Author Topic: module system Para el Mount&Blade With Fire and Sword ?¿  (Read 3489 times)

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Neodrako

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module system Para el Mount&Blade With Fire and Sword ?¿
« on: June 10, 2011, 12:17:07 AM »
Alguien save si ya hay module system  para Mount&Blade With Fire and Sword ?

Imagino que no sirven las verciones usadas en el  Mount & Blade  y warban.


Aver si alguno de ustedes save algo.


Un cordial saludo

Swyter

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Re: module system Para el Mount&Blade With Fire and Sword ?¿
« Reply #1 on: June 14, 2011, 11:39:25 PM »
¿Alguien sabe si ya hay un Sistema de Módulos para Mount&Blade With Fire and Sword?
Imagino que no sirven las versiones usadas en Mount&Blade y Warband.

A ver si alguno de ustedes sabe algo.
Un cordial saludo.

De hecho puedes utilizar el Sistem de Módulos de Warband y funcionará perfecto. Es cierto, que no empezarás con el código del juego nuevo. Pero el resto de cosas son completamente funcionales.

No sé cuando liberaran el código del Native. Pero seguro que no será pronto.

Por mi parte. Estoy trabajando en un decompilador automático,
con el que ya he reconstruido gran parte de los archivos. Y para muestra un botón:

Code: (module_info.py  -- 100%) [Select]
# Point export_dir to the folder you will be keeping your module
# Make sure you use forward slashes (/) and NOT backward slashes (\)

export_dir = "../Recompiled/"
#export_dir = "C:/Program Files/Mount&Blade/Modules/Native/"
Code: (module_music.py  -- 100%) [Select]
from header_music import *
####################################################################################################################
#  Each track record contains the following fields:
#  1) Track id: used for referencing tracks.
#  2) Track file: filename of the track
#  3) Track flags. See header_music.py for a list of available flags
#  4) Continue Track flags: Shows in which situations or cultures the track can continue playing. See header_music.py for a list of available flags
####################################################################################################################

# WARNING: You MUST add mtf_module_track flag to the flags of the tracks located under module directory

tracks = [

("cant_find_this.wav", "cant_find_this.wav", 0, 0),
("ambushed_by_neutral.wav", "ambushed_by_neutral.wav", mtf_sit_ambushed|mtf_sit_siege, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed|mtf_sit_siege),
("ambushed_by_khergit.wav", "ambushed_by_khergit.wav", mtf_culture_3|mtf_sit_ambushed|mtf_sit_siege, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed|mtf_sit_siege),
("ambushed_by_nord.wav", "ambushed_by_nord.wav", mtf_culture_4|mtf_sit_ambushed|mtf_sit_siege, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed|mtf_sit_siege),
("ambushed_by_rhodok.wav", "ambushed_by_rhodok.wav", mtf_culture_5|mtf_sit_ambushed|mtf_sit_siege, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed|mtf_sit_siege),
("ambushed_by_swadian.wav", "ambushed_by_swadian.wav", mtf_culture_1|mtf_sit_ambushed|mtf_sit_siege, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed|mtf_sit_siege),
("ambushed_by_vaegir.wav", "ambushed_by_vaegir.wav", mtf_culture_2|mtf_sit_ambushed|mtf_sit_siege, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed|mtf_sit_siege),
("middle_eastern_action.wav", "middle_eastern_action.wav", mtf_culture_6|mtf_sit_ambushed|mtf_sit_siege, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed|mtf_sit_siege),
("arena_1.wav", "arena_1.wav", mtf_sit_arena, mtf_sit_arena),
("armorer.wav", "armorer.wav", mtf_sit_travel, mtf_sit_travel),
("bandit_fight.wav", "bandit_fight.wav", mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed),
("calm_night_2.wav", "calm_night_2.wav", mtf_sit_night, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("capture.wav", "capture.wav", mtf_persist_until_finished, mtf_persist_until_finished),
("defeated_by_neutral.wav", "defeated_by_neutral.wav", mtf_persist_until_finished|mtf_sit_killed, mtf_persist_until_finished|mtf_sit_killed),
("defeated_by_neutral_2.wav", "defeated_by_neutral_2.wav", mtf_persist_until_finished|mtf_sit_killed, mtf_persist_until_finished|mtf_sit_killed),
("defeated_by_neutral_3.wav", "defeated_by_neutral_3.wav", mtf_persist_until_finished|mtf_sit_killed, mtf_persist_until_finished|mtf_sit_killed),
("empty_village.wav", "empty_village.wav", mtf_persist_until_finished, mtf_persist_until_finished),
("encounter_hostile_nords.wav", "encounter_hostile_nords.wav", mtf_persist_until_finished|mtf_sit_encounter_hostile, mtf_persist_until_finished|mtf_sit_encounter_hostile),
("escape.wav", "escape.wav", mtf_persist_until_finished, mtf_persist_until_finished),
("fight_1.wav", "fight_1.wav", mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed),
("fight_2.wav", "fight_2.wav", mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed),
("fight_3.wav", "fight_3.wav", mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed),
("fight_as_khergit.wav", "fight_as_khergit.wav", mtf_culture_3|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed),
("percussion_battery.wav", "percussion_battery.wav", mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed),
("fight_as_nord.wav", "fight_as_nord.wav", mtf_culture_4|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed),
("fight_as_rhodok.wav", "fight_as_rhodok.wav", mtf_culture_5|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed),
("fight_as_vaegir.wav", "fight_as_vaegir.wav", mtf_culture_2|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed),
("fight_while_mounted_1.wav", "fight_while_mounted_1.wav", mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed),
("fight_while_mounted_2.wav", "fight_while_mounted_2.wav", mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed),
("warband_action.wav", "warband_action.wav", mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed),
("infiltration_khergit.wav", "infiltration_khergit.wav", mtf_culture_3|mtf_sit_town_infiltrate, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_town_infiltrate),
("killed_by_khergit.wav", "killed_by_khergit.wav", mtf_culture_3|mtf_persist_until_finished|mtf_sit_killed, mtf_culture_3|mtf_persist_until_finished|mtf_sit_killed),
("killed_by_swadian.wav", "killed_by_swadian.wav", mtf_culture_1|mtf_persist_until_finished|mtf_sit_killed, mtf_culture_1|mtf_persist_until_finished|mtf_sit_killed),
("lords_hall_khergit.wav", "lords_hall_khergit.wav", mtf_culture_3|mtf_sit_travel, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("lords_hall_nord.wav", "lords_hall_nord.wav", mtf_sit_travel, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("lords_hall_swadian.wav", "lords_hall_swadian.wav", mtf_sit_travel, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("lords_hall_rhodok.wav", "lords_hall_rhodok.wav", mtf_sit_travel, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("lords_hall_vaegir.wav", "lords_hall_vaegir.wav", mtf_sit_travel, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("mounted_snow_terrain_calm.wav", "mounted_snow_terrain_calm.wav", mtf_sit_travel, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("neutral_infiltration.wav", "neutral_infiltration.wav", mtf_sit_town_infiltrate, mtf_sit_town_infiltrate),
("outdoor_beautiful_land.wav", "outdoor_beautiful_land.wav", mtf_sit_travel, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("retreat.wav", "retreat.wav", mtf_persist_until_finished|mtf_sit_killed, mtf_persist_until_finished|mtf_sit_killed),
("seige_neutral.wav", "seige_neutral.wav", mtf_sit_siege, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed|mtf_sit_siege),
("enter_the_juggernaut.wav", "enter_the_juggernaut.wav", mtf_sit_siege, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed|mtf_sit_siege),
("siege_attempt.wav", "siege_attempt.wav", mtf_sit_siege, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed|mtf_sit_siege),
("crazy_battle_music.wav", "crazy_battle_music.wav", mtf_sit_siege, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed|mtf_sit_siege),
("tavern_1.wav", "tavern_1.wav", mtf_sit_tavern|mtf_sit_feast, mtf_sit_tavern|mtf_sit_feast),
("tavern_2.wav", "tavern_2.wav", mtf_sit_tavern|mtf_sit_feast, mtf_sit_tavern|mtf_sit_feast),
("town_neutral.wav", "town_neutral.wav", mtf_sit_town|mtf_sit_travel, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("town_khergit.wav", "town_khergit.wav", mtf_culture_3|mtf_sit_town|mtf_sit_travel, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("town_nord.wav", "town_nord.wav", mtf_culture_4|mtf_sit_town|mtf_sit_travel, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("town_rhodok.wav", "town_rhodok.wav", mtf_culture_5|mtf_sit_town|mtf_sit_travel, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("town_swadian.wav", "town_swadian.wav", mtf_culture_1|mtf_sit_town|mtf_sit_travel, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("town_vaegir.wav", "town_vaegir.wav", mtf_culture_2|mtf_sit_town|mtf_sit_travel, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("travel_khergit.wav", "travel_khergit.wav", mtf_culture_3|mtf_sit_travel, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("travel_neutral.wav", "travel_neutral.wav", mtf_sit_travel, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("travel_nord.wav", "travel_nord.wav", mtf_culture_4|mtf_sit_travel, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("travel_rhodok.wav", "travel_rhodok.wav", mtf_culture_5|mtf_sit_travel, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("travel_swadian.wav", "travel_swadian.wav", mtf_culture_1|mtf_sit_travel, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("travel_vaegir.wav", "travel_vaegir.wav", mtf_culture_2|mtf_sit_travel, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("middle_eastern_travel.wav", "middle_eastern_travel.wav", mtf_culture_6|mtf_sit_travel, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("uncertain_homestead.wav", "uncertain_homestead.wav", mtf_sit_travel, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("hearth_and_brotherhood.wav", "hearth_and_brotherhood.wav", mtf_sit_travel, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("tragic_village.wav", "tragic_village.wav", mtf_sit_travel, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("victorious_evil.wav", "victorious_evil.wav", mtf_persist_until_finished, mtf_persist_until_finished),
("victorious_neutral_1.wav", "victorious_neutral_1.wav", mtf_persist_until_finished|mtf_sit_victorious, mtf_persist_until_finished|mtf_sit_victorious),
("victorious_neutral_2.wav", "victorious_neutral_2.wav", mtf_persist_until_finished|mtf_sit_victorious, mtf_persist_until_finished|mtf_sit_victorious),
("victorious_neutral_3.wav", "victorious_neutral_3.wav", mtf_persist_until_finished|mtf_sit_victorious, mtf_persist_until_finished|mtf_sit_victorious),
("victorious_swadian.wav", "victorious_swadian.wav", mtf_culture_2|mtf_persist_until_finished|mtf_sit_victorious, mtf_culture_2|mtf_persist_until_finished|mtf_sit_victorious),
("victorious_vaegir.wav", "victorious_vaegir.wav", mtf_culture_2|mtf_persist_until_finished|mtf_sit_victorious, mtf_culture_2|mtf_persist_until_finished|mtf_sit_victorious),
("victorious_vaegir_2.wav", "victorious_vaegir_2.wav", mtf_culture_2|mtf_persist_until_finished|mtf_sit_victorious, mtf_culture_2|mtf_persist_until_finished|mtf_sit_victorious),
("wedding.wav", "wedding.wav", mtf_persist_until_finished, mtf_persist_until_finished),
("coronation.wav", "coronation.wav", mtf_persist_until_finished, mtf_persist_until_finished),
("oim_ambushed_by_neutral.wav", "oim_ambushed_by_neutral.wav", mtf_sit_ambushed|mtf_sit_siege, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed|mtf_sit_siege),
("oim_calm_night_2.wav", "oim_calm_night_2.wav", mtf_sit_night, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("oim_capture.wav", "oim_capture.wav", mtf_persist_until_finished, mtf_persist_until_finished),
("oim_crazy_battle_music.wav", "oim_crazy_battle_music.wav", mtf_sit_siege, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed|mtf_sit_siege),
("oim_defeated_by_neutral.wav", "oim_defeated_by_neutral.wav", mtf_persist_until_finished|mtf_sit_killed, mtf_persist_until_finished|mtf_sit_killed),
("oim_defeated_by_neutral_3.wav", "oim_defeated_by_neutral_3.wav", mtf_persist_until_finished|mtf_sit_killed, mtf_persist_until_finished|mtf_sit_killed),
("oim_encounter_hostile_nords.wav", "oim_encounter_hostile_nords.wav", mtf_persist_until_finished|mtf_sit_encounter_hostile, mtf_persist_until_finished|mtf_sit_encounter_hostile),
("oim_escape.wav", "oim_escape.wav", mtf_persist_until_finished, mtf_persist_until_finished),
("oim_enter_the_juggernaut.wav", "oim_enter_the_juggernaut.wav", mtf_sit_siege, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed|mtf_sit_siege),
("oim_fight_as_khergit.wav", "oim_fight_as_khergit.wav", mtf_culture_3|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed),
("oim_fight_as_nord.wav", "oim_fight_as_nord.wav", mtf_culture_4|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed),
("oim_killed_by_khergit.wav", "oim_killed_by_khergit.wav", mtf_culture_3|mtf_persist_until_finished|mtf_sit_killed, mtf_culture_3|mtf_persist_until_finished|mtf_sit_killed),
("oim_killed_by_swadian.wav", "oim_killed_by_swadian.wav", mtf_culture_1|mtf_persist_until_finished|mtf_sit_killed, mtf_culture_1|mtf_persist_until_finished|mtf_sit_killed),
("oim_lords_hall_khergit.wav", "oim_lords_hall_khergit.wav", mtf_culture_3|mtf_sit_travel, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("oim_lords_hall_nord.wav", "oim_lords_hall_nord.wav", mtf_sit_travel, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("oim_mount_and_blade_title_screen.wav", "oim_mount_and_blade_title_screen.wav", mtf_start_immediately|mtf_sit_main_title, mtf_start_immediately|mtf_sit_main_title),
("oim_neutral_infiltration.wav", "oim_neutral_infiltration.wav", mtf_sit_town_infiltrate, mtf_sit_town_infiltrate),
("oim_retreat.wav", "oim_retreat.wav", mtf_persist_until_finished|mtf_sit_killed, mtf_persist_until_finished|mtf_sit_killed),
("oim_town_neutral.wav", "oim_town_neutral.wav", mtf_sit_town|mtf_sit_travel, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("oim_town_nord.wav", "oim_town_nord.wav", mtf_culture_4|mtf_sit_town|mtf_sit_travel, mtf_culture_1|mtf_culture_2|mtf_culture_3|mtf_culture_4|mtf_culture_5|mtf_culture_6|mtf_culture_all|mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("oim_tragic_village.wav", "oim_tragic_village.wav", mtf_sit_travel, mtf_sit_tavern|mtf_sit_town|mtf_sit_travel|mtf_sit_night),
("oim_victorious_evil.wav", "oim_victorious_evil.wav", mtf_persist_until_finished, mtf_persist_until_finished),
("oim_victorious_swadian.wav", "oim_victorious_swadian.wav", mtf_culture_2|mtf_persist_until_finished|mtf_sit_victorious, mtf_culture_2|mtf_persist_until_finished|mtf_sit_victorious),

 
]
Code: (module_postfx.py -- 100%) [Select]
from header_postfx import *

####################################################################################################################
#  Each postfx_param contains the following fields:
#  1) id (string):
#  2) flags (int).
#  3) tonemap operator type (0,1,2,3)
#  4) shader parameters1 [ HDRRange, HDRExposureScaler, LuminanceAverageScaler, LuminanceMaxScaler ]
#  5) shader parameters2 [ BrightpassTreshold, BrightpassPostPower, BlurStrenght, BlurAmount ]
#  6) shader parameters3 [ AmbientColorCoef, SunColorCoef, SpecularCoef, -reserved ]
#
#define postfxParams1 (PFX1) float4(postfx_editor_vector[1].x, postfx_editor_vector[1].y, postfx_editor_vector[1].z, postfx_editor_vector[1].w)
#define postfxParams2 (PFX2) float4(postfx_editor_vector[2].x, postfx_editor_vector[2].y, postfx_editor_vector[2].z, postfx_editor_vector[2].w)
#define postfxParams3 (PFX3) float4(postfx_editor_vector[3].x, postfx_editor_vector[3].y, postfx_editor_vector[3].z, postfx_editor_vector[3].w)

####################################################################################################################

postfx_params = [

("default", 0, 0, [125.992200, 1.058800, 1.451000, 9.176500], [0.960800, 1.137300, 1.137300, 0.196100], [1.000000, 1.000000, 1.000000, 1.000000]),
("map_params", 0, 0, [128.000000, 1.040000, 1.294100, 10.000000], [2.372500, 2.156900, 1.843100, 0.486300], [1.000000, 1.000000, 1.050000, 1.000000]),
("indoors", 0, 0, [128.000000, 1.000000, 1.254900, 10.000000], [0.647100, 4.784300, 4.161600, 0.003550], [0.980400, 0.980400, 1.529400, 1.000000]),
("sunset", 0, 0, [128.000000, 0.588200, 0.980400, 0.980400], [0.078400, 2.117600, 1.372500, 0.125500], [0.980400, 0.980400, 1.764700, 1.000000]),
("night", 0, 0, [128.000000, 1.000000, 1.254900, 10.000000], [0.647100, 4.784300, 1.215700, 0.000000], [0.980400, 0.980400, 1.529400, 1.000000]),
("sunny", 0, 0, [128.000000, 0.588200, 0.980400, 0.980400], [0.078400, 2.117600, 1.372500, 0.125500], [0.980400, 0.980400, 1.764700, 1.000000]),
("cloudy", 0, 0, [128.000000, 1.000000, 0.980400, 0.000000], [0.313700, 2.666700, 2.000000, 0.431400], [0.980400, 0.980400, 1.431400, 1.000000]),
("overcast", 0, 0, [128.000000, 1.000000, 0.980400, 0.000000], [0.313700, 2.666700, 2.000000, 0.000000], [0.980400, 0.980400, 1.031400, 1.000000]),
("high_contrast", 0, 3, [128.000000, 1.000000, 1.294100, 10.000000], [0.431400, 2.000000, 1.058800, 0.054900], [2.000000, 0.705900, 1.490200, 1.000000]),


  ]
Code: (module_quests.py -- 100%) [Select]
from header_quests import *

####################################################################################################################
#  Each quest record contains the following fields:
#  1) Quest id: used for referencing quests in other files. The prefix qst_ is automatically added before each quest-id.
#  2) Quest Name: Name displayed in the quest screen.
#  3) Quest flags. See header_quests.py for a list of available flags
#  4) Quest Description: Description displayed in the quest screen.
#
# Note that you may call the opcode setup_quest_text for setting up the name and description
####################################################################################################################

quests = [

  ("deliver_message", "Deliver a Message to {s13}", qf_random_quest,
   "{s9} asked you to take a message to {s13}. {s13} was at {s4} when you were given this quest."),

  ("deliver_message_to_enemy_lord", "Deliver a Message to {s13}", qf_random_quest,
   "{s9} asked you to take a message to {s13} of {s15}. {s13} was at {s4} when you were given this quest."),

  ("raise_troops", "Raise {reg1} {s14}", qf_random_quest,
   "{s9} asked you to raise {reg1} {s14} and bring them to him."),

  ("escort_lady", "Escort {s13} to {s14}", qf_random_quest,
   "None"),

  ("deal_with_bandits_at_lords_village", "Save the Village of {s15}", qf_random_quest,
   "{s13} asked you to deal with the bandits who have taken refuge in his village of {s15}, and then report back to him."),

  ("collect_taxes", "Collect Taxes from {s3}", qf_random_quest,
   "{s9} asked you to collect taxes from {s3}. He offered to give you one-fifth of all the money you collect there."),

  ("hunt_down_fugitive", "Hunt Down {s4}", qf_random_quest,
   "{s9} asked you to hunt down the fugitive named {s4}. He is currently believed to be at {s3}."),

  ("kill_local_merchant", "Assassinate Local Merchant at {s3}", qf_random_quest,
   "{s9} asked you to assassinate a local merchant at {s3}."),

  ("bring_back_runaway_serfs", "Bring Back Runaway Serfs", qf_random_quest,
   "{s9} asked you to find the three groups of runaway serfs, and bring them back to {s2}. He said all three groups were fleeing in the direction of {s3}."),

  ("follow_spy", "Follow the Spy to the Meeting", qf_random_quest,
   "{s11} asked you to follow the spy who will be leaving from {s12}. You must be careful not to be seen by the spy during his travel, or he may become suspicious and turn back. Once the spy meets with his accomplice, you are to ambush and capture them, and bring them both back to {s11}."),

  ("capture_enemy_hero", "Capture a Lord from {s13}", qf_random_quest,
   "TODO: {s11} asked you to capture a lord from {s13}."),

  ("lend_companion", "Lend Your Companion {s3} to {s9}", qf_random_quest,
   "{s9} asked you to lend your companion {s3} to him for a week."),

  ("collect_debt", "Collect the debt that {s3} owes to {s9}", qf_random_quest,
   "{s9} asked you to collect the debt of {reg4} thaler that {s3} owes to him."),

  ("incriminate_loyal_commander", "Incriminate the Loyal Commander of {s13}, {s16}", qf_random_quest,
   "None"),

  ("raid_caravan_to_start_war", "Raid {reg13} Caravans of {s13}", qf_random_quest,
   "None"),

  ("meet_spy_in_enemy_town", "Meet Spy in {s13}", qf_random_quest,
   "None"),

  ("capture_prisoners", "Bring {reg1} {s3} Prisoners", qf_random_quest,
   "{s9} wanted you to bring him {reg1} {s3} as prisoners."),

  ("lend_surgeon", "Lend Your Surgeon {s3} to {s1}", qf_random_quest,
   "Lend your experienced surgeon {s3} to {s1}."),

  ("follow_army", "Follow {s9}'s Army", qf_random_quest,
   "None"),

  ("report_to_army", "Report to Marshall {s13}", qf_random_quest,
   "None"),

  ("deliver_cattle_to_army", "Deliver {reg3} Head of Cattle to {s13}", qf_random_quest,
   "The elder of the village of {s3} has asked you to bring them {reg5} head of cattle."),

  ("join_siege_with_army", "Join the Siege of {s14}", qf_random_quest,
   "None"),

  ("scout_waypoints", "Scout {s13}, {s14}, and {s15}", qf_random_quest,
   "None"),

  ("rescue_lord_by_replace", "Rescue {s13} from {s14}", qf_random_quest,
   "None"),

  ("deliver_message_to_prisoner_lord", "Deliver a Message to {s13} at {s14}", qf_random_quest,
   "None"),

  ("duel_for_lady", "Challenge {s13} to a Trial of Arms", qf_random_quest,
   "None"),

  ("move_cattle_herd", "Move Cattle Herd to {s13}", qf_random_quest,
   "The mayor of {s10} asked you to move a cattle herd to {s13}."),

  ("escort_merchant_caravan", "Escort the Merchant Caravan to {s8}", qf_random_quest,
   "Escort the merchant caravan to the town of {s8}."),

  ("deliver_wine", "Deliver {reg5} Units of {s6} to {s4}", qf_random_quest,
   "{s9} of {s3} asked you to deliver {reg5} units of {s6} to the tavern in {s4} within the next seven days."),

  ("troublesome_bandits", "Hunt Down the Troublesome Bandits", qf_random_quest,
   "{s9} of {s4} asked you to hunt down the troublesome bandits in the vicinity of the town."),

  ("kidnapped_girl", "Ransom the Girl from the Bandits", qf_random_quest,
   "The mayor of {s4} gave you {reg12} thaler to pay the ransom of a girl kidnapped by bandits. You are to meet the bandits near {s3} and pay them the ransom. After that, you are to return the girl to {s4}."),

  ("persuade_lords_to_make_peace", "Ensure that Neither Lord Objects to Peace", qf_random_quest,
   "The Mayor of {s4} promised you {reg12} thaler if you can ensure that neither {s12} nor {s13} pose a threat to a peace settlement between {s15} and {s14}. In order to do this, you must either convince them, or make sure they fall captive and remain so until a peace agreement is complete."),

  ("deal_with_looters", "Deal with the Looters", qf_random_quest,
   "The Mayor of {s4} has asked you to deal with several bands of looters around {s4}, and bring back any goods you recover."),

  ("deal_with_night_bandits", "Deal with the Night Bandits", qf_random_quest,
   "TODO: The Mayor of {s14} has asked you to deal with night bandits at {s14}."),

  ("deliver_grain", "Bring wheat to {s3}", qf_random_quest,
   "The elder of the village of {s3} has asked you to bring them {reg5} packs of wheat.."),

  ("deliver_cattle", "Cattle for {s3}", qf_random_quest,
   "The elder of the village of {s3} asked you to bring {reg5} heads of cattle."),

  ("train_peasants_against_bandits", "A Bit of Training", qf_random_quest,
   "None"),

  ("eliminate_bandits_infesting_village", "Bandits in {s7}", qf_random_quest,
   "A villager from {s7} begged you to save their village from the bandits that have taken up residence there."),

  ("join_faction", "Oath of Homage to {s1}", qf_random_quest,
   "Find {s1} and give him your oath of homage."),

  ("rebel_against_kingdom", "Support a Claimant to the Throne", qf_random_quest,
   "None"),

  ("talk_to_zamoshie_elder", "Talk to the Zamoshye Elder", 0,
   "Clermont mentioned that the elder of Zamoshye would pay you well for your services. Perhaps you might pay him a visit."),

  ("zamoshie_lower_taxes", "Peasant Taxes", 0,
   "Convince the warlord of Smolensk to lower the taxes of the Zamoshye peasants."),

  ("deal_with_zamoshie_bandits", "Zamoshye Bandits", 0,
   "Kill the Zamoshye bandits."),

  ("oim_bring_goods_zamoshie", "Bring Goods to Zamoshye", 0,
   "Deliver Salt to Ataman Naum Vasiliev in Zamoshye."),

  ("oim_trakay_icon", "Elusive Priest", 0,
   "Elusive Priest"),

  ("oim_bring_tatarin_to_sich", "To the Sich with a Prisoner", 0,
   "To the Sich with a Prisoner"),

  ("oim_bring_tatarin_to_perekop", "To Perekop", 0,
   "To Perekop"),

  ("oim_sem_samuraev", "The Splendid Seven", 0,
   "The Splendid Seven"),

  ("oim_lendliz", "Help the Don Cossacks", 0,
   "Help the Don Cossacks"),

  ("oim_lendliz2", "Help the Don Cossacks", 0,
   "Help the Don Cossacks"),

  ("oim_monfor_shved", "Recruit Clermont", 0,
   "Recruit Clermont"),

  ("oim_monfor_shved_army", "Royal Cortege", 0,
   "Royal Cortege"),

  ("mest_i_zakon", "Law and Vengeance", 0,
   "Law and Vengeance"),

  ("mest_i_zakon2", "The Rescued Village", 0,
   "Law and Vengeance"),

  ("mest_i_zakon3", "Hmelnitski's Revenge", 0,
   "Law and Vengeance"),

  ("oim_kidalovo_z_konyem", "Half a Kingdom for a Horse", 0,
   "Half a Kingdom for a Horse"),

  ("oim_invest", "Hidden Cache", 0,
   "Hidden Cache"),

  ("oim_trubeckoy_rekomendation", "Recommendation to Trubetskoy", 0,
   "Recommendation to Trubetskoy"),

  ("oim_tzr_korsar", "Corsair of the Tsar", 0,
   "Corsair of the Tsar"),

  ("oim_potop_main", "The Deluge", 0,
   "The Deluge"),

  ("oim_potop_find_zagloba", "Colonel Zagloba", 0,
   "Colonel Zagloba"),

  ("oim_potop_deliver_letter", "Bad News for the King", 0,
   "Bad News for the King"),

  ("oim_potop_deliver_swedish_solders", "Raid the Swedish Rears", 0,
   "Raid the Swedish Rears"),

  ("oim_potop_deliver_swedish_troops_reward", "Receive the Reward", 0,
   "Receive the Reward"),

  ("oim_potop_defend_church", "Polish Relic", 0,
   "Polish Relic"),

  ("oim_potop_defend_get_back_warshaw", "Warsaw", 0,
   "Warsaw"),

  ("oim_potop_capture_swedish_lord", "Error of Protestant Ways", 0,
   "Error of Protestant Ways"),

  ("oim_potop_shtirlic", "The New Khan", 0,
   "Do not translate"),

  ("oim_potop_alias", "Tatar Ally", 0,
   "Tatar Ally"),

  ("oim_potop_return", "Return of a Hero", 0,
   "Return of a Hero"),

  ("oim_potop_kmitic", "Damn Khovansky!", 0,
   "Damn Khovansky!"),

  ("oim_potop_volodievskiy", "Kidnapped Bride", 0,
   "Horse Thief"),

  ("oim_potop_kshetuskiy", "Horse Thief", 0,
   "Kidnapped Bride"),

  ("oim_potop_marshal", "Knapsack with Marshal's Baton", 0,
   "Knapsack with Marshal's Baton"),

  ("oim_potop_marshal_started", "Marshal Elections", 0,
   "Marshal Elections"),

  ("oim_potop_mission_impossible", "Liberator Hero", 0,
   "Liberator Hero"),

  ("oim_potop_capture_tszar", "Hunt for the Tsar", 0,
   "Hunt for the Tsar"),

  ("oim_potop_king_elections_kings_node", "Zagloba's Rebellion", 0,
   "Zagloba's Rebellion"),

  ("oim_potop_king_elections_zagloba", "Unused", 0,
   "Unused"),

  ("oim_potop_last_qst", "Death in Ascension", 0,
   "Death in Ascension"),

  ("oim_potop_zagloba_revoult", "Emperor Zagloba!", 0,
   "Emperor Zagloba!"),

  ("oim_potop_invasion_info", "German Regiments", 0,
   "German Regiments"),

  ("oim_potop_destroy_mercs", "German Regiments", 0,
   "German Regiments"),

  ("oim_potop_dismiss_king", "Anti-Tsar Coalition", 0,
   "Anti-Tsar Coalition"),

  ("oim_potop_execute_king", "King's Abdication", 0,
   "King's Abdication"),

  ("oim_potop_final_qst", "The Final Border", 0,
   "The Final Border"),

  ("oim_getman_defend_villages", "Defend the Villages", 0,
   "Defend the Villages"),

  ("oim_getman_main", "Secret of the Black Mace", 0,
   "Secret of the Black Mace"),

  ("oim_getman_kozaks_service", "Errands", 0,
   "Errands"),

  ("oim_getman_za_radzivilla", "For Great Lithuania!", 0,
   "For Great Lithuania!"),

  ("oim_getman_radzivill_rebelion", "Radziwill Rebellion", 0,
   "Radziwill Rebellion"),

  ("oim_getman_radzivill_capture_city", "First Order", 0,
   "First Order"),

  ("oim_getman_kiev_capture", "Seizure of Kiev", 0,
   "Seizure of Kiev"),

  ("oim_getman_kiev_burgomistr", "Kiev Mayor's Report", 0,
   "Kiev Mayor's Report"),

  ("oim_getman_kiev_burgomistr_gold", "Kiev Legend", 0,
   "Kiev Legend"),

  ("oim_getman_ask_add_info", "The Intractable Radziwill", 0,
   "The Intractable Radziwill"),

  ("oim_getman_capture_tatarin", "Tatar Mirza", 0,
   "Tatar Mirza"),

  ("oim_getman_tampliers_archives", "The Templar Archive", 0,
   "The Templar Archive"),

  ("oim_getman_nesviz_grobnica_radzivilov", "The Family Crypt", 0,
   "The Family Crypt"),

  ("oim_getman_nesviz_legend", "Nesvizh Legend", 0,
   "Nesvizh Legend"),

  ("oim_getman_tayna_knyaza", "The Secret of House Oleg", 0,
   "The Secret of House Oleg"),

  ("oim_getman_borat_dlg", "Prince Boryatinsky", 0,
   "Do not translate"),

  ("oim_getman_voron_book", "Book of the Crow", 0,
   "Do not translate"),

  ("oim_getman_voron_translate", "Pafnuty", 0,
   "Do not translate"),

  ("oim_getman_kozak_legend", "Cossack Legends", 0,
   "Do not translate"),

  ("oim_getman_barabash", "Hetman Barabash", 0,
   "Do not translate"),

  ("oim_getman_nesvizh_pernach", "Nesvizh", 0,
   "Do not translate"),

  ("oim_getman_kill_radzivill", "Hetman Radziwill", 0,
   "Do not translate"),

  ("oim_getman_za_barabasha", "For Barabash!", 0,
   "Do not translate"),

  ("oim_getman_caravan", "Cart with a Letter", 0,
   "Do not translate"),

  ("oim_getman_za_hmelya", "For Hmel!", 0,
   "Do not translate"),

  ("oim_na_rech_pospolitu", "To Poland!", 0,
   "Do not translate"),

  ("oim_getman_hmel_reb", "Rebellion", 0,
   "Do not translate"),

  ("oim_getman_hmel_casus_beli", "The military incident", 0,
   "Do not translate"),

  ("oim_getman_hmel_greate_war", "War on Two Fronts", 0,
   "Do not translate"),

  ("oim_getman_korona_vitovta", "Vytautas' Crown", 0,
   "Do not translate"),

  ("oim_getman_last_qst", "From Sea to Sea", 0,
   "Do not translate"),

  ("oim_na_msk_tsarzd", "To Muscovite Tsardom!", 0,
   "Do not translate"),

  ("oim_getman_barabash_reb", "Rebellion!", 0,
   "Do not translate"),

  ("oim_getman_barabash_casus_beli", "The military incident", 0,
   "Do not translate"),

  ("oim_getman_barabash_greate_war", "A War on Two Fronts", 0,
   "Do not translate"),

  ("oim_dmitriy_main", "Tsar Secrets...", 0,
   "Do not translate"),

  ("dmitriy_loot_villages", "Ravage the Villages", 0,
   "Do not translate"),

  ("oim_dmitriy_gerasim", "Gerasim Evangelic", 0,
   "Do not translate"),

  ("oim_dmitriy_elena", "Eleanor", 0,
   "Do not translate"),

  ("oim_dmitriy_eleonora", "Bring Eleanor to Carl", 0,
   "Do not translate"),

  ("oim_dmitriy_eleonora_home", "Bring Eleanor to the Prince", 0,
   "Do not translate"),

  ("oim_dmitriy_deliver_letter_msk", "A Letter to the Tsar", 0,
   "Do not translate"),

  ("oim_dmitriy_deliver_letter_shwed", "A Letter to the Tsar", 0,
   "Do not translate"),

  ("oim_dmitriy_talk_to_voevoda", "Talk to the Warlord", 0,
   "Do not translate"),

  ("oim_dmitriy_tsar_prison", "The Tsar's Mercies", 0,
   "Do not translate"),

  ("oim_dmitriy_razin", "Stepan Razin", 0,
   "Do not translate"),

  ("biyars_specnaz", "Talks with Boyars", 0,
   "Do not translate"),

  ("oim_alevtina_hanum", "Alevtina-hanum", 0,
   "Do not translate"),

  ("oim_black_lord", "False Dmitry the Third", 0,
   "False Dmitry the Third"),

  ("oim_dmitriy_elections", "Elections of the Tsar", 0,
   "Elections of the Tsar"),

  ("oim_duel_wound", "Wounded in a Duel", 0,
   "Wounded in a Duel"),

  ("oim_alcoholic", "Alcoholism", 0,
   "Alcoholism"),

  ("oim_illness_1", "Fever", 0,
   "Fever"),

  ("oim_illness_2", "Gout", 0,
   "Gout"),

  ("oim_illness_3", "Dropsy", 0,
   "Dropsy"),

  ("oim_illness_4", "Dysentery", 0,
   "Dysentery"),

  ("oim_illness_5", "Scabies", 0,
   "Scabies"),

  ("oim_potop_capture_city", "Capture the City", 0,
   "Do not translate"),

  ("oim_deliver_caravan", "Deliver Caravan", 0,
   "Do not translate"),

  ("oim_trade_pantent", "Trade patent", 0,
   "Do not translate"),

  ("quests_end", "Mission Accomplished", 0,
   "Do not translate"),



]
Code: (module_scripts.py -- 80%) [Select]
Ni me cabe. 104.000 líneas. Así que lo pego aquí :')
http://paste.ubuntu.com/626804/

Espero que con eso tengas para abrir boca. :)

Swyter

  • Grandmaster Knight
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  • WBM&BWF&S
Re: module system Para el Mount&Blade With Fire and Sword ?¿
« Reply #2 on: June 14, 2011, 11:39:55 PM »
Code: (module_info_pages.py -- 100%) [Select]
####################################################################################################################
#  Each quest record contains the following fields:
#  1) Info page id: used for referencing info pages in other files. The prefix ip_ is automatically added before each info page id.
#  2) Info page name: Name displayed in the info page screen.
#
####################################################################################################################

info_pages = [

("morale", "Morale", "Morale represents the ability and willingness of the troops in a party to summon the endurance, bravery, and discipline needed to face the stresses of battle and long marches. It is not the same thing as the troops' happiness. Even elite troops may grumble and whine about the hardships of campaigning -- but then stand together as one when the arrows begin to fly. Be warned that a commander who gives his men everything they want may find that they grow soft, and waiver before the enemy's charge.^^ Morale's greatest impact is on a party's behavior in battle, determining how aggressively troops engage the enemy, and how likely they are to break and run if they perceive the tide of battle turning against them. Morale also affects a party's marching speed: a less motivated party will move more slowly, as the men are not pushing themselves to their physical limit. Likewise, they will pause more frequently, as they wait for stragglers to catch up. Finally, a party with very low morale will begin to suffer desertions.^^ Some factors that affect morale are intuitive. For example, a charismatic commander with a reputation for winning battles can infuse his or her men with a sense of confidence. Leaders who give their men an ample and varied supply of food, and pay them on time, demonstrate that they care about their troops' welfare, and are less likely to lead them into disaster.^^ Other factors are less intuitive -- particularly those related to a party's sense of group cohesion. In a small tight-knit party, for example, men will often fight hard against daunting odds to avoid showing cowardice before their comrades-in-arms. A large party, on the other hand, may see its cohesion strained, as the commander has less time to supervise the men, listen to their grievances, and resolve their disputes. Frequent battles will strengthen the bonds between men, while long periods without combat will see the troops become bored and quarrelsome.^^ The morale report, accessibly by hitting the 'reports' button, will give you a sense of what factors are currently affecting your men's morale."),
("economy", "Economy", "Towns and villages need a wide variety of goods for their populations to remain healthy and productive. First in importance is food. Grain is one staple crop, but people also need fat and protein in the form of meat, fish, or cheese. It takes almost as much work to preserve meat as it does to produce it in the first place, so salt is also in high demand. After food comes clothing: heavy wool, lighter linens, or luxurious velvet. Finally, people need the tools of their trade: ironware, pottery, leatherware, and, of course, arms, armor, and horses for war.^^Most agricultural products are produced in the villages, while artisans in the towns specialize in manufactured or artisanal goods like fabrics or ironware. Also, different resources can be found in different parts of the country. Consequently, the key to prosperity is trade -- both between the villages and the towns, and between the major towns themselves.^^When trade flows, goods will be available and affordable, the population of a center will be healthy and energetic, and migrants will flock from the nearby regions. The center will produce more, consume more, and be able to contribute more in taxes to their lords. When trade dries up, towns and villages will see their workers flee to seek work elsewhere, and economic activity will drift to a stand-still. Thus, it is in the interests of rulers to protect trade routes from the hazards of war and banditry. A smart merchant, however, may want to seek out towns which have become isolated from the rest of the land, as he or she may be able to turn a tidy profit from the resulting price imbalances.^^Because villagers usually plan to take their goods to market in towns, village markets will be rather quiet places, and villagers will buy cheap and sell dear. Serious merchants will stick to the towns to make a profit, although some parties may decide to make a quick stop in a village to acquire supplies.^^A player who wants to know about the factors affecting a region's prosperity can speak to the mayor of the local town. Other information can be gleaned from passers-by, although they might not know very much outside of their own particular trade."),
("politics", "Politics", "Although the game represents different cultures, all adhere to the same basic political system: feudalism. Feudalism is based on the relationships between individuals: the oaths of loyalty given by a vassal to his or her liege. In exchange for this oath, the vassal will usually receive a fief, a parcel of land whose income will be used by the vassal to raise troops to support the liege in time of war. A liege also has an obligation to protect his vassals, and to treat them justly.^^This is how it works in theory, anyway. In practice, vassals will not always work in their factions' interests, particular as they are often quarreling with one another. Nobles have different personalities, and sometimes those personalities clash. Or, perhaps two nobles were once friends, but fell out over in the aftermath of a setback or a defeat -- or because they both were wooing the same lady. Jealousies will also surface as they vie for the favor of the king -- perhaps over newly conquered lands, or over who will be given the coveted office of marshal, the lord in charge of organizing large-scale campaigns.^^When one realm makes war on another, the political unity of the each kingdom is as important as the quality or number of its soldiers in determining the outcome. In a cohesive kingdom, nobles will join together in a large force to sweep their opponents before them. In a kingdom divided by petty quarrels, lords will fail to respond to the marshal's summons, or drift away to attend to their own business if a campaign is not going well. A faction's political cohesion will also impact warfare when campaigns are not in progress. In a divided faction, lords will be less likely to join together on raids and patrols, and come to each other's defense.^^If it seems self-defeating for nobles to bicker and quarrel when the enemy is just over the horizon, keep this in mind -- ultimately, a noble's loyalty goes not to a particular faction or culture, but to himself and to his family. If a noble fears that his faction is collapsing, or if he is being neglected by his liege, he can usually find a reason to withdraw his oath of allegiance, and change sides. Players should keep this in mind, as they may find that there are opportunities to turn discontented former enemies into allies."),
("military_campaigns", "Military Campaigns", "When kingdoms go to war, their armies have two basic offensive options. They can try to attack villages and lay waste to the countryside, damaging their enemy's prestige and economy. Or, they can try to seize and hold castles or towns, taking territory. This second option can involve long, bloody sieges, but will yield more decisive results.^^It is important to note that the realms do not field standing armies, which remain in the field as long as the ruler desires. Rather, realms are protected by feudal levies comprised of the major nobles and their individual retinues.  Sometimes, these nobles launch their own private attacks into enemy territory, but the most decisive events will usually take place when the great hosts are assembled. The kingdom's marshal, a noble appointed by the king, will summon the host before the campaign and lead them out to battle. However, he should be careful not to keep them in the field too long. Otherwise, the host will begin to disintegrate, as the vassals drift off to pursue their own business, and the army will be vulnerable to a counter-attack.^^For this reason, the rhythm of wars often resembles the rhythm of a duel between two individual combatants. One side will gather its strength and seek to land a blow against the enemy's territory. If the marshal spends too little time gathering the vassals, he may not be able to do any real damage. If he spends too much time, then the campaign may end before it has even begun. A large realm will have an advantage over a smaller one, just as a brawny combatant has an edge over a smaller foe, but a realm's political cohesion can also be a factor, just as a fighter with great stamina can outlast her opponent. Sometimes, the armies of two realms will meet head on, resulting in a major battle in which both numbers and morale will decide the outcome.^^Kingdoms will have imperfect intelligence about their enemies. Attacking lords will need to frequently scout enemy territory to determine which fortresses may be vulnerable. An army defending its homeland will benefit from the alarms raised by castles and towns, which broadcast intelligence about enemy movements in the area. Such intelligence will be imprecise, however, particularly when it comes to numbers. A defending force which sets out to raise a siege or rescue a village may be able to overwhelm an unprepared attacker -- or it may miscalculate, and find that it is the one to be overwhelmed. Attackers, in turn, must be careful how far they advance into enemy territory, with aggressive marshals venturing further than cautious ones.^^Players will be expected to join in their faction's military campaign, either by joining the host, or by scouting ahead into enemy territory. Some players may find that their realm's marshal is too cautious, or too aggressive, for their tastes. In this case, they can intrigue with other lords to try to replace the marshal, or build support to become the marshal themselves.^^Most wars are of limited duration. A king who goes to war will, for the sake of honor, feel obligated to pursue the conflict for a short while. However, unless he is soundly beating his enemy. he may soon start looking for a way out of the conflict, lest he leave himself vulnerable to an attack by a third party. Rulers are keenly aware that today's ally may be tomorrow's enemy, and vice versa."),


]

Y este de regalo. :)

Neodrako

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Re: module system Para el Mount&Blade With Fire and Sword ?¿
« Reply #3 on: June 15, 2011, 12:26:54 AM »
Que interesante ^^

aver si crear una vercion funcional que sirva como alternativa