Author Topic: [Kit] Camp Entrenchment Kit version 1.3 (update 1/21/10)  (Read 14447 times)

0 Members and 1 Guest are viewing this topic.

SoTAL

  • Sergeant at Arms
  • *
  • Wannabe modder.
    • View Profile
  • Faction: Nord
  • MP nick: Dath
  • WB
Re: Initial Release: Camp Entrenchment Kit version 1.0
« Reply #30 on: October 25, 2009, 01:18:50 AM »
I forgot a comma there, but now the old global variable error is back.  :|

"Have you ever noticed? Anybody going slower than you is an idiot, and anyone going faster than you is a maniac." - George Carlin.
"The ability to quote is a serviceable substitute for wit" - Somerset Maugham.

Earl of Swadia

  • Guest
Re: Initial Release: Camp Entrenchment Kit version 1.0
« Reply #31 on: October 25, 2009, 11:47:44 AM »
Interesting! The Ranger's Apprentice may introduce this into its upcoming release if it works with Foxyman's Form Ranks Kit. Unfortunately I haven't got time to test right now.

Arch3r

  • Grandmaster Knight
  • *
  • >:I
    • View Profile
  • Faction: Rhodok
  • MP nick: CoR_Arch3r
  • M&BWBNW
Re: Initial Release: Camp Entrenchment Kit version 1.0
« Reply #32 on: October 25, 2009, 01:08:37 PM »

 The bridge scene still needs loads of work, actually, they all still need loads of work. I've perfected a better ai mesh system to funnel the enemy better, but it has to be painstakingly created one square at a time, by hand. The scene editor has a tendency to lockup on me also, so I lose about 50% of the work I do  :x

You could ask Arch3er for a few of his bridge scenes to build on? I think he's gotten that right, never seen anyone drowning in his bridge-battles mod.
Sure you can use them. One tip: place some invisible AI barriers on strategic places, and make AI meshes thinner than where they actually can walk (so they stay centered).

I am Space Khergit, and above pyramids.

Tempered

  • Squire
  • *
    • View Profile
  • Faction: Neutral
  • WB
Re: Camp Entrenchment Kit version 1.1 (update 10/31/09)
« Reply #33 on: November 01, 2009, 03:54:30 AM »
 Updated the kit to version 1.1   
 It will now require time to entrench based on your engineer skill and how many troops you have. Also added tents for those that asked for them.
I have made new scenes for being attacked while camping but not entrenched.

Tempered

  • Squire
  • *
    • View Profile
  • Faction: Neutral
  • WB
Re: Initial Release: Camp Entrenchment Kit version 1.0
« Reply #34 on: November 01, 2009, 03:56:45 AM »

 The bridge scene still needs loads of work, actually, they all still need loads of work. I've perfected a better ai mesh system to funnel the enemy better, but it has to be painstakingly created one square at a time, by hand. The scene editor has a tendency to lockup on me also, so I lose about 50% of the work I do  :x

You could ask Arch3er for a few of his bridge scenes to build on? I think he's gotten that right, never seen anyone drowning in his bridge-battles mod.
Sure you can use them. One tip: place some invisible AI barriers on strategic places, and make AI meshes thinner than where they actually can walk (so they stay centered).

 Thanks for the offer, but I really hadn't planned on using anyone elses work. It's all I can do to keep track of the changes I've made  :wink:

oliver255

  • Sergeant
  • *
  • Why not just stab every body around you?
    • View Profile
  • Faction: Rhodok
  • MP nick: RivenX, or MrRiv
Re: Camp Entrenchment Kit version 1.1 (update 10/31/09)
« Reply #35 on: January 18, 2010, 12:57:25 PM »
Wait, so these are not trenches, they are wooden sticks in the ground as a sort of a wall?  I am in the wrong mod topic!


Butterfly knives with two handed operation? Sounds as useful as a semi-automatic gatling gun.

tbj28

  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • MP nick: Einar
Re: Camp Entrenchment Kit version 1.1 (update 10/31/09)
« Reply #36 on: January 20, 2010, 06:46:36 PM »
By chance is this mod compatible with the mod Lords and Realms 1.505 ? i have only started playing recently and really want to try this with my favorit mod. Looking at instructions i didne figure out how to do this.

Help whould be very appreciated.

Tempered

  • Squire
  • *
    • View Profile
  • Faction: Neutral
  • WB
Re: Camp Entrenchment Kit version 1.1 (update 10/31/09)
« Reply #37 on: January 21, 2010, 12:16:23 AM »
As long as the mod you are adding it to does not use the same constants or global variables, it should work. The only way to know for sure is to look through the mods source code, or ask the mod maker to implement the entrenchment kit in his mod.

tbj28

  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • MP nick: Einar
Re: Camp Entrenchment Kit version 1.1 (update 10/31/09)
« Reply #38 on: January 21, 2010, 09:09:43 AM »
Hey tempered

Looking through mod source codes is probaly more than i can deal with as its abit beyond my abilities but im learning all the time from adding mods without auto installs so given some time i might figure it out ( looong time hehe ). I used 2 hours last night but  had no succes with it, i tryed your mod in the native folder that came with the download and most say i think your mod is brilliant as it  gives you the ability to defend properly versus cavalry armies. Ill try and ask the guy behind the Lords and Realms mod to put in your mod if possible. And thanks for taking your time to reply to my post.

Tempered

  • Squire
  • *
    • View Profile
  • Faction: Neutral
  • WB
Re: Camp Entrenchment Kit version 1.1 (update 10/31/09)
« Reply #39 on: January 22, 2010, 01:13:38 AM »
Hey tempered

Looking through mod source codes is probaly more than i can deal with as its abit beyond my abilities but im learning all the time from adding mods without auto installs so given some time i might figure it out ( looong time hehe ). I used 2 hours last night but  had no succes with it, i tryed your mod in the native folder that came with the download and most say i think your mod is brilliant as it  gives you the ability to defend properly versus cavalry armies. Ill try and ask the guy behind the Lords and Realms mod to put in your mod if possible. And thanks for taking your time to reply to my post.

 No problem, I do try to answer any questions when I have the time.  It is probably easier to ask by PM, though. That way I'll get an email notification, which I check more often than the taleworlds boards.

 Now would be a good time for him to add the kit, if he so desires. I've just updated it to version 1.3.

 You could also try my Ranger Company mod, it has the entrenchment kit and a few other nice features in it.

Sibilance

  • Knight at Arms
  • *
  • Dr. Kissinger is an honorary Harlem Globetrotter
    • View Profile
    • [quote author=kazuma link=topic=43667.msg1136031#msg1136031 date=1219806450] To the dull peasant, charisma persuades. To the philosopher, intelligence persuades.   To the somewhat educated nobleman's son:  a mix of both might be best.   To the M&
  • Faction: Bandit
  • MP nick: Sibilance
  • M&BWB
Re: Camp Entrenchment Kit version 1.3 (update 1/21/10)
« Reply #40 on: January 28, 2010, 04:09:03 AM »
This is innovative, high-quality work Tempered! I'm hoping to see it in action in Sword of Damocles, you might be interested to find out that vonmistont from SoD took notice:  http://forums.taleworlds.com/index.php/topic,92105.0.html

AncientFM.com -- Streaming Musick of the Medieval and Renaissance. The best possible musical accompaniment for Mount & Blade!
(If I was a minstrel, I would start a Def Leppard tribute band and call it Cleft Leper.)

Tempered

  • Squire
  • *
    • View Profile
  • Faction: Neutral
  • WB
Re: Camp Entrenchment Kit version 1.3 (update 1/21/10)
« Reply #41 on: January 28, 2010, 11:34:52 PM »
This is innovative, high-quality work Tempered! I'm hoping to see it in action in Sword of Damocles, you might be interested to find out that vonmistont from SoD took notice:  http://forums.taleworlds.com/index.php/topic,92105.0.html

Glad you like it. The camp entrenchment just seems like the way it should have been in native all along.  Kind of a no brainer.

 Actually, I think my skirmishers and spies from my Ranger Company mod is more interesting.  Looks like crumbs of power mod may be implementing that stuff.   

 I think some people may like my next feature being implemented into Ranger Company as well.  Started work on a system for the player to send messages to other parties or towns on the world map.

Adorno

  • Grandmaster Knight
  • *
  • I am not an animal!
    • View Profile
  • Faction: Nord
  • MP nick: Adorno
  • M&BWBNW
Re: Camp Entrenchment Kit version 1.3 (update 1/21/10)
« Reply #42 on: January 30, 2010, 04:03:06 PM »
.. Started work on a system for the player to send messages to other parties or towns on the world map.
That's certainly interesting, depending on what the messages are  :)

Tempered

  • Squire
  • *
    • View Profile
  • Faction: Neutral
  • WB
Re: Camp Entrenchment Kit version 1.3 (update 1/21/10)
« Reply #43 on: February 01, 2010, 04:26:01 AM »
.. Started work on a system for the player to send messages to other parties or towns on the world map.
That's certainly interesting, depending on what the messages are  :)

 Right now I have it so that you can send messages to kingdom hero parties only, I'm still working out the bugs and features. The system works as follows:

1. from right click context menu on world map, select a hero party to send your message to.
2. behind the scenes, the message context and tone is worked out as to what faction, player relation, etc. you are sending to.
3. next you fill out a presentation with numerous check boxes to indicate what subjects you want to include in the message, things such as trade, hire, attack, give gifts, follow me, bribery or other kingdom management tasks.
4. next you get to review the actual wording of the message, which is build in a script from all the choices you picked for message content.
5. You send the message and a messenger rides out to deliver the message.
6. upon arrival, the messenger delivers the message and any immediate consequences of that message are handled (such as trade or travel orders).
7. the messenger returns to your party with the reply, if any.

I have about 20 or so different message items at the moment. Only the relevant ones will show up when you build your message, so you may end up with only 5 to 10 choices depending on who you are sending a message to.

Adorno

  • Grandmaster Knight
  • *
  • I am not an animal!
    • View Profile
  • Faction: Nord
  • MP nick: Adorno
  • M&BWBNW
Re: Camp Entrenchment Kit version 1.3 (update 1/21/10)
« Reply #44 on: February 01, 2010, 09:12:22 AM »
That sounds ingenious, exactly the kind of interaction features the game is lacking.