Mount & Blade: Warband

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GunFred

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GunFred

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About this mod

Alternative Calradia Mod

11 faction are fighting a never ending free-for-all and the only path towards peace is complete conquest of Calradia.

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Alternative Calradia Mod

11 faction are fighting a never ending free-for-all and the only path towards peace is complete conquest of Calradia.

Visit the Taleworlds forum thread for the mod to see more information, features and pictures.
http://forums.taleworlds.com/index.php/topic,271842.0.html

IMPORTANT NOTES!
- Do not take resources from this mod! However, 99% of this mod's content is available through seperate OSP and if you are looking for a specific resource within my mod, feel free to ask about its original source.
- Look below this post for information about the factions and plenty of images.
- I much appreciate other people's advice, suggestions, questions and ideas .
- Click images to view larger size. They are only a little outdated.
- The undead are unfortunatly killable despite their "unkillable" status and I will have to rethink their role in the future.
- Melee weapons will have their stats changed in the future. Other items have had their stats changed but imperfectly so.
- The teutonic faction is available as the default player kingdom culture and they exist as manhunters on the map. They can also be found as large bandit armies between vaegirs and barbarians but I left them there purely for fun.
- Lords and ladies currently got placeholder names and items.
- Take a look at the optional friendship requirement for special recruitment in castles. Do not use this feature once you have already recruited in that castle.
- Player culture: When you start your own kingdom, teutonic recruits will replace castle and town recruits but not village recruits. If you select teutonic culture, only you and you companion lords will recruit teutonic recruits probably.

Features:
- Dimplomacy Mod as base.
- 11 NPC factions.
- Teutonic player culture.
- Recruiting in towns and castles.
- Special elite troops that increases the players skills.
- Reworked item stats. (very unfinished)
- Undead, firearms and non-horse mounts.
- Bandit armies including teutonic crusaders, amazon tribes, dark elf renegades and roaming undead.
- Mercenary camps.

Version 2 changelog:
- Neutral mercenaries are available in the mercenary camps and the camps themselves are now visible at all times. Neutral mercenaries do not take any army space but costs a lot in upkeep so only use them when you are either really rich or really need more troops.
- Bug where the player was unable to manually leave scenes was fixed.
- Bug where the messages were flooded with errors and became unusable was fixed.
- 3 new OSP packs containing new vaegir/sarranid helmets, teutonic armors/helmets and a hussar wing for horses.
- Many new items made by combining parts of existing items.
- New uniquelly equipped lords for some factions.
- The People's Republic has a new claimant called "Sualrag the Imperialist".
- A new teutonic manhunting companion named "Anno".
- Necromancy. A simple copy of the native prisoner recruitment script. It lets you trade prisoners for undead soldiers of choice. Only recommended for roleplaying purposes but works for any player.
- Added an extra tier of cultist troops.

- And perhaps other things, more or less important, that I can't remember right now...