Recent content by faycalkilali

  1. faycalkilali

    B Medieval Medieval Conquests

    Updated MC from V3.1 to V4.5, likely the final update ever.
  2. faycalkilali

    SP Other Tainted Paths

    Updated TP to V2.5.
  3. faycalkilali

    Master Server for warband module with announcement service.

    Allow me to simplify, this service allows the person who created the mod to output any kind of message to any player playing their mod live, even if they are playing single-player or campaign mode, the owner of the mod is able to gather how many players are currently playing the mod, able to output to them any form of message, the message service is also able to automatically gather data from dedicated servers and output them to players should the owner/modder include it in the announcement message.

    In addition, due to the owner being able to output any form of message, they are also able to execute warband code within the player's game, triggering events and changes in the player world should the owner of the mod/developer create these form of integration.
  4. faycalkilali

    Master Server for warband module with announcement service.

    Example image of in-game single player: Hey there, I've been experimenting with a method to improve player participation in battle_time under my Medieval Conquests mod, I've never released this code publicly or implemented it to Public Builds for Medieval Conquests yet, however I've tested it...
  5. faycalkilali

    B Medieval Medieval Conquests

    This project is now open source under the MIT license, enjoy!

    The latest source code contains some fixes etc that weren't implemented to the latest release build yet, some huge jumps in changes are mostly related to co-op and some experimental features, it also includes experimental features on sending data from a server to player written in Python (serverevents folder) the purpose of that experimental feature was to gather amount of current players in both server (and over-all players playing mod), keep in mind that this doesn't infringe any rights other than a simple 0-1 logic check to see how many players are online, send them message during their single player campaign to inform them of any upcoming co-op/multiplayer events.
  6. faycalkilali

    SP Other Tainted Paths

    This project is now open source under the MIT license, enjoy!
    https://github.com/faycalki/tainted-paths
  7. faycalkilali

    B Medieval Medieval Conquests

    Asjo said:
    Hazzardevil said:
    Asjo said:
    • I changed army sizes so that typical AI sizes will be 300-700 instead of 100-300. Playing army size is scaled accordingly. Morale and wages have been tweaked to fit with this change (wages have been lowered significantly, to allow for a more casual player experience). Sizes of garrisons, neutral parties, reinforcements, etc. have been increased as well

    Is it possible to reduce the army sizes? I'm on a much slower laptop than most people here seem to be.

    There isn't an option in the current patch of this mod to change army sizes. troy mentioned this in my thread as well, but it's not in this patch. I have uploaded how the mod options look and highlighted the options that I usually change when I start a new game (since you cannot change the in the module.ini). Check it here.

    You can change it yourself through the scripts.txt in the mod directory:

    party_get_ideal_size -1
    62 21 1 1224979098644774912 4 0 32 2 144115188075857605 30 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 4 0 541 3 1224979098644774912 0 13 1652 3 1224979098644774914 1224979098644774912 0 2204 2 1224979098644774915 1224979098644774912 4 0 32 2 144115188075857605 30 2133 2 1224979098644774913 144115188075857605 5 0 2133 2 1224979098644774913 30 3 0 2170 3 1224979098644774916 1369094286720630785 1224979098644774914 2172 3 1224979098644774917 1224979098644774914 3 2107 2 1224979098644774916 5 2105 2 1224979098644774913 1224979098644774916 2105 2 1224979098644774913 1224979098644774917 520 3 1224979098644774918 1224979098644774914 7 2123 3 1224979098644774919 1224979098644774918 25 2105 2 1224979098644774913 1224979098644774919 4 0 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 100 3 0 4 0 542 3 1224979098644774915 8 1224979098644774914 2105 2 1224979098644774913 20 3 0 6 3 1224979098644774920 648518346341351556 648518346341351758 541 3 1224979098644774920 7 1224979098644774914 2105 2 1224979098644774913 20 3 0 3 0 2133 2 1224979098644774921 0 6 3 1224979098644774922 648518346341351445 648518346341351758 2204 2 1224979098644774923 1224979098644774922 31 2 1224979098644774915 1224979098644774923 2105 2 1224979098644774921 1 30 2 1224979098644774921 2 2133 2 1224979098644774922 0 3 0 4 0 31 2 1224979098644774921 1 542 3 1224979098644774915 11 1224979098644774914 2105 2 1224979098644774913 150 5 0 31 2 1224979098644774921 1 2105 2 1224979098644774913 25 3 0 4 0 32 2 144115188075857605 30 2110 2 1224979098644774913 144115188075857605 2105 2 1224979098644774913 320 5 0 2110 2 1224979098644774913 300 3 0 2133 2 72057594037927936 1224979098644774913

    Base party size of AI lords
    Amount of troops per leadership for an AI lord
    Amount of renown required per extra troop an AI lord can get (higher number = less bonus troops for high renown)
    Amount of extra troops the leader of a faction gets
    Possibly minimum army size for AI lord with two fiefs (I cannot remember)
    Possibly minimum army size for AI lord with three fiefs (I cannot remember)
    Its there, it's the option "Minimum size of all parties & garrisons, unfortunately I believe I set the minimum to 30, so you can't reduce it, but you can increase it to have overly large battles -- for example a size of 1000 would have all garrisons and parties a MINIMUM size of 1000 units, the wages, experience, etc requireemnts all scale appropiately with the amount set, for example a minimum size of 1000 would reduce wages to near 1 gold piece per unit.
  8. faycalkilali

    B Medieval Medieval Conquests

    Hazzardevil said:
    Asjo said:
    • I changed army sizes so that typical AI sizes will be 300-700 instead of 100-300. Playing army size is scaled accordingly. Morale and wages have been tweaked to fit with this change (wages have been lowered significantly, to allow for a more casual player experience). Sizes of garrisons, neutral parties, reinforcements, etc. have been increased as well

    Is it possible to reduce the army sizes? I'm on a much slower laptop than most people here seem to be.
    I believe you can reduce the minimum AI size in the mod options as I've already implemented that in the last patch, if I remember correctly.
  9. faycalkilali

    Can someone help me mod Medival Conquest? - progress so far

    Asjo said:
    I actually had no idea about source code. It would seem that, with source code, the changes I wish to accomplish would only take moments to make. I thought everyone was modding in this "compiled" code, and that anyone accomplished in this would easily be able to help me since they would recognize the different fragments of code. I appreciate the contributions so far, and will have to look into what you have mentioned.

    troycall: This sounded very promising when I saw it, since I had indeed missed that there was a page two in the mod options. And it seems that we can indeed disable disasters. So far so good. I see in the first page that we can lower wages a bit by setting them to "childish", but nothing close to even accomplishing my goal., but we cannot scale them. We can lower tax inefficiency a bit (I assume that's what "fief inefficiency" is), but not scale it. And there is nothing in regards to army size and morale. Add to that the fact that these things would have to be changed for every new campaign you start.
    Increasing min/max party size scales wages. A high limit will make wages close to 1 gold per week. Check the cheat menu too.
  10. faycalkilali

    How can I fix enterprise calculation in Medieval Conquest

    gsanders said:
    As someone who has around 3500 man hours invested in building a code base, I can say that it takes something to mod for Warband.  If you aren't cutting and pasting someone else's code, it actually takes a good deal of time to understand where to find each layer you were looking for.  If you think its really easy and just laziness, I suggest you take the same source (1257 was made open source, and thus  was the reason another mod could take it and run with it).

      As for why each author doesn't make their mod open source as well, it probably has to do with the 1000+ man hours needed for building a full conversion mod, even if as most modders do the base was someone else's project (with however many unsolved problems it had when it was abandoned/made OSP).  At 3500+ hours, users can bite me if they think I'll make the last lines I wrote OSP, but something that was done early or took trivial effort (around 3-5 full man weeks) has been made OSP in the Rigale forum.  But, its hardly the same as the mods I spent a year or more on: Perisno 0.7 series, Warsword Conquest, or Phantasy Calradia's successor "Phantasy 2018".  Now, the OP could say "none of those are finished and they all suck", to which I'd say, none of those was even written 100% by me, but the other authors made huge strides both before and after and each has something different.  So, having some perspective, I'd say your little adventure in micro-modding is expecting pretty huge results for pretty tiny time investment.  If you're saying, well, why isn't Mount &Blade Warband script more like a AAA studio, I'd reply the time needed to put a mod out with Warband script and the community provided models, script examples, and 10+ years know how is actually quite reasonable.  I expect you'd burn far more than 1000-3000 hours doing the same mod in another platform, counting art and other tools that you'd need to build from scratch.  You could of course justify switching to another engine purely for purposes of getting money back from consumers; Taleworlds expects mods to be free, and pretty much this kills some modders from being able to pour a few thousand man hours into something that can never, ever, pay them back for the lost time and wages.  But that's a different topic, isn't it?  Let's assume no one lives such a bourgeois life that they actually need to pay for groceries (for example, mom and dad furnish a roof, groceries, clothes, and hot water for annual baths) - the best things in life are free right?  Except your time, since you sound like you take yourself seriously, although you seriously don't have much of a resume of finished mods to lean on.  (this the OP, not the other commentators).  I could be wrong - I usually am.  But at least I put the hours in.  If the OP thinks its so banal to mod, go mod.  We're waiting to try it out.  Hell, anyone can do it.  But you have to be serious first.  Are you, in fact, serious?

    The OP is suffering from the Dunning-Kruger effect https://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect, it's quite obviouse from the way he wrote it. Maybe one day he'll understand bashing people's work won't make them think positively of you.
  11. faycalkilali

    B Medieval Medieval Conquests

    Good work on the siege maps, I'll include them in the next patch i'm far too busy nowadays and not planning on releasing the source code until after the next update.
  12. faycalkilali

    Can someone help me mod Medival Conquest? - progress so far

    Hey, you should check out the latest version and go to Camp -- Mod Options, check all the pages, all the fixes you've done by editing the scripts files are actually adjustable without the need to do ANY of that. Plus are more compatible with the game.
  13. faycalkilali

    [WB] Warband Script Enhancer v4.9.5 for 1.174

    Unfortunately, the latest dedicated server executable included here crashes at server setup.
    the included injection of wseloaderserver to mb_warband_dedicated does not function correctly at all for me, unlike previouse versions.

    This means WSE is likely to be incompatible with latest version or the compilation errored at some point.
  14. faycalkilali

    OSP Code QoL Injury, stumbling, hardship & bleeding.

    HarryPham123 said:
    this is used for mission_template ??
    Up to you, I just made it as a script and call it every 1-2 seconds with call_script in module_mission_templates.
  15. faycalkilali

    OSP Code QoL Injury, stumbling, hardship & bleeding.

    Damage consequences, injury effects, bleeding, stumbling & hardship. Improvements to-do: Add traits gain-able by kill/damage, positive buffs. This is NOT my best work, but I feel like maybe someone can make use out of it, good luck! ("stumbling",[ #This script is to be called once every 1-2...
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