Awesome Muzzle C, thanks for the laughs. I had forgot about the "Spank stick".. I was laughing so hard I was crying watch it in action again.
I will add that youtube link to the OP.
I was recently contacted by someone wanting to use this mod. So I decided to load up a new 1.131 version install and check it out again. It was laugh out loud fun, as always.
Both this mod and my Legend of the Red Axe mods were left in finished states (1.1), this is, I had gotten them to the point I originally envisioned when I started making them.
Neither mod really took off so I stopped trying to keep up with bringing them up to current updates when no fundamental gameplay changes were being affected.
What this means is if you have friends that want to play or you think would like this mod, it only takes a few minutes to download the 1.131 m&b installer from ftp site (url at first page of this thread), install to a mountandblade\1-131 folder, rename icon to 1-131MODS (or something) and drop the Barfight_1.1 or/and LotRA_1.1 mod into the modules folder. I was up and running today in around 10 minutes.
Someone will need to run a dedicated 1.131 server either locally or remotely. Just download the dedicated 1.131 server from the same ftp site (url at first page of this thread) and follow instructions inside its readme. You will need to cut/paste the server settings in the Barfight readme into your Server_Battle.txt file. Barfight seems to run locally from admin panel in game, so unless you get broken action links in game you may get away without a dedicated server.
If you haven't played Barfight with a few friends your missing the most hilarious time you can have in Mount&Blade.
I really enjoyed making and playing this mod but it never really caught on. It is no longer being developed.
My other M&B mod is "Barfight", I left it basically "finished" but I may go back and bring it up to current versions now that my son is 7 and loves M&B punchout with me.
Lately I have been making mods for Tabletop Simulator under "Perry the Platypus" pseudonym.
Bear in mind if you have friends that want to play or you think would like this mod, it only takes a few minutes to download the 1.131 m&b installer from ftp site (url at first page of this thread), install to a mountandblade\1-131 folder, rename icon to 1-131MODS (or something) and drop the LotRa_1.1 or/and Barfight_1.1 mod into the modules folder. I was up and running today in around 10 minutes.
Someone will need to run a dedicated 1.131 server either locally or remotely. Just download the dedicated 1.131 server from the same ftp site (url at first page of this thread) and follow instructions inside its readme. You will need to cut/paste the server settings in the LotRA readme into your Server_Battle.txt file.
its a pity thet the server is most times emty, but i played it with my brother today
could you change the weapon spawn points to non-random weapons like PW? it is sometimes a bit annoying if you what a spear but just get a sword ore a mace
Originally I had specific item chests but random one with ALL weapon choices possible fits the mod style a little better.. If you need a spear bring in some bots and kill enemy horsemen, many of them have lances you can loot for a pokey pokey stick.
I am working on a new mod that will be built around a single player goal. This will bring people in and keep them in game longer allowing others time to join in and open up the multiplayer aspects.
It will bring all the stuff I learned making LotRA and Barfight into play and should be a lot of fun to play alone or in teams.
Version 1.1 added archer bots, a percentage of the bots will be archer and also horseman now.
You will have to experement with the spawnable towers though since I was unable to ai mesh them due to their slightly random placement ability.
Players have the skills needed for archery already and you can find bows inside your stronghold near the sally doors. Ammo is available at many places on the map too.
Update: As of 12/02/2010 the server combat speed has been adjusted to fastest. This makes attacks much easier to time (especially against those mean bots).
Not sure why you felt so threatened by my mod that you posted here twice. But I take it as a huge compliment that you decided to troll my post over PW.
PW is a cool concept and based on total free play. My mod if you had bothered to even try it is based on either TDM or CTF with spawnable defensive props and a single item of great power. LotRA is based around team play with props that heal, give gold, and curse total teams (not single players) in order to facilitate team play in either of the two game styles.
LotRA is approximately 1 month old and just left beta 2 weeks ago, not suprised by the low showing in the server. However I expect it to gain popularity. If it doesn't, not my loss, I had fun making it and still enjoy playing it with friends.
Thanks for the second and (this) bump. Now please troll elsewhere.
so yea ive tried it a couple of times, its once i get on the servers basically i get kicked right off saying its not working, really sad cause it looked really very fun
Here are a couple of things you can try.
Make sure you have the latest mod file (barfight_1.1) and that its not corrupted.. ie. download it again using the links at the top of this thread and reinstall.
Also.. get rid of Windows 7 32bit if your using it... I was in a world of hurt with M&BW two months ago (and many other games), always crashing, not responding, blue screens (BSOD), etc. Almost gave up gaming/modding on this rig. Decided to try upgrading to 64bit.. problems ALL gone. I can edit and play for 10 hours straight now if I like w/o a single crash or lockup.
After much frustration with Win7 32 and 64 I finally installed M&B Warband inside my users directory (ie C:\users\me\Mount&Blade Warband)
I then pointed my module_info.py to it (C:/users/me/Mount&Blade Warband/Modules/MyMod/) and it works a charm. I have had it this way for months, have never had any issues playing and have created and released 2 multiplayer mods along with several new versions. Its also handy because my M&BW screenshots are one folder below M&B Warband main in My Documents.
(Its in the Readme.txt provided)
If your not sure how to launch using dedicated then rename one of the native .bat and .txt to LotRA.bat and LotRA.txt edit the .bat and point it to LotRA.txt and add the following script to LotRA.txt (your port # may vary from mine since this is a JestServer).
Also make sure your .bat has the -m lotra.txt
-----------------------------------------------------------------------------------------
HOSTING THIS MOD
-----------------------------------------------------------------------------------------
This mod is best played as a CAPTURE THE FLAG, but will work just as well in TEAM DEATMATCH!
Most items are hardcoded but these settings are recommended/required:
-Factions voteable set to off (must be set off due to changes to factions)
-Maps voteable set to on to allow map reset via vote if you want this
-Bots if you like, map is fully ai_meshed
-Map name is "artifact" if hosting via dedicated server
Current server script I use on the LotRA server for your use (copy and paste into your LotRA.txt the dedicated .bat runs):
插入代码块:
set_server_name Legend_of_Red_Axe
set_welcome_message Welcome to Legend of the Red Axe server. ^Enjoy your visit. Report any problems, comments, or suggestions to the Legend of the Red Axe thread on the Mount and Blade forums or to [email protected]. ^-Protect your stronghold, flag, and pillage points! ^-You need a certain kill count before the red axe will spawn. ^-Use map vote for a map restart vote.
set_enable_valve_anti_cheat 0
set_mission multiplayer_cf
set_max_players 20 20
set_bot_count 20 20
set_map artifact
add_factions fac_kingdom_1 fac_kingdom_2
set_auto_team_balance_limit 3
set_num_bots_voteable 20
set_maps_voteable 1
set_factions_voteable 0
set_combat_gold_bonus 10
#set_starting_gold 1000
set_control_block_direction 1
set_combat_speed 0
set_friendly_fire 1
set_friendly_fire_damage_friend_ratio 50
set_friendly_fire_damage_self_ratio 50
set_respawn_period 5
set_map_time_limit 120
#set_round_max_seconds 7200 broken and not used currently
#DO NOT EDIT anything below this line. Also be sure if you use a different module or config file that these settings are transferred over.
#Setting this too high will cause lag, make sure that you set a correct value for upload limit.
set_upload_limit 2000000
#if you are running more than one dedicated server on the same computer, you must give different ports to each of them
set_port 7340
#if you are running the Steam version of the dedicated server, this port must also be set, and same limitations of set_port apply for Steam port
set_steam_port 7341
set_server_log_folder Logs
set_server_ban_list_file Logs\ban_list.txt
start
BArfight_1.1 is nearly complete. It will include the following additions!
- New wild map "Dinner Theater Disaster". This map has long sight lines and lots of cover options for your cabbage chunking needs.
- Added a new bartender given weapon for normal meleee maps.
- Added a new Wild map missile weapon (Chunka longbow) that fires 3 insane missiles (great swords, spears, and great lances)
- Added 3 new repeating crossbow loadouts.. fish or chicken? How about a viking sword shooter? (wild maps)
- Added a new ammo only spawn chest to support the new ammo types for Wild maps.
- Adjusted the repeating crossbow and zipgun so the aiming recticle closes faster for a smoother firing rhythm. (wild maps)
- Fixed flaming cabbages so the flame comes from the cabbage (wild maps)
- Added two shields to the random box in Wild maps, one weak and one pretty handy.. flaming cheese anyone?
- Adjusted bots down a tad so they are a little more human and less automaton. (fist only and melee maps)
- Added cosmetic gloves (leather, chain, and gauntlet) to the armor loadout choices. They are for customizing your punches only and give no benefits.
-Fixed broken bartender weapon spawns in the Wild Courtyard Picnic map.. items were spawning on roof and out of sight. (Wild map)
- Removed the Broomstick.. it was useless anyways. Why Broom stick when you can Spank stick.
That is it so far.. will be more before I release later this week I am sure.
I haven't edited or used that prop and all my files are copies of native. I would recommend a clean install of native files and make sure you have the latest download of LotRA_1.0 from this thread in original post. Also both might benefit from this (I don't do my own instructions with my mod since this tutorial is so good):
http://forums.taleworlds.com/index.php/topic,113653.msg2741573.html#msg2741573
hi! i Really like this mod, but i cannot play it since there's no server
Unless you log in when I am testing a new version on my server it is always up, has auto-restart on crash running, and I check it regularly. Make sure you are looking under "Capture the Flag" (or ALL types) with "Show only Servers with Players" unchecked.
but i've been wandering around it, and i think it would be better if we spawned inside castles, or, when you build a stone tower, it would be spawn point.
The spawn points place you in the field of battle directly in front of your factions stronghold. If you wish to enter your faction stronghold then walk to the main gate and use the sally port teleporter which is poorly hidden in the bushes beside the main gate. If no one is in server feel free to hit ESC and select the add bots choice, select some bots for each team, then press 1 at vote and get some ai fights going. You can control your teams bots by following this handy guide:
For those of you who aren't aware of multiplayer bot control:
When in map hit the "esc" key and select "equipment" option. Now look at the top center of the gui and click the checkboxes for the types of troops you want to issue orders to and exit.
Now you can use the 1,2,3 keys (by default) to select troop type and F1-F4 keys (by default) to give orders!
A central control area will be be added to the map around the tomb/cemetary. This area will allow single or small numbers of players to have a sort of mini-game using bots while they await further players. The center area contains a heal prop, more spike/siege shield spawn points, complete ai mesh, and a pillage point! This pillage point will work like current work stations and will give gold to all the accessing player's team. The amount is 100 gold more than a standard work station and the work delay is only slightly more. Now players can fight over the central point to make gold instead of using existing work stations when few players are in game.
The factions have unleashed their elite bot forces. Both faction bot armies will contain missile bots, infantry bots, and horseman bots! Their loadout has been randomized to allow more variation in bot types and their skill level has been dropped by one making them far more realistic.
Combine the cetral ruins and new bots and I expect some pretty serious center map control fights soon.
For those of you who aren't aware of multiplayer bot control:
When in map hit the "esc" key and select "equipment" option. Now look at the top center of the gui and click the checkboxes for the types of troops you want to issue orders to and exit.
Now you can use the 1,2,3 keys (by default) to select troop type and F1-F4 keys (by default) to give orders!
Overall Changelog for v1.1:
-Added ruins with Artifact Seekers camp and his dig site (he is trying to find Red Axe remember).
-Added loot point (team gain work station) uncovered by the Artifact Seeker in the center map ruins.
-Added heal barrel in Artifact Seekes camp allowing for center map heals.
-Added arrow/bolt resupply chests in center ruins for easier missile resupply.
-Added even more spawnable spikes and siege sheilds to center ruins area.
-Complete bot ai mesh throughout ruins.
-Bot now come in three forms Infantry, Archer (faction specific weapons), and Horseman!
-Bot loadout has been greatly varied.
-Bots have been dumbed down by 1 overall level so seem less superhuman automatonic.
-Steppe horses have been added! Bots may spawn with their faction breed or with a Steppe horse.
-Steppe horse purchase points have been added to the corner of map ruins near each faction stronghold.
-Steppe horses are slightly weaker, slower and cheaper than faction breeds.
-Faction breed horse costs have been reduced by 300 gold since wild botless mounts will be running around when owners die.
-Some map graphic tweeks and rewording of some strings.
Everything looks right code wise.
Couple of things to look for:
Look in your sceneObj folder in your mod and make sure it wrote a m1_scene_1.sco file in there after the first time you ran the module (after compiling). It should be in there and also in scene.txt. It should write these the first time you enter the mod after compiling the map code. If these are showing correctly. Make sure you are selecting team deathmatch as game type since that is what you declared your map as, also make sure you carefully read the map names when using the back and forward arrows in the admin panel (I missed one several times my first try).
If all this fails, copy ruins.sco and rename it m1_scene_1.sco and see if it is showing your base terrain in the editor.. If it isn't then its a coding problem that will need to be hunted down.
Tip: Module_scenes tells M&B the base terrain, hard coded map features and map name, plus outter terrain to display. You can edit this by changing numbers and recompiling but all scene editor changes will be in the .sco file and will not modify this entry. Module_scripts tells M&B that the map exists, makes it selectable, and declares what type it is. Module_strings tell M&B what to display the map to the user as. scenes.txt is created in your mod folder by module_scenes when it compiles. It contains all the base information needed to run the map but not any changes made via the scene editor. It can be edited as well if you know what your doing in there. .SCO tells M&B all about any changes made to the hard coded map. All scene editor changes including terrain and prop addition, deformations, and subtraction are all recorded in here. This will be created the first time the module is run after a new map is declared. This comes in handly if you are making multiple maps of the same map (ie. a being built castle, a built version, then a ruined version) you can simply copy/rename the .sco as you build in the spot you want to begin editing the new map from..