Theoren的最近内容

  1. Theoren

    SP Dark Ages The Sword And The Axe

    *raises hand*
    I feel inclined to provide assistance should the tasks I'm assigned to be within my rather meager modding capabilities.
  2. Theoren

    SP Native Tocan's Calradia - a Native Expansion/Mod Compilation +SOURCE

    @Redleg The "Kill Count" does show up in some mods featuring Diplomacy + PBOD but it isn't a particular feature from either one of them. I too would like to know about it as it is a fairly useful way of checking fighting companion's performance in battle and if their current gear loadout is effective.
  3. Theoren

    SP Native [WB] Alternative Calradia Mod - Version 2 released!

    So I did a quick test using your codes and it was the first time I've actually managed to get a new faction compiled with no errors, plus it also works ingame, thanks alot!
    I personally use modules with Diplomacy as base so there shouldn't be a problem, the family connections would be much appreciated should you have the time to post them. I did consider asking for your MS to take a look at it but since the mod isn't completed it didn't seem polite or reasonable to me.
  4. Theoren

    SP Native [WB] Alternative Calradia Mod - Version 2 released!

    @GunFred I fully agree with Antonis on this matter, that's why I chose to ask you instead of posting in the Forge and get random replies with most of them merely referring to the outdated tutorial. I'm really thankful that you're willing to do this so take as long as you need, no rush.  :wink:
  5. Theoren

    SP Native [WB] Alternative Calradia Mod - Version 2 released!

    Hey Gunfred, I was wondering if you could be bothered to post a guide on creating new factions based on your own experience with this mod. I've always struggled with this and sadly Nord Champion's tutorial is incomplete and outdated which doesn't help non-coders such as myself.

    The factions in your mod have always worked perfectly since version 1, no errors in the character list nor bugged family ties as is sometimes common in other mods so I'd really appreciate if you could help out.
  6. Theoren

    Thorgrim's Map Editor v0.9.0 (Updated 20/06/2008)

    @sifis172 Perhaps this is what you're looking for: http://forums.taleworlds.com/index.php/topic,162501.0.html
  7. Theoren

    SP Native [WB] Alternative Calradia Mod - Version 2 released!

    No need to apologize, it's more than enough knowing that you haven't lost interest in the mod.
    Best of luck with your remaining time at work and your adventures through the lines of code in the module system, may them be worthy and enjoyable!  :grin:
  8. Theoren

    SP Native [WB] Alternative Calradia Mod - Version 2 released!

    So I'm dropping by again to check on progress, how's work and the mod going for you?
  9. Theoren

    Rigale V0.10 released

    Thanks for the continued work on the mod, I'm really enjoying v0.10's custom settlements and knowledge system.
    Looking forward to play the next version.
  10. Theoren

    SP Native [WB] Alternative Calradia Mod - Version 2 released!

    Hey, just dropping by to check on things, any news on the mod's progress?
  11. Theoren

    SP Native [WB] Alternative Calradia Mod - Version 2 released!

    So, finally got some time to play the new version and so far the map is really more active now that the factions intervene and interact more with each other. Only bug I've noticed so far is in the necromancy script, if the attempt to convert fails no prisoner is actually lost and a script error pop's up regarding not being able to apply the consequences. Despite that it's not game breaking and works more like an exploit.

    Any luck with getting new banners to work for the new factions?

    Also lol at the hedgehog fisher-knight in the escape menu  :smile:
  12. Theoren

    SP Native [WB] Alternative Calradia Mod - Version 2 released!

    Those are good news, I'm glad you managed to sort it out for the time being. I'm fine with having the teutonic culture available only on Anno and the player, it reminds me of Prophesy of Pendor where certain companions have their own units regardless of the kingdom's culture chosen by the player, thus adding to the lore and immersion of the characters.

    The reason it doesn't apply to every lord/lady in the kingdom can be further explained lore-wise as the player making an alliance or simply empowering this minor faction through the companion. This opens up roleplay options for the player as well since he can also access this culture and make it part of his background story, whether as a crusader bringing order with the teutonics, as a dark elf reclaiming the confederacy lands for his people or as an amazon raider establishing the amazons as a civilization.

    Well you get the picture, even if it didn't turn out the way you originally wanted it still works in a good way.

    About the village recruits not changing according to the player's culture I've noticed before but I guess I forgot to mention that previously, perhaps looking into a module system of a mod that has the town/castle recruitment script to compare it with yours.

    Having all the cultures unlocked for selection sounds good as I sometimes helped a faction, was employed as a mercenary for them or simply had a mixed army but wanted to choose a different culture than the one's I had unlocked when founding my own kingdom.

    To finish up, best of luck with your new internship/summer job.
  13. Theoren

    SP Native [WB] Alternative Calradia Mod - Version 2 released!

    Sounds very interesting having a companion that enables a specific culture, it opens possibilities for future additions, looking forward to see how it plays.
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