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 Mount&Blade Repository » Mods » Large » Battle for Sicily
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View this file on the M&B NexusFile Listing: Battle for Sicily
Last Updated: Dec 02, 2006, 09:49:14 am
File version: 0.502
For M&B version: .808
Downloads: 24,098 Size: 22.42 MB
Views: 27,661 Type: EXE
Rating (12 votes): 4.0 / 5.0
Normans, Arabs and Byzantines battle for control of the Mediterranean's most strategic island. In this version, the entire map is active and the player can be a vassal of any of 14 lords. New features include a named lord leading each major faction party, and the beginnings of a political system.

This version adds an economic system, and probably a number of new bugs. 0.502 fixes some of the bugs from 0.500 and 0.501 (details in the thread), and should be savegame compatible.

  • A reputation system where both the player character and NPCs are rated for nine different traits, which are affected by the player's choices in game. The beginnings of a political system where the relations between characters determine who is awarded lands and titles.
  • A dynamic campaign system, where enemy patrols respond to the player's movements, raids are met with reprisals, and looting the enemy lands affects their ability to field troops. Castles can be both attacked and defended by the player, and the AI will try to recaptured fortresses that fall to the enemy.
  • Armors and weapons relevant to the time period, and changes to the combat system based on 1066
  • New scenes and buildings that (I hope) are plausible reconstructions of what the villages and towns of 11th century Sicily -- a mixture of Arab and Byzantine influences -- would have looked like.

  • Starting between game turn 4 and 10, you may encounter an error message ("Assertion failed... m.number > 0") once every 24 hours. If you hit "ignore", the game will continue. You may have to minimize the game window to see the message -- try alt-enter or ctrl-alt-delete. It will not affect play.
  • Most character classes are not supported, at least for now. It's best to play as a Norman, Arab or Greek aristocrat.

File History
0.502 -- Fixes more bugs, but not all. See changelog at,24841.msg603685.html#msg603685

0.501 -- Fixes some bugs in 0.500, does not fix others

0.500 - Adds economic system, fixes bugs in 0.408 but probably adds some more.

0.408 - Uploaded on March 1, fixes bugs in 0.404 and activates some features that were previously not working.

0.404 - uploaded Feb 8, updates to 0.808 and adds many new features

0.303 - uploaded Dec 7, fixes bugs with the Arab campaign

0.302 - uploaded Dec 2
More From This Author
IP: logged
 Re: Battle for Sicily  » posted by Nijis on Feb 09, 2007, 09:27:40 am
There's a non-fatal (if somewhat annoying) bug that crops up sometimes when you speak to the arms merchant, telling you that the mesh "jarid" cannot be found. Instructions on how to fix it will be on the first page of the thread. As it's a non-fatal bug I probably won't fix it in the next few days to give time for other bugs to emerge, so people don't have to keep downloading new versions and starting over.

The thread is here:
IP: logged
 Re: Battle for Sicily  » posted by Chubby Behemoth on Apr 13, 2007, 07:25:48 pm
A really nice mod, I loved playing it for the last few hours. Considering the fact that the bug displayed say value > 0 and the game slowing down it may be caused by some stack overflow resulting form a syntax error in your code.. Hah.. where might it stem from.

But it certainly is the way to take this game to. Developing a fiefdom and gaining power for the kingdom. It's all a bit random though. I often had to act fast to conquer a village before the relations were better again.

At some castle close to a village there's no inventory chest on the field. It may be hidden in a building on the map.

Thanks for building this, the concept is an improvement.
IP: logged
 Re: Battle for Sicily  » posted by takedown47 on May 08, 2007, 09:12:01 pm
Great mod i love it. I have some suggestions for future releases.

Hunting wild animals for food/experience. They appear on the map like bandits/regular armies.

- Bears (dangerous, fight back only when attacked first and cause damage)
- Heard of deer (fast, run away when u approach, hard to kill so you'll need a horse and spear to get em')
- Heard of sheep (like looting villages, but instead looting the countryside. damages relations with the local lord. Easy to hunt)
- Wild Boar (Normans were famous for hunting these things. will agressivly attack you like wolves)
- Wolves (Like Boars will chase your party on the map. Provide fur to the hunter).

The advantage of this is that it opens up a whole new way to make money for characters that are not aristocrats. Norman lords will find this equally enjoyable as they can invite allied lords to join them in a hunt (and extension of the feature where u can ask patrolling lords to join you).
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 Re: Battle for Sicily  » posted by Zack on Jul 04, 2007, 07:26:38 pm
ok nvm about my first post. i thought u could lvl them up. anyway you should have the greeks have a better infantry unit. atleast a better hoplite style unit. so the cost of it is about 14-24 weekly wage.
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 Re: Battle for Sicily  » posted by StoneHenge on Jul 08, 2007, 12:27:32 pm
Not sure if you knew but if you use the cheat, capture beseiged castle without beseiging a castle first, your party is reset to just you. which means that you lose your companion and all the information he holds for you. I guess this isnt a major bug but it does pretty much kill the current game you are playing as you cant request help from your liege.

Other than that I love the mod. One of the best I have played.
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 Re: Battle for Sicily  » posted by grega91 on Jul 09, 2007, 12:01:02 pm
hi ! i really like this the best for now! i just want to ask , when it will be done..i mean about economic, political talks and so on...?? :-D
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 Re: Battle for Sicily  » posted by grega91 on Jul 09, 2007, 12:47:22 pm
hi man...i don't wanna be rude :-D i really like that mod...but i get little angry cause i can't use politicals, building in castles, economic and so on :-D i must say that this is the best mod for M&B i've ever played...nice man...and i need to bloody ask u, when it will be last MOD for BATTLE FOR SICILY done...thx anyway... :-D :-D
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 Re: Battle for Sicily  » posted by Nijis on Jul 10, 2007, 06:30:36 am
Sorry I didn't notice all these questions here until just now. I'll try to answer them over at the main thread:,20986.0.html.

Basically, it takes me about 2-3 months to add in a major new feature. Politics is the next one on the agenda, though, so maybe by September/October. In terms of when it will be completely done, I don't know. Maybe a year, or maybe I'll just keep on adding features for a lot longer.
IP: logged
 Re: Battle for Sicily  » posted by Vikstrom on Jul 14, 2007, 09:22:38 am
good idea takedown The heard of sheep though is a bit silly I think except from that It would implement some extra hours of fun to the game.
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 Re: Battle for Sicily  » posted by Vikstrom on Jul 14, 2007, 09:31:02 am
Good mod! I like how you are implementing the political and social aspects of the medieval fiefdoms.
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 Re: Battle for Sicily  » posted by Vikstrom on Jul 19, 2007, 04:18:43 am
Greatest mod ever if you haven't tried this one out download it now!

a few ideas I have that could make the mod better

1 - make a few more small enemy parties
2 - make the leaders capturable :!:
3 - make leaders regenerate, say when you've killed or captured an enemy general named Abdul Mohammed of whatever then a new general will spawn and his name will randomly generate out of a list with that factions names.
4 - Ransoms, You capture an enemy leader and can then choose between Release ( generates good reputation ) Execute prisoner ( generates cruel reputation ) and Torture for information ( generates very much cruel reputation and the information he gives should be useful maybe he tells you where and when their armies will strike. Ofcourse you should be able to ransom them wich generates a slightly better reputation I mean you let him go right in exchange for money they still get to see their beloved leader so cruelty it should not generate. :-?
5 - Make a few more unit levels I love this mod but I think there could be a few more levels like say Archer classes and maybe a few more of the Norman classes aswell!
6 - Make trade routes visible on map so you can overlook your kingdom and see what villages produces what, this is hard to do but could be useful when the economy system is released.
7 - Attacking enemy villagers should not generate as much cruelty as it does now and also the cruelty reputation shouldn't have such a big impact on your side, I always get that my leaders doesn't want to follow with me because I'm too cruel. ( I dont think cruelty was that odd in those days ) :evil:
8 - This you dont have to do but if you would it would totally roxxor the world okay! Make it able for you to burn down an enemy village if you've taken it and make a new class like builders wich spawns in your capital and they are able to build yes build new villages for your team, however it's a huge delay for a village to be built as it didn't take just one day back then. :hammer:

Now I would help you with these things as I have lots of time but Its more in the modding department where I lack skill Hhah!
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 Re: Battle for Sicily  » posted by Spartacus_23 on Jul 23, 2007, 07:33:05 am
there's a fatal bug on mine whenever i start the game:

get_object failed for: beard_f
then the game crashes and i can't play,help!

IP: logged
 Re: Battle for Sicily  » posted by Nijis on Apr 26, 2008, 02:06:10 pm
That sounds like you're running a version of the basic Mount & Blade that came out post-0.808. Unfortunately, I don't know when I might be able to put out an updated mod that runs on a more recent version of the game.
IP: logged
 Battle for Sicily (v 0.502)  » posted by zollum on Jan 13, 2010, 09:27:21 pm
I have the same problem

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