Author Topic: [Warband][M] The Wild Wind - Old west roleplaying (patch released!) [Old Thread]  (Read 224609 times)

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Shredzorz

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Open alpha testing has begun!

Download the open alpha (v0.11) here: http://www.mbrepository.com/file.php?id=3218
Mirror: http://www.mediafire.com/file/stg0pg5w0z35jak/TWWv0.11.exe
OR
If you already have v0.1, download the v0.1 to v0.11 patch here: http://www.mediafire.com/file/821n3kqzhzs1a6b/TWW%20v0.11%20Patch.rar

To install the patch, you will need a program like 7zip or winrar. Extract the files from the .rar into your TWW v0.1 folder and overwrite the contents of the folder. Then rename the folder to "TWWv0.11" without the quotation marks, of course.


Playing Guide (some information may be outdated):

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For all of you who were wondering what I've been doing since I killed AoFI (all one of you(and that one person is me(wait what))), here it is:

The Wild Wind is a multiplayer modification of Warband that focuses on survival and politics. I suppose the currently released mod that you could most closely compare this to would be Persistent World, but that's a bit of a stretch. Probably the most important thing you will need to do is collect food in order to not die, but the most interesting element is the building of structures and villages. I've already scripted a nifty little menu that gives you access to different buildings and props that you can spawn just by clicking a few buttons. Of course, you will need to collect resources to be able to build them. The only two current resources are wood and metal, but I will surely be adding more to make the gameplay deeper. You can also craft items that you can then stock a shop prop (lol rhyming) with, allowing other players to buy them from you. This gives you the option to either make a little shack at the edge of the map and live like a hermit by yourself, subsisting by your own inventions, or to join a player-built village and become part of the economy.

You can, of course, also live less legally. Everyone will have the ability to kill anyone at any time, but doing so will raise the bounty on your head. It's up to players who decide they've had enough with all the crime and want to stamp out the wrongdoers, be it for money or honor. I'm also thinking about having a "restore player" button for admins that will restore a wrongfully killed player (see: player who was killed by griefing noob) to his original position with his original gold and items, but I'll have to see if that's plausible before giving it too much consideration.

If it wasn't already obvious, the mod takes place in the American Old West. Specifically the year 1890. I haven't actually done too much modeling yet because I've been doing the fancy menus and various other scripts that are necessary, but that shouldn't take too long. Honestly, this mod has been going swimmingly so far and I hope to get it released fairly soon (depending on your definition of soon :P).


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V Updated June 5th V
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Mod DB Page: http://www.moddb.com/mods/the-wild-wind


--Credits--
Shredzorz - Most things
BattleOfValmy - Testing (mostly)
wanderer949 - OSP horse pack
Everyone else - Everything else
« Last Edit: September 11, 2011, 04:01:50 AM by Shredzorz »

mr.master

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Re: [M] The Wild Wind
« Reply #1 on: January 28, 2011, 09:03:16 AM »
Been waiting for something like this for a long time. Finally. :P In fact, sounds quite awesome. And since your a good coder and a modeler, this is going to be sweet. If you need some modeling stuff done, call me and Ill see what I can do. Otherwise, good luck with this :) Eagarly waiting for the first release.



Crossbow Joe

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Re: [M] The Wild Wind
« Reply #2 on: January 28, 2011, 09:04:51 AM »
Good work indeed, it is quite original too. Can't wait to play this
Also I want to live in that town!

Revan Shan

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Re: [M] The Wild Wind
« Reply #3 on: January 28, 2011, 10:14:27 AM »
Lol, poll.

Change map to: abstract bullshit city

The Bowman

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Re: [M] The Wild Wind
« Reply #4 on: January 28, 2011, 12:26:20 PM »
I'd suggest a realistic map. Also a PW Western mod would be addicting. :D
Mastering Bannerlord suggestions: level 101.
(...) And for the sieges, add some ******** catapults or those huge crossbow shit the Romans used, and I was thinking about those....damn I dont know their name, but it is a huge tree or something which is used to destroy open castle doors. :P (...)

Belendor

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Re: [M] The Wild Wind
« Reply #5 on: January 28, 2011, 07:11:12 PM »
Smells tasty...
« Last Edit: July 21, 2011, 10:56:23 AM by Belendor »
Soon...

Longshaft

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Re: [M] The Wild Wind
« Reply #6 on: January 28, 2011, 07:16:38 PM »
FINALLY! FINALLY FINALLY, how many a time I have said on ts while playing PWmod "man dis sux i wisSh it wazz cowbooys"

Dude I ******** love you this will be epic!

So if you have most of coding done do you need models?
« Last Edit: January 28, 2011, 08:28:59 PM by Longshaft »

Shredzorz

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Re: [M] The Wild Wind
« Reply #7 on: January 28, 2011, 09:29:40 PM »
I'd suggest a realistic map. Also a PW Western mod would be addicting. :D
That city I posted screenshots of isn't one of the maps. It's just something that Valmy and I made messing around with my building spawning script. The actual maps will be almost completely blank, allowing the players to make the villages and cities.

And thanks for the help offers, everyone. Fortunately, I think I've got everything under control for now though. :D

Lord Benrir

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Re: [M] The Wild Wind
« Reply #8 on: January 28, 2011, 09:52:49 PM »
Wow, this sounds awesome! I'm going to make a crimefighting bounty hunter, that's for sure. :mrgreen:
Oh, and any indians? :)
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Longshaft

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Re: [M] The Wild Wind
« Reply #9 on: January 28, 2011, 10:06:32 PM »
Quote
And thanks for the help offers, everyone. Fortunately, I think I've got everything under control for now though. :D

So mod is near release??
« Last Edit: January 28, 2011, 10:13:46 PM by Longshaft »

Shredzorz

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Re: [M] The Wild Wind
« Reply #10 on: January 28, 2011, 10:41:40 PM »
Wow, this sounds awesome! I'm going to make a crimefighting bounty hunter, that's for sure. :mrgreen:
Oh, and any indians? :)
Hmm, I never even thought about putting in Indians. I'll consider it.

Quote
And thanks for the help offers, everyone. Fortunately, I think I've got everything under control for now though. :D

So mod is near release??
I didn't say that. :P

I've done precisely one model so far (that Colt Dragoon). And while this mod doesn't need too many models, I'm really spending my time on each one. I want each model to look as good as the Colt Dragoon. On a semi-related note, does anyone have any guns they would like to see that would have been in use in 1880?

Longshaft

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Re: [M] The Wild Wind
« Reply #11 on: January 28, 2011, 10:48:51 PM »
Yeah that colt is awesome :D A LeMat please :D

And all of these :D



Lackay

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Re: [M] The Wild Wind
« Reply #13 on: January 28, 2011, 10:51:31 PM »
Good Luck

Longshaft

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Re: [M] The Wild Wind
« Reply #14 on: January 28, 2011, 11:39:47 PM »
this colt :D

And some cool silver pistols with white handles aswell :P

http://www.sassnet.com/P-SASS-Colt-Single-Action.php
« Last Edit: January 28, 2011, 11:45:36 PM by Longshaft »