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  1. pampl

    2 hander players dream is here

    I'm not sure I understand the point of this thread.  Are you asking for help on adjusting your aim for 1.131?
  2. pampl

    How big are your battles?

    You guys are making me excited to fight Vaegirs.  So far I've only extensively fought Rhodoks and Khergits.

    On-topic: I have to leave my battle size pretty small or else my laptop melts :sad:  I avoided BnS for a while because I thought it wouldn't be any good with a smaller battle size, but it's actually still a lot of fun, especially if you spend most of your time at sieges where you don't need hundreds of bots present for things to be crowded.
  3. pampl

    Weapon-weight

    I vaguely recall hearing that it effects the time you're stunned after blocking something (i.e. light weapon parrying heavy weapon = long stun) but I might be thinking of a different game.  Could be worth checking out as long as you're testing stuff
  4. pampl

    OSP Code QoL Mouse-controlled, after-death, free-roaming camera

    Awesome, thanks for this.  One question: does it free-roam in all 3 dimensions or is it bound to the ground?  I'll be using it either way, just curious  :smile:
  5. pampl

    Bug Reports: 1.151

    Some bugs with routing I've noticed: "Routed Enemies" parties include copies of any of your troops that were routed during the battle.  I say "copies" because you still have the originals in your party.  I don't have a save with an example of it, but it's happened to me twice now so it's probably not hard to reproduce.  Something I'm less sure about: enemy parties without a leader (e.g. patrols) might route when the player is knocked unconscious.  I'm not sure if the timing was coincidence when it happened, but as far as I could tell they had no other reason to route.

    Not sure if it's a bug or a feature: Rhodok condos have super-human reflexes.  If you aim a gun at them, they won't bother raising their shields until after you've pulled the trigger and the bullet is in flight.  I don't know what kind of balance you want between realism and high level troops being able to do epic things, which is why I wrote that I wasn't sure if it was a bug or not.
  6. pampl

    Are Bolts/Bullets and Arrows infinite during battle?

    I like the reloading - especially during sieges - but wish that ammo stacks were a little smaller, so that dedicated missile troops would still want to sacrifice two item slots to ammo and only have one slot for melee.  ATM it's impossible to use bolts/bullets fast enough to run out of a stack, so the player doesn't have to choose between being able to fire all the time and having a backup sword and board
  7. pampl

    Curiosity poll: Swadian Knights or Sarranid Mamluks?

    killer110 说:
    in real life they were called mamluks not mamlukes. but i reckon from what i've heard/seen i'm pretty sure that mamlukes will win. i'll have to try them soon tho :razz:
    Pretty sure they were actually called something in Arabic.
  8. pampl

    Auto-Resolve when player dies - Question

    There was recently a thread about this in the Forge:
    http://forums.taleworlds.com/index.php/topic,129051.0.html
    lovestofeast made a .txt file for 1.131, you just have to copy it over your default mission_templates.txt:
    http://www.easy-share.com/1912072473/battlecontinuation131.zip
    Tooting my own, I made a mission_templates.py that has battle continuation and can be freely incorporated into any mod that wants it:
    http://www.mediafire.com/?bwdfzyt9yd9mkkj
  9. pampl

    Text file tweak: Battle Continuation for Warband!

    pampl 说:
    I could try to make a native mission_templates.py that's been modified with just this, and actually test it, if you're willing to wait a day or two.
    Welp, here it is, battle continuation for 1.131:
    http://www.mediafire.com/?bwdfzyt9yd9mkkj
    No deathcam or nothing, just siege and field battles that continue after dying.  Other missions will still fail when you get knocked out, though that can be removed the same way.  If you want to implement a death cam you should check out xenoargh's Blood and Steel mod, it's OSS and has a cool death cam.
  10. pampl

    Bug Reports: 1.151

    Another bug: upon talking to a Count after successfully repelling his siege, I get an error that says something like "cant_get_relevant_log_entry".  Here's the save file:
    http://www.mediafire.com/download.php?8c7bs95x7azvd7m
    Just talk to the Rhodok guy standing next to you to see what I mean.
  11. pampl

    Bug Reports: 1.151

    Deathcam doesn't work for me during sieges, either attacking or defending.  The message pops up but then M and N don't change the view or tell my troops to charge.

    Also, not sure this is a bug, but the lady mercs use their battle cry really, really often.  REALLY often.  They were trying to get around a wall during a siege of a hill fort (the new maps are awesome btw) and they sounded like a flock of irate seagulls.
  12. pampl

    Mods

    Are you looking in the M&B Warband folder in your Program Files directory?
  13. pampl

    Mod Suggestions

    Mod idea thread here: http://forums.taleworlds.com/index.php/topic,10276.0.html
  14. pampl

    Adjust how many skill points, attribute points, weapons points at creation?

    You can kludge it through backgrounds.  If you want the character to have 2 extra attribute points to spend, for example, then you can just have two more background questions that ask "Which stat do you want to raise by a point?".  Not pretty but it ought to work.
  15. pampl

    Modding Q&A [For Quick Questions and Answers]

    Somebody 说:
    Data\languages\en\

    插入代码块:
    ui_cut_short|c
    ui_pierce_short|p
    ui_blunt_short|b
    ...
    ui_swing|Swing: %d%s
    ui_damage|Damage: %d%s
    ui_thrust|Thrust: %d%s
    You rule <3
  16. pampl

    Text file tweak: Battle Continuation for Warband!

    Haven't tested yet but it should work: in mission_templates, go to every mission you want to fix and where it tests for "num_active_teams_le, 1" replace the "main_hero_fallen" test with a test for "neg|all_enemies_defeated".  Comment out all the parts where it says 'once the hero is fallen, act like he retreated'.  If I'm reading it right that's what this block of code does, for example:
          (1, 4, ti_once, [(main_hero_fallen)],
              [
                  (assign, "$pin_player_fallen", 1),
                  (str_store_string, s5, "str_retreat"),
                  (call_script, "script_simulate_retreat", 10, 20, 1),
                  (assign, "$g_battle_result", -1),
                  (set_mission_result,-1),
                  (call_script, "script_count_mission_casualties_from_agents"),
                  (finish_mission,0)]),

    I could try to make a native mission_templates.py that's been modified with just this, and actually test it, if you're willing to wait a day or two.
  17. pampl

    Modding Q&A [For Quick Questions and Answers]

    Does anyone know off-hand if it's possible to make damages display in game as something besides "#c" "#p" and "#b" (with # being some number)?  Like, if I wanted to rename piercing damaging to Armor Penetrating damage could I make a weapon doing 35p damage show up as doing "35AP" damage?  It's a minor cosmetic thing, but it's been hard for me to search for, so I'm hoping someone's seen where in the code I could do this.
  18. pampl

    standard-bearer!

    Yeah you could have standards that prevent guys from routing or boost their weapon skill (higher morale is making them fight harder) or whatever... or you could make it a MAN'S standard and have it do 60b damage
  19. pampl

    Is it possible to change the following?

    You might want to ask these in The Forge, as there are a few I'm sure someone with modding chops could tell you how to do.  Specifically 3-9 I think are possible.  Number one I don't think there's a solution for.  Number two you can deal with by pressing Tab, although it means missing out on renown and loot so it's probably not what you're looking for.  Number 3 you can solve with just Tweak MB, same with #5.  Also for number five, IIRC: the 5% bonus is a bonus to the natural prosperity level that the village gravitates towards.. so basically a permanent increase.

    edit: http://forums.taleworlds.com/index.php/topic,101731.0.html for Tweak MB.
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