I probably won't be working towards compatibility any time soon. For a number of reasons, but the biggest one is the mod is built with there being four distinct troop trees in mind.
Troop overhauls that have four trees can take advantage of this mod with an update to spcultures.xml and loading those mods after this one - if you want to know how, just ask.
Overhauls that touch Volunteer model may eventually become compatible, it is on my roadmap but not a priority.
Lastly, anybody willing to test out my troop trees and offer feedback will be greatly appreciated, the more feedback the better. I have more ambitious plans but I want to shape them around other player experiences.
For some reason version 2.0 isn't save compatible, previous versions are - so don't update unless you are starting a new save. (More to come hopefully.)
What I am working on and what I hope to do in the future is on my Discord server. If I am taking a break from modding I'll post that fact there and still answer questions, chat bannerlord AND address any bugs posted there.
really like the concept, but what is the point in all that if i start the game and right of the bat some notables wont give me recruits but on the other hand some will- and ive met them for the first time and they are willing to give me a recruit.
I'm constantly crashing trying to join SE as a vassal Previously my clan was mercin' for them though? Couldn't find an option to go from merc to vassal so I decided to end the contract then rejoin them
I haven't seen any battanian trained warrior, imperial legionary, etc (similar group classes). Available to recruit from towns, nor villages. Is it intended? P.D: Love all your mods :D
Gonna check that, because that tree of troops, and also the mercenary ones are not appearing to recruit (it does appear in some armies, but i haven't seen available). Most of the mods i have are yours, and also others don't mess with this one. BUT MIGHT BE that does clashes with something. Gonna check.
Greatings from Ukraine, thanks for yor great work! I use this mod with WarbandLord and want to replanish quantity of troops in hero party teamplates, coz all cavalry very strong. When I check PartyTeamplates file, I saw that Vlandia and Aserai don't have lowtier troops. How I can add it, I don't know the "name" of this troops. </MBPartyTemplate> <MBPartyTemplate id="kingdom_hero_party_aserai_template" > <stacks> lowtier <PartyTemplateStack min_value="15" max_value="15" troop="NPCCharacter.aserai_mameluke_soldier" /> <PartyTemplateStack min_value="30" max_value="30" troop="NPCCharacter.aserai_mameluke_regular" /> <PartyTemplateStack min_value="20" max_value="20" troop="NPCCharacter.aserai_tribal_horseman" /> </stacks> </MBPartyTemplate> <MBPartyTemplate id="kingdom_hero_party_vlandia_template" > <stacks> lowtier <PartyTemplateStack min_value="30" max_value="30" troop="NPCCharacter.vlandian_footman" /> <PartyTemplateStack min_value="25" max_value="25" troop="NPCCharacter.vlandian_infantry" /> <PartyTemplateStack min_value="15" max_value="15" troop="NPCCharacter.vlandian_gallant" /> </stacks>
1. That's intentional. A king's retinue would be elite. A Grand Prince of Kiev's retinue would've been exclusively Druzhina. In addition the player generally will keep nothing but elite troops so weak links in noble parties.
2. A large update to this mod is on the works. I've learned a bit about party templates and have rebalanced them. One of the things I learned is only the first three troops on a party template will spawn - so when you edit the template, keep that in mind.
Thanks a lot. I agreed with thing 1, but Vlandian Banner knights (with WarbandLord mod, coz spears deadlier than in vanilla) dominate on other factions. 125 khights can defeat 500 battanians with Caladog. More often I play Aserai, and think your troop tree is great.
Thanks! That makes sense. I don't balance against warband lord heads up.
The next beta for this mod will probably get posted on discord in 2-3 weeks also heads up. Tweaks to the troop tree, a new notable only fief owners can recruit from and a bunch of AI improvements around recruiting and declaring war and peace
Ohhhhh. Sorry, that is confusing. There game has several classes dubbed models. This edits the diplomatic one but as it relates to marriages and joining a kingdom, not alliances and war.
The tool tip isn't always accurate. It's on my list to look at.
Availability of recruits depends on your relation with each notable, your relation with the fief's lord, your culture, your faction and maybe another thing or two. You automatically get three slots if it's your fief.
There's nothing to fix, you'll need to focus on mercenaries, bandits and freeing prisoners early on. AI plays by the same rules.
No. Troop trees need to have 4 district social classes. You could make your own if you wanted though - it's possible just no other compatible troop trees exist.
Also always open to feedback on the trees as well. Sooner the better as succession is my next focus but I'll be revisiting this mod to add more gear later on
We really need a compatibility patch, this mod is the best troops & recruitment overhaul by far but BK is mandatory for me because it fixes too many things.
The patch needs to make the two recruiting models compatible. I don't play BK so play testing the patch would be extra work. If anyone is interested in making a patch I would happily walk them through what needs to be done.
373 comments
I probably won't be working towards compatibility any time soon. For a number of reasons, but the biggest one is the mod is built with there being four distinct troop trees in mind.
Troop overhauls that have four trees can take advantage of this mod with an update to spcultures.xml and loading those mods after this one - if you want to know how, just ask.
Overhauls that touch Volunteer model may eventually become compatible, it is on my roadmap but not a priority.
Lastly, anybody willing to test out my troop trees and offer feedback will be greatly appreciated, the more feedback the better. I have more ambitious plans but I want to shape them around other player experiences.
Thanks!
For some reason version 2.0 isn't save compatible, previous versions are - so don't update unless you are starting a new save. (More to come hopefully.)
Previously my clan was mercin' for them though? Couldn't find an option to go from merc to vassal so I decided to end the contract then rejoin them
2. What's your relation with Rhagaea or whoever is in charge?
My relation points with Rhagaea was 13-15 something
P.D: Love all your mods :D
Thanks a lot for the reply.
</MBPartyTemplate>
<MBPartyTemplate id="kingdom_hero_party_aserai_template" >
<stacks>
lowtier
<PartyTemplateStack min_value="15" max_value="15" troop="NPCCharacter.aserai_mameluke_soldier" />
<PartyTemplateStack min_value="30" max_value="30" troop="NPCCharacter.aserai_mameluke_regular" />
<PartyTemplateStack min_value="20" max_value="20" troop="NPCCharacter.aserai_tribal_horseman" />
</stacks>
</MBPartyTemplate>
<MBPartyTemplate id="kingdom_hero_party_vlandia_template" >
<stacks>
lowtier
<PartyTemplateStack min_value="30" max_value="30" troop="NPCCharacter.vlandian_footman" />
<PartyTemplateStack min_value="25" max_value="25" troop="NPCCharacter.vlandian_infantry" />
<PartyTemplateStack min_value="15" max_value="15" troop="NPCCharacter.vlandian_gallant" />
</stacks>
Thanks in advance.
1. That's intentional. A king's retinue would be elite. A Grand Prince of Kiev's retinue would've been exclusively Druzhina. In addition the player generally will keep nothing but elite troops so weak links in noble parties.
2. A large update to this mod is on the works. I've learned a bit about party templates and have rebalanced them. One of the things I learned is only the first three troops on a party template will spawn - so when you edit the template, keep that in mind.
The next beta for this mod will probably get posted on discord in 2-3 weeks also heads up. Tweaks to the troop tree, a new notable only fief owners can recruit from and a bunch of AI improvements around recruiting and declaring war and peace
Read this from the file description. Thanks for the response!
Availability of recruits depends on your relation with each notable, your relation with the fief's lord, your culture, your faction and maybe another thing or two. You automatically get three slots if it's your fief.
There's nothing to fix, you'll need to focus on mercenaries, bandits and freeing prisoners early on. AI plays by the same rules.
Also always open to feedback on the trees as well. Sooner the better as succession is my next focus but I'll be revisiting this mod to add more gear later on
"New Gear: New gear has been added" - Is it complitable with RBM?
If anyone is interested in making a patch I would happily walk them through what needs to be done.