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 Mount&Blade Repository » Mods » Lords and Realms 1.5
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View this file on the M&B NexusFile Listing: Lords and Realms 1.5
Last Updated: Apr 30, 2011, 04:14:39 am
First Created: Jan 15, 2009, 04:17:20 am
File version: 1.508
For M&B version: 1.010/1.011
Downloads: 34,204 (212,865) Size: 127.43 MB
Views: 78,036 (288,692) Type: 7Z
Home:  Lords and Realms
Rating (31 votes): 4.1 / 5.0
Lords and Realms
- rule your own kingdom with a true medieval army -

This mod is compilation of mods combined into one by my ideas. It's an upgraded version Medieval Duke and Mercenaries by Luigi with my new troops and lot of nice kingdom features.

Installation: Just unrar and copy it to M&B/Modules folder

The mod is meant to be played on hardest settings without saving possibility. So that means 135% if you don't have the battlesizer. It's the only way to go!
I recommend sizer to 160 and 150%.

Also I recommend to install Zaro's Graphical Enhancement mod 2.51



File History

Version 1.508:

- every faction has 2 new units ( I used messenger and deserter slot)
- some units stats tweaked to suit new units
- 2 helmets fixed so ears and noses don't stick out
- 3 new map icons
- 30 new items
- Vaegirs refreshed
- some units have new items
- smaller tweakes on units with new items

Version 1.505:

- More Metal Sound Mod 1.7 by Checkmaty
- some outlaw units renamed and made slightly stronger

Version 1.504:

- player kingdom color changed to blue!
- 2 new flags by Simo and VC
- Watchman tweaked (no more pike)
- some Ransom Brokers got new tunics
- Adventurers tweaked
- new textures for Hospitaler and Teutonic horse
- Rhodoks and Teutons tweaked
- Praven arena fix (so horses don't stuck at one point at the barrier)
- some items made merchandise and some not
- Village defenders tweaked

Version 1.503:

- 6 new byrnies
- 6 new helmets
- 3 new studded coats
- all Nordic type troops redressed
- Swadian equipped with new coats
- many different mercs, militia, bandits tweaked with new equipment
- village defenders tweaked
- some items and textures fixed
- item 478 war hammer so it has 12 pierce thrust damage
- item 464 pole hammer now has pierce damage
- item 463 pole axe had no damage in thrust so its 25 pierce now
- item 487 war axe got now 18 pierce damage and can thrust

Version 1.502:

- 15 new viking shields
- Nords reequipped with new shields
- Sea raiders and Viking mercs reequipped too
- Anna got a new shield
- Nord lords and merchants redressed (its a proper word!) in new nordic tunics
- some Nord Village elders redressed too
- village of Gisim tweaked (path to Village Elder corrected)
- edited scenes in Tihr, Wercheg and Sargoth so you can see new items at the merchants

Version 1.501:

- Zweihandler 137 length
- Highlander Claymore 126 length
- Nick's Axe made Two Handed/One Handed
- Two Handed Morningstar shortened
- King Ragnar got a new Viking helmet
- all fighter in arenas and tournaments made a lot ( I mean a lot stronger)
- all lords and kings (and pretenders) made stronger
- player kingdom lords stronger in the same manner
- 3 arena fighters renamed and made a little bit stronger
- one tournament helmet changed
- starting gear made the player as a Norman knight
- some lords equipment tweaked
- English knight tweaked

Version 1.5:

- Panoramic mod 2.0 by The Witcher
- new animations by MAXHARDMAN (ACM 0.3)
- Nobel sword fix
- imported about 60 new items
- kings made stronger
- some lords and kings tweaked
- new art by Shjn
- NCP's tweaked
- Swadians reequipped
- Nords reequipped
- Teutons reequipped
- Sea Raiders tweaked
- 4 new merc troop trees
- player tweaked
- default banner changed

Version 1.408:

-12 new warhorses
- 8 new helmets
- some player faction lords tweaked
- almost all Vaeghirs have some updated gear (horseman tweaked so his bear doesn't strike out)
- Templars have new horses
- Teutons have new horses
- some mercenary/bandit/militia units tweaked
- Nord Axeman and Beserker tweaked (fixed their stats)
- Constable of Jerusalem tweaked
- Land Lord tweaked
- 2 new mecenary units Black knight and Gothic knight
- maybe more

Version 1.406:

- Nelag castle fixed
- Beserker tweaked so he has more strike power

It's save compatible

Version 1.405:

- New unit added. Khergit Guard Infantry
- Khergit Warrior tweaked and Khergit Heavy Infantry now weakend
- Some polehammers and poleaxes tweaked
- Crusaders renamed Templars (As they should have been from the start)
- Constable of Jerusalem inteligence fixed
- Vaegir Knight tweaked

It is save compatible but the Khergit Heavy infantry says level 24 that upgrades to 22. So for full effect start over!

Lords and Realms 1.404 features:

- Lords and Realms siege pack
- 57 new scenes (only one Swadian castle was untouched which had 2 ladders in original)
- every siege scene has 2 ladders for castles, 3 ladders for cities and 1 ladder and 1 siege tower for castle/city
- huge work done by NICK.ALTMAN, Xamim and Osugi
- 5 new capital arenas (more ornamental and new props)
- new unit tree (10 units) Ibelin Knights
- Crusaders reequipped and reworked ( 2 new units, Crusader pikeman and Constable of Jerusalem)
- 4 pike items(itm no. 458, 459, 460 and 461) rebalanced (30% weaker, 10% shorter, large hook pike can be swinged now)
- new Priest unit ( I kinda misted priests around). They have wound treatment and healing skills
- Mercenay knights tweaked
- Caravan master tweaked
- some swords and hammers tweaked
- player equippment tweaked

WARNING: AI is set to use all ladders and towers from the entry point. No one can guarantee that AI will use all ladders if you move soldiers around in battle.

Version 1.306

- follow the spy mission fixed and tweaked. Spy looks like a spy and the partner has a larger and stronger escort
- kingdom and escort caravans made stronger
- every village has a militia that helps the villagers to defend the village (they have coat of arms of the landlord)
- village farmes now Serfs
- trobulsome and ransom bandits tweaked
- mecrenary knights tweaked
- Outlaw tweaked
- Forest bandit tweaked
- more music by Arch3r

Version 1.304
- not save compatible

- Tournaments:
- new equipment (all helmets, shields, weapons, horses and armor)
- larger bets
- by winning player gains more money and more experience
- also player gains more renown
- harder fights
- fighters tweaked
- 2 guys fighting in the back while you speak with the tournament master have new gear (I hate that yellow hood and tunic)
- added about 20 mega cool new helmets, some lances and a horse
- Swadian knight and Castle guard tweaked
- all Tournament Masters reequipped
- Mercenary knights tweaked
- Crusade renegate lord tweaked
- More Metal Sound 1.4 version included
- new default banners
- Elite Guard made much stronger (Nords)
- 11 new "Outlaw/Sea Raider" units (this should fix the loot problem, no more tons of Great Bardiche)
- starting player equipment tweaked
- some minor changes to townsmen and merchants in towns
- maybe more that I forgot

Version 1.206
- More Metal Sound Mod 1.3 by Checkmaty added
- about 30 items that were not accesible are now avalible in the shops (shields, helmets, armor, boots,...)
- Rhodok Heavy Infantry tweaked
- 4 axes fixed to have cuting not piercing damage
- patrol has player flag
- grammar corrections to items
- great justing helm has been removed and a ghulam helmet placed instead
- some helmets attributes have been corrected
- some player kingdom names changed
- Teutonic knight and Brigand master tweaked
- conversation corrections
- maybe more that I forgot

Version 1.205
New features in Lords and Realms 1.2:
- 5 new plate armors
- about 25 new surcoats and other armors
- 20 new helmets
- different prices for prisoners
- new Teuton troop tree (10 units)
- new Rhodoks with extra unit (veteran infantry)
- new Vaeghirs
- Outlaws, Schorcher, Bandit masters and lords, Militia and Sea Raiders tweaked
- some lords and kings tweaked with new equippment
- Swadians, Nords and Khergits tweaked
- names of the player kingdoms tweaked. Some Kingdoms, some Grand Duchies, some Empires and some Khanats.
- autoloot fix
- culture fix
- maybe something else that I forgot

Version 1.1b
- 2 main fixes. Player kingdom has caravans and bribing bandits actually costs money.
- it is not save compatible with 1.0

New featuers of 1.1;
- 50 new horses
- 50 new banners
- new surcoats
- new helmets
- new shields
-10 or more new units
- new special unit tree, the crusaders
- new mercenary knights
- Swadians reequipped and tweaked, all units have new horses, factions more unique
- Nords reequiped and tweaked
- Lords and NCPs tweaked
- Bandits tweaked
- Land Lord tweaked
- New crosbowmen troops, Beserker for Nords and Heavy Swordsman for Swadians
- Praven reconstructed (easier to get to the Guild Master)
- Caravans corrected
- minor fix for 2 flags
- some items tweaked
- text and name fixes
- maybe more which I forgot

The mod looks now uber cool!

Most of work in implementing the play features was done by a wonderful man vonmistont. Thank you very much mate! You made a dream come true!

The features are:
[New troop tree] from Medieval Duke and Mercenaries Altman version by Luigi (tweaked by Altman).
# almost all units redone, all lords, soldiers, militias, bandits, sea raiders, etc. (tweaked by Altman some more).
# new equipment by Luigi (lots of helmets and pikes, hallberds, some new armor).
# new armor and new helmets from OSP Project and 1257 AD.
# generally all soldiers are better equipped and more soldiery and therefore more dangerous.
# new Crusader troop tree
# some new mercenaries

[Kingdom Management] from AoM by Highlander
# If you capture a town or a castle without claimant or without oath you can create a new kingdom.
# From Camp menu you can recruit 20 new lords. You can't have more lords than you have centres.
# You can give/take fiefs to your lords. Order your lords to stay in their castle to garrison it.
# New kingdom names, based on centre you captured.
# Player kingdom has Caravans.

[Patrols, Bandits, Taverns] from NNY by Geoffrey Ashe
# You may tell any soldier from your army to form Patrol. The soldier creates new party. You may give troops and issue orders to this party. You may dissolve a Patrol and take back troops but be warned, you may only take all troops or none, so try to keep patrol capacity at least 1 pint below your main party maximum capacity.
# Upkeep for troops in patrol is 50% higher (also your party screen now shows correct wages you will pay for all your troops in party, patrols and garrisons, so you won't be supprosed)
# You can bribe bandits (Scorchers and Bandit Lord party) to join your party. You must have enough capacity to take them.
# You may hire refugees, militia recruits and townsmans in taverns.
# You can buy ale in taverns to increase your party's morale.

[Autoloot] by fisheye
# Real bless if you like to keep many companions.

[Game features]
# Lords kept in castles are now less likely to escape 15% (prisoner tower 2%).
# You collect taxes from all fiefs by visiting just one.
# Engineering reduces cost and time slightly.
# Mill gives 5% bonus every month and school gives 1 point bonus every 2 weeks.
# You can talk to Village Elder from village menu.

- vonmistont

- Xamim
- Osugi

- taleworlds
- luigi
- Geoffrey Ashe
- Highlander
- fisheye
- Tooff
- Magelord
- Spanky
- Sinderlin
- Arch3r
- maw
- Raz
- RookieR
- Checkmaty
- Couched
- AlphaDelta
- The Witcher
- Rath0s
- Youhou
- Llew2
- knight
- Rosha
- kt0
- Vaelius Noctu
- Simo
- OSP Project
- Custom banners thread
- others
More From This Author
Comments (Page 1 of 5)
IP: logged
 Re: Lords and Realms 1.2  » posted by yamamoto on Jan 15, 2009, 09:16:26 pm
This mod is fun, but very very unbalanced. Especially spearmen - those spears are way too long IMHO. Makes sieges pretty much impossible.

I should also add that I love the troop diversity and multiple training paths. I wish every mod had this same feature. Also, kudos on the armor and weapon expansion. All the variety in the mod keeps me coming back despite the unbalanced play.
IP: logged
 Re: Lords and Realms 1.2  » posted by SabakuOokami on Jan 17, 2009, 09:18:13 am
I'd have to the say this is one of the best I play, I like the armored troops alot, more fun, though i disagree with the other guy. The spearmen make it somewhat realistic cause sieges aren't supposed to be easy.

though i haven't been able to find the teuton troops, the crusader soldiers need some more variety as well, they're lacking something but I don't know what.

Since we can make a new kingdom maybe there should be kingdom only troops if you decide to become a king, i mean using another country's troops to fight their own is kinda... not good in a morale kinda way.

well anyways, good luck on future versions.
IP: logged
 Sugestions for the next "Lords and Realms" version  » posted by Drozza on Jan 17, 2009, 11:15:57 am

IP: logged
 Re: Lords and Realms 1.2  » posted by furyfire on Jan 31, 2009, 10:46:41 am
Why can't I run the mod?
I pick the mod, it starts loading. And on the loading screen, just a fifth of the way complete, the game crashes. A pop up appears saying

Unable to open file: CommonRes\ani_walk_sideways.brf

I have the 1.1 version of M&B and nothing else, except the battlesizer mod.

What's wrong?
IP: logged
 Re: Lords and Realms 1.3  » posted by mfberg on Feb 14, 2009, 10:09:23 pm
The great bardiche in native is marked as always_loot in its functions. Taking this mark off should also reduce the number.

IP: logged
 Re: Lords and Realms 1.3  » posted by PitzbBlazin on Feb 15, 2009, 12:12:46 am
Sweet mod. I'd like to try this new one but I can't download! I clicked alternate route and it sent me to the repository. I've never seen this before. Lil' help here?!
IP: logged
 Re: Lords and Realms 1.3  » posted by PitzbBlazin on Feb 15, 2009, 12:18:01 am
ooo, I just discovered a "download does not exist" tab. I'll wait for a day or two. oh, and are you able to make perhaps a parry/counter move? Huge pain in the ass I know, but that would be sweet right?
IP: logged
 Re: Lords and Realms 1.3  » posted by NICKALTMAN on Feb 15, 2009, 02:52:05 am


IP: logged
 Re: Lords and Realms 1.3  » posted by pasterz861 on Feb 15, 2009, 03:41:01 pm
Yey, Nice!
IP: logged
 Re: Lords and Realms 1.3  » posted by PitzbBlazin on Feb 16, 2009, 02:26:46 am
Altman, dude your doing great work. Keep it up. Have you played Arch3r's mod "archymod"? I think that if you two shared your ideas you could make one hell of a mod. Kingdoms features with Arch3r's formations and color scheme. I'd do it myself but I don't have time or skills. Look into it, or not. Either way keep on kickin' ass!
IP: logged
 Re: Lords and Realms 1.3  » posted by Serbitar on Feb 18, 2009, 12:26:53 pm
Hey great mod mate, perfect tournaments and good use of equipment, one of the best mods i played yet and i played alot of mods!! lol keep up good work look forward to newer releases

would love to see more weapons and such in shops
and troop tree expansions

other than that i love it !!!
IP: logged
 Re: Lords and Realms 1.3  » posted by mindfodder on Feb 25, 2009, 07:23:21 pm
This is an awesome mod. Well done. The guy who said something about the spearmen is partly right. The length isn't that bad but the damage is overdone. I can take less damage from three guys with axes than one spear shot, uncouched. Other than that, it's sweet.
IP: logged
 Re: Lords and Realms 1.2  » posted by verocorr on Feb 28, 2009, 05:21:18 pm
That error is happening to me too.
Any solution?
IP: logged
 Re: Lords and Realms 1.4  » posted by dark apostle on Mar 02, 2009, 01:33:02 am
hey i just had a an idea for a new mercenary/bandit its called a slayer and hes level 40 to 60 ish very strong travel in packs of 2 to 4 and have really koola rmour shelds and swords kinda like teh vikings out of the movie pathfinder if uve seen it great mod dp(/)
IP: logged
 Re: Lords and Realms 1.4  » posted by Leona on Mar 02, 2009, 08:45:02 am
Hi every-week-update Nick, ;)
Wow ! Great new features with your arena- and siege-
work! Keep on your amazing work! Kindly regards, Leona
IP: logged
 Re: Lords and Realms 1.4  » posted by Sweeny03 on Mar 02, 2009, 11:52:34 am
Thank you for the update!

Question: are 1.3 save games compatible with 1.4?

I ask because I had been enjoying 1.3, but was becoming increasingly frustrated with the ability of low-level warriors armed with pikes/spears/halberds to annihilate my expensive cavalry due to the general over-poweredness of those weapons in 1.3.

So, I was hoping to give this one a try to see how well that was fixed, but not real interested in starting a whole new game...
IP: logged
 Re: Lords and Realms 1.4  » posted by Kinki on Mar 04, 2009, 02:47:04 pm
I like this mod alot! It's also quite realistic as compared to the old mediaeval ages, spears indeed did impale dozens of soldiers trying to climb the walls.

But the music has to change, in my opinion. It doesn't have a mediaeval or epic sound to it. It's far too much like southern USA country. It really doesn't fit. Especially battle themes would sound alot more immersive with a deep epic theme going with it.

Still, great mod! My favourite together with Band of Brothers. Will we also see siege machines someday? Such as catapults.
IP: logged
 Re: Lords and Realms 1.4  » posted by DevilCrow on Mar 08, 2009, 07:32:48 am
This mod nearly 100% enjoyable to play.
But there is big Bugs that still wandering at this ur latest mod.perhaps all ur mod that i already try it.U want to know it wat that bug or mess something.If i dun write here or tell u..This problem will follow ur MOD's forever.

There is 2 type mod to play 1nd mod original type no kingdom ( u can't have vassal or lord ) 2nd mod got Kingdom type ( i mean u can be the ruler and got vassal )

Im already test all kind mod only 2 mod that really perfect to play if u wan to be the Ruler and get Vassal also lord.( KINGDOM TYPE )

The MOD is Sword Damocles - Invanders 4sf or the latest.This Guy really take care about the problem i mean the System KINGDOM TYPE.

The 2nd MOD is NativeExpansion10 also care about that problem.( KINGDOM TYPE )


The problem is ur KINGDOM SYSTEM need to check.
anyway ur work still the best.Well i suggest if ur mod not KINGDOM TYPE u already perfect like THE EAGLE OF RADIANT CROSS MOD ( NOT KINGDOM TYPE )
IP: logged
 Re: Lords and Realms 1.4  » posted by Leona on Mar 09, 2009, 07:53:55 am
Oh yes, it is a realy amazing and fine module. But
nearly every week a update, and so often with the
comment "start it over" that is sadly - so a wonderfull modul and so less time to play it, because so often new starts :( . When will we see an endversion for playing - not only testing?
IP: logged
 Re: Lords and Realms 1.4  » posted by Rad on Mar 11, 2009, 11:42:36 am
The greatest thing at this mod is music. Please, don't listen some laments of some idiots that music isn't mediaval. Its great and I like it very much. :-)
Showing comments 1 to 20 of 85 Showing Page 1 of 5  1  2  3  >  Last » 

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