Yes, for bandits, they are spawned in the "spawn_bandits" script and there are pretty clear lines like that to edit.xPearse said:Yea that's what I mean but I think it was in the scripts section as it said num parties 14 and obviously that's probably it there so I lowered the number, I'll try it out and see if the parties are reduced in numbers but they should.
CommissarMike said:Hey all.
I have spent most of the past several weeks reading documentation, tutorials and various posts to learn as much as I could before actually doing any real modding (other than making some new meshes and such).
I feel like I have seen this issue in a post somewhere but try as I might I cannot seem to find any reference to the issue I am having.
Essentially I added a bunch of new shields to the game. I followed everything and the module compiles without errors. I added the shields to the starting equipment for “nomad” so I could make a new character, check out the new items and see if they are functioning correctly/showing up right. They aren’t.
Basically a couple of the shields I added show up just fine. Most of the batch however, show up in my inventory as they should, however when I equip them they show up extremely tiny. It is to the point you can see a small circle of the shield on the characters back when it isn’t being held and when it is held you can hardly see it at all.
Looking up “Small items”, “Tiny items”, “Items not showing up” etc etc are yielding no results, so any help is most appreciated, since I have been searching for over an hour and I am sure it’s just that I did something silly.
Thanks as always. I am very grateful for the eagerness of many people to help those of us just starting out!
Hunterwolf said:Who knows the full functionality of a dynamic positioning of the horse skeleton (the engine) with respect to ground, only four bones (hooves) are positioned or as something else. If you omit the tail to the ground, he will also be a dynamically positioned?
No it's not. Try getting your horse to climb a hill with an 80 degree slope, and you'll see that it stands pretty much horizontal.Hunterwolf said:But each foot is on the surface at different altitudes
Do you need it? No. Just be sure you add your new troop at the end of the file.MariusThePaladin said:Do I need module files in order to add the new tier to the existing troops three of the existing mod ? (For example, making mecenary cavalry,top tier, upgradeable by adding knight-errant as the next upgrade.)
I've tried manually added new unit to troops.txt and edit it with unofficial troop editor, but the error just popped up when I tried to start new game or load game.
Isn't entry point 10 the holding position for infantry? (e.g. usually at the point of breach, see common_siege_ai_trigger_init_2)The Bowman said:Hi,
Recently I have made the historical castle of Akkerman, but I ran into serious troubles with entry points. During the siege, all the defenders from entry points 40-46 rush to entry point 10, when normally, they should hold their position. Any help would be appreciated. Also, note that I'm testing it with an unmodified Native (leatest 1.153).
Here is the castle:
http://www.mbrepository.com/file.php?id=2404
Thanks.
Are your archer troops recognized as archers by the game?The Bowman said:I perfectly know that. But I tested it and archers do the same thing as infantry. Also, nothing has been modified (i.e. scripts).
I wanna release this as open source, but I don't see the reason it needs script edits when it's a perfectly casual castle.
There's your problem. Cavalry archers are classified as cavalry, and not archers, and go to the breach.The Bowman said:In fact, yes. I made tests on the defender and attacker side, and in all the cases everyone acts as infantry, while I have a majority of Horse Archers. I will try to see if the problem stands in the Cavalry thing.
You are welcome, people who make OSPs deserve every little bit of helpThe Bowman said:That was it, thank you.