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  1. SP Medieval [WB][Submod][LSP] Iberia Map for Hispania 1200

    Hello,

    I have used this map in my Hispania 1200 Remastered project. I just want to let you know that you accidentally broke sea travel when you changed rt_snow from beach terrain to farm fields. The sea travel AI scripts use this terrain type to detect where the AI parties can embark. You replaced beaches with the steppe terrain which doesn't work because roads also use steppe and you also missed changing one script which still used rt_snow, resulting in a situation where sometimes you'd have ships on dry land. I have fixed this by recreating the beach terrain using rt_steppe_forest. I have also made the necessary changes to the map.
  2. SP Tutorial Module System Complete Guide to Adding Factions

    Greeting. I followed every step in this tutorial and indeed I menaged to create new faction, add new troops, settlements etc. Everything works, except one thing- new kingdom has no troops in towns and castles at all and lords don't recruit anything. Does this have to do with some max party limits or something like that?
    Sounds like your faction has no reinforcement template. Either you didn't give the faction a culture or the culture doesn't have its slots set correctly. These are set in script_game_start and script_initialize_faction_troop_types

    script_game_start
    # Factions:
    (faction_set_slot, "fac_kingdom_1", slot_faction_culture, "fac_culture_1"),

    script_initialize_faction_troop_types
    (faction_set_slot, ":faction_no", slot_faction_reinforcements_a, "pt_kingdom_1_reinforcements_a"),
    (faction_set_slot, ":faction_no", slot_faction_reinforcements_b, "pt_kingdom_1_reinforcements_b"),
    (faction_set_slot, ":faction_no", slot_faction_reinforcements_c, "pt_kingdom_1_reinforcements_c"),

    You can also add a fail-safe to script_cf_reinforce_party.

    Find "cf_reinforce_party" in module_scripts.py

    then find this
    (try_begin),
    (gt, ":party_template", 0),
    (party_add_template, ":party_no", ":party_template"),
    (try_end),

    add these lines before the lines above

    (try_begin),
    (le, ":party_template", 0),
    (assign, ":party_template", "pt_village_defenders"),
    (try_end),
  3. Bannerlord is semi-abandoned and let me tell you why

    They have moved on to the next project. We know this because they posted job openings for a sci-fi project a few years ago.
  4. Lair is populated with wrong troop (next in troops, not the one from party template)

    Ah, wonderful!

    So, whoever is in the lair is determined at the time of module's compilation, is not taken at runtime from lair's party template, and so changing party template for the lair in .txt file does nothing (or almost nothing), am I understanding this right?
    Yes
  5. Lair is populated with wrong troop (next in troops, not the one from party template)

    The lair troop is in game menus, not party templates

    (party_get_template_id, ":template", "$g_encountered_party"),

    (try_begin),
    (eq, ":template", "pt_sea_raider_lair"),
    (assign, ":bandit_troop", "trp_sea_raider"),
    (assign, ":scene_to_use", "scn_lair_sea_raiders"),
    and so on
  6. The work in villages script from gekukojo

    Well i tried the code and it worked fine for me and just not the work in town part which i said it doesn't work

    For starters your code is using undeclared constants such as samurai_troops_begin and samurai_troops_end. The compiler will give you an error if you'd add this stuff to a vanilla module system. There's other problems as well. I know that you're trying to be helpful but you're not being helpful. I encourage you to stop flooding the forums and discord with nonsense and work on your own skills instead.
  7. Cannons

    @mad_scientiss is it singleplayer cannons?
    Yes
  8. Cannons

    The mod Twilight of the Sun King has cannons and the source code is free to use. You can get it here.
  9. The work in villages script from gekukojo

    Hope it works for you

    I can tell just by looking at the code that it won't even compile. Maybe you should test your stuff before you post it here.
  10. Warband Script Enhancer 2 (v1.1.2.7)

    Speaking of weapon proficiency, which Warband's hardcoded limits does WSE2 remove or what are the new caps? I'm talking about level, attributes, skills, weapon proficiency, max number of items in the inventory and such
  11. Extra skillpoints for Wifey Companion?

    Find "courtship_event_bride_marry_groom" in module_scripts.py

    After this

    (store_script_param, ":bride", 1),
    (store_script_param, ":groom", 2),
    (store_script_param, ":elopement", 3),

    Add the code below

    (try_begin),
    (eq, ":groom", "trp_player"),
    (is_between, ":bride", kingdom_ladies_begin, kingdom_ladies_end),
    (troop_raise_skill, ":bride", skl_riding, 1),
    (troop_raise_skill, ":bride", skl_first_aid,1),
    (troop_raise_skill, ":bride", skl_surgery,1),
    (try_end),


    Another way is simply to edit module_troops and give everyone better starting skills :grin:
  12. module_games_menu syntax error

    At the very top of module_game_menus.py, add these lines

    #!/usr/bin/env python2
    # -*- coding: utf-8 -*-

    In other files (such as dialogue) where you want to use Turkish or other unsupported characters, replace the line below with those two lines
    # -*- coding: cp1254 -*-
  13. SP Fantasy Baldur's Gate

    Very nice. I also worked on a Baldurs Gate mod before but it never got released. Here's a video, perhaps it will give you motivation.

  14. How to Add a Variable?

    That does not make any sense, he can't just add variables in there and expect it to work fine at the other files.
    Actually that is how it works. Those are global variables and they can be used by the entire module system.
  15. How can I make dplmc_random_mixed_gender play nice with new tf_etc options?

    What are you even trying to do here? Do you want everyone to be a skeleton?
  16. How to Add a Variable?

    I know little about modding. So I'm going to ask you how to add a variable (like age at its simplest). Your answers help me improve.

    There should be a file called variables.txt in your module system's folder
  17. Mount & Blade: Warband (Module system code for lords to age and die)

    Do you think this code module can be integrated into the system and will it work in the game?
    No, the stuff you've posted is all complete nonsense.
  18. Best mod base in 2023?

    Viking Conquest
  19. Question about the reckoning mod.

    It is possible that some of the features you see in the preview videos did not make it into the last released version because the developer of The Reckoning died before he was able to complete the mod.
  20. SP Dark Ages Medieval Adventure in the East

    Version 5.9 is out!
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