OSP packs which could be useful for us

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quapitty said:
And may this be suitable for that troop tree/foreign languages issue?
http://forums.taleworlds.com/index.php/topic,213497.0.html
Oh, fu*k, yeah!
That's what we need as soon as possible.
I would like to see that already in the next version.
I think that all will agree with me.
Korinov! Leader! Show your face here, we need you to make this happen!
quapitty said:
That pack was actually offered to us a long time ago, by my kinsmen IgorBB, who made those items, although no one from our mod responded to his offer back then.
 
MihailoSRB said:
That pack was actually offered to us a long time ago, by my kinsmen IgorBB, who made those items, although no one from our mod responded to his offer back then.
Shame! We need a more communicative culture here...
 
quapitty said:
MihailoSRB said:
That pack was actually offered to us a long time ago, by my kinsmen IgorBB, who made those items, although no one from our mod responded to his offer back then.
Shame! We need a more communicative culture here...
Nah, we're not that bad. :wink:
But, seriosly, I think that he offered his OSP when the mod was... a bit idle... so we might have ''missed'' his post... posts.
And furthermore, I think he offered it as a Serbian Weapons Pack, so that might have put some people off. :razz: Now, it is true that those weapons are mostly modelled after 11th century weapons found in Serbia, but looking at them, I see nothing that out of the ordinary for them not to be used also by other factions.
As for me, personally, I would very like to see that weird axe (to the far right) in the mod.
serbianmedievalweapons1.png
 
It's a nice touch. If it isn't a big bother, why not including it?
Many players here have constantly bothered us with the words that:
''Your mod is big, epic and all, but it's missing some little touches that other mods have.''
That is one of those little touches. Really not gamebreaking, but simply nice.
But of course, some can be simply nice, but also groundbreaking, like that mod Quapitty mentioned before:
quapitty said:
And may this be suitable for that troop tree/foreign languages issue?
http://forums.taleworlds.com/index.php/topic,213497.0.html
 
guys epic face Female face model and textures replacer epic they look female now at least epic mod
http://www.mbrepository.com/file.php?id=1955
and i think this maked their hair better and adds more hairs
http://www.mbrepository.com/file.php?id=2748
and this is good too it improves male faces
http://www.mbrepository.com/file.php?id=2764  but i dont know how to stack with female faces help me please !!
 
jovan104 said:
and this is good too it improves male faces
http://www.mbrepository.com/file.php?id=2764  but i dont know how to stack with female faces help me please !!
That's been suggested some pages before and discussed already. I personally don't like them very much. They are quite flat and make the helmets look kind of stupid. And they look like US TV stars with additional scars and some even have a sunburn. Well, as I said just my very personal oppinion... But the flat scull shape is a bummer no matter what taste you have.
And those female faces are very Manga. I don't like it at all.
 
It's not just Quapitty's personal opinion - I like those male faces, but we already established before that a large part of our custom helmets cannot ''accept'' the new faces.
 
I love the male faces too (especially when compared to Native, whose faces are among the biggest minuses of the game for me). Though the female ones look a bit too much like dolls, IMO.
 
Crusader Mail Armour Pack
http://www.mbrepository.com/file.php?id=2580
Crusader Heraldry OSP
http://forums.taleworlds.com/index.php/topic,113417.0.html
Armor pack
http://forums.taleworlds.com/index.php/topic,160392.0.html
Awesome Irish models
http://forums.taleworlds.com/index.php/topic,145074.0.html
Persian armor pack
http://www.mbrepository.com/file.php?id=2383
Persian shields
http://www.mbrepository.com/file.php?id=1312
More Persian armor
http://www.mbrepository.com/file.php?id=1311
OSP Warband Item Variants
http://forums.taleworlds.com/index.php/topic,111898.0.html
Nice horses
http://forums.taleworlds.com/index.php/topic,100898.0.html
eastern items
http://forums.taleworlds.com/index.php/topic,123201.0.html
MORE METAL SOUND MOD!!!
http://forums.taleworlds.com/index.php/topic,51681.0.html

Which one from this OSP packs do you think would be useful?
 
We don't have crusaders yet (except Arn), so their packs would probably have to wait.
We don't have Rus yet, but I'm guessing Korinov might have already included some of Narf's armours for, f.e., Eastern Poland, Bulgaria and maybe Serbia?
The highlanders look awesome, but kilts are historically inaccurate for this period, AFAIK.
We don't have Persians yet, especially "India and Persia circa 1500-1700AD", but I'm guessing some of the things could potentially be used for the Muslims? We need someone to confirm this (Mansur, Sayd, Tsewe, Cesar or anyone else knowledgeable for that area?).
I don't know which of the OSP Item Variants and the horses can be useful to us, so someone else should comment on that as well.
I'm not sure about the Eastern Items as well - some are certainly not usable, but others seem rather ok.
As for the Metal Sounds mod, I think not everyone likes it, but anyone can add it to the mod himself.
 
*moved from suggestion thread*

Came over another interesting piece of code; it's for knocking riders off their horses.
http://mbmodwiki.ollclan.eu/Knock_rider_off_horse
Haven't tested it but I like the idea.
 
It wasn't easy but I was able to find a module system for M&B With Fire and Sword.
It's not a direct TaleWorlds release but the module system for a WFAS mod, so there may be some differences from the original but all the features are there.
Here's the mod's page
http://forums.taleworlds.com/index.php/topic,218605.0.html
and the download link for the source files
http://www.mediafire.com/?0b0y4qpy0oyzxew

I was looking for this mainly because of the region specific mercenary issues raised in the Rus research thread;
The mercenary camps from WFAS can offer region specific mercenaries or expensive retinues that the player equips himself (I love that idea, would work great especially when playing as king)
Other features worth looking into are personalized weapons and armor ordered from town smiths and armorers and a lot more buildings for towns and castles, including staff for them.

I tried to test this first, to see if features can really be ported from WFAS to a WB test mod but, while I'm able to do simple things, like add items, locations, troops or NPCs this proved to be beyond my capabilities.
Maybe if Korinov gets a chance to look over the python files he'll have more luck.

To make it easier to search through the .py files I'll post the fragments relevant to the mercenary camps, that I tried to bring over; I think I'm still missing some parts though

module_troops.py
example of troop tuples for merc camp


  ["mercanary_captain_shved", "Mercenary Captain","Mercenary Captains",tf_hero|tf_guarantee_armor|tf_guarantee_boots|tf_guarantee_horse|tf_guarantee_helmet,0,reserved,fac_commoners,
  [itm_infantry_boots,itm_kirasa,itm_morion_good,itm_good_shpaga_b],
    def_attrib|level(25),wp(200),knows_common,nord_face_middle_1, nord_face_older_2],

------------------------------------------------------------------------------------------------------------


    # =======  36

  ["shved_merch_novice_infantry", "European mercenary infantryman (recruit)","European mercenary infantry

(recruit)",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_shield|tf_guarantee_gloves,no_scene,reserved,fac_commoners,
  [],
  str_9|agi_7|level(5),wp_melee(7:cool:|wp_crossbow(41)|wp_archery(0),knows_weapon_master_4|knows_ironflesh_2|knows_power_strike_1|knows_riding_1|knows_horse_archery_1,nord_face_middle_1, nord_face_older_2],

    ["shved_merch_regular_infantry", "European mercenary infantryman (experienced)","European mercenary infantry

(experienced)",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_shield|tf_guarantee_gloves,no_scene,reserved,fac_commoners,
  [],
  str_10|agi_8|level(10),wp_melee(93)|wp_crossbow(52)|wp_archery(0),knows_weapon_master_5|knows_ironflesh_3|knows_power_strike_2|knows_riding_1|knows_horse_archery_1,nord_face_middle_1, nord_face_older_2],
   
  ["shved_merch_veteran_infantry", "European mercenary infantryman (veteran)","European mercenary infantry

(veteran)",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_helmet|tf_guarantee_shield|tf_guarantee_gloves,no_scene,reserved,fac_commoners,
  [],
  str_11|agi_9|level(15),wp_melee(10:cool:|wp_crossbow(63)|wp_archery(0),knows_weapon_master_6|knows_ironflesh_4|knows_power_strike_3|knows_riding_1|knows_horse_archery_1,nord_face_middle_1, nord_face_older_2],
   
#upgrades

upgrade(troops,"shved_merch_novice_infantry","shved_merch_regular_infantry")
upgrade(troops,"shved_merch_regular_infantry","shved_merch_veteran_infantry")
upgrade(troops,"shved_merch_veteran_infantry","shved_merch_champion_infantry")

upgrade(troops,"shved_merch_novice_archer","shved_merch_regular_archer")
upgrade(troops,"shved_merch_regular_archer","shved_merch_veteran_archer")
upgrade(troops,"shved_merch_veteran_archer","shved_merch_champion_archer")

upgrade(troops,"shved_merch_novice_horse","shved_merch_regular_horse")
upgrade(troops,"shved_merch_regular_horse","shved_merch_veteran_horse")
upgrade(troops,"shved_merch_veteran_horse","shved_merch_champion_horse")



end module_troops.py
---------------------------------------------------------------------------------------------------------------------
module_game_menus.py



  (
    "training_ground",0,"You approach a mercenary camp... Here you can hire warriors and arm your men.",
    "none",
    [
      (store_add, "$g_training_ground_melee_training_scene", "scn_training_ground_ranged_melee_1", "$g_encountered_party"),
      (val_sub, "$g_training_ground_melee_training_scene", training_grounds_begin),
      (try_begin),
        (ge, "$g_training_ground_training_count", 3),
        (assign, "$g_training_ground_training_count", 0),
        (rest_for_hours, 1, 5, 1), #rest while attackable
        (assign, "$auto_enter_town", "$g_encountered_party"),
        (change_screen_return),
      (try_end),
      ],
    [
      ("camp_trainer",
      [(eq, 0, 1),],"Speak with the trainer.",
      [
        (set_jump_mission, "mt_training_ground_trainer_talk"),
        (modify_visitors_at_site, "$g_training_ground_melee_training_scene"),
        (reset_visitors),
        (set_jump_entry, 5),
        (jump_to_scene, "$g_training_ground_melee_training_scene"),
        (change_screen_mission),
        (music_set_situation, 0),
        ]),

########## This is what I was interested in

      ("camp_merch",
      [],"Find the mercenary captain.",
      [
        (jump_to_menu, "mnu_capitan_vid"),
        (music_set_situation, 0),
        ]),

######################################### Why isn't the next part right after the training menus?


  (
    "capitan_vid",mnf_disable_all_keys,"You ask the soldiers at the camp where you may find their commander, and they point out the captain.",
    "none",
    [
(set_background_mesh, "mesh_pic_recruits"), 
],
    [
      ("merch_tatar",
      [
(eq, "$g_encountered_party", "p_training_ground_4"),
  ],"Talk to the captain of the Tatar mercenaries.",
      [
    (call_script, "script_naem_set_param", 0),
(music_set_situation, 0)
      ]),

("merch_kozak",
        [
(eq, "$g_encountered_party", "p_training_ground_3"),
],"Talk to the captain of the Cossack mercenaries.",
        [
  (call_script, "script_naem_set_param", 1),
  (music_set_situation, 0),
        ]),

("merch_polyak",
        [
(eq, "$g_encountered_party", "p_training_ground_5"),
],"Talk to the captain of the Polish mercenaries.",
        [
  (call_script, "script_naem_set_param", 2),
  (music_set_situation, 0),
        ]),

("merch_shved",
        [
(eq, "$g_encountered_party", "p_training_ground_2"),
],"Talk to the captain of the Swedish mercenaries.",
[
  (call_script, "script_naem_set_param", 3),
  (music_set_situation, 0),
        ]),

("merch_moskov",
        [
(eq, "$g_encountered_party", "p_training_ground_1"),
],"Talk to the captain of the Muscovite mercenaries.",
[
  (call_script, "script_naem_set_param", 4),
  (music_set_situation, 0),
        ]),
               
      ("Back_1",[],"Leave...",
    [
    (change_screen_return),
        ]),
    ]
  ),

end module_game_menus.py
------------------------------------------------------------------------------------------------------------
module_scripts.py


  ##OiM Code
  # Input:
  # Output: none
  ("naem_set_param",
    [
(store_script_param, ":nation_num", 1),
(assign, "$g_cur_nation", ":nation_num"),

(store_mul, ":index", "$g_cur_nation", 3),

(store_add, ":infantry_index", ":index", 0),
(store_add, ":musketman_index", ":index", 1),
(store_add, ":cavalry_index", ":index", 2),

(troop_get_slot, ":count_infantry", "trp_week_limit_array", ":infantry_index"),
(troop_get_slot, ":count_musketman", "trp_week_limit_array", ":musketman_index"),
(troop_get_slot, ":count_cavalry", "trp_week_limit_array", ":cavalry_index"),

(store_add, "$g_naem_count_total", ":count_infantry", ":count_musketman"),
(val_add, "$g_naem_count_total", ":count_cavalry"),

#(assign, reg11, "$g_naem_count_total"),
#(display_message, "@OZANDEBUG : g_naem_count_total={reg11}"),

(val_add, ":nation_num", merch_capitan_begin),
(modify_visitors_at_site, "scn_meeting_scene_plain_forest"),
(reset_visitors),
(set_visitor,0,"trp_player"),
(set_visitor,17,":nation_num"),
(jump_to_scene,"scn_meeting_scene_plain_forest"),
(change_screen_map_conversation, ":nation_num"),
      ]), 

  # Input: none
  # Output: none
  ("get_mercenary_price",
    [
(store_mul, ":troop_displace", "$g_cur_nation", 3),
(val_add, ":troop_displace", "$g_naem_tip"),
(troop_get_slot, ":price", "trp_merch_price_array", ":troop_displace"),
        (troop_get_slot, "$g_cur_troop", "trp_merch_array", ":troop_displace"),

(store_mul, ":index", "$g_cur_nation", 3),

(val_add, ":index", "$g_naem_tip"),

(troop_get_slot, ":count", "trp_week_limit_array", ":index"),

(try_begin),
  (eq, "$g_naem_tip", 0),
  (assign, ":max_count", 40), #5 * 8 (it will reach full capacity in 8 weeks if nobody takes them)
(else_try),
  (eq, "$g_naem_tip", 1),
  (assign, ":max_count", 40), #5 * 8 (it will reach full capacity in 8 weeks if nobody takes them)
(else_try),
  (eq, "$g_naem_tip", 2),
  (assign, ":max_count", 32), #4 * 8 (it will reach full capacity in 8 weeks if nobody takes them)
(try_end),

(store_mul, ":count_mul_100", ":count", 100),
(store_div, ":remaining_men_ratio", ":count_mul_100", ":max_count"),

#(assign, reg7, ":count_mul_100"),
#(assign, reg8, ":max_count"),
#(assign, reg9, ":remaining_men_ratio"),
#(display_message, "@OZANDEBUG : count_mul_100={reg7}, max_count={reg8}, remaining_men_ratio={reg9}"),

#price inflation PETEO removed this
# (try_begin), #if less men remained then price will be more... (max 2.4x, min 0.6x)
  # (le, ":remaining_men_ratio", 10), #0%..10%
  # (val_mul, ":price", 240),
  # (val_div, ":price", 100),
# (else_try),
  # (le, ":remaining_men_ratio", 20), #11%..20%
  # (val_mul, ":price", 190),
  # (val_div, ":price", 100),
# (else_try),
  # (le, ":remaining_men_ratio", 30), #21%..30%
  # (val_mul, ":price", 150),
  # (val_div, ":price", 100),
# (else_try),
  # (le, ":remaining_men_ratio", 40), #31%..40%
  # (val_mul, ":price", 120),
  # (val_div, ":price", 100),
# (else_try),
  # (le, ":remaining_men_ratio", 50), #41%..50%
  # (val_mul, ":price", 100),
  # (val_div, ":price", 100),
# (else_try),
  # (le, ":remaining_men_ratio", 60), #51%..60%
  # (val_mul, ":price", 90),
  # (val_div, ":price", 100),
# (else_try),
  # (le, ":remaining_men_ratio", 70), #61%..70%
  # (val_mul, ":price", 80),
  # (val_div, ":price", 100),
# (else_try),
  # (le, ":remaining_men_ratio", 80), #71%..80%
  # (val_mul, ":price", 70),
  # (val_div, ":price", 100),
# (else_try),                        #81%..100%
  # (val_mul, ":price", 60),
  # (val_div, ":price", 100),
# (try_end),

(call_script, "script_recalculate_price", ":price"),
(assign, "$g_naem_price", reg10),
(store_troop_gold,"$g_trp_player_gold","trp_player"),
    ]), 
 
 
# Input: none
  # Output: none
  ("naem_get_items",
    [
      (store_script_param, ":item_param", 1),
  (store_script_param, ":item_variant", 2),
  (store_mul, ":item_displace", "$g_cur_nation", 30),
  (store_mul, ":displ", ":item_param", 3),
  (val_add, ":item_displace", ":displ"),
  (val_add, ":item_displace", "$g_naem_tip"),
  (troop_get_slot, ":eek:ld_item",  "trp_cur_merch_arms_array", ":item_displace"),
  (store_mul, ":displace", "$g_cur_nation", 50),
  (store_mul, ":displ", ":item_param", 5),
  (val_add, ":displace", ":displ"),
  (val_add, ":displace", ":item_variant"),
  (troop_get_slot, ":price", "trp_merch_arms_price_array", ":displace"),
  (troop_get_slot, ":item", "trp_merch_arms_array", ":displace"),
  (try_begin),
    (eq, ":eek:ld_item", ":item"),
(assign, reg0, 0),
      (else_try),
    (str_store_item_name, s20 , ":item"),
(val_mul, ":price", "$g_count_naem"),
(call_script, "script_recalculate_price", ":price"),
(assign, reg1, reg10),
(assign, reg6, reg1),
(str_store_string, s22, "@, {reg6} dinarov "),
(call_script, "script_cf_oim_item_cant_use_mounted_to_s5", ":item"),
(str_store_string, s21, "@ {s20}, {s22} {s5}"),
(store_troop_gold,"$g_trp_player_gold","trp_player"),
(assign, reg0, 0),
(try_begin),
  (ge, "$g_trp_player_gold", reg1),
  (gt, "$g_count_naem", 0),
  (assign, reg0, 1),
(try_end),
      (try_end),
    ]),
 
 
  # script_set_merch_limit 
  # Input: no
  # Output: no
  ("set_merch_limit",
    [
(try_for_range, ":nation_num", nation_begin, nation_end),
  (store_mul, ":index", ":nation_num", 3),
  (store_add, ":infantry_index", ":index", 0),
  (store_add, ":musketman_index", ":index", 1),
  (store_add, ":cavalry_index", ":index", 2),
  (troop_get_slot, ":num_infantry", "trp_week_limit_array", ":infantry_index"),
  (troop_get_slot, ":num_musketman", "trp_week_limit_array", ":musketman_index"),
  (troop_get_slot, ":num_cavalry", "trp_week_limit_array", ":cavalry_index"),

  (val_add, ":num_infantry", 5),
  (val_clamp,":num_infantry", 0, 40), #5 * 8 (it will reach full capacity in 8 weeks if nobody takes them)
  (val_add, ":num_musketman", 5),
  (val_clamp,":num_musketman", 0, 40), #5 * 8 (it will reach full capacity in 8 weeks if nobody takes them)
  (val_add, ":num_cavalry", 4),
  (val_clamp,":num_cavalry", 0, 32), #4 * 8 (it will reach full capacity in 8 weeks if nobody takes them)

  (troop_set_slot, "trp_week_limit_array", ":infantry_index", ":num_infantry"),
  (troop_set_slot, "trp_week_limit_array", ":musketman_index", ":num_musketman"),
  (troop_set_slot, "trp_week_limit_array", ":cavalry_index", ":num_cavalry"),
(try_end),
    ]),

  # script_set_merch_item_parametres 
  # Input: no
  # Output: no
  ("set_merch_item_parametres",
    [
(try_for_range, ":nation_num", nation_begin, nation_end),
  (store_mul, ":index", ":nation_num", 3),
  (store_add, ":infantry_index", ":index", 0),
  (store_add, ":musketman_index", ":index", 1),
  (store_add, ":cavalry_index", ":index", 2),
  (troop_set_slot, "trp_week_limit_array", ":infantry_index", 15), #3 x 5 (initial starting is like 3 weeks past and nobody took them)
  (troop_set_slot, "trp_week_limit_array", ":musketman_index", 15), #3 x 5 (initial starting is like 3 weeks past and nobody took them)
  (troop_set_slot, "trp_week_limit_array", ":cavalry_index", 12), #3 x 4 (initial starting is like 3 weeks past and nobody took them)
(try_end),

(troop_set_slot, "trp_merch_type_price_array", 0, 30), #was 10
(troop_set_slot, "trp_merch_type_price_array", 1, 30), #was 12
(troop_set_slot, "trp_merch_type_price_array", 2, 30), #was 17 (horse prices already increased no need to make cavalry men very expensive)
(try_for_range, ":num", 0, 150),
(troop_set_slot, "trp_cur_merch_arms_array", ":num", 0),
(troop_set_slot, "trp_cur_merch_arms_price_array", ":num", 0),
(try_end),

-----------------------------------------
item lists here
removed for message length considerations
-----------------------------------------


(assign, ":start", merch_begin),
(assign, ":cur_nation", 0),
(assign, ":cur_troop_type", 0),
(try_for_range, ":cur_troop_displace", 0, 15),
(try_begin),
(eq,  ":cur_troop_type", 3),
(assign, ":cur_troop_type", 0),
(val_add, ":cur_nation", 1),
(try_end),
(troop_set_slot, "trp_merch_array", ":cur_troop_displace", ":start"),
(troop_get_slot, ":total_price", "trp_merch_type_price_array", ":cur_troop_type"),
(store_mul, ":item_displace", ":cur_nation", 30),
(val_add, ":item_displace", ":cur_troop_type"),
(try_for_range, ":unused", 0, 10),
(troop_get_slot, ":new_item",  "trp_cur_merch_arms_array", ":item_displace"),
(try_begin),
(gt, ":new_item", 0),
(troop_get_slot, ":new_item_price",  "trp_cur_merch_arms_price_array", ":item_displace"),
(val_add, ":total_price", ":new_item_price"),
(try_for_range, ":cur_troop_upgrade", 0, 4),
(store_add, ":troop", ":start", ":cur_troop_upgrade"),
(troop_add_item, ":troop", ":new_item"),
(try_end),
(try_end),
(val_add, ":item_displace", 3),
(try_end),

(troop_set_slot, "trp_merch_price_array", ":cur_troop_displace", ":total_price"),
(val_add, ":start", 4),
(val_add, ":cur_troop_type", 1),
(try_end),
(try_for_range, ":cur_troop_displace", 0, 15),
(troop_get_slot, ":cur_troop", "trp_merch_array", ":cur_troop_displace"),
(try_for_range, ":cur_troop_upgrade", 0, 4),
(store_add, ":troop", ":cur_troop", ":cur_troop_upgrade"),
(troop_equip_items, ":troop"),
(try_end),
(try_end),
    ]),


  # script_remove_merch_count_for_nation
  # Input: naem_count
  # Output: no
("remove_merch_count_for_nation",
    [
(store_script_param, ":naem_count", 1),
(store_mul, ":index", "$g_cur_nation", 3),
(val_add, ":index", "$g_naem_tip"),
(troop_get_slot, ":type_count", "trp_week_limit_array", ":index"),
(val_sub, ":type_count", ":naem_count"),
(troop_set_slot, "trp_week_limit_array", ":index", ":type_count"),
(assign, "$g_naem_count", ":type_count"),
    ]),

  # script_update_items
  # Input: slot_itemov, item
  # Output: no
  ("update_items",
    [
(store_script_param, ":item_param", 1),
(store_script_param, ":item_variant", 2),
(try_begin),
(eq, ":item_param", 4),
(call_script, "script_update_items_next", 7, ":item_variant"),
(call_script, "script_update_items_next", 4, ":item_variant"),
(else_try),
(call_script, "script_update_items_next", ":item_param", ":item_variant"),
(try_end),
    ]),





  # script_update_items_next
  # Input: slot_itemov, item
  # Output: no
  ("update_items_next",
    [
(store_script_param, ":item_param", 1),
(store_script_param, ":item_variant", 2),
(store_mul, ":item_displace", "$g_cur_nation", 30),
(store_mul, ":displ", ":item_param", 3),
(val_add, ":item_displace", ":displ"),
(val_add, ":item_displace", "$g_naem_tip"),
(troop_get_slot, ":eek:ld_item",  "trp_cur_merch_arms_array", ":item_displace"),
(troop_get_slot, ":eek:ld_price",  "trp_cur_merch_arms_price_array", ":item_displace"),
(assign, ":total_old_item_value", 0),
(try_begin),
(gt, ":eek:ld_item", 0),
(try_for_range, ":cur_troop_upgrade", 0, 4),
(store_add, ":troop", "$g_cur_troop", ":cur_troop_upgrade"),
(troop_remove_item, ":troop", ":eek:ld_item"),
(try_end),
(try_end),
(store_mul, ":displace", "$g_cur_nation", 50),
(store_mul, ":displ", ":item_param", 5),
(val_add, ":displace", ":displ"),
(val_add, ":displace", ":item_variant"),
(troop_get_slot, ":new_item", "trp_merch_arms_array", ":displace"),
(troop_get_slot, ":new_price", "trp_merch_arms_price_array", ":displace"),
(try_for_range, ":cur_troop_upgrade", 0, 4),
(store_add, ":troop", "$g_cur_troop", ":cur_troop_upgrade"),
(troop_add_item, ":troop", ":new_item"),
(try_end),
(troop_set_slot, "trp_cur_merch_arms_array", ":item_displace", ":new_item"),
(troop_set_slot, "trp_cur_merch_arms_price_array", ":item_displace", ":new_price"),
(store_mul, ":troop_displace", "$g_cur_nation", 3),
(val_add, ":troop_displace", "$g_naem_tip"),
(troop_get_slot, ":troop_price", "trp_merch_price_array", ":troop_displace"),
(val_sub, ":troop_price", ":eek:ld_price"),
(val_add, ":troop_price", ":new_price"),
(troop_set_slot, "trp_merch_price_array", ":troop_displace", ":troop_price"),
(val_mul,  ":new_price", "$g_count_naem"),
(store_mul, ":total_old_item_value", ":eek:ld_price", "$g_count_naem"),

(call_script, "script_recalculate_price", ":total_old_item_value"),
(assign, ":total_old_item_value", reg10),
#(val_div, ":total_old_item_value", 2), #50% of total cost of old equipment is paid back. PETEO
(try_begin),
  (gt, ":total_old_item_value", 0),
  (troop_add_gold, "trp_player", ":total_old_item_value"),
        (try_end),

(call_script, "script_recalculate_price",  ":new_price"),
(troop_remove_gold, "trp_player", reg10),

(store_troop_gold,"$g_trp_player_gold","trp_player"),
(try_for_range, ":cur_troop_upgrade", 0, 4),
(store_add, ":troop", "$g_cur_troop", ":cur_troop_upgrade"),
(troop_equip_items, ":troop"),
(try_end),
    ]),
 
Alex_S said:
I was looking for this mainly because of the region specific mercenary issues raised in the Rus research thread;
The mercenary camps from WFAS can offer region specific mercenaries or expensive retinues that the player equips himself (I love that idea, would work great especially when playing as king)
That sounds interesting. How do they work?
 
NikeBG said:
That sounds interesting. How do they work?

In WFAS there is Mercenary camp for every nation (swedish, russian, pole, tatar and kazach), they are actually combined with the training grounds. In each camp you can recruit 3 generic types of troops: infantry, ranged and cavalry. They start out with very basic low-level equipment; then for a price you can equip them with helms, armor, boots, gloves, horses, ranged weapons, mele weapons, shields for some cultures, they get arrows or cartridges automatically if they have ranged weapons and I think they also get a cheap alternate mele weapon they can equip if they have the slots. For each of those categories of equipment you have 5 alternatives (different sets for every culture), usually, of increasing quality, or thought out to cover as wide a range of possible logic equipment sets.

The downside is they tend to look like they're in uniform because you buy the same equipment for all of the troops in a category, that's why I said they're good for a personal retinue kind of thing.
Also when equipped with high-end gear they are very expensive to hire, not something you can fill your army with.


For the other features I mentioned;
To order equipment you need to speak to the blacksmith/armorer/gunsmith/horse merchant of a town that has the appropriate type of building; you order a piece of high-end equipment at high cost, and in two weeks or so you can go pick it up, it usually has positive modifiers, and never has negative modifiers.

EDIT:
It's been a while since I played so I misinformed you a bit, the training camps are not combined with the merc camps, the merc camp menu replaces all the training menus, the training ground feature was removed from WFAS.
A bit odd that in the python files I found, the training menus didn't seem to be deactivated as far as I could tell.
 
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