搜索结果: *

  1. Comrade Mav

    Eliminate a faction - Forever

    I always thought that the best option would be to allow factions to die, and new ones to rise.

    So here's my main thoughts on it:
    1. First we have the 'King in Exile' kind of deal, so for example, your character's faction (or any other faction) conquers Vlandia and defeats them utterly, the clans of Vlandia defect to different kingdoms once they have no fiefs and they can't be paid, some of them probably even join your kingdom, the royal clan attempts to raid etc until they run out of money (which no longer gets topped up as they have no fiefs to tax) and then they become a claimant that goes around the land's taverns looking for heroes to take up their cause (just like the claimants in Warband) You can then do a quest to resurrect that faction if you like.
    2. Secondly, we have the Rebel faction to sovereign nation option, so in this circumstance lets say Lageta rebels because it's been neglected, Barrus the leader of the rebellion stays in control of the town thanks to the empire being at war with too many people for them to take it back. Barrus declares himself duly elected king of Lageta and founds the Kingdom of Lageta (or like have a different name for kingdoms that get started in each town or types for each culture). The New kingdom of Lageta now can hire mercs, recruit clans and act exactly like the other factions even the player could join them! This would work even better with the idea I have had for a long time where you can INTENTIONALLY cause a rebellion in a town.
    3. Civil war and wars of succession, genuinely unsure of why this isn't a thing already. When a faction leader dies, currently blindly agrees and everything carries on as usual, but what if there are two options for the next king? what if your player character dies and some lords want your brother to be king instead of your eldest son, would be pretty sick. Invert the colours of the faction for the rebels, have them fight each other to decide, would be wicked if this was your faction as well as npc factions.
    So yeah
  2. Comrade Mav

    Anyone tried to improve relationship by leaving party members in settlement?

    As the patch said, now we can leave party member in settlement, and our friends will try increase our relationship with local celebrities. I tried but it does not work, I left my sister, who joined by main storyline progress, in a settlement and spent some time doing other staff, but she does not rise family relationship with any local celebrities. Furthermore, when I went back to the settlement, she was no longer there, but another settlement. Then I tried to promote her to govern a city fief of family,waited for nearly a year, still no relationship improvement, and also no charm skill level progression. Then I recruit a new follower and assign him to govern another city, several days later he reported relationship improvement with local celebrity and charm skill progression.
    Not sure if this is bug or the design or simply RNG staff, just look weird.Do family members works the same way as recruited followers?
    In addition, as I can remember, in early patches, like during April and May, if you sent your party member out to form a new troop, they will try to do missions themselves and therefore increase family relationship with locals, don't know this feature is no longer here.
    Sadly unless you place a companion there your family members will move to different friendly cities and castles periodically. There is no clan ‘role’ for emissary, it just checks periodically if you have a clan member/ companion in a town and then checks to see if they increase your friendship with locals. I don’t think there are any requirements however having a decent amount of charm on that character will increase your chances of boosting those all important relationships with notables more often. TaleWorlds have stated that they want to work on an ai party ‘remote control’ type deal where you assign a party (or presumably a companion who isn’t in your party or their own but is in your clan) a specific tasks which would be brilliant and that would solve the wandering clan members problem haha
  3. Comrade Mav

    Statement regarding Plans for Singleplayer and Engine II

    Normally id agree with you and i tend to defend developers if its simply a time issue -meaning if they really are planning awesomeness but miscalculated time and are even years off -im patient. If on the other hand they let you know they have little to no intention of developing really fricken important parts of the game ever again especially in the name of 'accessibility' or 'thats modders work'...well then thats a whole nother story
    I’ve played all the mount and blade games and genuinely there isn’t another game that really hits the spot quite like it. Ck3 has great diplomacy but you rely on retarded npcs to fight for you and have no ability to control the outcomes of battle with strategy or skill, total war series is great but the level of customisation is very low, Skyrim is one of my favourite games but it was even buggier than Bannerlord when it came out and the war has only two potential outcomes.

    Taleworlds have created a very unique game that will improve with time and patience,I saw it with vanilla to warband and the expansions, Bannerlord will be no different. At the end of the day TaleWorlds do their best to listen to the community, they released it as early access and were upfront with the fact that it was going to be a while before they got it where it needed to be, that’s more than can be said for Ubisoft, activision, Bethesda, Blizzard and even those guys who made Cyberpunk 2077.
  4. Comrade Mav

    Statement regarding Plans for Singleplayer and Engine II

    ... after all you haven't been able to add ANYTHING for the past half a year, only fixes and more fixes for a broken game...
    You realise the game is early access right? It’s not been technically released as a full version yet, you bought a beautiful, immersive masterpiece-in-the-making, not the finished article... why are so many gamers impatient haters these days?
    literally just go >>here<< and scroll down and read the “why early access” section.
  5. Comrade Mav

    On Rebellions

    I love this new mechanic, really helps to make managing your towns an actual task, before this I would just always vote to own any settlement my faction captured, but now I am wary about it, if I don’t have companions or spare family members I leave it for another clan.
    I would also love for them to be able to create their own independent kingdom, perhaps they should get an automatic ‘alliance’ with their culture? Or if the previous owner was their culture then gain an alliance with anyone who is currently at war with them? I would also love to see them have a distinct clan name once they are legitimized and totally agree with the previous comment where they said about naming the rebels after the leader, so Lycos’s Lageta rebels, and then when they hold on to the city long enough, randomly generate a kingdom name from a list of cultural options, then change lycos’s clan name to Lycos Lagatae or something similar. Think that would really add some variety and would make each play though an entirely new experience!

    Definitely think the diplomacy options need to be expanded for this to be spot on!

    Every update brings me more joy and makes me proud to have been playing since M&B vanilla x
  6. Comrade Mav

    With Fire & Sword: Questions and Answers

    I'm like half way through the deluge quest (I've replaced the Crimean dude, conquered all their stuff and sorted the alliance) and I had just relinquished my oath with the Khan...
    And I may have accidentally conquered a few castles as a rebel...
    Mainly so that I could weaken the Ruskis before rejoining the Poles.

    How do I join a kingdom now that I'm 'Moscow Rebels'  :roll:

    I tried to talk to King Jan but the option to declare fealty is not there...

    Any ideas guys?
  7. Comrade Mav

    MP Medieval [W] Medieval Battles & Sieges

    Germans should have Teutonic knights!
    Looks like an uber mod!
  8. Comrade Mav

    PYTHON SCRIPT/SCHEME EXCHANGE

    Scared ? 说:
    MaverickJones 说:
    Updated and better version of my troop recruiting companions script :razz:
    You can now choose how many troops you want to recruit

    插入代码块:
    # Maverick Companion Script Start #EPIC#
      #Gain 20000 gold randomly if cheat mode is on
      [anyone|plyr,"member_question_2", [(eq,"$cheat_mode",1)], "Cheat: Could you give me some cash from that large pot of gold?", "member_moneys",[]],
      #recruit troops for a price
      [anyone|plyr,"member_question_2", [], "Could you draft in some troops for me?", "member_draft_question",[]],
    
    
    
      [anyone, "member_moneys", [
    	    (call_script, "script_troop_add_gold", "trp_player", 20000),
    		], "Sure why not, there is plenty in here", "do_member_view_char",[]],
    		
      [anyone, "member_draft_question", [], "So what kind of troops do you want?", "member_draft_troop",[]],
      
      [anyone|plyr,"member_draft_troop", [], "I would like some Caravan guards.", "member_draft_troop_question2",[ (assign, "$cost_draft", 400),(assign, "$draft_id", "trp_caravan_guard"),]],
      [anyone|plyr,"member_draft_troop", [], "I would like some Watchmen.", "member_draft_troop_question2",[(assign, "$cost_draft", 200), (assign, "$draft_id", "trp_watchman")]],
      [anyone|plyr,"member_draft_troop", [], "I would like some Huntresses.", "member_draft_troop_question2",[(assign, "$cost_draft", 200), (assign, "$draft_id", "trp_hunter_woman"),]],
      [anyone|plyr,"member_draft_troop", [], "I would like some Slave Drivers.", "member_draft_troop_question2",[(assign, "$cost_draft", 200), (assign, "$draft_id", "trp_slave_driver"),]],
      [anyone|plyr,"member_draft_troop", [], "I would like some Swadian recruits.", "member_draft_troop_question2",[(assign, "$cost_draft", 150), (assign, "$draft_id", "trp_swadian_recruit"),]],
      [anyone|plyr,"member_draft_troop", [], "I would like some Veagir recruits.", "member_draft_troop_question2",[(assign, "$cost_draft", 100), (assign, "$draft_id", "trp_vaegir_recruit"),]],
      [anyone|plyr,"member_draft_troop", [], "I would like some Khergit tribesmen.", "member_draft_troop_question2",[(assign, "$cost_draft", 100), (assign, "$draft_id", "trp_khergit_tribesman"),]],
      [anyone|plyr,"member_draft_troop", [], "I would like some Nord recruits.", "member_draft_troop_question2",[(assign, "$cost_draft", 100), (assign, "$draft_id", "trp_nord_recruit"),]],
      [anyone|plyr,"member_draft_troop", [], "I would like some Rhodok tribesmen.", "member_draft_troop_question2",[(assign, "$cost_draft", 100), (assign, "$draft_id", "trp_rhodok_tribesman"),]],
      [anyone|plyr,"member_draft_troop", [], "I would like some Looters.", "member_draft_troop_question2",[(assign, "$cost_draft", 50), (assign, "$draft_id", "trp_looter"),]],
      [anyone|plyr,"member_draft_troop", [], "Never mind.", "close_window",[]],
        
      [anyone, "member_draft_troop_question2", [], "How many troops do you want?", "member_draft_troop_2",[]],
      
      [anyone|plyr,"member_draft_troop_2", [], "I would like 10.", "member_draft_troop_3",[ (assign, "$draft_num", 10)]],
      [anyone|plyr,"member_draft_troop_2", [], "I would like 9.", "member_draft_troop_3",[(assign, "$draft_num", 9)]],
      [anyone|plyr,"member_draft_troop_2", [], "I would like 8.", "member_draft_troop_3",[(assign, "$draft_num", 8)]],
      [anyone|plyr,"member_draft_troop_2", [], "I would like 7.", "member_draft_troop_3",[(assign, "$draft_num", 7)]],
      [anyone|plyr,"member_draft_troop_2", [], "I would like 6.", "member_draft_troop_3",[(assign, "$draft_num", 6)]],
      [anyone|plyr,"member_draft_troop_2", [], "I would like 5.", "member_draft_troop_3",[(assign, "$draft_num", 5)]],
      [anyone|plyr,"member_draft_troop_2", [], "I would like 4.", "member_draft_troop_3",[(assign, "$draft_num", 4)]],
      [anyone|plyr,"member_draft_troop_2", [], "I would like 3.", "member_draft_troop_3",[(assign, "$draft_num", 3)]],
      [anyone|plyr,"member_draft_troop_2", [], "I would like 2.", "member_draft_troop_3",[(assign, "$draft_num", 2)]],
      [anyone|plyr,"member_draft_troop_2", [], "I would like 1.", "member_draft_troop_3",[(assign, "$draft_num", 1)]],
      [anyone|plyr,"member_draft_troop_2", [], "Never mind.", "close_window",[]],
      
      [anyone, "member_draft_troop_3", [
      (party_get_free_companions_capacity, ":free_capacity", "p_main_party"),
         (val_min, "$draft_num", ":free_capacity"),
         (store_troop_gold, ":gold", "trp_player"),
         (store_div, ":gold_capacity", ":gold", "$cost_draft"),#denars relevant to the troop you are hiring
    	 (val_min, "$draft_num", ":gold_capacity"),
         (party_add_members, "p_main_party", "$draft_id", "$draft_num"),# sets troop to the one you chose
         (store_mul, ":cost", "$draft_num", "$cost_draft"),
         (troop_remove_gold, "trp_player", ":cost"),	
    	 ], "It didn't take much to convince them to join you, Hope they serve you well.", "do_member_view_char",[]],
    #This new piece of script allows you to recruit from 1 to 10 troops rather than the previous locked 10 :D
     
    # Maverick Companion Script End #EPIC#

    How do I make so it takes 10 days before I can use this script again? Please help!


    You might want to use the companion king mission time option so that you can recruit soldiers then the companion goes off to find more soldiers for 10 days.
    Place this in the result section of the recruitment dialogue:
    插入代码块:
    (troop_set_slot, "$g_talk_troop", slot_troop_days_on_mission, 10),
    (troop_set_slot, "$g_talk_troop", slot_troop_current_mission, npc_mission_recruitsoldiers),
    # (troop_set_slot, "$g_talk_troop", slot_troop_current_mission, npc_mission_kingsupport), 
    (remove_member_from_party, "$g_talk_troop", "p_main_party"),
    #(troop_get_slot, ":string", "$g_talk_troop", slot_troop_honorific),
    #(str_store_string, s21, ":string"), ## Use if you want their name
  9. Comrade Mav

    The Guide Of Useful Scripts

    Sweet I see one of mine on there :grin:
  10. Comrade Mav

    Modding Q&A [For Quick Questions and Answers]

    I know the theory  Madvader :wink:
    I'm used to programming etc. knowing what controls what is an essential part of reverse engineering, and thats what I'm in the process of doing.
    Possible = Reason for me to continue  :smile:
    Improbable = Challenge accepted  :twisted:
  11. Comrade Mav

    Modding Q&A [For Quick Questions and Answers]

    Continuing from my earlier question about entering a battle where neither side is your enemy, Would it be possible to enter battles when both sides are hostile, without choosing a side? So turn up and kill both enemy armies or wait till they weaken one another and finish them off? 3 way battles :smile:
  12. Comrade Mav

    Modding Q&A [For Quick Questions and Answers]

    Another couple of questions:

    1 - How would I go about including Lord/Soldier Execution?
              My character is, well all flattery aside, an evil git. I'd very much like to be able to put the lords I capture to death,
              as well as the soldiers I capture, rather than releasing them because my maximum prisoner cap wont allow them to
              become my slaves!

    2 - How can I allow characters to 'choose to attack' when two neutral or both friendly armies are fighting one another?
              Again this is mainly because I'm evil, but also because I take it at the angle that if you saw to armies fighting and you wanted to help say, the Veagirs, but you were yet unknown to them you'd think 'What a brilliant chance to show them my worth!' not oh well I have 0 relation to them I'll just let the nords kill them..
  13. Comrade Mav

    Modding Q&A [For Quick Questions and Answers]

    Thanks a lot guys :grin:

    Is there a list of changes made to the vanilla ? or will I literally have to compare the two files  to find out what has been done ¬.¬

    xPearse - You've probably got an instance of an item that is not declared or the model is missing or you've not loaded the brf properly
  14. Comrade Mav

    Modding Q&A [For Quick Questions and Answers]

    Searched for Valkryie but the repository link is dead and there is no 'in-thread' code to look at :/
  15. Comrade Mav

    Modding Q&A [For Quick Questions and Answers]

    Three quick questions as I continue to mod warband:

    1 - How can I make it so that if you are slain in a battle you may choose to play on as a another member of your army (like in battlefield 2 or some warband multiplayer modes)
    2 - How can I spawn parties after say 200 in game days? I've added some extra kingdoms and want them to invade specific areas after that time, I've also written dialogues and extra rumours about foreign kingdoms setting their eyes on the turmoil of Calradia etc.
    3 - How can I force the diplomacy of the factions rather than randomise them? Looking at the faction file I assume that all faction relations on startup are random, I'd like to change that so that they fight their natural enemy (Sarranids vs khergits, Veagirs vs Nords, Swadia vs Rhodoks)
  16. Comrade Mav

    PYTHON SCRIPT/SCHEME EXCHANGE

    I updated my companion recruit script lols, it's not tested properly yet but I filled some gaps and expanded the range to Sarranid troops and larger sizes.

    http://forums.taleworlds.com/index.php/topic,8652.msg2304849.html#msg2304849
  17. Comrade Mav

    Lords' Names

    The Loading screen is an image, like all other textures if you place a new one with the same name in your modules/mod/textures folder and tell your module.ini to look for textures it will replace the old one.

    Lord Names Dawiduh pretty much covered the lords names,
    Almost all dialogues and menus call the name of the lords from the troops file rather than have the names written i.e the deliver mission does not have Count Delinard hardcoded (for example) it has a reference to a random lord that good old traitorous Count Tredian wants to send  a letter to.

    Basically just open module_troops.py or Troops.txt find the lord you want i.e. King Harlaus and then change his name -
    插入代码块:
    ["kingdom_1_lord",  "King Harlaus",  "Harlaus",  tf_hero, 0,reserved,  fac_kingdom_1 ...... etc..
    to
    插入代码块:
    ["kingdom_1_lord",  "King Antonis",  "Antonis",  tf_hero, 0,reserved,  fac_kingdom_1 ...... etc..

    simples :smile:
  18. Comrade Mav

    A few Questions - Module system - Lord death etc.

    Thanks Dunde :smile: very helpful!

    Another quick question, I've added 4 new factions to my game, and I want the lords and armies to 'appear' at the edges of the map after a certain period of days, and unlike the other kingdoms I want them to have forced diplomacy so that when fac_kingdom_7 comes into play they automatically start to invade swadia, any tuts or scripts to help me out with this?
  19. Comrade Mav

    A few Questions - Module system - Lord death etc.

    Oh and while I think about it

    3 - I'd like to write a script that changes your party icon depending on your status in the game, i.e. when you start you use the default icon, while a mercenary you use the manhunter icon, while a lord use the lord icon.
    What module parts should I look at to accomplish this ?
后退
顶部 底部