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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: 43,463 (71,987) 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 2 of 3)
IP: logged
 Re: Calradia at War  » posted by b3r3t on Jan 06, 2009, 05:59:20 am
same thing..were is the assassin? :roll: :?:
IP: logged
 Re: Calradia at War  » posted by b3r3t on Jan 06, 2009, 05:24:35 pm
found it :hammer: :lol:

well a clue.. hmm try to visit coast places

and have fun :lol:
IP: logged
 Re: Calradia at War  » posted by jacob25 on Jan 06, 2009, 08:08:28 pm
not really helpen? do u mean like costal cities?
IP: logged
 Re: Calradia at War  » posted by b3r3t on Jan 07, 2009, 03:23:16 am
yeah villages, cities, taverns ;-)
IP: logged
 Re: Calradia at War  » posted by b3r3t on Jan 13, 2009, 08:10:22 am
is there any way to put this scimitar texture to other mods? :hammer:
IP: logged
 Re: Calradia at War  » posted by Kshahdoo on Jan 13, 2009, 11:23:42 am
Great mod! Btw man your khaegirs got some lords with title "voved". As far as I understand Khaegirs are some kind of slavic people (or even Russian on account of their king is tzar), and there wasn't such title "voved" in old Rus, but there was "voevoda" from "vodit' voev" (to lead warriors). Voevoda was the highest military rank in old Rus. Second to prince (and later tzar) himself. Typically voevoda was one of the most (if not the most) influential prince' boyarin (eng. boyar).
IP: logged
 Re: Calradia at War  » posted by Brian Youngman on Jan 15, 2009, 10:24:18 am
Thks the Gr8 Mod
I'm having a issue with the cattle herds

Op code 2281
ID 1012 line N04
trigger 76

can i do a quick fix ??
IP: logged
 Re: Calradia at War  » posted by yamamoto on Jan 15, 2009, 09:18:59 pm
My favorite mod so far. I'm really enjoying each installment and can't wait for the complete final.
IP: logged
 Re: Calradia at War  » posted by Kshahdoo on Jan 17, 2009, 01:32:07 pm
Well, nobody wants me to hire as merc now. Lords just give me more and more quests, and that's all.
IP: logged
 Re: Calradia at War  » posted by Idolaattori on Feb 05, 2009, 08:49:03 am
Ok seriously, where is the god damn bandit camp, have been looking it for hours.. Great mod btw.
IP: logged
 Re: Calradia at War  » posted by cro117 on Mar 14, 2009, 05:47:14 pm
is there new armor in this mod? i haven't played it much yet, but it seems like its only native armor. thanks, cro.
IP: logged
 Re: Calradia at War  » posted by KingZendar on Apr 01, 2009, 09:54:31 am
Thank you for developing this mod. It is just great and makes a lot of fun and adventure :-D . But I have encountered a nasty bug. When I am assigned a Zendar quest in which I have to find and eliminate 5 Dhurugh spie parties I can't find them. Except I found and eliminated 1 party but there seems to be no other 4 parties. I have searched all map and couldn't find it. I also get frequent messages saying that there is a script error and the party ID 1039 is invalid at simple triger 7. Is this can be a problem :-? :?:
IP: logged
 Re: Calradia at War  » posted by SquattingDawg on May 01, 2009, 04:29:42 am
Hi is there any way I can get this mod to work for the Steam version of the game? I tried to extract the files to the destination that Steam puts this game at, but it wouldn't let me.
IP: logged
 Re: Calradia at War  » posted by Deros on Jun 18, 2009, 10:08:39 pm
For Real where is the Bandit camp??
IP: logged
 Calradia at War (v 1.6)  » posted by Sir Grigor on Nov 29, 2009, 11:33:12 am
The bandit camp is near Zendar. Go past two bridges and search around.
IP: logged
 Re: Calradia at War  » posted by Lokuul on Nov 30, 2009, 07:38:43 pm
SquattingDawg wrote:
Hi is there any way I can get this mod to work for the Steam version of the game? I tried to extract the files to the destination that Steam puts this game at, but it wouldn't let me.
That is very strange for I have the Steam version and it works fine...although I cannot find the Bandit Camp... but I will believe Sir Grigor on the camp which is a pain in the arse to find :pint: :hammer: :hammer: :hammer:

And I still can not find that blasted camp of ruffians. >:( >:( >:( >:( >:( >:( >:( >:( >:(
comment last edited by Lokuul on Nov 30, 2009, 08:13:24 pm
IP: logged
 Calradia at War (v 1.6)  » posted by jayhoffer on Dec 07, 2009, 04:54:25 am
Having a problem with looting villages in this version (released Nov 29). Every time I try to loot, it just stays in the village forever, and never loots the village.
IP: logged
 Calradia at War (v 1.6)  » posted by jayhoffer on Dec 07, 2009, 09:15:16 pm
More problems. Any time a village is raided by the computer, it becomes permanently "being raided" unless interrupted, same as the player.
IP: logged
 Calradia at War (v 1.6)  » posted by Evans on Dec 12, 2009, 05:10:22 am
I got this mod a week ago and I can say that I see it's potential :green:

There are however problems in the latest 1.6 release.

1.) Raiding the village does not work. Just like said above
2.) Building the palisade does not work either. After selecting this option there is some trash text about casualties in management window, it is never completed.
3.) Raiding the bandit city spawns a caravan with prisoners. This caravan reaches the player's settlement, but it does nothing - prisoners disappear
4.) Sailing may cause your ship to end up in the middle of the land.
5.) You cant hire the lords. I owned almost entire Kherghit Khanate lands, and the message said "territory too low".
6.) *important* There is no ReadMe.TXT included. I was forced to guess a lot of new things, and I am still not certain what to do about for example Freeholm settlement. I own it but I can't upgrade it (how?)
7.) Speaking with lord inside the castle hall and challenging him to the duel is bugged. If you challenge the lord, then speak with guards at the doors, you will duel these guards once you leave the hall.
8.) Some units with the same names do upgrade differently or not upgrade at all. See bandits and peasants.
9.) Swarms of 2-4 sized parties of peasants are spawned on the main map. These do migrate, but overally since the debug messages are ON, info about them spams the log file. Maybe an author should consider turning off debug messages and make these parties be 4-8 sized but half as common?
10.) Mock siege for Freeholm does not work (as well as any inquisition etc). When entering the battle player is spawned at edge of the map, where he cannot move but hope that battle will be victorious.
11.) When talking with your troops, the messages "tell me about yourself" and "Nothing. keep Moving" are displayed twice.

Hope You will keep up the good work on this mod.

oh, and btw here are two suggestions:
- let us buy prisoners from other parties
- let us trade goods with caravans
IP: logged
 Calradia at War (v 1.6)  » posted by Evans on Dec 13, 2009, 08:06:51 am
More issues found in 1.6

- It seems like building palisade anywhere is affecting buildings everywhere, as no settlement seems to be able to complete its buildings.
- AI is no longer able to capture the castle. When the siege is commenced, defenders are down to like 0 troops, AI siege continue.
- Perfomer upgrade path is broken. At certain point instead of upgrading to ministrel it upgrades to palladin.
- Dueling a friendly lord gives change to relation with him two times. When the player wins, relation is increased by 1 and decreased by 2.
- Conquering the city does not work correctly. All outlying villages that belong to that city are not given to the player, but change its status to "no owner".
- Building the palisade around the camp does not seem to work.
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