Recent content by Glabrezu

  1. News 1.39: Release 02 of january 2012

    yay! about time, i was going down with the shakes
    err... i mean thank you kindly :grin:
    and thanks again for all the hard work done with this mod

    gamefront isnt working for me, ill (im)patiently wait for another server
    aha got it working, had to disable mozilla addons, go me!
  2. BUG Reports v 1.38 (Read first page before post)

    the standard set up, but...
    if the healing is based on the damage of the kill, then itll be because i *ahem* enhance my character a little, so all apologies
    as for christians, they will convert or die :smile:
  3. how about agility for dodging and on/off option for healing with kills

    Idibil said:
    mysterious healing - That really is not, is the fury of battle, the adrenaline takes over you when you do get drawn into the battle, allowing you to take more hits.

    Dodge - yes, Xenoarghs have done a nice work with it. But we havent implement it because I dont know if it is very real in a battle, maybe in a indiviual combat, and in warband combat system.

    it was mysterious healing until i found out in my posting in the bug section that it was a feature, i had thought it was a bug, i still think it heals too much though, but thats my personal opinion
    and yeh you have a point with the mass combat and dodge, but mass combat can degenerate into individual brawls... i suppose a one dodge per tick (second or something) but that might be a pain to implement, i dont know i still like the idea of dodge, but its not my mod :wink:

    ps. at the risk of sounding sycophantic and also repeating myself, this is a great mod :smile:
  4. how about agility for dodging and on/off option for healing with kills

    what the title says ive always wanted (in any mod) a dodge based of agility, maybe 1% per 3 points? or some such i know Blood and Steel (Xenoarghs mod, also liked his critical hit skill and iron skill change) has a dodge skill, another good mod also i posted about mysterious healing of my...
  5. BUG Reports v 1.38 (Read first page before post)

    ah i see, thank you for your reply
    is it possible to turn this on/off?
    i cant find it in the mod options, might be nice to have there
    also an idea for the mod, not sure if its implementable, but how about agility giving a small chance to dodge attacks? i would love to see this in any mod, although this isnt the appropriate place for suggestions...
    anyway, as i said, i love the mod, and i think im going to rewrite history and take over britain with pagan picts :grin:
  6. BUG Reports v 1.38 (Read first page before post)

    i hope this hasnt been reported ive done google searches and also tried a search here for "heal"
    but in combat my character keeps getting healed when he hits someone, making him essentially immortal, which is annoying
    but over than that i love the mod, keep up the good work :smile:

    oh yeh ive got the 1.38 version, with the 1.143 warband
  7. help request with hp per level mod

    thanks again for the reply Xenoargh
    how do you add level to all units hit points Xenoargh?, would it have to be done unit by unit or just one simple code?
    was i close with my code or miles off?
  8. help request with hp per level mod

    so Xenoargh adding level to the hit points is possible, but only to hero's as Somebody stated?
    curiousity again, because i would only use the code as an all or nothing (ie all units get or none at all)
  9. Where is full tutorial help me !!!!!!!

    download tMorgh's M&B tools from the below link

    http://forums.taleworlds.com/index.php?topic=105928.0

    it should work for mount and blade
    theres documentation there on how to use it
    but basically once its set up, open up the item editor
    find a weapon type you want to make use of, ie one of the pre existing swords
    click on the "add" choose yes
    make the changes you want
    update item
    save changes
    itll give you the choice to make a back up copy, id choose yes to be safe
  10. help request with hp per level mod

    ah, thats a shame, thanks for the reply Somebody
    might as well delete it then
    but... still if it hadnt been hard coded would it have worked?
    i ask purely out of curiosity, it may help me understand the coding a little better
  11. help request with hp per level mod

    i want to make it so that the level of any unit is added to their hit points, but my coding isnt working, and im not skilled enough to figure out why... help appreciated what i have so far                         ("get_troop_max_hp", #myone add level?                           [                ...
  12. OSP Code SP Manhunter: attack them or sell them prisoners (a how to) also selling at taverns

    some ideas... maybe, they will get prisoners all on their own (could give them a helping hand by increasing their numbers), plus you could have them spawn with prisoners, although that would limit choice/randomness, but it would maybe save some coding induced headaches :wink:

    as for my problem... i think ill need to post for help, my idea doesnt work

    Code:
                            ("get_troop_max_hp", #myone add level?
                              [
                                (store_script_param_1, ":troop"),							
                                
                                (store_skill_level, ":skill", skl_ironflesh, ":troop"),
                                (store_attribute_level, ":attrib", ":troop", ca_strength),
    							(store_character_level, ":level", ":troop"), #my addition						
                                (val_mul, ":skill", 2),							
                                (val_add, ":skill", ":attrib"),
    							(val_add, ":skill", ":level"),	#my addition						
                                (val_add, ":skill", 35),							
                                (assign, reg0, ":skill"),
                            ]),
  13. OSP Code SP Manhunter: attack them or sell them prisoners (a how to) also selling at taverns

    glad i could help, and gl with the slavers :smile:
    maybe have a look at the mercenary unit spawning in taverns... may be a way to have random units appear in slavers buy list.... er... like i said gl
    right now im trying to add 1 hit point per level to units... no luck yet
  14. OSP Code SP Manhunter: attack them or sell them prisoners (a how to) also selling at taverns

    you lose reputation with manhunters only, but theres no real consequences, the rep lose part with the 0 is for their faction (i took it from village raiding), they have no faction so i made it 0, and the other part where rep is lost is dealing with the manhunters themselves and it is needed to be able to attack, without it there is still no option to attack, but like i said, theres no consequences
    so just keep it the way it is and itll work fine
  15. OSP Code SP Manhunter: attack them or sell them prisoners (a how to) also selling at taverns

    Heya Specialist, funny you should make the post about not be able to attack them, i was about to post a change in the code
    maybe its something in your mod? i was using Floris Mod Pack and it was the same with me, so after trial and error i changed the code a little, i can now attack the manhunters again :smile:

    Code:
    [party_tpl|pt_manhunters|plyr,"manhunter_talk_b", [], "Kiss my arse.", "manhunter_talk_b4",[]],
    [party_tpl|pt_manhunters,"manhunter_talk_b4", [], "How dare you! Prepare to die.", "close_window",
    #[[encounter_attack]]],
    [(call_script, "script_diplomacy_party_attacks_neutral", "p_main_party", "$g_encountered_party"),
    
    (store_relation,":rel", "$g_encountered_party_faction","fac_player_supporters_faction"),
    (try_begin),
    (gt, ":rel", 0),
    (val_sub, ":rel", 0), #rep loss irrelevant here
    (try_end),
    
    (val_sub, ":rel", 1), #reputation with manhunters loss
    (call_script, "script_set_player_relation_with_faction", "$g_encountered_party_faction", ":rel"),
    
    (assign,"$encountered_party_hostile",1),
    (assign,"$encountered_party_friendly",0),
    ]],

    that code should now allow you to attack manhunters again, worked with Floris mod pack anyway
    you will get a reputation hit with manhunters, but it appears to have no real effect, you still have the same options the next time you speak to them, and it seems you need this reputation hit to actually be able to attack them

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