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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: 133,807 Size: 93.49 MB
Views: 184,535 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 5 of 5)
IP: logged
 Custom Settlements (v 0.675)  » posted by Stacker98 on Jul 12, 2011, 04:15:22 pm
I keep getting the "Unable to open file: CommonRes/ani_walk_sidewars.brf" error. And I tried redowloading it.
IP: logged
 Custom Settlements (v 0.675)  » posted by Cheatcodes on Oct 01, 2011, 11:23:21 am
you guys should make it so that all settlements are at war with each other including player faction also that player can join a settlement instead of making it as an option and remake the factions so that theres now tribal units instead of native units also you should allow players to hold two or more settlements at the same time or make it available for companions to be granted the settlements as fiefs or something other than that awesome mod :D
IP: logged
 Re: Custom Settlements (v 0.675)  » posted by wickedshot on Oct 01, 2011, 11:53:46 am
Cheatcodes wrote:
you guys should make it so that all settlements are at war with each other including player faction also that player can join a settlement instead of making it as an option and remake the factions so that theres now tribal units instead of native units also you should allow players to hold two or more settlements at the same time or make it available for companions to be granted the settlements as fiefs or something other than that awesome mod :D
You can go to war with any faction, and some might declare war on you.
You can own more settlements after you've made your settlement e2m2, i.e. a Castle Town, the biggest it gets, at that point you are King/Queen and can claim more settlements.
Once you are King/Queen you can give your extra settlements to your companions by turning them into Lords/Ladies.
IP: logged
 Custom Settlements (v 0.675)  » posted by Chief_bonebiter on Oct 17, 2012, 12:04:31 pm
Why the hell isn't this for warband??
IP: logged
 Re: Custom Settlements (v 0.675)  » posted by robindelang2 on Oct 18, 2012, 05:49:41 am
Chief_bonebiter wrote:
Why the hell isn't this for warband??

Because its no longer worked on.
Showing comments 81 to 85 of 85 Showing Page 5 of 5  « First  <  3  4  5 
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