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  1. Bannerlord is a good game, but...

    from what the original game had (and with its DLCs) one can guess that the messages can be modded to have important ones actually pop up and pause the game. what would be cool is if they did an option screen for messages similar to paradox's games (CK, HOI, EU) allowing you to customize what the messages do and how important they are to you.

    the smithing problem should be modded away, if not i would be very surprised/disappointed. of course it might get fixed well before then.

    the character models isn't great, but not bad either. i didn't play the old game for its graphics, not playing the new one for it either (like you). of course getting the game optimized and capable of running on low end PCs is an issue that would lower the graphics (and the old game did have poor graphics for the time which helped out a lot in this regard). so not really a big issue if it never gets fixed.

    of course i could ***** about plenty of things that need to get fixed before final release, but these 3 are not really needed to be fixed by TW (assuming again that they live up to their promise of moddability).
  2. Pls give us an option to kiss female generals

    what the **** did i just read?
    i am guessing the quoted post?
  3. If the Taleworld devs don't start paying attention to Multiplayer as much as they do Singleplayer, I will refund the game.

    not sure what the big issue for MP is right now, it seems to work better than SP currently. am i missing something?
  4. Pls give us an option to kiss female generals

    Well i was just thinking ahead because mods like this will surely come to this game, viz some interesting warband mods
    maybe, in Pathfinder: Kingmaker one of the early characters prides herself on not wearing functional outfits/armor and getting scars. yet there doesn't seem to be anyone who has altered her portrait to to remove her top to any degree and posted it online. all it would need is some simple graphics editing, making it perhaps the easiest mod to do, and it even fits with the character and lore of the game. so if this hasn't been done then you can't guarantee that it will happen for MB2 either.
  5. Cheaper gear, more expensive troops

    i saw a video in which in order to upgrade a troop you needed a horse. if this means that you can need the equipment (at leas the major piece) to equip your troop when you upgrade them, then this would be like how you wanted it at first. i noticed that some features that were in the game in closed beta have been removed now that it is early access, probably because they need some polished or bug fixing, hopefully things get sorted.

    P.S. good to see you back, i come and go myself. the forums aren't what they used to be.
  6. Add upvote mechanic to posts

    +1
  7. aiming with archery

    In the previous game (the first and all the DLC for it) when the aiming reticule expanded to its normal starting size you were ready to release the arrow. By using that as a guide to know when you were ready to shoot this helped when timing your shots during fast paced gameplay such as early on...
  8. Med kits and potions!

    Honved said:
    On the other hand, modern medical practice has rediscovered the "wound staple", which apparently was used extensively by the Romans for battlefield injuries, so there were a few situations which early medicine did handle credibly.
    Roman medicine and medieval medicine were worlds apart. the Romans sterilized their tools before surgery, and actually cleaned their wounded. they even managed (along with Egyptians) managed some minor life saving brain surgery. they had used a primitive sort of antibiotic patch over wounds and used maggots to clean out dead flesh before closing large wounds. if you look at the rate of survival once one got to surgeon after a battle the numbers are about 90% during late Roman era. in medieval times it was about as good not to go as it was to go. after we rediscovered sterilization during the civil war we managed to get our numbers up to about 99% survival, a big upgrade but still only 10% better (mainly due to there not being much room for improvement). in WW2 we upped that number to 99.9% due almost exclusively to penicillin and in Vietnam we got those numbers up to 99.99% with the after the introduction of helicopter medivacs.

    as for average life span dentistry added about 20 years, which nearly doubled the lifespan when it was introduced (a prehistoric innovation). the next big jump came from refrigeration, allowing the average person to get fresh food, which a good diet (not just bread, rice, etc.) adds about 20 years to the average lifespan. modern medicine accounts for the remaining 10 or so years in a developed country (and part of the reason men die off on average before women, in conjunction with workplace safety).
  9. Don't feel pressured Taleworlds

    Lord Brutus said:
    This is a privately-owned forum.  There is no such thing as free speech or anything similar.  If you had bothered to read the forum rules, you would know this.  I will provide a link.  Follow it.
    https://forums.taleworlds.com/index.php/topic,12250.msg208344.html#msg208344
    a private platform not having to adhere to restrictions on a government to keep it from abusing its power isn't the best defense, though it is a rather typical one. it pretty much just trades one authority for another. though despite this it is also true.

    and as i know you re muted and can't respond i will at least show how you respond to multiple posts:

    Orion said:
    Imanis said:
    Orion said:
    You've been warned for triple-posting before, so one has to wonder what your intention was when you decided to do it again while comparing a moderator to a brutal dictator. Ask and you shall receive, I suppose.

    Your insecurity is so strongly reflected in your posts, its a wonder you're able to function at all. Gee whiz!
    It's a mystery to us both.
    nice use of humor to show that it is allowed on the forum.
    Orion said:
    I don't care to not triple-post because I prefer to respond to each person individually in their own message. I don't know how to answer alternatively, anyways.
    You answer alternatively by using the modify button in the top-right of your posts. If you want to add quotes in on the reply page, you can scroll down on the reply page to see the most recent posts in the thread you are replying to, and those all have "insert quote" buttons in the top right.
    as i am now demonstrating, and as a bonus how to break up quotes and still have them link back to correct post (instead of just saying it is a quote). this makes it easy for people you are debating to find what you are talking about.
    Orion said:
    Look, I do not know what country you come from but, no matter your philosophical leanings, I believe in the absolute allowance of free speech. I have not said anything that would cross the boundary by which someone would leave that zone into inappropriate speech. You are the only one who continues to harass me on this point and all it does is interrupt productive and mind-stimulating conversation on tough (but universally constructive) themes.
    I didn't claim you had. I issued your warning for triple-posting, which is against the forum rules (specifically, "Multi-posting — if you need to add something, and yours was the last post in the thread, edit your last post instead of adding a new one"), and for which you have already been both verbally and formally warned in the past. The free speech argument is irrelevant, as others have pointed out.
    to be fair that quote of the rules is mainly for dealing with posting after you have already posted and no one has posted since. this would be a double post, but is a bit different than making several posts at once to respond to different people. of course the rule of no double posting still applies, and as you described how to deal with doing such responses to prevent double posting hopefully anyone reading this thread will now know in the future.
    Orion said:
    That fact that you continue to extrapolate an intention that does not exists in my writing
    Quite the opposite, actually. Here are my exact words, for your convenience:
    Orion said:
    You've been warned for triple-posting before, so one has to wonder what your intention was when you decided to do it again while comparing a moderator to a brutal dictator. Ask and you shall receive, I suppose.
    This isn't extrapolating an intention, this is questioning what your intention was. I made no assumptions, yet you have made your own and drawn incorrect conclusions from them.
    and you are showing how it is nice to use quotes to ensure that less 'telephone' style shifting of words helps to keep things straight. it makes for rather bulky debates when things drab on, but helps to keep words from being put into people's mouths (or at least making such more obvious).
    Orion said:
    Why don't you stop and let us have these discussions in peace?
    Because you made a mess by spamming, and I volunteered to clean up messes.
    think of it as a cop directing traffic to keep it flowing. sure sometimes they can over step their authority, but their role is clear and meaningful.
    Orion said:
    I am not a troll
    Debatable, since after receiving a warning from me for triple-posting you went and double-posted elsewhere within 24 hours and were muted for it by another moderator. We've also found your response to the mute which got a laugh out of me, at least, so thanks for that. You stick to your guns, I'll give you that.
    quite a bit is debatable, but i think personally that he is simply a product of this new internet culture. back when this forum first started up their was child porn and snuff videos floating around on the internet rather easy to get to if you wanted to, at least relative to how everything was on the internet. back then there was some skill in 'surfing' the web, and people that did their homework and brought facts to bear was respected as that was how you got anywhere on the net. today things are different as just about anywhere you go is in some database somewhere that can be looked up easily, and that means that very little of the net is unregulated. this means that there is far less objectionable content, and people lack reference to how objectionable things can get. this meant that people were more capable of handling objectionable content on their own, either by avoiding it or developing a thicker skin. now people simply expect others to clean away such content where ever they go. this leads to terms of service being ignored by those that write them in order to protect these people from uncomfortable experiences, which means that reading the ToS becomes pointless.

    all of this results in people that don't know how to do anything on their own, not able to handle dissent, quite demanding of things, and who just assume things work the way they want them to. there are fewer people in charge of larger amount of content, and they adhere less to rules. some say that this is great, but it does mean that people need more hand holding today than before, and it is more likely that punishments will be made subjectively.

    ________________________________________________________________________________________________________________

    and that is how you handle multiple posts, even breaking them up to deal with each part on its own. of course to get the quote leading back to the post despite it being part of the quote and not the whole thing can be down in one of two ways:

    1. using insert quote, as stated by Orion, then deleting the extra stuff within the quote that you aren't dealing with.
    or
    2. copying and pasting the full command to start quoting. then pasting or typing in the command to end the quote.
    ex:
    Code:
    [quote="Orion"]quoted stuff
    [/quote]

    in either case one can go to the quote just by clicking on the link and see if one is putting words into one's mouth (such as when i put "quoted stuff" for quoting Orion).

    hopefully this has been informative to at some people.
  10. Don't feel pressured Taleworlds

    Honved said:
    jamoecw said:
    you want them to do stuff, as not only can you only do so much on your own, but they have to learn. on the other hand the more they do instead of you the slower things go and the less able you are in keeping the department in step with everyone else.

    The funny part is, your bosses probably expect that the extra trainees they dump on you are helping you get the job done faster.  In reality, you end up spending (or wasting, for the ones that don't learn) half of your time on the project just teaching them the basics before they can even begin to contribute anything back.  That's when the higher-ups pull them off the job and put them somewhere else, leaving you with a fresh team of trainees to slow you down.

    yep, exactly. i doubt we work in similar jobs, yet this seems to be something which is exactly the same. it is a rather consistent issue with bosses and bureaucracy, if if the bureaucracy involved stems from a different animal.

    Honved said:
    I recall one employee on summer break from high school who started where I worked.  After several weeks of trying in vain to teach him the absolute basics of handling tools, he was put more-or-less on his own by my superiors, and I had to inspect and then fix everything he did....literally EVERYTHING.  I spent more time repairing his mistakes than he spent making them, which essentially ground my own work to a near-halt.  The infuriating part was that almost every mistake was different: rather than making the same mistake in 16 places, he would make 14 or 15 completely different mistakes.  Four identical #4-40 x 1/4" Philips head screws in a chassis, and he would use 3 different types, one of them slotted and the others of different lengths.  A kepnut is a hex-shaped nut with a built-in lock-washer, and despite pointing out the purpose and function of the lock-washer several times, he still managed to get the lock-washer face-up in just about 50% of the cases.  Last I heard, he's now in software development.

    there was a guy a few years back that was like that. he literally couldn't turn a wrench (one time he was tasked with unscrewing a bunch of stuff to disassemble something for transport, he took several minutes trying to unscrew the first bolt before he declared that he thinks the bolt was stripped due to it keeps spinning. turns out he hadn't adjusted the wrench to even grab the bolt head.) so he was promoted to a supervisor position to keep him at a desk. he could memorize all sorts of stuff and was a great resource for getting ready for an inspection, but the last thing you wanted from him was to do any work with his hands whatsoever. last i heard he went to college to get a computer science degree.
  11. Don't feel pressured Taleworlds

    BIGGER Kentucky James XXL said:
    Blead said:
    And as someone mentioned before, (I can not find the post) the people working at Taleworlds are mostly beginners. Which can be a very good thing, while probably not as skilled as the veterans of their field, they can have a more open mind, bigger ambition and are not stuck in their ways(doing stuff how they are always doing it and never different).

    Skills don't work this way, especially not 3D art and coding. It's mostly the people who've been doing something for ages who are the best able to break the rules in a meaningful way. The majority of the most inventive solutions in game development history come from people who've been making games for years. Meanwhile hiring a team of amateurs is always a bad idea and is responsible for Mass Effect Andromeda, No Man's Sky and Fallout 76. Bethesda is most notable as it's a company comprised almost entirely of borderline unqualified developers, and it shows.
    yeah, this is why i am fine with it taking so long. i have to train up new people all the time. my bosses toss me an entire team of newbies and expect me to train them with years of knowledge while doing the job in a matter of days. training them means getting everything going, and having them a part of that process which slows everything down by at least 4 times. so by the time we get things up and running the others are antsy to get things going, and expect that the team knows how to run everything pretty good. at this point though we are just moving on to the part of learning how to operate the stuff. then later the team gets swapped out with a bunch of new newbies and everyone expects them to have learned what the other guys where taught instead of starting from scratch. it becomes a balancing act in how much you have them do. you want them to do stuff, as not only can you only do so much on your own, but they have to learn. on the other hand the more they do instead of you the slower things go and the less able you are in keeping the department in step with everyone else.
  12. Don't feel pressured Taleworlds

    Imanis said:
    I absolutely loathe how everyone simply ignores the fact that TW's principal purpose in extending the development timeline of BL is because they have a generous benefactor that is putting a lot of money into development and they are scared that once they finish the product, that source of funding will get cut off.

    Why do you think they are taking the longest time to implement all of these "features" (many of which already existed in Warband and its mods).

    There is a game on Steam called "Kingdoms" that has 1 guy developing it (and it is ambitious) and it is on a faster timeline.

    It is ridiculous that so many people here (I know, mainly TW fanboys) are being ignoramuses.

    well i have kingdoms, bought it about the time it came out on steam early access. there wasn't much there at the time and it had been in development for about 2 years. bannerlord has been in development longer, but also has more to show for it. i bought mount and blade before release back in the day as well, and that game had an open beta. that beta was a real beta just like kingdoms. it is possible that bannerlord will use the same engine, just modified quite a bit, though i doubt it. it probably needed to be built from scratch, and so the development is going at a pace i'd expect given the scope. kingdoms is moving at about the pace i'd expect given its scope.

    i've been around long enough to see a lot of games get produced, and i've done my own coding and modding as well. most games today (and this is true for mount and blade, though they used a more bare bones than most others) buy engines to get the game in a workable state from the get go, then modify the hell out of it. given the early dev diaries i think they may have started from scratch and created their own engine. this takes more time, and keep in mind that they didn't start bannerlord immediately on the release of warband.

    if they really wanted to squash rumors they could have gone with an early open beta release like what they did with the original game. back then i had more time and i played that game a lot, well before release and loved it despite not having much in it. one thing that we could see is how the game worked, and many people worked on modding it before the module system even came out. by the official release there were a ton of mods and the community had helped to polish and streamline the game quite a bit, and had a healthy amount of mods for it ready to go. of course this doesn't always happen with such releases so i can see them holding off, but the trade off is all the speculation taken as fact, and that just doesn't go away unless you squash it constantly which means tasking a dev to do just that, a bit of a waste in my opinion as such things will die after release anyway (though it may impact the release).
  13. Don't feel pressured Taleworlds

    as far as i am concerned there is what is said and what is heard. what is said is on the person speaking, while whatever deviation from that to what is heard is on the person listening. taking a maybe into a definite, or even a probably is the listener's problem. so in my view the 'bad PR' is on the fans assuming things that weren't really said, not Taleworlds. it is perfectly fine to speculate, but in the end one has to keep their eye on reality.
  14. Don't feel pressured Taleworlds

    SirStart said:
    HUMMAN said:
    Well they should feel pressured, Duke Nukem Forever took 15 years and was pretty bad, and their motto was "release when it's ready". There are other similarities like estimating wrong release dates, starting from a small studio, from a sequal etc. I sincerely hope it does not end like Duke.


    Do take note tha they actually changed developers 2 Times during tha time period too, atleast o wha i have read about it. So when a game jumps around to different developers its more bound to be a badly made game, taleworlds do still own The licenses fer their own games and they are doin everything they can to make a good game.
    Duke Nukem Forever ran out of money, and instead of releasing what they had they sought investors. they lined up a producer to 'finish up what they had' in order to get something out there, but they ran out of money again and looked for another investor. they ran out of money a third time but couldn't find another investor so declared bankruptcy and still didn't release what they had. the second producer fought in court for the game's assets and right to release the game, which when they got they cheaply slapped together what was there and released it. DNF had repeatedly scrapped their entire work because what they had been working on was matched or beat by another game that came out and the CEO didn't want to put out a game that was in the same league as any other game.

    i don't have any secret insider info, so maybe taleworlds is heading down this path, but i think a judgement of such is a bit premature. they haven't run out of money yet, so it isn't like we know if they have tossed reality out the window or are just trying to do a really good job. they do look very similar to the outside observer, at least in the early stages.
  15. Offspring: it's a matter of time

    Duh said:
    jamoecw said:
    i think you are missing mine. all of this seems very out there due to how things probably work now, but who cares? in the end it comes down to technical limitations (that we simply don't know the extent of),
    Again. It doesn't stop at the technical side of things. I never argued the tech side. I argued the design side - which we have a fair bit of information on.
    actually you are arguing on the side of technical design. which without much idea on the technical side of things is highly speculative.

    there was a post on the paradox forums several years ago in which someone asked for the ability to map a certain key in the options menu. he said that it in response to someone talking about an issue, and stated that he hadn't mentioned it was probably too difficult to implement. being the paradox forums in which the devs engage in regularly, a dev chimed in that he had no idea that there was even a desire for such, and that now that he knew he coded it into the next patch. the person said he was sorry for causing so much work, and wondered if it was even worth it for a problem that impacted so few people. the dev said that it he only needed to write a single line of code and that it was less than 5 minutes of work, worth it for even one player. the skeptical poster was a forum regular, and had some level of authority on the forums as such, though far less than a moderator. had that been a different forum the idea for such would probably been squashed for quite some time until someone with coding experience and knowledge of the game's code itself found the issue and chimed in loud enough for a dev to hear.

    i don't really care one way or another on the subject of pregnancy and such.
  16. Offspring: it's a matter of time

    Duh said:
    jamoecw said:
    you are right in that the language doesn't matter, but how the worldsim is built does matter. in addition to that how the language interacts with the base program also matters. if we were to look at half-life versus starcraft you can see a distinct difference. starcraft's tools were a robust map editor allowing massive changes for a map editor, even to the point of new units and map entities. on paper it looks to be as robust as half-life's, both use object interaction as the basis for script triggering and regulation (instead of time like M&B). both use simple mathematical and boolean variables with basic entities overlaid with graphical representation. in the end half-life's tools were far more useful for modding, yet starcraft's was easier to produce simple alterations.
    I don't think you really understand my point. Or at least none of this really relates to it.
    i think you are missing mine. all of this seems very out there due to how things probably work now, but who cares? in the end it comes down to technical limitations (that we simply don't know the extent of), and the desires of the fans. once the desires are fleshed out, if the desire is strong enough to overcome the technical challenges then it will happen. at this stage it is the desire of the devs, vs. what their challenges. maybe they will decide to put it off till next game, or not. maybe the desire will gather steam and mods will figure it out once the game is released. maybe neither will happen and the fans will just talk among each other hyping themselves up for the release.

    we aren't in a position to say what is or is not possible, but what has been said is that the modding system will allow any of the scripts to be replaced (though the original will not be touched). if this is true then virtually nothing is hardcoded in a traditional sense, should the game run like the original M&B. it all comes down to us not knowing anything to tell them it can't be done, so why not let them speculate? sure they may be disappointed when it comes out, but i am positive there will be plenty of people that will be disappointed that don't frequent these forums. i am also positive that there will be plenty of people who would be overjoyed that don't frequent these forums.
  17. Offspring: it's a matter of time

    Duh said:
    jamoecw said:
    except that is the modding script for M&B:WB, rather than the script for M&B2. of course i could be wrong and they might use the same scripts, though they did say they were going to use xml. they said a bunch of other stuff as well, and while i have more faith in them than other companies i have been told very similar things in the past and seen it all turn to ****. in the end i am going to just sit back and throw money at them when they'll let me, and assume they will at least partially live up to my expectations. though i am not going to go out of my way to lift those already high expectations.
    It is irrelevant what language is used, because the snippet is just meant to showcase how the Mount & Blade worldsim is built. I.e. unless the underlying logic of the game world is fundamentally different to previous titles, the point still applies. And the GC demo looked like it was following this type of time-based logic. And ... how else would one built a worldsim anywho?
    you are right in that the language doesn't matter, but how the worldsim is built does matter. in addition to that how the language interacts with the base program also matters. if we were to look at half-life versus starcraft you can see a distinct difference. starcraft's tools were a robust map editor allowing massive changes for a map editor, even to the point of new units and map entities. on paper it looks to be as robust as half-life's, both use object interaction as the basis for script triggering and regulation (instead of time like M&B). both use simple mathematical and boolean variables with basic entities overlaid with graphical representation. in the end half-life's tools were far more useful for modding, yet starcraft's was easier to produce simple alterations.

    the way they describe the interactions between program and modding tools sounds like half-life's, and that interaction determines what you can ultimately do with the tools. faking fixed time was something that was learned to do early on in modding with both half-life and starcraft, so just because something looks like it is the foundation doesn't mean it is. we have to wait until we get our hands on the scripts they use before we know for sure.

    as for wild speculation, people are speculating about dragons, machine guns, multi-party coop, and dynasties. on these forums people speculated about multiplayer M&B during the development of the original game, which was well outside of the bounds of possible at the time. i am sure you have heard of m&b: warband though, so that speculation did in fact bear fruit. there was speculation about elephants and camels, dwarves and hobbits, and warband ended up supporting different sized skeletal rigs, again wild speculation bearing fruit. siege weapon actually destroying walls was another, which is being implemented in this game (from what has been said). i could go on with the crazy speculations that have resulted in actual results, or those that have simply died. one big difference between then and now is that then we had our hands on code and thus when something seemed impossible to do we could figure out how it could be done. currently as you have demonstrated we have to assume that they are using stuff similar to what came before.

    i have debated on different things in the forum before, assuming that things would be similar to what came before and people have pointed out things that show radical departures from the previous games. at this point i'd caution against making such assumptions, as it would seem that some of what was done before had to do with simplicity, as the development was down to 2 people at first. what we get may be completely different than what we have come to love.
  18. Offspring: it's a matter of time

    Duh said:
    jamoecw said:
    Duh said:
    It may just be my modder's scepticism speaking, but generally things are always harder than you think.
    while this is true we should keep in mind we aren't speculating at a modding level, or even a programming level.
    At what level are you speculating then?
    at the fan level. sort of like what would happen if black panther fought batman. there is the wouldn't it be cool angle, the technical aspects in which we talk about there different gadgets, and even the logistics of such a fight such as where and how they would fight. in the end it is wild speculation, and the creators might decide to implement it or not based all sorts of things well outside the hands of the fans.
    Duh said:
    jamoecw said:
    hopefully their claims about how moddable the game will be will come to pass and one can mod just about anything into the game. though if have been gaming as long as me then you know not to put much stock in such claims.
    Again - the issue with this is not just technical limitations. Even if you can change the passage of time, a big challenge is with rebuilding the world in a way that suits that speed. Which (the worldbuilding) is technically possible in Warband but a gargantuan task. Take this random snippet from module simple_triggers - everything that is part of the worldsim is designed around time:
    Code:
    #Player raiding a village
    # This trigger will check if player's raid has been completed and will lead control to village menu.
      (1,
       [
          (ge,"$g_player_raiding_village",1),
          (try_begin),
            (neq, "$g_player_is_captive", 0),
            #(rest_for_hours, 0, 0, 0), #stop resting - abort
            (assign,"$g_player_raiding_village",0),
          (else_try),
            (map_free), #we have been attacked during raid
            (assign,"$g_player_raiding_village",0),
          (else_try),
            (this_or_next|party_slot_eq, "$g_player_raiding_village", slot_village_state, svs_looted),
            (party_slot_eq, "$g_player_raiding_village", slot_village_state, svs_deserted),
            (start_encounter, "$g_player_raiding_village"),
            (rest_for_hours, 0),
            (assign,"$g_player_raiding_village",0),
            (assign,"$g_player_raid_complete",1),
          (else_try),
            (party_slot_eq, "$g_player_raiding_village", slot_village_state, svs_being_raided),
            (rest_for_hours, 3, 5, 1), #rest while attackable
          (else_try),
            (rest_for_hours, 0, 0, 0), #stop resting - abort
            (assign,"$g_player_raiding_village",0),
            (assign,"$g_player_raid_complete",0),
          (try_end),
        ]),
    
      #Pay day.
      (24 * 7,
       [
         (assign, "$g_presentation_lines_to_display_begin", 0),
         (assign, "$g_presentation_lines_to_display_end", 15),
         (assign, "$g_apply_budget_report_to_gold", 1),
         (try_begin),
           (eq, "$g_infinite_camping", 0),
           (start_presentation, "prsnt_budget_report"),
         (try_end),
        ]),
    
      # Oath fulfilled -- ie, mercenary contract expired?
      (24,
       [
          (le, "$auto_menu", 0),
          (gt, "$players_kingdom", 0),
          (neq, "$players_kingdom", "fac_player_supporters_faction"),
          (eq, "$player_has_homage", 0),
    	  
    	  (troop_get_slot, ":player_spouse", "trp_player", slot_troop_spouse),
    	  
    	  #A player bound to a kingdom by marriage will not have the contract expire. This should no longer be the case, as I've counted wives as having homage, but is in here as a fallback
    	  (assign, ":player_has_marriage_in_faction", 0),
    	  (try_begin),
    		(is_between, ":player_spouse", active_npcs_begin, active_npcs_end),
    		(store_faction_of_troop, ":spouse_faction", ":player_spouse"),
    		(eq, ":spouse_faction", "$players_kingdom"),
    	    (assign, ":player_has_marriage_in_faction", 1),
    	  (try_end),
    	  (eq, ":player_has_marriage_in_faction", 0),
    	  
          (store_current_day, ":cur_day"),
          (gt, ":cur_day", "$mercenary_service_next_renew_day"),
          (jump_to_menu, "mnu_oath_fulfilled"),
        ]),
    
      # Reducing luck by 1 in every 180 hours
      (180,
       [
         (val_sub, "$g_player_luck", 1),
         (val_max, "$g_player_luck", 0),
        ]),
    
    	#courtship reset
      (72,
       [
         (assign, "$lady_flirtation_location", 0),
        ]),
    
    	#reset time to spare
      (4,
       [
         (assign, "$g_time_to_spare", 1),
    
        (try_begin),
    		(troop_slot_ge, "trp_player", slot_troop_spouse, active_npcs_begin),
    		(assign, "$g_player_banner_granted", 1),
    	(try_end),
    
    	 ]),
    
    	
      # Banner selection menu
      (24,
       [
        (eq, "$g_player_banner_granted", 1),
        (troop_slot_eq, "trp_player", slot_troop_banner_scene_prop, 0),
        (le,"$auto_menu",0),
    #normal_banner_begin
        (start_presentation, "prsnt_banner_selection"),
    #custom_banner_begin
    #    (start_presentation, "prsnt_custom_banner"),
        ]),
    
      # Party Morale: Move morale towards target value.
      (24,
       [
          (call_script, "script_get_player_party_morale_values"),
          (assign, ":target_morale", reg0),
          (party_get_morale, ":cur_morale", "p_main_party"),
          (store_sub, ":dif", ":target_morale", ":cur_morale"),
          (store_div, ":dif_to_add", ":dif", 5),
          (store_mul, ":dif_to_add_correction", ":dif_to_add", 5),
          (try_begin),#finding ceiling of the value
            (neq, ":dif_to_add_correction", ":dif"),
            (try_begin),
              (gt, ":dif", 0),
              (val_add, ":dif_to_add", 1),
            (else_try),
              (val_sub, ":dif_to_add", 1),
            (try_end),
          (try_end),
          (val_add, ":cur_morale", ":dif_to_add"),
          (party_set_morale, "p_main_party", ":cur_morale"),      
        ]),
      
    
    #Party AI: pruning some of the prisoners in each center (once a week)
      (24*7,
       [
           (try_for_range, ":center_no", centers_begin, centers_end),
             (party_get_num_prisoner_stacks, ":num_prisoner_stacks",":center_no"),
             (try_for_range_backwards, ":stack_no", 0, ":num_prisoner_stacks"),
               (party_prisoner_stack_get_troop_id, ":stack_troop",":center_no",":stack_no"),
               (neg|troop_is_hero, ":stack_troop"),
               (party_prisoner_stack_get_size, ":stack_size",":center_no",":stack_no"),
               (store_random_in_range, ":rand_no", 0, 40),
               (val_mul, ":stack_size", ":rand_no"),
               (val_div, ":stack_size", 100),
               (party_remove_prisoners, ":center_no", ":stack_troop", ":stack_size"),
             (try_end),
           (try_end),
        ]),
    except that is the modding script for M&B:WB, rather than the script for M&B2. of course i could be wrong and they might use the same scripts, though they did say they were going to use xml. they said a bunch of other stuff as well, and while i have more faith in them than other companies i have been told very similar things in the past and seen it all turn to ****. in the end i am going to just sit back and throw money at them when they'll let me, and assume they will at least partially live up to my expectations. though i am not going to go out of my way to lift those already high expectations.
  19. Don't feel pressured Taleworlds

    Shaxx said:
    If Taleworlds fails to release the game at the 10 year mark (2020) one has to ask if they will really even be able to call themselves a game studio anymore. I mean, what kind of game studio can't manage to release a single game inside the span of a decade?
    well Blizzard was made fun of for taking so long with Starcraft. to give some perspective warcraft 1 was made within a few months, warcraft 2 about a year, and starcraft took a whopping 3 years. today development time is 2-3 years typically, so if we triple that then we get 6-9 years. starcraft had triple the dev time as the typical RTS when it was released. so it can be used as an apt comparison. in the end starcraft shifted the time scales development time was measured in. well them and C&C which spent 2 years.
  20. Offspring: it's a matter of time

    Duh said:
    It may just be my modder's scepticism speaking, but generally things are always harder than you think.
    while this is true we should keep in mind we aren't speculating at a modding level, or even a programming level. hopefully their claims about how moddable the game will be will come to pass and one can mod just about anything into the game. though if have been gaming as long as me then you know not to put much stock in such claims.
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