Recent content by 13exa

  1. 13exa

    SP Native The Rise of Bandit

    dead, this mod has dead :sad:
    I doesn't have anymore time for modding MnB Warband :sad:
  2. 13exa

    PYTHON SCRIPT/SCHEME EXCHANGE

    I'm trying to make new features, "Buy Fief in Siege" from the enemy.
    The price is variable, you pay them, enemy will leave the castle  :mrgreen:
    If there are 223 mens of the enemy inside the castle, you must pay 22300 denars for them to leave, the multiplier is 100
    Its mean 100 denars/men  :???:

      ##Exa Native - Buy Fief in Siege
      [anyone|plyr,"player_siege_castle_commander_1", [], "No more bloodshed for us in this place. I'll buy this fief.", "player_siege_buy_fief", []],


      [anyone,"player_siege_buy_fief", [(lt, "$g_talk_troop_faction_relation", -60),],    "Never, A glory can't be exchange for money.", "close_window", []], # This is the response if you are too much hated by the enemy, just delete this if you doesn't want this
      [anyone,"player_siege_buy_fief",
    [(assign, reg3, "$g_enemy_fit_for_battle"),
        (store_mul,"$g_enemy_need_money","$g_enemy_fit_for_battle",100), #This is the multiplier, just change if it too much
    (store_troop_gold,"$g_player_gold",trp_player),
    (assign, reg2,"$g_enemy_need_money"),
    ],    "Give us {reg2} denars for {reg3} people as final salary, I'm sure they will be disbanded in peace", "player_siege_buy_fief_response", []],


            [anyone|plyr,"player_siege_buy_fief_response", [(ge,"$g_player_gold","$g_enemy_need_money"),],  "Sure, for live of my troops and your troops", "player_siege_buy_fief_2",
    [ (troop_remove_gold, "trp_player", "$g_enemy_need_money"),
    (val_add, "$g_talk_troop_faction_relation", 3),
            (assign, "$g_next_menu", "mnu_castle_taken"),
            (jump_to_menu, "mnu_total_victory"),]],

            [anyone|plyr,"player_siege_buy_fief_response", [(assign, reg2,"$g_enemy_need_money"),],  "{reg2} denars?! Neverminds", "close_window", []],


            [anyone,"player_siege_buy_fief_2", [],    "Like I said before, We will leave this place in peace", "close_window", []],
      ##Exa Native - Buy Fief in Siege Ends
  3. 13exa

    [OSP][Item] Assyrian Armor

    What periode is this armour? BC or AD?
    I could use them  :eek:
  4. 13exa

    The horror of rhodok warfare...

    Temuçin said:
    kittehs said:
    So I found a funny way of beating Rhodoks playing as Nords. I ordered my men to hold position far from Rhodoks and we waited for them to run out of bolts. Within 2-3 minutes they ran out and we charge. It was hillarious charging at Sharpshooters with a massive two handed axe with no fear in heart. We cut then down in seconds.

    Waiting for two minutes is kind of annoying but is very much worth it if you want to save your mens lives. Once out of arrows Rhodoks are extreme tame and more of a free chance to practice axe fighting skills.

    Here the end your your dream;

    Other wave arrives and showers you and your men with murderous hail of bolts.

    Or while charging rhodok army bolts are replenish automatically and in the middle of your glorious charge. Red river flows at the left side of screen....
    Try to finish the first wave faster, Rhodok Sharpshooter is kind of **** in melee, leave the routing, make the line, wait for the second wave, "tink, tink, tink", run out of ammo, glorious charge, third wave? To the first again, and again, and again  :mrgreen:

    The red river will appear in the green tunic of Rhodoks, try not to charge with Cavalry, even in the open-plain battle, when the horse at the fast speed, the bolt at the fast speed too, then there is collision, and boom, speed bonus will **** up your Knight
  5. 13exa

    The horror of rhodok warfare...

    kittehs said:
    So I found a funny way of beating Rhodoks playing as Nords. I ordered my men to hold position far from Rhodoks and we waited for them to run out of bolts. Within 2-3 minutes they ran out and we charge. It was hillarious charging at Sharpshooters with a massive two handed axe with no fear in heart. We cut then down in seconds.

    Waiting for two minutes is kind of annoying but is very much worth it if you want to save your mens lives. Once out of arrows Rhodoks are extreme tame and more of a free chance to practice axe fighting skills.
    What will Rhodok become without Bolt Makers ? :lol:
  6. 13exa

    The horror of rhodok warfare...

    DragzJoker said:
    Rhodoks are only good for their crossbows because they just rip apart heavy units
    Nah, Their Sergeant is little good too
    My Nordic Army were hacked and slayed by 32 Rhodok Sergeant
  7. 13exa

    The horror of rhodok warfare...

    Easy, In Plain-battle against Rhodicks (Hahaha  :lol: Rhodicks, I am going to always remember that), especially if you are a Huscarl Warlords, put your shield, hold the position, let the Rhodick's bolts "tink, tink, tink" your huscarl shield.
    When you see the Rhodicks put down their Crossbow and take up the pavise shield in front of them because of run out of ammo, now is your turn to "tink, tink, tink" their pavise shield :lol:

    I would prefer that idiotic strategy in castle besiege, especially for hill-castle
  8. 13exa

    Caveman paints: Screenshots / art / Signatures / Fan site (new screens and sig)

    disablewinterevent said:
    "I have an idea: let's all go to Caer Liqualid together!"

    mb3.jpg
    mb5.jpg
    :lol:
    Weird, but cool  :lol:
    What will Dena Pirates do?  :shock:
  9. 13exa

    SP Native The Rise of Bandit

    SeRgYu said:
    Is it just me or the story seems lame? I mean c'mon, every town belongs to a certain bandit category, I mean, where's all the Lords and ****? Doesn't make any sense at all
    You doesn't see about Order of Dhirim?  :lol:

    If the story that you mean is the story of front page, I agreed, It's lame  :mrgreen:
  10. 13exa

    Modding Q&A [For Quick Questions and Answers]

    I try to test my "avoiding" guard trigger, but It didn't go well  :???:
    (try_for_agents, ":cur_agent"),
    (try_for_range, ":town_guard", regular_troops_begin, regular_troops_end),  
      (agent_get_troop_id, ":cur_agent_troop", ":cur_agent"),
            (eq, ":cur_agent_troop", ":town_guard"),
            (assign, "$g_town_guard", ":cur_agent"),
          (try_end),

            (agent_is_active, "$g_town_guard"),
          (agent_is_alive, "$g_town_guard"),
          (get_player_agent_no, ":player_agent"),
          (agent_get_position, pos0, ":player_agent"),
          (agent_get_position, pos1, "$g_town_guard"),
          (get_distance_between_positions, ":dist", pos0, pos1),
          (position_get_z, ":pos0_z", pos0),
          (position_get_z, ":pos1_z", pos1),
          (store_sub, ":z_difference", ":pos1_z", ":pos0_z"),
          (try_begin),
            (le, ":z_difference", 0),
            (val_mul, ":z_difference", -1),
          (try_end),
          (store_mul, ":z_difference_mul_3", ":z_difference", 3),
          (val_add, ":dist", ":z_difference_mul_3"),
          (store_random_in_range, ":random_value", 0, 200),
          (store_add, ":400_plus_random_200", 400, ":random_value"),
          (le, ":dist", ":400_plus_random_200"),
      (jump_to_menu,"mnu_town"),
    I test them, so If the trigger is working, I will throwed automatically when I approach the guard to mnu_town, but when I test, I doesn't throwed up, What is wrong?  :???:
  11. 13exa

    Modding Q&A [For Quick Questions and Answers]

    MadVader said:
    13exa said:
    MadVader said:
    13exa said:
    I want to make the town guard that was is the gate to notice us when we near, when we near them, automatically they will say, "Morning/Afternoon/Night, My lord"  :wink:
    So I try to take the belligerent drunk code in Mission Template, then i got confuse, where is the code?

    Or may be the code is on module_dialogue.py?
    Not an answer, but don't do it. The players won't like it and would avoid the guards like a plague. Always let the player decide what he wants to do. Best put it in normal, player-initiated guard dialogs.
    What If I do it to make an assassin mod that it was a "must" for player to avoid those guards?  :neutral:
    Then do it only in stealth missions.
    The needed code is all there, what you included in the last post.

    To make it clear what you need to do in pseudo code:
    Write a trigger for your stealth mission
    try_for_agents
      #check if it's a guard
      #check if distance to player is less than X
      start_mission_conversation

    Add a new guard dialog that will activate only when this happens (see the drunk dialogs for code example), and start a fight there.
    Thank you, now I little understand, what do I need is what I bold below wasn't it?
    (try_begin),
            (eq, "$g_start_belligerent_drunk_fight", 0),
            (assign, "$g_start_belligerent_drunk_fight", 1),
           
            (try_for_agents, ":cur_agent"),
              (agent_get_troop_id, ":cur_agent_troop", ":cur_agent"),
              (eq, ":cur_agent_troop", "trp_belligerent_drunk"),
              (assign, "$g_belligerent_drunk", ":cur_agent"),
            (try_end),
          (else_try),
            (eq, "$g_start_belligerent_drunk_fight", 1),   
                 
            (agent_is_active, "$g_belligerent_drunk"),
            (agent_is_alive, "$g_belligerent_drunk"),
            (get_player_agent_no, ":player_agent"),
            (agent_get_position, pos0, ":player_agent"),
            (agent_get_position, pos1, "$g_belligerent_drunk"),
            (get_distance_between_positions, ":dist", pos0, pos1),
            (position_get_z, ":pos0_z", pos0),
            (position_get_z, ":pos1_z", pos1),
            (store_sub, ":z_difference", ":pos1_z", ":pos0_z"),
            (try_begin),
              (le, ":z_difference", 0),
              (val_mul, ":z_difference", -1),
            (try_end),
            (store_mul, ":z_difference_mul_3", ":z_difference", 3),
            (val_add, ":dist", ":z_difference_mul_3"),
            (store_random_in_range, ":random_value", 0, 200),
            (store_add, ":400_plus_random_200", 400, ":random_value"),
            (le, ":dist", ":400_plus_random_200"),

           
            (call_script, "script_activate_tavern_attackers"),
              (start_mission_conversation, "trp_belligerent_drunk"),
              (assign, "$g_start_belligerent_drunk_fight", 2),
          (try_end),
    Just need some modifications?  :wink:
  12. 13exa

    Modding Q&A [For Quick Questions and Answers]

    MadVader said:
    13exa said:
    I want to make the town guard that was is the gate to notice us when we near, when we near them, automatically they will say, "Morning/Afternoon/Night, My lord"  :wink:
    So I try to take the belligerent drunk code in Mission Template, then i got confuse, where is the code?

    Or may be the code is on module_dialogue.py?
    Not an answer, but don't do it. The players won't like it and would avoid the guards like a plague. Always let the player decide what he wants to do. Best put it in normal, player-initiated guard dialogs.
    What If I do it to make an assassin mod that it was a "must" for player to avoid those guards?  :neutral:

    Gambino said:
    2 Q's plz...

    1: what software makes u read DDS files?

    2: how to change the main page back ground (  the one that theres restore game multiplayer exit to windows ) and the pause background (Note : i am using WFAS)
    1: You can do it with Paint.NET
    But I think GIMP has more option, so I convert the DDS use DDS Converter 2.1 to PNG/BMP, and then edit them use GIMP
    2: Not sure If WFaS is same with Warband, I think the main menu texture is main_menu_nord.dds is folder Texture, I'm not sure about this
  13. 13exa

    Modding Q&A [For Quick Questions and Answers]

    I want to make the town guard that was is the gate to notice us when we near, when we near them, automatically they will say, "Morning/Afternoon/Night, My lord"  :wink:
    So I try to take the belligerent drunk code in Mission Template, then i got confuse, where is the code?
        (try_begin),
          (eq, "$g_start_belligerent_drunk_fight", 0),
          (assign, "$g_start_belligerent_drunk_fight", 1),
         
          (try_for_agents, ":cur_agent"),
            (agent_get_troop_id, ":cur_agent_troop", ":cur_agent"),
            (eq, ":cur_agent_troop", "trp_belligerent_drunk"),
            (assign, "$g_belligerent_drunk", ":cur_agent"),
          (try_end),
        (else_try),
          (eq, "$g_start_belligerent_drunk_fight", 1),
             
          (agent_is_active, "$g_belligerent_drunk"),
          (agent_is_alive, "$g_belligerent_drunk"),
          (get_player_agent_no, ":player_agent"),
          (agent_get_position, pos0, ":player_agent"),
          (agent_get_position, pos1, "$g_belligerent_drunk"),
          (get_distance_between_positions, ":dist", pos0, pos1),
          (position_get_z, ":pos0_z", pos0),
          (position_get_z, ":pos1_z", pos1),
          (store_sub, ":z_difference", ":pos1_z", ":pos0_z"),
          (try_begin),
            (le, ":z_difference", 0),
            (val_mul, ":z_difference", -1),
          (try_end),
          (store_mul, ":z_difference_mul_3", ":z_difference", 3),
          (val_add, ":dist", ":z_difference_mul_3"),
          (store_random_in_range, ":random_value", 0, 200),
          (store_add, ":400_plus_random_200", 400, ":random_value"),
          (le, ":dist", ":400_plus_random_200"),
         
      (call_script, "script_activate_tavern_attackers"),
        (start_mission_conversation, "trp_belligerent_drunk"),
        (assign, "$g_start_belligerent_drunk_fight", 2),
        (try_end), 
    Or may be the code is on module_dialogue.py?
  14. 13exa

    SP Native The Rise of Bandit

    urugamer said:
    im having a problem, always appear me in the screen "X king was loosing with the more bellicose subjects, etc" appear me that screen several times, like 1 time every 2 days!
    Beta or Alpha?  :???:
    Cocktail said:
    13exa you continue work on this mod?i want a better rise of bandit
    Alan De Soison said:
    Exa..do you still continued RoB..?? :mrgreen:
    Yes, I still work this mod, but yeah, pending  :lol:
    I still try to make my secret project, line-story mod  :twisted:

    MariusThePaladin said:
    Sounds pretty nice. Is this mod just change the faction's lord and troops ? Or do you add some new banditry feature too ?

    The mod's story sounds interesting too, but many wrong choice of words and expression. lol

    One thing really bugged me though.  :neutral: Why do sea raiders fight like something from the Art of War or Romances of the Three Kingdoms while Stepp bandits fight was really simple...( just won because their number is superior) ?
    For the V.1, I will remake the basic such like troop tree, lords, and king :smile:
    For The higher version, may be i will ad some feature  :wink: (maybe :neutral:)

    I don't know, may be I have some respect to the Norse (Nords & Sea Raiders)  :lol:
    What do you expect from Steppe Bandit? Tell me the suggestions?  :mrgreen:
  15. 13exa

    Which lord do you like the most?

    Jarl Turya - His bravery as marshal, when Veluca besieged by 10 Noyans, and he go to Veluca to save them with just 3 Jarl behind him  :cool:
    Boyar Matheas - My father-in-law, my friend, my honored boyar, my honored enemy :cool:
    Jarl Tellrog - My brother-in-law, my friend, my honored Jarl, always follow me when I want  :razz:
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