Author Topic: Craftmod Community Expansion Project -- Moved to MBXF  (Read 54095 times)

0 Members and 1 Guest are viewing this topic.

Gilrain

  • Knight at Arms
  • *
    • View Profile
  • Faction: Neutral
Re: Craftmod -- New Beta: 18 May
« Reply #390 on: May 18, 2006, 08:39:10 PM »
Just d/l'ing the mod now.  Looking forward to it. :D

Winter

  • I am Tek Jansen!
  • Developer
  • *
    • View Profile
    • Street - A free online serial
  • Faction: Neutral
Re: Craftmod -- New Beta: 18 May
« Reply #391 on: May 18, 2006, 11:02:37 PM »
Wow Winter, excellent work on this. Every time I think there couldn't possibly be any more cool features you could add, you come up with another one and implement it. I am very impressed.

Thanks!

Quote
The "camp" button is part of edit mode. If edit mode is not enabled, the button won't be there. I'm not sure what it does, exactly, when used in native.

It used to do some weird things, before Armagan reworked the encounters system with simple triggers. Last week I clicked it just for fun, to see what it did these days, and had a thought that maybe I could hijack it and make it moddable.

I was right. ;)

Now that we can make it work, Armagan says he might enable it in the normal game for the next version. A lot of stuff that you can now do anywhere is utterly dependent on the way the Camp button works, because if the jump were done through dialogue or any other system, you would get stuck in a menu and be unable to continue the game.

Quote
Winter hasn't set any caps on skills, so it is possible to have more than 100% in a skill.

No, the skill cap is always 100%, that's hardcoded into the system. What I meant is that I've not set any limits below 100%, which is also possible now.

Thanks for answering people's questions, Quanta! It really helps when I don't have to address every single one.

The camp is an interesting addition, but I could not figure out how can I get other parties to attack me at camp. Is that possible? Why is it only possible to camp in edit mode?

Currently the ambushes are random, but I've since managed to code a script that will actually grab the closest enemy party off the map (even Vaegirs or Swadians, if you're hostile to them) to ambush you. I'll upload that update soon along with any required bugfixes.

Quote
Is there a way to increase horse rearing skill if you start with a low one that does not let you do horse rearing?

When you start horse rearing, it's only possible to rear draught horses until your skill is up to 20. Annoying, I know. I'm a bit stumped as to what to do to bring it in line with the other skills.

Quote
I chose some combination of starting choices and had 105% blacksmith skill at the start, is that normal?

Whoops, I'll fix that! I was fooling around with things and accidentally set the base blacksmithing skill to 80. Gah!

Quote
In Sargoth I could not enter the blacksmith shop, got the passage 'GO' box, but pressing 'F' did nothing. Worked in other towns.

Probably a passage error. Thanks, I'll look into it.

Capitalistically,
Winter
« Last Edit: May 18, 2006, 11:08:46 PM by Winter »

STREET: Losing your mind has never been so much fun . . .

Re: Craftmod -- New Beta: 18 May
« Reply #392 on: May 18, 2006, 11:17:09 PM »
Hi Winter.

I'm really enjoying this release, but have encountered 1 (maybe 2) bugs.

Firstly, the camp is great, but, recently, on hitting level 6/7ish, the camp, which had been a single tent was expanded to a lovely large version.  The downside was that I could see 3 copies of "me" hanging around there (http://i65.photobucket.com/albums/h217/herder_of_cats/Camp1.jpg).

Talking to them allows you the following conversation options to the question "Hello [player name].  Are you ready to do some crafting?":
- Item assembly
- I'd like to review my crafting skills
- No.
(http://i65.photobucket.com/albums/h217/herder_of_cats/Camp2.jpg)

The second point, is either a bug or either I'm having a no-brain-day.  Having crafted arrow/bolt heads, what fletcher skill level do I need to assemble arrows/bolts, and what bits do I need?  My fletcher skill is 50%, so I assumed that I should be able to assemble something arrow/bolt related.

/edit 1: The arrow/bolt construction thing could be down to me having massive Blacksmith & low Fletcher.  I just realised I've only got Mastercrafted heads to work with.  I'm guessing that might be above my Fletcher skill level to assemble.

An additional thing I've noticed is that the various crafting people share an inventory.  Let me explain.  It seems that the Blacksmith in Zendar and (say) Uxkhal have the same stuff.  If I buy/sell something to the Zendar Blacksmith, the Uxkhal Blacksmith's inventory will be identical.

Great mod, Winter.

Thanks.
« Last Edit: May 18, 2006, 11:24:04 PM by Meister Katzhandler »
Meister Katzhandler

Rule #37:
There is no “overkill”. There is only “open fire” and “I need to reload”.
(from www.schlockmercenary.com )

Winter

  • I am Tek Jansen!
  • Developer
  • *
    • View Profile
    • Street - A free online serial
  • Faction: Neutral
Re: Craftmod -- New Beta: 18 May
« Reply #393 on: May 18, 2006, 11:32:20 PM »
Hi Winter.

I'm really enjoying this release, but have encountered 1 (maybe 2) bugs.

Firstly, the camp is great, but, recently, on hitting level 6/7ish, the camp, which had been a single tent was expanded to a lovely large version.  The downside was that I could see 3 copies of "me" hanging around there (http://i65.photobucket.com/albums/h217/herder_of_cats/Camp1.jpg).

Damn, thanks for reporting this. I thought I'd fixed that.

Quote
The arrow/bolt construction thing could be down to me having massive Blacksmith & low Fletcher.  I just realised I've only got Mastercrafted heads to work with.  I'm guessing that might be above my Fletcher skill level to assemble.

That's exactly it. I really wish I could work in more informative dialogue options, but the M&B system is a bit limited in that. I've tried, but I just can't do it.

Quote
An additional thing I've noticed is that the various crafting people share an inventory.  Let me explain.  It seems that the Blacksmith in Zendar and (say) Uxkhal have the same stuff.  If I buy/sell something to the Zendar Blacksmith, the Uxkhal Blacksmith's inventory will be identical.

That's because they're all the same person. :P

This is partly for ease of scripting, and partly to ensure that the player doesn't just travel from town to town buying cheap resources from the blacksmith.

Biodynamically,
Winter

STREET: Losing your mind has never been so much fun . . .

Re: Craftmod -- New Beta: 18 May
« Reply #394 on: May 18, 2006, 11:36:57 PM »
Thanks for the quick response.

So, it's the same Blacksmith everywhere, huh?  Damn!  No cheap resources for me!

It's looking darn fine.  Now all I need do is improve my mining & smelting to forge the bits I need.

Thanks.
Meister Katzhandler

Rule #37:
There is no “overkill”. There is only “open fire” and “I need to reload”.
(from www.schlockmercenary.com )

Merentha

  • Summer is Gone
  • Administrator
  • *
  • Neocount
    • View Profile
Re: Craftmod -- New Beta: 18 May
« Reply #395 on: May 18, 2006, 11:48:06 PM »
Currently the ambushes are random, but I've since managed to code a script that will actually grab the closest enemy party off the map (even Vaegirs or Swadians, if you're hostile to them) to ambush you. I'll upload that update soon along with any required bugfixes.

Capitalistically,
Winter
:shock:  Winter, that is so ******** awesome.

Winter

  • I am Tek Jansen!
  • Developer
  • *
    • View Profile
    • Street - A free online serial
  • Faction: Neutral
Re: Craftmod -- New Beta: 18 May
« Reply #396 on: May 18, 2006, 11:58:11 PM »
Currently the ambushes are random, but I've since managed to code a script that will actually grab the closest enemy party off the map (even Vaegirs or Swadians, if you're hostile to them) to ambush you. I'll upload that update soon along with any required bugfixes.

Capitalistically,
Winter
:shock:  Winter, that is so ******** awesome.

Isn't it just? *preens*

I actually thought I'd have to wait for the next version to do it, but this script is far more elegant (and possible :P) than I thought it would be, if a bit resource-intensive. But it only runs when you rest in camp, so intensiveness is not a problem. And the current random attacks can still occur when there's no enemy party in range.

Strategically,
Winter

STREET: Losing your mind has never been so much fun . . .

Taal

  • Knight at Arms
  • *
    • View Profile
  • Faction: Swadian
Re: Craftmod -- New Beta: 18 May
« Reply #397 on: May 19, 2006, 12:04:34 AM »
Quote
Fully-featured player camps. Craft, rest, hunt, get ambushed, trade with party heroes for free -- it's all possible.

Well *censord* me and paint me yellow, winter i was serious about those sexual favours..... :P ill post any bugs i find when i get home and download this baby. The teachers at school just dont have the same passion for mount and blade as i do :P

Winter

  • I am Tek Jansen!
  • Developer
  • *
    • View Profile
    • Street - A free online serial
  • Faction: Neutral
Re: Craftmod -- New Beta: 18 May
« Reply #398 on: May 19, 2006, 01:51:31 AM »
winter i was serious about those sexual favours.....

That, um . . . That won't be necessary.

What would be nice, though, is to have some modellers and texturers donating the last bits of needed stuff to this community project. Seff and Yoshiboy are helping me out with the mine exterior, and I'm working on the obstacle course, but I still badly need new horses and horse barding. Even a leather harness would be something -- I could use that for half the horses in the mod. Please check the list in the first post for things that haven't been done yet.

I'm going to try to make a big sheet of chainmail myself, for rearing mail-armoured horses, but plate barding is a tiny bit intimidating. I'd like someone else to handle that.

Also, I'd be quite happy to see some new shields, if anyone has any to donate. And I need a hunting horn to decorate the camp scenes, to mark the passage that leads to hunting.

Thoroughly,
Winter

List of needed horses:

Draught horse (unarmoured)
Gelding (unarmoured)
Destrier (unarmoured)

Trained draught horse (unarmoured)
Trained gelding (unarmoured/very lightly-armoured)
Trained palfrey (lightly-armoured)

Trained sumpter horse (unarmoured)
Trained saddle horse (unarmoured/very lightly-armoured)
Trained steppe horse (anything from lightly-armoured to heavily-armoured, armour could be done in cataphract style)
Trained courser (lightly-armoured)
Trained hunter (medium armour)
Trained charger (heavily-armoured)
« Last Edit: May 19, 2006, 01:59:27 AM by Winter »

STREET: Losing your mind has never been so much fun . . .

Leodan Flamelock

  • Knight at Arms
  • *
    • View Profile
  • Faction: Neutral
Re: Craftmod -- New Beta: 18 May
« Reply #399 on: May 19, 2006, 06:32:12 AM »
A "few" pictures of a small amount of this mod.



















































[16:06] * TehGherkin is now known as TupacsGhost
[16:06] <TupacsGhost> WASSUP VANILLAFACE
[16:06] *Flamelock is now known as BIGG1E
[16:06] <BIGG1E> TIME TO DIE MUHFUCKA
[16:06] <TupacsGhost> OH DA **** NO

Frost_Knight

  • Sergeant
  • *
  • Permanently Banned
  • Kneel to the Helmet God
    • View Profile
  • Faction: Swadian
Re: Craftmod -- New Beta: 18 May
« Reply #400 on: May 19, 2006, 06:59:47 AM »
ok.....i have no words for those screen shots ...they are extrodenary

good work
Full Face Helmets own.

calandale

  • ¡Ex Mustachio!
  • Grandmaster Knight
  • *
  • Lord of Iltrode, Archduke of the Wind
    • View Profile
    • Iltrode?
  • Faction: Rhodok
Re: Craftmod -- New Beta: 18 May
« Reply #401 on: May 19, 2006, 07:02:48 AM »
Indoor fighting? I guess I have to do this then.
Calandale, Lord of 
Iltrode

Winter

  • I am Tek Jansen!
  • Developer
  • *
    • View Profile
    • Street - A free online serial
  • Faction: Neutral
Re: Craftmod -- New Beta: 18 May
« Reply #402 on: May 19, 2006, 07:19:36 AM »
Indoor fighting? I guess I have to do this then.

There are currently some problems with battle size, as you can see in the screenshots -- not really survivable in your jammies. :P  I'm going to try and fix this in the next update.

I'm just trying to think of how to do it. Using visitors would be a real pain in the arse, but I can't think of any other way to deploy without the stupid battle size scaler putting too many troops in there..

Torturedly,
Winter

STREET: Losing your mind has never been so much fun . . .

sneakey pete

  • Elvis has left the building!
  • Master Knight
  • *
    • View Profile
  • Faction: Swadian
Re: Craftmod -- New Beta: 18 May
« Reply #403 on: May 19, 2006, 07:24:04 AM »

Quote
I chose some combination of starting choices and had 105% blacksmith skill at the start, is that normal?

Whoops, I'll fix that! I was fooling around with things and accidentally set the base blacksmithing skill to 80. Gah!



I was wondering why i had 80%, even though i was mainly focused on horse rearing (ps again, nice horse course :lol:)
*your IP adress appears here*

Winter

  • I am Tek Jansen!
  • Developer
  • *
    • View Profile
    • Street - A free online serial
  • Faction: Neutral
Re: Craftmod -- New Beta: 18 May
« Reply #404 on: May 19, 2006, 07:31:45 AM »
I was wondering why i had 80%, even though i was mainly focused on horse rearing (ps again, nice horse course :lol:)

I stole it from Yoshi. He's been a terrific help in making this mod -- I don't think it would've gotten off the ground without him.

I'm going to try and make alternative paths to the course -- some long and straight, others short and twisty -- and parts where you have to dismount and use a passage in order to continue. This is currently easy due to a quirk in the AI limiters, but Armagan might fix that in future versions. I hope he does -- but makes a replacement as well!

Lognormally,
Winter

STREET: Losing your mind has never been so much fun . . .