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View this file on the M&B NexusFile Listing: Calradia at War
Last Updated: Nov 29, 2009, 11:02:57 am
First Created: Nov 11, 2008, 06:48:58 pm
File version: 1.6
For M&B version: 1.010/1.011
Downloads: 18,539 (45,156) Size: 136.62 MB
Views: 43,471 (71,995) Type: RAR
Home:  Forum Listing
Rating (13 votes): 4.6 / 5.0
Description
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 new quests for the Neutral Zendar faction. My main goal is to add variety and make the game more exciting.


Features
  • New companions
  • New troops
  • New horses, weapons, armour
  • New quests
  • New locations
  • Custom settlements

File History
v1.6.0 - Nov 29, 2009

* Wicked Shot's v0.675 Custom Settlement Code - fully integrated with regular system
* Highlander's Base Kingdom Management Code
* kt0 + jik + keedo's Kingdom Management Reports
* hessu's Castle/Town Troop Recruiter
* Jebadiah Q's Companion Overview
* Martin F's Dueling Lord's and Companions
* Village Mills give bonus 1xweek instead of just once
* Geoffry's Ashes Party Patrols - Have to earn it in Zendar quests
* Tempered's Camp Entrenchment Kit- have to earn in Zendar quests
* Cd Vader's moveable watchtowers - have to earn in Zendar quests
* OSP Cloaks and Helms - people wanted more helms
* Nick Altman's Siege Pack - Castle Improvements
* Village pallisades can now be built that make village harder to loot
* Village watchtowers provide less protection but launch protectors
* Village elders can now retire your troops there, thus garrisoning town
* Village schools give bonuses every week, not just once a month
* CaW troops/armour/weapons/quests/companions from previous versions
* Chel's Combat abilities - not fully integrated yet. in future versions have to earn them
* Cd Vader's Item skill bonuses - ie. See Zendar Sword/Armour
* Access town/village guildmaster/elder from menu - many asked for it
* Incomplete - two of four planned minor factions - only first armies - Sing/Caliphate - should be relatively challenging, let me know
* Probably other stuff I did not write down
File History
v1.5.8 - Jan 10, 2009 (Bugfixes Mostly)
- Switched custom settlement scenes to newer, nicer looking ones. Still using v5.0.
- Oath renewal message no longer shows up.
- Merge parties. Now merged parties automatically unmerge after a week.
- Mercenary parties actually follow orders now making them useful.
- Troop auto-dismount bug fixed. They should never dismount unless you tell them too.
Also goes for enemies, if small % mounted, should stay mounted.
- Khergit barbed lance now usable on foot.
- Zendar farmers and desparate peasants now can be added to settlements. Might get
rid of it, since it makes settlements grow very fast.
- 'I kill travellers' dialog fix.
- A few other minor fixes and tweaks.

v1.5.7 - Jan 4, 2009
- Fixed bandit lair bandits freezing text bug
- Made spies quest only need 3 spy parties instead of 5 or 10 (less annoying)
- Added in SWUP (Standard Weapons Upgrade Project) by Talon and his group.
- General Gorvas now has a few abilities that you can access as you do the Zendar quests.
- Included LavaLampMaster's new bandit and steppe bandit upgrade trees.
- Includes wickedshot's Custom Settlements!!! You gain your own upgradable town as the
reward for finishing the (currently available) Zendar quests.
- Other minor tweaks

v1.5.6 - Jan 2, 2009
- Fixed location bugs
- Stop gap fix for missing claiments. Swadian claiment is in Rivacheg, Vaegir claiment
is is Dhirim, Nord claiment is in Narra, Rhodok claiment is in Wercheg, Khergit claiment
is in Veluca. Travellers text still messed up. Hope to completely fix this by next
version.
- Fine sword now trusts and slashes as it should.
- New manhunter and slaver lines. Ramun sells manhunters.
- Two new female mercenary lines, start from peasants and refugees.
- Khergit prison / castle guards now Jannisarry's to show them off more.
- Arena now offers 1vs1 and 1vs4 mini-melees. Also offers 1vs1 jousts for practice. Cool!
- Added 6th Zendar quest. To start Zendar quests see Hareck or Duke in Zendar.
- 14 new joinable companions added. To fill out areas where certain troop types not
available. Also lots of them are level 1 and can be customized more the way you want.

v1.5.5 - Dec 14, 2008
- Fritz completely redid horse models / textures stats. New models/textures look great.
- Added in first five quests of Zendar questline.
- Numerous bug fixes.
- Arena and tournaments now slightly better.

v1.5.3 - Nov 30, 2008
- Added new team member, FritZ_FretZ. His models (swadian foot armour, rhodok gonne)
- Upgrade Skullcrusher riding ability, horses to make their charges actually work.
- Tweak mercenary balance / recruit cost.
- Fix recruit prisoners bug, no longer keeps infinite troops
- Fixed faces of companions and npcs
- Larger, less hostile bandit parties for long term enjoyment
- Added newer versions of talaks weapons, including halderb. new merc halberd troop
- Vaegir town location fixes.
- Swadian commoner troops slightly more powerful, high end troops like Dragoons with mail
- Killing prisoners loses you honour
- Buying flintlock pistols and new gonnes
- Many minor gameplay fixes asked for


v1.5.2 - Nov 16, 2008
- Added in Vaegir, Khergit, Nord and Rhodok troop lines
- Swadian, Vaegir, Khergit troop lines - certain troops only available from (Lords/Boyars/Khans)
- Rebalanced Vaegir and Nord heroes
- Moved Nord towns to make room for Zendar
- Started moving Vaegir towns
- Added in Zendar and Zendar Salt Mine
- Added characters for Zendar/Zendar Salt Mine there, no quests yet (next version)
- Added Zendar related spawns (troops/farmers)
- Added Peaceful parties on map, more fodder to be rescued from banditss
- Improved trainer experience
- Hopefully fixed bug with recruiting prisoners
- Fixed joms_viking_axe error

v1.5.1 - Nov 11, 2008 - M&B 1.010 compatible!
- Nov 11 (Lest we forget!! Never again!!)
- Made for release 1.0x version of Mount and Blade
- Started from scratch for 1.010 compatible Mount and Blade
- Added in new weapons and horses
- Added new mercenary troop lines
- Added new companions, two of which have special abilities
- Tweaked Swadian troop lines - knights only available from Swadian Lords
- New enemies to fight - mercenaries, slavers, skullcrushers and the Army of Darkness
- Recruit / kill prisoners.
- Mirathei's battlefield tactics
- Tweaked faction Lord names / equipment to make them more unique
Commands
More From This Author
Comments (Page 1 of 3)
IP: logged
 Re: Calradia at War  » posted by Vlad_Tz on Nov 12, 2008, 05:29:34 am
sweet i love this mod :)
IP: logged
 Re: Calradia at War  » posted by dark apostle on Nov 12, 2008, 07:05:18 am
i have a sugestion for future versions it onolves greatly expanding mercanary/bandits tot eh point wer they each have there own castle of which they spawn but making the castle larger and stronger then normal creating a catle fr each set of tier as in steps,sea raiders ect ect ne ways was just a thought
dark apostle(/)
IP: logged
 Re: Calradia at War  » posted by alluvia on Nov 12, 2008, 02:30:39 pm
The Army of Darkness? Will there be Bruce Campbell? :hammer:
IP: logged
 Re: Calradia at War  » posted by Gerin on Nov 13, 2008, 03:00:30 pm
This is the best mod I've downloaded so far. The only gripe that I have so far is that Skullraiders move too damned fast on the map being how powerful they are. It makes it hard to get anywhere at lower levels.
IP: logged
 Re: Calradia at War  » posted by Sir Grigor on Nov 16, 2008, 09:47:09 am
Thanks for the comments.

If you like the mod, please don't forget to vote for it.

The Army of Darkness is a tribute to the Bruce Campbell movies. :P

Skullcrushers will be modified in future versions.

Thanks again!
IP: logged
 Re: Calradia at War  » posted by dark apostle on Nov 16, 2008, 06:01:04 pm
hey just dropping in to download the new version and to say keep up the good work highly anticipating later version.

(/)
IP: logged
 Re: Calradia at War  » posted by Olenkempo on Nov 29, 2008, 10:19:34 am
Can i get firearms at this version? :-?
IP: logged
 Re: Calradia at War  » posted by rockandrool on Nov 30, 2008, 02:16:56 pm
it was a cool mod nice nice nice :-D :hammer:
IP: logged
 Re: Calradia at War  » posted by jacob25 on Nov 30, 2008, 08:01:17 pm
hey, first off this is a great mod :-D , i figured out where u can get "gonnes", in the future u should change the name to GUNS, and add more variety in fire arms, but this is an amazing start, great work
IP: logged
 Re: Calradia at War  » posted by Mightywolve on Dec 01, 2008, 07:47:29 am
Great mod! :-D *4,5 stars*
IP: logged
 Re: Calradia at War  » posted by Xinuxunil on Dec 03, 2008, 07:02:36 pm
Very good mod! But it seems to be missing some weapons textures, because it bombs out when you go into some of the weapons shops. scarabash texture or something like that.

Thanks! Xinu
IP: logged
 Re: Calradia at War  » posted by Noveras on Dec 11, 2008, 12:12:57 am
Nice mod but I have one report about bug and one suggestion.

BUG
When I fight with the skullcrusher some of them stood still and didn't move even when I attack them

SUGGESTION
On the world map there are a large gaps of empty land with no town or village.I suggest you add a few village and towns belongs to bandits or rebels.This mean there will be bandit lords that are strong which can make this games alot fun to play
IP: logged
 Re: Calradia at War  » posted by dark apostle on Dec 13, 2008, 06:45:14 pm
i agree with noveras with the bandit towns ect and this mod like all other mods could use alot more weapons and armour and i thin the swadian armour needs redoing it looks as though the soilders arewearing bed sheets buta 9/10 for the mod i love it
d.a(/)
IP: logged
 Re: Calradia at War  » posted by Sir Grigor on Dec 14, 2008, 05:37:51 am
The Swadian armour bug has been taken care of in this version.

The other suggestions have been noted.

As always, see the forums, more discussion takes place there.

s/g
IP: logged
 Re: Calradia at War  » posted by billybobob on Dec 14, 2008, 12:57:32 pm
heh sir Grigor!

thanks for porting this over to 1.011.

it is by far the best mod for M&B.

kudos.
IP: logged
 Re: Calradia at War  » posted by Stormrider on Dec 24, 2008, 05:44:25 am
Very nice mod,
I found a bung in the 1.5.5 i priced up a quest to free Zendar training field from bandit (i don't remember well, this city was near Zendar but wasn' Zendar), my troops and the bandits fell from above, there wasn't homes during the battle, i killed the last bandit and then i saw the troops running to retire from battle. As if behind there was another bandit. I couldn't complete the quest.
IP: logged
 Re: Calradia at War  » posted by jacob25 on Jan 02, 2009, 04:04:08 pm
i was playing the most recent version of this mod and i took the zendar quest where u had to find the lair of the bandits, i found the lair, and a message came up that said they sallied out to fight me or something, then it got to the bandits dialogue and stayed there, the game didnt freeze or stop responding, it was just stuck in that dialouge, just thought id let u know
IP: logged
 Re: Calradia at War  » posted by Kshahdoo on Jan 03, 2009, 03:36:02 pm
Well I encountered really nasty bug. When I entered the salt mine I coudn't leave it. I was pressing Tab to only get message "you can't leave now". And I got the only save and it was made right in this mine. Grrrr, just nasty!
IP: logged
 Re: Calradia at War  » posted by Sir Grigor on Jan 04, 2009, 08:49:59 am
jacob25,

This will be fixed in v.1.5.7. Thanks.

Kshahdoo,

I will look into this, thanks for pointing it out.
IP: logged
 Re: Calradia at War  » posted by jacob25 on Jan 04, 2009, 07:43:14 pm
hey, thanks for the dialouge fix, just a question about the zendar quests. where is the assassin? i cant find him, i have searched the entire nord coast and no luck, give me a hint at least
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