ScreamingCommie
Squire
I guess there are no decompilers except outdated russian ones.
The eventual mod concept would be a Warcraft conversion, so a "mishmash" of everyone would be appropriate in-world. Obviously that mod is quite a ways off, but I want some basic systems to work before I'd ask for any art help. Rewriting strings and making the map is where I'm starting, but I'm conceptualizing some deeper gameplay mechanics before I decide where to take the mod.jacobhinds said:Lords recruit small "reinforcement" groups of 5-10 men every day or so - there are three for each faction. The problem with giving them another faction's troops is that soldiers tend to stay in lord's armies for just as long as in the player's. So unless you could somehow write a script to remove non-faction troops once a war ends (potentially unbalancing unless they're replaced), every lord is just going to go round with a mishmash of everyone before long.
Depending on what kind of mod you're trying to make, you could try and make alliances and wars last longer by making the triggers for declarations of war fire less often. <- there's most likely a far better solution for this, though.
(troop_set_slot, "trp_knight_1_1", slot_troop_spouse, "trp_kingdom_1_lady_1"),
(troop_set_slot, "trp_kingdom_1_lady_1", slot_troop_spouse, "trp_knight_1_1"),
(troop_set_slot, "trp_kingdom_1_lady_2", slot_troop_father, "trp_knight_1_1"),
(troop_set_slot, "trp_kingdom_1_lady_2", slot_troop_mother, "trp_kingdom_1_lady_1"),
(troop_set_slot, "trp_kingdom_1_lady_3", slot_troop_guardian, "trp_knight_1_2"),
(troop_set_slot, "trp_knight_2_2", slot_troop_spouse, "trp_kingdom_2_lady_1"),
(troop_set_slot, "trp_kingdom_2_lady_1", slot_troop_spouse, "trp_knight_2_2"),
(troop_set_slot, "trp_kingdom_2_lady_2", slot_troop_mother, "trp_kingdom_2_lady_1"),
(troop_set_slot, "trp_kingdom_2_lady_2", slot_troop_father, "trp_knight_2_2"),
(troop_set_slot, "trp_knight_2_3", slot_troop_spouse, "trp_kingdom_2_lady_3"),
(troop_set_slot, "trp_kingdom_2_lady_3", slot_troop_spouse, "trp_knight_2_3"),
Glad I could help. I am very excited to see your mod!jacobhinds said:Thank you for those. I couldn't make head nor tail of initialize_aristocracy, it made my puny little brain hurt.
It'd make far more sense in my mod, too - I've got lords who I'd like to have as part of a family without the game making weird choices for me.
It's either reusing instances after culling other objects or incrementing the size of the reference array, 20 at a time.The_dragon said:Is there any way to get a player's ip without using any 3rd program, if you have access to the dedicat console?
Also can someone explain me why spawned scene props's instance id aren't increasing 1 by 1? From my observation, this was happening: last instance id was 420, then after spawning a scene prop, the id was 460, then 459, then 458 and so on until it reach 441, then it jumps to 480, then 479, 478 ... 461, then 500, 499, 498 and so on... What is the advantage of using such a method? Why not simply incrementing the last instance id? (I am only curious about this)
You can easily do this withSêrachim said:I'm not asking for any code (though I wouldn't mind a bit), but how would one approach implementing a heredity-old age system into Warband? So, ignoring the obscene amount of time the player would need to have played, say the character has lived for 50 years. By script he dies of old age, but, rather than game over, the player is given the option of taking control of one of the dead character's offspring. These offspring are produced through marriage.
If explanation would be too much; on a scale of 1-10, how possible would this be?
set_player_troop
You can do it.Sêrachim said:I'm not asking for any code (though I wouldn't mind a bit), but how would one approach implementing a heredity-old age system into Warband? So, ignoring the obscene amount of time the player would need to have played, say the character has lived for 50 years. By script he dies of old age, but, rather than game over, the player is given the option of taking control of one of the dead character's offspring. These offspring are produced through marriage.
If explanation would be too much; on a scale of 1-10, how possible would this be?
I don't really know, but the smallest non-arbitrary value is reg0 = 72057594037927936 = 256 so at least it shouldn't be greater than that.Lumos said:How large exactly was the maximum value a slot can have? Int32?