninja) settlements
adds 11 new heroes
implements more behaviour traits
0.67
many fixes, not savegame compatible
6 new settlements:
Griffinhill by mukk
Falconpass by Berpol
Esgaroth by jacob25
Grenlandsby by Folthrik
Diavolonia by Diavolo
Drunadd by Datver
8 new empty settlements
adds 25 new heroes
adds mercenary faction
better kingdom AI
0.675
many fixes, not savegame compatible
includes City Add-on (13 more settlements and many new heroes) by Berpol
includes OSP Add-on by AvaRice
cosmetic improvements to interface by Berpol and Liquidninja
more mercenary buy options
more bribe options
more ways to gain resources
changed settlement defense
Commands
More From This Author
Comments (Page 1 of 5)
IP: logged
 Re: Custom Settlements  » posted by Bladey on Dec 17, 2008, 06:35:53 pm
Good work, very interesting mod :-D
IP: logged
 Re: Custom Settlements  » posted by ralfsolo on Dec 18, 2008, 03:54:13 am
very good idea :-D
IP: logged
 Re: Custom Settlements  » posted by SLIPPY on Dec 19, 2008, 05:10:01 pm
ermm one thing where do i put this custom settlements?
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Dec 19, 2008, 05:17:40 pm
You put it in the Modules folder, and then to use select it from the Current Module list.
IP: logged
 Re: Custom Settlements  » posted by jacob25 on Dec 20, 2008, 11:32:52 am
i am very confused on how to play this :(, i opened the archive on winrar and then extracted to the modules folder for mount and blade, but when i opened mount and blade to play it, this mod was not on my mod list, some one please help,just send me a private message, i beg u
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Dec 20, 2008, 12:57:25 pm
is there a folder in your Modules folder called:
Custom Settlements 0.1
?

if so, open that folder, is there a folder with the same name inside? if so move that folder to the Modules folder.

if that was the problem it was because you unrar'ed it into its own folder inside the Modules folder.

other than that im not certain what could be wrong
IP: logged
 Re: Custom Settlements  » posted by Slate on Dec 21, 2008, 12:15:57 am
Very interesting idea, I like how you can change the faction color, name, etc. I think you should expand this mod into something big using these concepts. Need any help or ideas let me know.
I go by Achilles_ at Taleworlds forum just message me.
IP: logged
 Re: Custom Settlements  » posted by thedubman on Dec 21, 2008, 04:36:55 pm
Great stuff for a 'beta' been playing it for hours!
Keep up the good work.
Be great if it could be expanded more (ie more roles for peasants, create farms and farmers (livestock + crops), black smiths and amourers + (all rdy there)weaponsmiths.
I have been planning this sort of mod for ages but have poor programing skills. Have a detailed plans of this sort of mod on paper!

Love to see placing camps/settlments or cutomising orignal captured villages.

Good stuff! ;-)
IP: logged
 Re: Custom Settlements  » posted by tbone on Dec 22, 2008, 01:17:46 am
is it just my game or does everyone elses game not let them upgrade and no people come to it so i have 80 knights partolling a village of nothing
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Dec 22, 2008, 01:40:23 am
I'm having no problems upgrading.

To upgrade go to "Manage Settlement" and then above "List of Upgrade Requirements" there should be the options to upgrade if you meet the requirements.
Click the "List of Upgrade Requirements" to see the requirements and your current amounts.

Are you sure you meet the requirements?

On the other hand, ff you had the option and clicked it and think nothing happened, its because it takes days to complete. When you click the "Manage Settlement" option you can see what you're building and how long itll take at the top.
IP: logged
 Re: Custom Settlements  » posted by tbone on Dec 22, 2008, 05:53:16 pm
ok my settlement is not gaining any villagers why is this?
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Dec 22, 2008, 06:33:45 pm
There are four ways that vilages *can* come. They are not guaranteed to come unless one of those four does.

The four ways are:
1. Waiting around inscene, a wandering traveller can come, if you talk to them and have decent prosperity, he'll join your settlement and add peasants.
2. If you talk to the village elder of a village, and you have a relation with the town of over 1 and 200 gold, then you can ask him to round up some peasants there to head for your settlement.
3. Peasants will sometimes leave villages on their own and head for your settlement if your settlement had higher prosperity than their village.
4. Sometimes peasant just leave villages to wander around. If you find one of these on the overland map you can talk to them and send them to your settlement.
IP: logged
 Re: Custom Settlements  » posted by DevilCrow on Dec 30, 2008, 01:04:07 am
Hi.I want to know how to get Caravan i mean Own Caravan.
My settlement Prosperity how to up it.TQ Happy New Year 2009
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Dec 30, 2008, 06:40:24 am
You must have atleast 1 trade route with a town.
You must have economy level 2 (so a town).
You must have 1000 gold.
You must have atleast 1 point in Trade skill.
Then just talk to one of the merchants in your settlement and ask them to create a caravan. You can create 1 caravan per 1 point in trade skill.

Caravans provide you with an extra 200 gold per week.
IP: logged
 Re: Custom Settlements  » posted by Pianista on Dec 30, 2008, 07:59:43 am
very professional work:) I found the next mistakes: the patrols do not attack the hostile lords/bandits; the soldiers stall in the objects on the possessions; from the heroes prepared lords (I noticed it in that manner) their possession is not built; if I begin war with 1 folk and I occupy something, 2 will be my realms then (xyz rebels and the settlement faction). till now this much:) if I find something yet then ointments:) and I would have an idea like that yet that the settlements would have 2-2 villages. not trouble if he will not be put into it, but because of that would feed:)
IP: logged
 Re: Custom Settlements  » posted by DevilCrow on Dec 30, 2008, 09:08:55 pm
Bro.Happy New Year.Thanks about point that u gave me.Well this is already add or we need to create it?
[ You must have atleast 1 trade route with a town ].
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Dec 31, 2008, 07:44:17 am
To create a trade route with another town, go talk to the "Guild Master" of a town like Praven, and ask "Can you make a trade route from here to my settlement?"

From then on caravans visiting that town will sometimes go visit your settlement next.
IP: logged
 Re: Custom Settlements  » posted by Slate on Jan 08, 2009, 01:45:28 pm
This mod is going to be the best once your completely done. I have been following your work since the first release, its just getting better and better. Custom everything is the only way to go, be sweet if you had the option to have your very own custom army.
IP: logged
 Re: Custom Settlements  » posted by jacob25 on Jan 08, 2009, 04:35:01 pm
on the most recent version, the manor upgrade in stone port doesn't work, nothing changes in the town for that up grade, thought id let u know
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Jan 08, 2009, 06:21:04 pm
0.51 fixes that manor bug issue, and its save game compatible, so download latest version and it wont be a problem
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