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  1. Right to Rule Increase Conditions

    Is that while you're running your own faction, as a mercenary, or as a vassal?
  2. Right to Rule Increase Conditions

    That's not the case. Current RtR is 34. Looking at the module sources I noticed that you must be a faction leader in order to gain RtR. Normally, when you're a mercenary, you remain the leader of your own faction even though you are allied with another, you technically aren't part of their faction and thus gain RtR. Perhaps the reason I'm not gaining any is that I'm no longer technically the leader of my faction but rather Lord Kastor is?
  3. Right to Rule Increase Conditions

    I'm currently using the latest version of Diplomacy. I've been working as a rebel for Lord Kastor and recently the Nords concluded a peace treaty after whooping them consistently. However, I did not gain right-to-rule as it would seem I ought. I was wondering if I'm misinterpreting the...
  4. Bug reports and known issues (v4.x, use new bug tracker instead)

    I'm not absolutely certain that this is related to Diplomacy, but I do not seem to be getting any right to rule from declarations of peace. I'm currently working under Lady Isolla of Suno after a successful rebellion. I am the war marshal and I've fought two wars: One against Nords and another against Rhodoks. After the declaration of peace, all my captured lords were removed but I received no right to rule for either declaration. Am I missing something or is this a legitimate bug?

    I was using the previous version. I just updated to 3.3. I was using it with the latest update of Warband, could the conflict have been a problem?
  5. A singleplayer manual

    There's a pretty decent tactic for dealing with shields: Hold your attack button, then, while still holding the attack button, press the block button for a split second then release. Now ever so quickly release the attack button, this will often force the enemy to start an attack. When they do so, you will already be attacking.

    Another tactic, which requires considerable skill, is to do chambered parries. If you make an attack in the direction that the enemy attacks just a split second before the enemy's attack lands, your weapon will block their's and your attack animation will continue. Say, if an enemy thrusts, you make a downward motion and press attack, if you timed it properly, your weapon will block their attack and your thrust will initiate instantly.
  6. Script bug?

    I tried freeing a captured Noyan from Bulugha castle (I believe, the one directly west of Rivacheg) When I freed him, and proceeded to assault the castle guards, however, Tirida Noyan was hostile to me. He would attack me, and attempt to shoot me in the back. I tried to complete the mission...
  7. Age of Machinery 0.503 *stable* REDOWNLOAD please, file was messed up

    Kingdom Names

    Well, you could make a game menu or dialog with an invisible person that allows you to construct a kingdom name out of a list of strings or a dictionary of words available through menus and sub-menus.

    Kingdom of (X)
    Knightdom of (X)
    Duchy of (X)
    And so on...


    Also, what would be interesting is if you made the kingdom name and gov't style based on the choices that you picked for your character's upbringing. A thief dedicated to revenge would have something like "The Seltsef Anarchy" and a priest would have some kind of holy-ish sounding name and so on. The choices could also affect which lords you attract to your banner.

    Personally, I'd like to see a more detailed character creation and backstory that affects how other lords and people react to your player.
  8. OSP Kit Combat Battlefield Tactics kit. Multiple formations per team+command revamp!

    No, I'm certain there's ones you don't have to replace. That's simply what I did to get it to work. Your results may vary.
  9. Weapon Proficiency Point Cost Curve

    Yes, I certainly could do that. But I still consider weapon mastery to be a valid part of the game. The idea is to make weapon proficiency points useful.
  10. Weapon Proficiency Point Cost Curve

    Does anybody know a way to modify the rate at which weapon proficiency points are spent per point of actual proficiency? I'd like to mod it to a flat 1 to 1 basis. Mostly, I feel that it's damned hard for your allies to gain weapon proficiencies by themselves and weapon mastery acts as a limit...
  11. OSP Kit Combat Battlefield Tactics kit. Multiple formations per team+command revamp!

    Oh, guess it's not tag_uses, then. Maybe it had something to do with presentations.txt. Either way, I found that simply replacing all the files (save my modified item_kinds1.txt) did the trick. Not sure how or why. The only reason I say presentations is because that file dictates how the battle menu shows up. *shrug*
  12. OSP Kit Combat Battlefield Tactics kit. Multiple formations per team+command revamp!

    Vilhjalmr 说:
    That's odd, I'm using the code on the first page of this thread and I have no trouble. :???:

    Would you mind uploading your python module files (scripts and mission_templates) so that I can take a look at them?

    Rapidshare or Megaupload is fine, if you please. I can PM you my email if you'd like that instead.

    EDIT: Got it to work. Turns out I was trying to copy just the mission_templates and scripts text files into my native folder without some other ones. Tag file, I believe.
  13. OSP Kit Combat Battlefield Tactics kit. Multiple formations per team+command revamp!

    Hrm... Updated to 1.011 and I'm still getting a lock-up when I use the battle formations script by opening the battle tab via backspace.

    Maybe I'm putting the mission template data in the wrong spot?
  14. Age of Machinery 0.503 *stable* REDOWNLOAD please, file was messed up

    Could you add some of that fancy battle formation stuff to this mod? It might make artillery too effective though.

    Also, I believe that the engineering skill could use some love. Basically, have the actual availibility of siege engine construction be based on the party's engineering skill and have neutral engineers or other units operate them. Basically, if you have 1 engineering skill you can make simple constructions like earthworks for the battlefield. Make one construction type for every level of engineering and add a menu that allows you to choose which constructions to make.

    Alternately, you can have a system of points relative to how many points of engineering skill you have available overall in your party. That is, allow the creation of certain engineering projects on-the-fly based on a total of expenditure of available engineering resources. So if the player had 10 engineering skill and 15 engineers with 1 point of engineering each, they would have a pool of 25 engineering resources. The player could then choose how to allocate these points before a battle. Each siege engine or defense option would have a relative resource and monetary cost. Earthworks (mounds of dirt used as walls) would have low point costs and probably no monetary cost while trebuchets and others would have higher point costs and significant price investments. Since it's rather unrealistic to allow an army to carry around a siege engine, simply make the engine a cash investment. When the battle is over, the player gets a return of gold based on the percentage of damage each siege engine sustained in combat (assuming that siege engines can take damage and be destroyed)

    Have the construction work like this for AI lords as well. To do so, just add some engineering skill to enemy lords. Then when you go into battle you can be on the look-out for certain lords. I can see people saying, "Oh crap! It's Lord Rafarch and his ridiculously well-built siege engines." The AI will select which weapons and defense measures to use based on their party's combined engineering level and current gold. You could even make the palette of defense measures dependent on the culture. For example, Rhodoks would spend their engineering points on defensive measures like palisades and earthworks or ballistae to augment their elite spearmen and crossbow users.

    Other ideas:

    Sapping
    With some scene-editing, add a tunnel under every available fortress and have it blocked by some removable terrain boulder/wall on both sides. With enough engineering points spent you can organize a raid under a wall instead of over it. Of course, once you're inside you might regret your choice.

    Pungees
    Spikes that can damage (or at least interrupt) horses that run into them.

    Earthworks
    Simple mounds of dirt with a steep front slope and a easy rear one to slow down cavalry or infantry.

    Multiple ladders
    More scene-editing. Allow the expenditure of extra engineering points to make more ramps available for attacking.

    Levels of siege tower
    More engineering resources and denars makes better siege towers with greater defenses. Skimp on the cost of engineers and you'll regret it as your soldiers are left weak and vulnerable.
  15. OSP Kit Combat Battlefield Tactics kit. Multiple formations per team+command revamp!

    Yeah, I had the same problem. It appears there's some difficulty with the battle tab.

    It would be wonderful if this were fully updated for 1.01x
  16. It is possible to change the property of a fief?

    Well, you could let the fief be taken by an enemy and then take it back again and assign it to yourself.
  17. Why don't Book Merchants EVER Restock or Purge sold items................????

    I've made a mod that adds books for every stat and skill in the game. No passive books as of yet. It's fully functional but I'm concerned. Someone said there are bugs associated with modifying objects before a certain point in the files. I grouped the books all together. I have been testing and haven't encountered anything significant as of yet.
  18. Perusasion

    DaveDaDude 说:
    Why all the hate at persuasion? Ive got it up to 10 and i can usually half the bribing price before the lords tell me theyve heard enough...

    Actually, even if they tell you they've heard enough, you can wait a day and they will listen to you again.

    I modded the script for persuasion a bit.

    Essentially, when persuading in the monetary sense I made it so it multiplies your persuasion skill by 1.5. This in turn makes it so you get positive results with 9 persuasion consistently. I'm thinking of adding in more uses for persuasion in general.
  19. itp_always_loot?

    Sounds like something that should be added to arena weapons as a way to get around the whole random practice weapon thing.
  20. Refreshing Booksellers

    I've made a mod that adds new books for every skill in the game. However, I forgot to add them to the book sellers. Now I noticed with my save game that even though I added them to their inventory they do not appear. I started a new game and sure enough they were there. Is there any way to force...
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