Meister Katzhandler的最近内容

  1. Meister Katzhandler

    Bugs, Glitches, and Problems: Reports and Statuses (Updated: 11/11)

    Ever since starting on 0590, shortly after spawning, I get kicked out with an Assertion failed.

    File: e:\develop\mbexp\rgl\rglSCene.h
    Line: 2321
    Expression: (source_point - close_target).length() <10000000000.0f

    Most upsetting!
  2. Meister Katzhandler

    Mount&Blade Version 1.011 is ready

    Thank you, Armagan, to you and your team.  This is marvellous.

    I've played it since an early .7 release and, unlike any other game I've got, I always come back to M&B.

    There is nothing quite like the satisfaction of M&B and its awesome battles.
  3. Meister Katzhandler

    SP Musket Era Modern Pirates mod! Released! V2.5 for 0.751 updated 18/4

    Oooh!  That's looking lovely, Yoshiboy.

    I'm really looking forwards to seeing it whenever it's all done.
  4. Meister Katzhandler

    SP Native Craftmod Community Expansion Project -- Moved to MBXF

    re: Camp
    I'm assuming that you don't have Edit mode turned on.  If you turn it on, you'll see a Camp button at the bottom of the screen when you're on the map.

    The other way (and my preferred one) is to simply talk with either Marnid or Borcha when you're on the map.  It should be an option.

    re: musket balls
    I forget the exact "recipe", but I reckon it should be smithing iron into either components or missile parts.  Once your skill is high enough, it should become an option for you.
  5. Meister Katzhandler

    SP Other RPGmod Official thread

    If you do allow recruitment, how about only allowing it if the PC (alone) defeats the people he's planning on recruiting?

    E.g. "Why should we follow you?  If you would command us, you must defeat us on the field of battle!"

    Then, it could be run as an arena-style event.

    An addition to that might be some form of "influence points" (similar to TLD).  You'd accumulate small amounts from winning battles and/or accomplishing certain tasks.  The points could then be spent (possibly in conjunction with denars) to recruit certain troops.
  6. Meister Katzhandler

    SP Native Craftmod Community Expansion Project -- Moved to MBXF

    To train horses, you need a saddle, an appropriate horse (which, if my poor memory serves can be an untrained _____), and some Horse Rearing skill.  The better your skill, the better chance of success you have.  You have to go to the Horse Farm (not far from Uxhal), and use the open stable door near the Horse Master.

    The following are useful for you for some of the various craft skills:
    Mining: (some sort of) pickaxe & access to a mine (marked on map).
    Smelting: coal, tin, copper, iron, etc (from mine).
    Metalwork: bronze/iron/steel bars & tools.

    Woodcutting (some sort of) hand axe & access to a wood (marked on map)
    Fletching: wood (of various sorts) & tools.

    Leatherworking: tannin, furs & leathers (the latter two can be acquired by hunting)

    As a general rule, the crafting system will only list options that are available at your skill level.  For example, if you're not very good at metallury, you'll only be able to make simple knives rather than that broadsword you had your eye on.

    Basic items tend to be created in one go (knives, for instance).  More complex items need to be assembled from components.  For example, creating a lance requires a lance head (metallurgy) and a wooden pole (fletching).  Once you've got both, you can assemble the item from pretty much any crafting screen, by choosing what you're trying to make and checking you've got the parts.

    A quick note by way of example:
    - bows require just wood
    - compound bows require wood & horn
    - crossbows require wood & a loading mechanism (winch, etc, etc).

    You can always try to assemble an item you don't have all the parts for to see what it requires.
  7. Meister Katzhandler

    SP Native Craftmod Community Expansion Project -- Moved to MBXF

    Thanks Winter!

    I'm d/loading now (Craftmod3.zip, right?).

    Mind you, I'll probably only have a quick shifty tonight, as it's approaching 2am here....

    Cheers!
  8. Meister Katzhandler

    Historical Jedi Mod discussions

    A quick bug-hunt:

    When recruiting Sergeant Lorkin, you can get him without having 500 denars/credits.  It'll claim it's cost you 500 denars, but it just reduces your denars down to 0.
  9. Meister Katzhandler

    SP Native Severance [arena mod] v2.2

    Wow.

    Well, I beat it in 157 seconds, having failed an easy ten times or so.  I was level 10 or so when I went in, levelled up once during the fighting and (after the big XP bonus), came out at level 14.  I tried a Squire, and, having done the training, I quickly specialised in 1-handed & shield, backed by a load of Power Strike  :wink:

    It's looking good.  Currently, I guess because you're testing, you level up once or twice after each attempt at the arena.  The course is difficult, but FUN!  The final guy had been knocked down to the ground, so I had to give chase, otherwise, I might have shaved 30 seconds or so off my time.

    It's looking really interesting!
  10. Meister Katzhandler

    SP Native Craftmod Community Expansion Project -- Moved to MBXF

    That's all sounding mighty fine, Winter.

    I'm looking forwards to the next version already.
  11. Meister Katzhandler

    SP Native Craftmod Community Expansion Project -- Moved to MBXF

    Luigi, of the Dukes & Mercenaries mod, has been able to add the Firearms skill to the basic list.  Maybe he'll be prepared to help?
  12. Meister Katzhandler

    SP Native Craftmod Community Expansion Project -- Moved to MBXF

    Seems reasonable, Winter.

    Good to know, though!

    Now all I'm trying to do is get ambushed in camp to try that part out....

    BTW: the joy of using a musket/stickgun that you built yourself is truly wonderful.  I just wish that the firearms skill was on the weapons list.

  13. Meister Katzhandler

    SP Native Craftmod Community Expansion Project -- Moved to MBXF

    Thanks for the quick response.

    So, it's the same Blacksmith everywhere, huh?  Damn!  No cheap resources for me!

    It's looking darn fine.  Now all I need do is improve my mining & smelting to forge the bits I need.

    Thanks.
  14. Meister Katzhandler

    SP Native Craftmod Community Expansion Project -- Moved to MBXF

    Hi Winter.

    I'm really enjoying this release, but have encountered 1 (maybe 2) bugs.

    Firstly, the camp is great, but, recently, on hitting level 6/7ish, the camp, which had been a single tent was expanded to a lovely large version.  The downside was that I could see 3 copies of "me" hanging around there (http://i65.photobucket.com/albums/h217/herder_of_cats/Camp1.jpg).

    Talking to them allows you the following conversation options to the question "Hello [player name].  Are you ready to do some crafting?":
    - Item assembly
    - I'd like to review my crafting skills
    - No.
    (http://i65.photobucket.com/albums/h217/herder_of_cats/Camp2.jpg)

    The second point, is either a bug or either I'm having a no-brain-day.  Having crafted arrow/bolt heads, what fletcher skill level do I need to assemble arrows/bolts, and what bits do I need?  My fletcher skill is 50%, so I assumed that I should be able to assemble something arrow/bolt related.

    /edit 1: The arrow/bolt construction thing could be down to me having massive Blacksmith & low Fletcher.  I just realised I've only got Mastercrafted heads to work with.  I'm guessing that might be above my Fletcher skill level to assemble.

    An additional thing I've noticed is that the various crafting people share an inventory.  Let me explain.  It seems that the Blacksmith in Zendar and (say) Uxkhal have the same stuff.  If I buy/sell something to the Zendar Blacksmith, the Uxkhal Blacksmith's inventory will be identical.

    Great mod, Winter.

    Thanks.
后退
顶部 底部