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  1. Tormidal

    [Old Man Yelling At Cloud] Leaving it to the modders is not (necessarily) lazy

    but what angers people why is this work not done in the past years

    The people that are angered by it do not understand development cycles or software/game development in general.

    8 years may seem like a long time, but its important to remember that they have had to:

    -Design, build, and implement and entirely new, modern, and robust engine which would also entail:
    (1) implementation of a new physics engine
    (2) AI engine
    (3) graphics engine

    And then building out all the systems that would go into the game itself, UI screens, textures, models, voice acting lines, all the scripts, rough passes at balancing, crafting, economy simulation, battles, etc. etc. etc. Just looking at the dev blogs over the eons, its easy to tell that almost the entirety of every system has gone under at least one revision.

    When you work on the same thing for long enough, what might seem fine or acceptable to you - due to your experience - could be untenable to someone who hasn't touched it before.

    And especially for any sort of technical backbone, any work done on it has an extremely high probability of affecting other attached systems.

    ------------------------------------------------------------------------------------------------------------------------------------------------------------

    Early Access is both a blessing, and a curse. I've been blessed to have done paid QA testing, application/invite based alpha/beta, buy-in EA(one game I was extremely passionate about required the purchase of a $100+ bundle in order to get beta access), free EA, discounted EA, etc.

    On one hand, its an easy way to mark your game as unfinished - but still get it in the hands of as many people as possible to ensure the game works as intended and get extremely valuable feedback. Some developers leave games in EA forever and barely make progress. Some developers use EA the way it should be used, and make regular changes to the game based on the experiences of those players(like TW is currently doing, thankfully).

    On the other hand, some developers abuse EA to release subpar products that would otherwise not be excused.

    Depending on the developer's approach to EA, you'll get different crowds of people, but every approach will always have its own backlash associated with it. It is inevitable.
  2. Tormidal

    Resolved List of Perks That Do Nothing or Don't Work

    I'm worried about this. Can someone confirm Governor perks can't be used by the main character?

    I've never seen XP gain of a garrison of a fief I control, even with the perk - so I assume it doesn't actually do anything unless you are the governor, which you can't be.


    ice breaker worked for me when I had it a few patches agom it's just random

    RNG strikes again!

    Ice Breaker - I have had this one work quite a few times, though rare and with long chains of to relation increase to be seen. The RNG on this feels like less than the 10% claimed by the perk's description, but I wasn't really keeping track of how often it popped up. I should note that this random relationship gain also happened with the notables as well, not just Lords.

    Merry Men - I have seen the option to recruit, but I am unsure if it has to do with this perk since I do not have said perk. I do get bandits asking to join me rather than me slaughtering every group I come across. I have had this option with all bandit types, and it appears to be about as common as Ice Breaker. Took me a while to find one as an example, but here are the options I get (This group happened to be the mountain variety):
    • Very well. You may join us. But I'll be keeping an eye on you lot.
    • You think I'm, daft? I'm not trusting you an inch.
    • No, justice demands you pay for your crimes.
    • Never mind.
    Edit: Side note - Choosing the justice option can sometimes have the bandits surrender instead of fight back.

    Efficient Coal Maker - Can confirm that the text of the perk does not match the option while smithing, but I believe it is the perk that has the incorrect working. Going from 2:1 to 2:3 seems a bit of a steep jump. 3:2 is more reasonable.

    Man-at-Arms - I was in the perfect position to check this one. I had four fiefs and was about to besiege a castle, which as the only noble in my kingdom would default to me. Better yet, I had just attained access to this perk!. I checked my party size stats, 338, before taking the perk and after, still 338. Okay, let's take that castle. Siege won, I checked my party max again...339! Not the +5 I was led to believe from the perk, so we'll check a bit deeper. The +1 was attributed to my quartermaster role, not to the Man-at-Arms perk. So this one is definitely not functioning.

    On Ice-Breaker - I think the RNG is buggered, I've seen it happen once or twice now, but its seems abysmally low.

    For Merry Men - in 1.0.9 they upped the chance of bandits surrendering, but personally I haven't seen either one fire.

    Efficient Coal Maker - I thought this was fixed in a patch? Maybe I was mistaken.

    Yikes on the Man-At-Arms ones!

    Updated OP!
  3. Tormidal

    What happened with flag bearers?

    Banners are in the game - they are just not accessible by normal means.

    There are three at the moment - a "triangle banner," a "campaign banner small" and a "big banner."

    They are usable, but don't appear to be have any textures associated with them properly.

    wMbM6kd.jpg


    Lq2S8w7.jpg


    vp1KS3h.jpg
  4. Tormidal

    Are the perks working ?

    i have loads of perks that dont seem to be working like disciplinary and the one that lets you recruit bandits ?

    There are many that don't work. Feel free to contribute to our thread on it. :smile:

  5. Tormidal

    Resolved List of Perks That Do Nothing or Don't Work

    Hey guys! For some reason I hadn't been getting notifications that people were replying in this thread, but I've updated the OP with the majority of additions. :smile:

    Thank you all for your reports! Hopefully someone from TW sees this. :smile:


    (5) Drill Master: It says (Governor), but since you can't declare yourself governor of a fief, this perk does...nothing?
    i think this perk for yours companions...

    Its poor design for it to be an option for a Player Character then if it never gets utilized.
  6. Tormidal

    Updates not actually updating the game?

    It takes time for troop recruitment and for store inventories to refresh in continuing saves, would be my guess.
    Except it doesn't work in new games either - villages are still only tribesmen instead of recruits.
  7. Tormidal

    Patch Notes e1.0.4

    Could you check if there is no difference after a week or two? Recruits are replenished over time.

    New game villages still provide tribesmen instead of recruits
  8. Tormidal

    Patch Notes e1.0.4

    Fantastic patch!

    Any idea when perks will start working correctly?
  9. Tormidal

    Resolved List of Perks That Do Nothing or Don't Work

    Been playing around quite a bit... The one's I've noticed in particular are as follows: (1) Disciplinarian: even with the perk, bandit troops cannot be upgraded/reverted into normal troops. The option is still unavailable and tells you that you need the perk. - FIXED 1.0.6 (2) Merry Men: with...
  10. Tormidal

    Perks for bandits not working correctly?

    Lots of perks dont work. Like the one that gives you an extra stack of throwing weapons when entering a fight on foot. Probably a bunch more.
    Agh, that explains a lot...
  11. Tormidal

    Perks for bandits not working correctly?

    Was wondering if anyone else was running into these particular issues 1) Disciplinarian perk doesn't allow bandit troops to be upgraded/reverted into standard faction troops. 2) The perk for recruiting bandits instead of fighting doesn't seem to enable this option in the dialogue either.
  12. Tormidal

    New Full Invasion 2 Subreddit

    usnavy30 说:
    I did not expect a subreddit for the mod created, let's give it some attention.


    We could set up a few AMA's. ;D
  13. Tormidal

    OpenBRF - Material shows up as blue/white Checkboard

    jacobhinds 说:
    Whoa, slow down. For starters warband doesn't need obj files, meshes are stored in .brf files. And you don't need to "build the module" if you're just adding an item.
    Save the .brf in your "warband directory/modules/native/resources" folder. Then in module/native, there'll be a text file called module.ini. open it with notepad and put load_mod_resource anywhere in the file. Then place the textures in module/native/textures and it should work in openbrf. Applying it ingame is easy enough. Just follow one of the countless tutorials

    (Im aware that Warband doesnt need the .obj files)
    But otherwise, Whats the different between that and what I said?

    Im still moving the files into a module.


    Why do you I need to add the load_resource files if im not loading them in-game yet?
  14. Tormidal

    OpenBRF - Material shows up as blue/white Checkboard

    gokiller 说:
    It has nothing to do with the MS. You have to add the line in the module.ini (or something like that) which is located in your module folder.

    Implying i would need to build the module and then put all the .dds and .obj files in the module before I can assign the meshes and textures?
  15. Tormidal

    OpenBRF - Material shows up as blue/white Checkboard

    jacobhinds 说:
    If the texture isn't in the textures folder then neither openbrf nor the game engine even know it exists. Also you have to put the resource file into the resource folder, else the game won't read it. That's how most games function.

    You have to add the load_mod_resource line as well because that's what tells the game to load it. Openbrf reads those lines as well, so when you save your brf it'll say "not in module" at the top unless you add that line, and reload the brf.

    Oh. I didnt realize that OpenBRF was so closely tied to the module system and whether not you have certain things in the module system.
  16. Tormidal

    OpenBRF - Material shows up as blue/white Checkboard

    gokiller 说:
    Is the texture itself in the module - texture folder of the module you assigned your openbrf to?

    Could that have an effect on it?

    It just leads to my D:\Dropbox\Dropbox folder. Its not a particularly complex path.


    jacobhinds 说:
    Save it, add the line "load_mod_resource = whatever" to module.txt in the module folder, and reopen openbrf.

    How would that change anything? Im just curious.


    Adorno 说:
    The checkerboard is a replacement for when, due to problem of any nature, OpenBrf could not load the texture.

    (does it happen in native mod too? If so, the solution for you is probably in the last paragraph of this "Spolier").

    There are two ways to identify what the problem was:

    1- Ask OpenBRF itself:
        under "settings", a "Why the checkerboard pattern?" option appears when the checkerboard is on.
        That helps you diagnose what the problem is.

    OR

    2- Manually track the error:
        - Start from a mesh giving you a problem.
        - Click on the link to the "material" (inside the Data panel, in the middle). That brings you to the material.
        - Click on the link to the "texture". That brings you to the texture object.
        - Click on the "open it" button. That brings you to the texture .dds file, in file explorer.
        - Can you open that file with any other application?

    If a passage is broken, you'll find out where the problem is.

    For example, if when you click in the material it doesn't take you to the material , it means that the problem is that your mesh is using a material which is not present anywhere in the mod (for example, due to spelling errors, or you forgot to add the brf file with the material inside "module.ini").

    If the problem is nowhere else, then it could be that your system is lacking full API support for OpenGL. Usually (in all cases I've seen) updating the drivers of the graphic card helps. Go to the card vendor site (e.g. NVidia or ATI) and look for a driver update there.

    Ill definitely look into that, thanks. :smile:
  17. Tormidal

    OpenBRF - Material shows up as blue/white Checkboard

    I was following This Tutorial, and when I imported the Material(while creating the new texture with the same name), it showed up as the checkerboard above, and not as the actual texture I created. Any ideas on how to fix this?
  18. Tormidal

    l cant launch game

    Neven98 说:
    When l try to launch game l get message RGL ERROR "Unable To Load Font File!"
    Can anyone help me to fix this?
    2sn295qo5swxu2fvcyv5.jpg

    Heres my list of things to try:

    1) Delete rgl_config.txt from MyDocuments/Mount&Blade Warband folder.
    2) Update DirectX
    3) Verify the game cache through steam.(If you dont have steam, just re-install the game.)
  19. Tormidal

    44th (East Essex) Regiment of Foot "The Fighting Fours" [NA]

    Gentlemen!

    For the next two weeks, I, Tormidal, of the 44th, will offer this deal.

    From now, until September the 22nd, two weeks from now, who ever can recruit the most people, with their applications on our forum showing that you referred them, I will buy that person any steam game of their choice, as long as its $60 and under.

    There will also be consolation prizes for the 2nd and 3rd place winners.

    The 2nd place winner will get a $30 or less steam game of their choice, and the 3rd place winner will get a $15 or less steam game of their choice.


    Good luck, soldiers. Make us look good.
  20. Tormidal

    44th (East Essex) Regiment of Foot "The Fighting Fours" [NA]

    ClearlyInvisible 说:
    Menelaos16 说:
    First conquest tonight!

    Sooooo muuuuuuch laaaaaag.

    It was fun though
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