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 Mount&Blade Repository » Mods » Large » .808 FINAL - Calradia at War v0.6.0
      
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View this file on the M&B NexusFile Listing: .808 FINAL - Calradia at War v0.6.0
Last Updated: Sep 28, 2007, 11:24:14 am
First Created: Mar 24, 2007, 08:12:43 pm
File version: 0.6.0
For M&B version: .808
Downloads: 28,596 Size: 25.6 MB
Views: 29,173 Type: EXE
Home:  MB Forums Page
Rating (20 votes): 3.8 / 5.0
Description
Calrdia at War v0.6.0
for Mount&Blade v0.808
=======================================================

NOTE: This version of the mod has been discontinued!

I am porting the mod over to .89x right now, please check for the newest version. If you want to stick with v.808 of Mount & Blade I will leave this version of the mod up on the repository.

About Calradia at War

Calradia at War is my attempt at 'the completion' of Mount & Blade Native. It will add a lot of functionality and allow for the completion of the main Swadia vs. Vaegir quests. My main goal is to add variety and make the game not as static and more exciting.

Credits

Main development:

sirgrigor - Design and scripting

Others

LavaLampMaster - many helpful suggestions + images for troop upgrade charts


Thanks to :

Leprechaun - Recruiting prisoners scripting
itm_shiny_mail_breaker - Attack farmers and other commoners scripting
Winter and maw - Quest scripts and misc help (Story Mod)
Fisheye - dark cultist and sword sister progression ideas (Band of Warriors)
Talak - new horse and weapon (halberd/warhammer) models, map icons
Llew2 - starting 'Calradia at War' graphic
Mirathei - help / code with city sieges (Swadian Civil War)
Janus - Module installer package
Fishsye, Hardcode, Talak, Luigi, RRRaptor65, theMageLord - ideas from Band of Warriors (thanks!)
Stoned - his great item/weapon pack.
Thanks to the entire M&B community for being so open and friendly!!!

Leaving Feedback

Since this is a work in progress I value your feedback, especially about: bugs, balance issues, requests and
suggestions.

To leave feedback please send me a private message on the main Mount and Blade forums, my user name there
is sirgrigor.

Thanks! I hope you enjoy this mod. :hammer:


Features
  • many new troop types
  • new horses w/ models
  • new items like warhammers and halberds
  • massive armies roaming land
  • recruit from prisoners
  • attack civilians
  • dreaded army of darkness
  • stage 2 of 3 (50% done)


File History
Version History

v0.6.0 - Aug 12, 2007
- Fixed firearms skill showing up, got in there by mistake.
- Tweaked forester party sizes, making them more managable.
- Hopefully fixed commandable vaegir patrol script / dialog.
- Spent 10+ hours working on outlaw faction control of towns. Massively increased town garrison sizes (10x
bigger than any army in game) + tweaked factions file so outlaws don't attack Vaegir or Swadians.
- Invisible armor for Dark Warriors now black armor.
v0.5.8 - July 28, 2007
- Fixes many bugs introduced in previous version.
v0.5.4 - July 9, 2007
- Added finale to Salt Mine quest series.
- Added two more quests to Ymira, letting her be turned into a Sword Sister.
(Thus the two 'wimps' of M&B, Ymira and Marnid, are now squire/sword sister etc.)
- Constable Hareck now has new random quests for Knights of Zendar.
- Introducing Sheriff Rolf of Zendar, a new character.
- Slight tweak to male mercenary equipment.
- Tweak to Band of Warrior code, still more to do.
- Added in remaining castles, two each for Swadia and Vaegir.
- Moved towns around map to setup more strategic options in future versions.
- Fixed Vaegir perk party following options.
- New faction random quest - supply troops with rations.
- New faction random quest - stop enemy strike teams.
- New faction random quest - deliver war plans past enemy blockade.
- Add new pirate town near coast, it's empty now like Dhorak Keep... need a modeller to make it a shantytown.
- Added Forester parties at higher levels, better than forest bandits.
- New merchant random quest - stop Steppe Bandits.
- Merchants now respawn their stop every 6 hours.
- All swords etc. should have unique names.

v0.5.1 - June 16, 2007
- Large upgrade to 'systems'.
- Redid Dark, Female Mercenary, Swadian and Vaegir troop lines.
- Swadian Veteran and Vaegir Light Cavalry still in game even though they cannot be gotten via direct troop upgrade.
- Added MANY new items from Stoned's weapon pack.
- Added two new types of perks for going up in Swadian / Vaegir factions.
- Better troop recruitment, increases as your rank increases.
- The ability (later on) to raise up patrols and armies that follow you around (added muscle)
- See Duke Laomar and Chief Korgan to access these perks.
- BETA * Added a dark castle in frozen wastes.
- Neutral merchant caravans now go from one random town to another.
- Now 3 types of caravan with different guards (for variety)
- Caravans now might have quartermasters that increase the number of trade goods you get for defeating them.
- Added new hints on startup and merchants now do random hints with NPC locations and other news.
- Various bug fixes.

v0.4.8 - June 9, 2007
- Bug fix release
- Brutus / Caelas Khergit Hunt Spawn should go now
- Marnid 'Are you ready...' options should not display when not appropriate
- Brutus the Vaegir no longer calls himself a Swadian knight :P
- Sr. Therese's new ability now in submenu
- Norse troops have different equipment and upgrade line now
- Mercenary cavalry horses now no longer overpowered
- Courteous Mateus quest hopefully working now
- Other minor tweaks.

v0.4.7 - June 2, 2007
- Sir Caelas, Brutus and Kairgeth now have "hunt spawns" of powerful enemies for those who like a challenge.
- New enemy parties like Norse Invasions, Rogue Mercenaries, Hell's Fury etc.
- Merchant quests now fixed, should be able to all of them again.
- Ymira castle bug fixed.
- Swadian / mercenary / female troops tweaked. * Many improvements in equipment. Some new troops.
- New river pirate line added.
- Rusty Pete has a new ability.
- Sister Therese has a great new ability.
- Borcha is now worthy of the name 'horse thief'.
- Marnid can now become your squire if you are knighted.

v0.4.4 - May 19, 2007
- Dark Cultist foot troops / equipment-ability tweak
- Swadian/Vaegir/Skullcrusher/Dark Warrior troops levelled so tough armies only show up when you reach
a certain level
- Kings for Swadia/Vaegir no longer random quest gives. Added in equivilent Regent style characters.
- Sir Caelas only available to those who advance in Swadian faction.
- Brutus only available to those who advance in Vaegir faction.
- Band of Warriors party control source added. Some parts working, some parts buggy. Hopefully will
be fixed by next version.
- Ymira quest bandits shouldn't get destroyed before you meet them.
- Can become a Knight of Zendar. New quests added. Now worth finishing river pirate quest.
- Added new hints, specific to this module and a few others.
- Added two new horse types - horse and light warhorse. They fill in the cost / ability gaps that were in
the horse lines.
- Other minor tweaks for balance.

v0.4.2 - May 6, 2007
- Hopefully fixed horse 'flickering' bug.

v0.4.1 - May 6, 2007
Bugfixes, tweaks to heros, new enemies/castle
- Added in dreaded Skullcrusher bandits
- New challenging quests (from the salt mine)
- Fixed Sister Therese as addable character and gave her 'special ability'
- Changed Captain Morgeth's join requirement and gave him 'special ability'
- Added 'special ability' to Rusty Pete, and gave him his signature weapon
- Tweaked norse / sea raider line.
- Added innkeeper and merchant to Four Ways Inn
- Moved towns and things around to be more strategic
- Sped up Swadian / Vaegir quest progression in preparation for new storyline
- Added new castle, Cold Rock Castle. Will be adding more castles in main storyline.
- Innkeepers now buy prisoners.

v0.3.7 - Apr 22, 2007
Bugfixes and new heroes
- Toned down mercenaries
- Toned down leadership skill, it was prob too high
- Added gladiator class, tweaked soldier class
- Manhunter horses no longer have armour
- Fleshed out Black Khergit and Sea Raider armies
- Added new neutral merchent caravans to raid, and increased farmer/refugee parties
- To get Kairgeth and Rusty Pete to join you now have to do things for them
- Jessa the Amazon now has a neat special ability
- Ymira now has her questline done.
- Lots of other minor tweaks and improvements.

v0.3.1 - Apr 13, 2007
Bugfixes and new heroes
- Added 11 new hero characters to game.
- tweaked horses to provide more balance
- tweaked swadian equipment to provide a more consistent army experience
- tweaked female mercenary troop lines
- slavers / manhunters should no longer have armoured horse models
- tweaked vaegir troop lines, spear throwers etc actually have javelins now
- fixed character leaves / rejoins party for everyone except 3 gladiator heros, still have to fix them


v0.2.5 - Mar 25, 2007
Bugfixes and new horses
- tournament heads now let you leave the arena areas and go into town
- vaegir troops now have boots :)
- rebalancing of troops
- mercenary calvary now guaranteed horses
- dark factions now in game
- commoners (refugee, farmer, peasant) now attackable
- short swords are now no longer as good as long swords
- added 'soldier' and 'war captain' as startable classes. war captain has 8 mercenaries to start and food/money to
pay them
- retweaked horses and added talak's horse pack so each horse has unique model
- added halberd and warhammer as new weapons


v0.2 - Mar 23, 2007
Initial Public release
- got it playable by public finally

Commands
More From This Author
Comments (Page 2 of 2)
IP: logged
 Re: Calradia at War v0.4.8  » posted by Ire on Jun 13, 2007, 08:14:03 pm
Hi,

Never mind worked it out,
Great mod by the way. :hammer:

Thanks, Ire
IP: logged
 Re: Calradia at War v0.4.8  » posted by Sir Grigor on Jun 15, 2007, 07:10:08 am
Ire,

Glad you got it worked out.

In a week or two look forward to some massive changes to the mod. :P

I hope you enjoy it!!

s/g
IP: logged
 Re: Calradia at War v0.5.1  » posted by angel199x on Jun 17, 2007, 01:26:59 am
can i install this over the top of the older version?
IP: logged
 Re: Calradia at War v0.5.1  » posted by Sir Grigor on Jun 17, 2007, 06:21:00 am
Hello Angel,

I think you can install it over previous versions of the mod.

Enjoy!!!

s/g
IP: logged
 Re: Calradia at War v0.5.4  » posted by Vikstrom on Jul 14, 2007, 09:17:49 am
Great mod.
IP: logged
 Re: Calradia at War v0.5.4  » posted by juvilado on Jul 24, 2007, 04:53:41 pm

[email protected] . I hope we have a conversation soon. See Ya, and GREAT WORK!
IP: logged
 Re: Calradia at War v0.5.8  » posted by Ace Martyr on Jul 29, 2007, 03:15:30 am
Hi

I love this mod first off and congratulate you on a tremendous job. Secondly I would like to report a bug where some enemy troop's heads and limbs are visable. If you could tell me how to fix this, it would be great.
Also are the towns supposed to be captured by Outlaws and are there meant to be millions of outlaws?

Anyway, keep up the good work. :-D
IP: logged
 Cool game  » posted by TheLastSamurai on Jul 30, 2007, 02:53:25 pm
This rocks!!! i have all heroes except sir caleas, rusty pete, and the other guy i forgot his name....

Where can i find rusty pete and the guy with the first letter K on his name? :?: 8-) :lol:
IP: logged
 Bug  » posted by juvilado on Aug 09, 2007, 01:00:43 am
IP: logged
 Re: Calradia at War v0.6.0  » posted by The_Hound on Aug 13, 2007, 10:17:19 am
Great Mod,but:

1.I cann't find: 1.Ymira
2.dark fanatics :-(


2. The dhorak keep and Geroia are empty. :-?

3. There are too many of forester bands,it make game boring. :-?

4. Marnids quest of honor goesn't on after the first stage.(hell knight) :-?

5. I cann't understand the functions of sheriff Rolf :lol:

6. Heawy throwing warhammer? omg...what's this? :?:

7. Where can I find the "Samurai" armor and firearm? :oops:

8. The captured Bandit in Praven wantn't speak with me... :-x

sorry for my bad english :oops:
IP: logged
 Conquering? Endings?  » posted by juvilado on Aug 14, 2007, 03:01:41 am
Nevertheless the mod is getting better and better.
Sir Grigor have you been thinking in any possible ending?
Have you evaluated the possibility of conquering settelements?
On the other hand, I found lot of problems trying to accomplish some missions (supply armor/ammo/horses) due to the huge variety of objects that make very difficult to find the ones I need.


Regards, Juvilado.
IP: logged
 Re: Calradia at War v0.6.0  » posted by Adric on Aug 15, 2007, 04:40:10 pm
Have you considered trying to mix other mods with Calradia at War, such as CraftMod? This mod is near perfect, and mixing it with other ground breaking mods can make it even better.
IP: logged
 Re: Calradia at War v0.6.0  » posted by Meeshka on Aug 18, 2007, 04:29:25 pm
Is there any way to make a saved in the previous version game (0.5.4) work in 0.6.0? It doesn't now saying that number of triggers in saved game (?) exceeds the number in current version now. I'm sorry if it is kind of a noob talk, since for this game I'm more of a stern user, not a modder.

Edit: BTW, any concrete terms of the next version issue?
IP: logged
 Re: Bug  » posted by Meeshka on Sep 05, 2007, 01:54:49 pm
It's not only you who have problems with that armor. It's rather amazing to feel like semi-invisible man with some type of some good armor instead. I think one file should solve that problem, but I don't know where to get it.
The change in 0.6.0 I really didn't like is that I fail to find a hammer called Scullcrusher. Keirgeth had an analog of it, but not the same one. Scullcrusher Captains have them, but I can't get it no matter how many of their parties I cut down.
Showing comments 21 to 34 of 34 Showing Page 2 of 2  <  1  2 
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