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  1. Mayhem

    Warband Module System (1.105)

    Sweet cheers man
  2. Mayhem

    modify starting inventory

    In game menus look for this, it's right at the start.
    插入代码块:
          ("continue",[],"Continue...",
           [
             (call_script, "script_get_player_party_morale_values"),
             (party_set_morale, "p_main_party", reg0),
             (change_screen_return),
            ]
           ),
    ##      ("lead_them",[],"...convince them to follow you, promising riches and glory.",
    ##       [
    ##           (party_add_members, "p_main_party", "trp_farmer", 5),
    ##           (change_screen_return),
    ##        ]
    ##       ),
    ##      ("let_them_go",[],"...wish them good luck and go the other way.",
    ##       [
    ##           (change_screen_return),
    ##        ]
    ##       ),
          ("tutorial_cheat",[(eq,1,0)],"CHEAT!",
           [
             (change_screen_return),
             (assign, "$cheat_mode", 1),
             (set_show_messages, 0),
             (add_xp_to_troop, 15000, "trp_player"),
             (troop_raise_skill, "trp_player", skl_leadership, 7),
             (troop_raise_skill, "trp_player", skl_prisoner_management, 5),
             (party_add_members, "p_main_party", "trp_swadian_knight", 10),
             (party_add_members, "p_main_party", "trp_vaegir_knight", 10),
             (party_add_members, "p_main_party", "trp_vaegir_archer", 10),
             (party_add_members, "p_main_party", "trp_swadian_sharpshooter", 10),
    
             (troop_add_item, "trp_player","itm_pike",0),
  3. Mayhem

    adjust punching damage

    Because he didn't assign the punching animation set to the weapon.
    If the animation set isn't available to choose you might have to make one using the punch animations. That's probably harder than I think it is, so I'll get back to you on that one.

    Cheers
  4. Mayhem

    Flatten Hills?

    You don't, you want to modify module_scenes.py, which is part of the module system that you can find pinned to this board.

    In there you will find terrain codes, and these can be created via edit mode. The game seems to use these codes to generate their maps so as to make them only semi-random.

    So that probably won't tell you much, but those are basically the key ideas to point you in the right direction, and someone else can explain those, I'm too tired atm.
  5. Mayhem

    Modding General Questions

    I'm assuming you thought you could get away with text tweaks, right?

    This is a much better explanation than my one, it may prove more useful
    Achilles_ 说:
    Adding factions

    module_factions.py

    ("kingdom_1",  "Kingdom of Swadia", 0, 0.9, [("outlaws",-0.05),("peasant_rebels", -0.1),("deserters", -0.02),("mountain_bandits", -0.05),("forest_bandits", -0.05)], [], 0xDD8844),
      ("kingdom_2",  "Kingdom of Vaegirs",    0, 0.9, [("outlaws",-0.05),("peasant_rebels", -0.1),("deserters", -0.02),("mountain_bandits", -0.05),("forest_bandits", -0.05)], [], 0x33DD33),
      ("kingdom_3",  "Khergit Khanate", 0, 0.9, [("outlaws",-0.05),("peasant_rebels", -0.1),("deserters", -0.02),("mountain_bandits", -0.05),("forest_bandits", -0.05)], [], 0xCC99FF),
      ("kingdom_4",  "Kingdom of Nords",    0, 0.9, [("outlaws",-0.05),("peasant_rebels", -0.1),("deserters", -0.02),("mountain_bandits", -0.05),("forest_bandits", -0.05)], [], 0xDDDD33),
      ("kingdom_5",  "Kingdom of Rhodoks",  0, 0.9, [("outlaws",-0.05),("peasant_rebels", -0.1),("deserters", -0.02),("mountain_bandits", -0.05),("forest_bandits", -0.05)], [], 0x33DDDD),
    ("kingdom_6",  "whatever you want",  0, 0.9, [("outlaws",-0.05),("peasant_rebels", -0.1),("deserters", -0.05),("mountain_bandits", -0.05),("forest_bandits", -0.05)], [], 0xDD0000),

    oh yea, dont forget to add the culture tag above the factions....like so

      ("culture_1",  "culture_1", 0, 0.9, [], []),
      ("culture_2",  "culture_2", 0, 0.9, [], []),
      ("culture_3",  "culture_3", 0, 0.9, [], []),
      ("culture_4",  "culture_4", 0, 0.9, [], []),
      ("culture_5",  "culture_5", 0, 0.9, [], []),
    ("culture_6",  "culture_6", 0, 0.9, [], []),

    module_parties.py

    ("castle_29","Nelag_Castle",icon_castle_snow_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(96, 2:cool:,[],280),
      ("castle_30","Asugan_Castle",icon_castle_d|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(90, -62),[],260),
      ("castle_31","Vyincourd_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(46.3, 20),[],260),
      ("castle_32","Knudarr_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(5.5, 5:cool:,[],260),
      ("castle_33","Etrosq_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-51.8, 17.5),[],80),
      ("castle_34","Hrus_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-31, 69),[],260),
      ("castle_35","Haringoth_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(7, 4),[],260),
      ("castle_36","Jelbegi_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-47, 59),[],260),
      ("castle_37","Dramug_Castle",icon_castle_c|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(57, 50),[],260),
      ("castle_38","Tulbuk_Castle",icon_castle_d|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(18, -94),[],260),
      ("castle_39","Slezkh_Castle",icon_castle_snow_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(89.4, 66.4),[],280),
      ("castle_40","Uhhun_Castle",icon_castle_d|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(50.8, -75),[],260),

     
      add more castles for your new faction here... 
     
    ("castle_41","noname_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-162.2, 21.3),[],250),
      ("castle_42","noname_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-155.3, 69.5),[],250),
      ("castle_43","noname_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-144.1, 9.0),[],250),
      ("castle_44","noname_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-151.7, -14.2),[],250),
      ("castle_45","noname_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-110.5, 63.5),[],250),
      ("castle_46","noname_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-127.2, 43.4),[],250),
      ("castle_47","noname_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-118.4, -26.7),[],250),
      ("castle_48","noname_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-126.9, -6.6),[],250),
      ("castle_49","noname_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-139.9, 88.0),[],250),
      ("castle_50","noname_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-111.8, 12.6),[],250),


    You also need to assign new coordinates for the castles, villages..etc..on the map.  You can use Throgrims map editor...once your loaded up you can place your cursor anywhere on the map and press "z"  that will give you the coordinates....than put the coordinates in the lines example: ("castle_41","noname_Castle",icon_castle_a|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-162.2, 21.3),[],250),  Do the same when adding villages and towns.

    module_party_templates.py

                  add these lines in red...my mods troops strings are in here they wont work in native.

      ("kingdom_5_reinforcements_a", "kingdom_5_reinforcements_a", 0, 0, fac_commoners, 0, [(trp_rhodok_spearman,3,7),(trp_rhodok_tribesman,3,6)]),
      ("kingdom_5_reinforcements_b", "kingdom_5_reinforcements_b", 0, 0, fac_commoners, 0, [(trp_rhodok_trained_crossbowman,2,6),(trp_rhodok_crossbowman,4,7)]),
      ("kingdom_5_reinforcements_c", "kingdom_5_reinforcements_c", 0, 0, fac_commoners, 0, [(trp_rhodok_sergeant,3,6)]),

    ("kingdom_6_reinforcements_a", "kingdom_6_reinforcements_a", 0, 0, fac_commoners, 0, [(trp_legion_recruit,3,7),(trp_legion_footman,3,7),(trp_legion_axeman,3,7)]),
      ("kingdom_6_reinforcements_b", "kingdom_6_reinforcements_b", 0, 0, fac_commoners, 0, [(trp_legion_trained_footman,3,7),(trp_legion_berserker,3,7),(trp_legion_veteran,3,7)]),
      ("kingdom_6_reinforcements_c", "kingdom_6_reinforcements_c", 0, 0, fac_commoners, 0, [(trp_legion_cavalry,3,7),(trp_legion_crossbowman,3,7),(trp_legion_stalker,3,7)]),

    module_scripts.py

        Find this and add the red.
                  (call_script, "script_give_center_to_faction_aux", "p_castle_36", "fac_kingdom_4"),
                (call_script, "script_give_center_to_faction_aux", "p_castle_37", "fac_kingdom_2"),
                (call_script, "script_give_center_to_faction_aux", "p_castle_38", "fac_kingdom_3"),
                (call_script, "script_give_center_to_faction_aux", "p_castle_39", "fac_kingdom_2"),
                (call_script, "script_give_center_to_faction_aux", "p_castle_40", "fac_kingdom_3"),
         
      These guys in red need to be added to assign those castles to your new faction.
        (call_script, "script_give_center_to_faction_aux", "p_castle_41", "fac_kingdom_6"),
          (call_script, "script_give_center_to_faction_aux", "p_castle_42", "fac_kingdom_6"),
          (call_script, "script_give_center_to_faction_aux", "p_castle_43", "fac_kingdom_6"),
          (call_script, "script_give_center_to_faction_aux", "p_castle_44", "fac_kingdom_6"),
          (call_script, "script_give_center_to_faction_aux", "p_castle_45", "fac_kingdom_6"),
          (call_script, "script_give_center_to_faction_aux", "p_castle_46", "fac_kingdom_6"),
          (call_script, "script_give_center_to_faction_aux", "p_castle_47", "fac_kingdom_6"),
          (call_script, "script_give_center_to_faction_aux", "p_castle_48", "fac_kingdom_6"),
          (call_script, "script_give_center_to_faction_aux", "p_castle_49", "fac_kingdom_6"),
          (call_script, "script_give_center_to_faction_aux", "p_castle_50", "fac_kingdom_6"),


    Also in this file find this and add the red.
          (faction_set_slot, "fac_culture_5", slot_faction_tier_1_troop, "trp_rhodok_tribesman"),
          (faction_set_slot, "fac_culture_5", slot_faction_tier_2_troop, "trp_rhodok_spearman"),
          (faction_set_slot, "fac_culture_5", slot_faction_tier_3_troop, "trp_rhodok_trained_spearman"),
          (faction_set_slot, "fac_culture_5", slot_faction_tier_4_troop, "trp_rhodok_veteran_spearman"),
          (faction_set_slot, "fac_culture_5", slot_faction_tier_5_troop, "trp_rhodok_sergeant"),
         
      (faction_set_slot, "fac_culture_6", slot_faction_tier_1_troop, "trp_legion_recruit"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_2_troop, "trp_legion_footman"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_3_troop, "trp_legion_trained_footman"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_4_troop, "trp_legion_axeman"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_5_troop, "trp_legion_veteran"),


    Again these are just my troops for my mod you can use natives or your own.

    Right below you find this and again add the red.

          (faction_set_slot, "fac_kingdom_5",  slot_faction_culture, "fac_culture_5"),
          (faction_set_slot, "fac_kingdom_5",  slot_faction_leader, "trp_kingdom_5_lord"),

    (faction_set_slot, "fac_kingdom_6",  slot_faction_culture, "fac_culture_6"),
          (faction_set_slot, "fac_kingdom_6",  slot_faction_leader, "trp_kingdom_6_lord"),


    And again in this file, find this and add the red.
    (faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_5"),
         
              (faction_set_slot, ":faction_no", slot_faction_deserter_troop, "trp_rhodok_deserter"),
              (faction_set_slot, ":faction_no", slot_faction_guard_troop, "trp_rhodok_veteran_spearman"),
              (faction_set_slot, ":faction_no", slot_faction_messenger_troop, "trp_rhodok_messenger"),
              (faction_set_slot, ":faction_no", slot_faction_prison_guard_troop, "trp_rhodok_prison_guard"),
              (faction_set_slot, ":faction_no", slot_faction_castle_guard_troop, "trp_rhodok_castle_guard"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_a, "pt_kingdom_5_reinforcements_a"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_b, "pt_kingdom_5_reinforcements_b"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_c, "pt_kingdom_5_reinforcements_c"),
            (else_try),
            (faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_6"),
         
              (faction_set_slot, ":faction_no", slot_faction_deserter_troop, "trp_legion_deserter"),
              (faction_set_slot, ":faction_no", slot_faction_guard_troop, "trp_legion_axeman"),
              (faction_set_slot, ":faction_no", slot_faction_messenger_troop, "trp_legion_messenger"),
              (faction_set_slot, ":faction_no", slot_faction_prison_guard_troop, "trp_legion_prison_guard"),
              (faction_set_slot, ":faction_no", slot_faction_castle_guard_troop, "trp_legion_castle_guard"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_a, "pt_kingdom_6_reinforcements_a"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_b, "pt_kingdom_6_reinforcements_b"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_c, "pt_kingdom_6_reinforcements_c"),

    Also in module_scripts.py add this line in red to assign towns to lords and faction leaders.

    (call_script, "script_give_center_to_lord", "p_town_15", "trp_knight_5_2", 0),
          (call_script, "script_give_center_to_lord", "p_town_16", "trp_knight_1_3", 0),
          (call_script, "script_give_center_to_lord", "p_town_17", "trp_knight_3_2", 0),
          (call_script, "script_give_center_to_lord", "p_town_18", "trp_knight_3_3", 0),
        (call_script, "script_give_center_to_lord", "p_town_19", "trp_kingdom_6_lord", 0),

    I'm thinking thats it...I could be missing something, but I'm sure its fine.  pm me if you have questions.."hope I don't regret saying that"..

    I really can't be bothered explaining it right now since editing a faction is basically the same thing, and I have no bandwidth left to get a video program. Anyway, at the beginning of each python file you will probably find an explanation of the syntax used.
  6. Mayhem

    Changing Initial Map Control/Adding totally new faction

    Yes, either you have made a mistake in the 'module_party_templates.py' or a mistake in 'module_scripts.py'. Well these are the most likely places.

    -module_party_templates.py
    Look through this part again
    插入代码块:
    ("kingdom_6_reinforcements_a", "kingdom_6_reinforcements_a", 0, 0, fac_commoners, 0, [(trp_legion_recruit,3,7),(trp_legion_footman,3,7),(trp_legion_axeman,3,7)]),
      ("kingdom_6_reinforcements_b", "kingdom_6_reinforcements_b", 0, 0, fac_commoners, 0, [(trp_legion_trained_footman,3,7),(trp_legion_berserker,3,7),(trp_legion_veteran,3,7)]),
      ("kingdom_6_reinforcements_c", "kingdom_6_reinforcements_c", 0, 0, fac_commoners, 0, [(trp_legion_cavalry,3,7),(trp_legion_crossbowman,3,7),(trp_legion_stalker,3,7)]),

    -module_scripts.py
    look through these parts again
    插入代码块:
    (faction_set_slot, "fac_culture_6", slot_faction_tier_1_troop, "trp_legion_recruit"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_2_troop, "trp_legion_footman"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_3_troop, "trp_legion_trained_footman"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_4_troop, "trp_legion_axeman"),
          (faction_set_slot, "fac_culture_6", slot_faction_tier_5_troop, "trp_legion_veteran"),
    插入代码块:
     (else_try),
              (faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_6"),
          
              (faction_set_slot, ":faction_no", slot_faction_deserter_troop, "trp_legion_deserter"),
              (faction_set_slot, ":faction_no", slot_faction_guard_troop, "trp_legion_axeman"),
              (faction_set_slot, ":faction_no", slot_faction_messenger_troop, "trp_legion_messenger"),
              (faction_set_slot, ":faction_no", slot_faction_prison_guard_troop, "trp_legion_prison_guard"),
              (faction_set_slot, ":faction_no", slot_faction_castle_guard_troop, "trp_legion_castle_guard"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_a, "pt_kingdom_6_reinforcements_a"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_b, "pt_kingdom_6_reinforcements_b"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_c, "pt_kingdom_6_reinforcements_c"),

    This has happened to me lots of times before, so don't sweat it. You probably just have the culture or kingdom numbers mixed up.
  7. Mayhem

    Sony's PS3s crash!

    Y2K bug FTW!
  8. Mayhem

    How to edit factions?

    I think everything you want will be in this thread here: http://forums.taleworlds.com/index.php/topic,94290.0.html

    Basically I detailed how to add new factions and cities, but editing an existing faction and creating a new one are quite similar so most if not all your question can be found in there or in the links in that thread.

    As for kingdom management.. that's hard to add but look up berserker pride, he has a thread on it.
  9. Mayhem

    Changing weapon speed and if it can be used on horseback

    Also using google advanced search is so much better than using the forum search.

    Comparing SoD source code with the text files until you find out what the numbers mean can work too, that way you won't need to **** around with python in order to use it. Mod Sys can be really annoying to get working for the first time.
  10. Mayhem

    SP Fantasy Giants versus Dwarves - v0.2 released

    Pg 40 of this thread has step-by-step instructions with pictures a few posts down. That should help you two out.

    alabaman 说:
    Any screenies yet? Youtube doesn't work for me.  :grin:
    Just look through the thread, there are bound to be screenshots. Not a whole lot of original content for this mod anyway, so you might as well just download it and see for yourself. I'm currently running an OS from a live CD right now so I can't find any of my personal links for you and I can't make any screenies atm. I'm also afraid if I search around I'll end up crashing half-way through since I have no harddrive just running off RAM.
  11. Mayhem

    Technical issue with mods

    Make sure they aren't inside yet another folder because extracting does that sometimes. Make sure the new module's folder is set up exactly the same as the native module.
  12. Mayhem

    How to unlock a door / teleport into interior

    You should be able to do it in edit mode, but I havn't really explored there.

    But possibly the best way is with the module system, which is stickied to this board. It is the human readable version of the text files.
  13. Mayhem

    Modding General Questions

    Nord Champion 说:
    Is there a way to automatically start in a faction?
    Yes, there's a thread on here about it. I haven't done it before so I can't help sorry.

    Nord Champion 说:
    I can't recruit units from my villages :sad:
    You mean your new troops? Hmm... I don't know what to say except look through your code. Most likely you've forgotten to change something you copy/pasted under module_scripts.

    Nord Champion 说:
    How do you create towns? In Thogrim's Map Editer it says I have it on a "One or more Spawns / Towns are on a invalid path tile" or something like that.
    Ok first of all, delete what you added to thorgrim's map editor but write down the co-ordinates of it. You get these from pressing "z" key or something like that.
    Now, go to your module's folder and into Sceneobjects folder, and find a town scen you want yours to look like and copy all the associated files eg scn_town_1_prison.sco, scn_town_1_alley.sco, scn_town_1_arena.sco, scn_town_1_castle.sco, etc and rename these to the number of the new town(or other party like a village).

    Next up go to module_scenes.py and there you will need to enter all the new scenes you just created so pretty much copy/paste again.

    Ok now go to module_parties.py and add something like this underneath the other ones like it:
    插入代码块:
      ("town_19","Boktor",  icon_town|pf_town, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-25.6, -84),[], 135),

    Now you can move onto module_scripts. Here you will see this:
    (party_set_slot,"p_town_1", slot_town_arena_melee_1_num_teams,  2),
          (party_set_slot,"p_town_1", slot_town_arena_melee_1_team_size,  1),
          (party_set_slot,"p_town_1", slot_town_arena_melee_2_num_teams,  4),
          (party_set_slot,"p_town_1", slot_town_arena_melee_2_team_size,  1),
          (party_set_slot,"p_town_1", slot_town_arena_melee_3_num_teams,  4),
          (party_set_slot,"p_town_1", slot_town_arena_melee_3_team_size,  1),
          (call_script, "script_center_change_trade_good_production", "p_town_1", "itm_linen", 110, 0),
    Your new town will need one of these as well.

    So the town is working now, but you will need some npcs to work there, so go to module_troops and add a new armourer, weaponsmith, town mayor, horse merchant, tournament master, and anyone else the town might need. Exploring the town's dialogue options will tell you if you're missing someone.

    Ok now there is a few things I've left out here: custom tournaments and trade routes, both of which are under module_scripts. I have no idea how trade routes are supposed to be set up, and anyway they don't stop the town workng properly so you can figure this out yourself.
    As for custom town tournaments, search for this under module_game_menus. What to do is pretty simple
    (else_try),
                  (party_slot_eq, ":cur_town", slot_center_original_faction, ":town_original_faction"),
                  (val_add, ":town_index_within_faction", 1),
                (try_end),
              (try_end),
              (try_begin),
                (eq, ":town_original_faction", "fac_kingdom_1"),
                #Swadia
                (store_mod, ":mod", ":town_index_within_faction", 4),
                (try_begin),
                  (eq, ":mod", 0),
                  (call_script, "script_set_items_for_tournament", 40, 80, 50, 20, 0, 0, 0, 0, "itm_arena_armor_red", "itm_tourney_helm_red"),
                (else_try),
                  (eq, ":mod", 1),
    The default tournament for a town is the Rhodok tournament so this step isn't necessary but can be cool.


    Cheers
  14. Mayhem

    Modding General Questions

    Off to a good start there, but that's only the first of many lines of code.

    Ok, first I'll explain the red. This is the faction's name colour code, written in hexadecimal. This is a wiki link with lots of colour codes for you to use.
    http://en.wikipedia.org/wiki/List_of_colors

    So now to the factions in module_factions. Right above that bit with the kingdoms where you did blue, there's this which you need to copy and adjust accordingly
    ("culture_1",  "culture_1", 0, 0.9, [], []),

    next, go to module_scripts, where you will see this bit, and you will figure out what to do here. I'm not sure if this bit is used anymore, but I do it anyway.
    插入代码块:
     # Cultures:
          (faction_set_slot, "fac_culture_1",  slot_faction_tier_1_troop, "trp_swadian_recruit"),
          (faction_set_slot, "fac_culture_1",  slot_faction_tier_2_troop, "trp_swadian_militia"),
          (faction_set_slot, "fac_culture_1",  slot_faction_tier_3_troop, "trp_swadian_footman"),
          (faction_set_slot, "fac_culture_1",  slot_faction_tier_4_troop, "trp_swadian_infantry"),
          (faction_set_slot, "fac_culture_1",  slot_faction_tier_5_troop, "trp_swadian_knight"),

    right under that bit of code, you will see this bit, again this is quite obvious what to do here
    # Factions:
          (faction_set_slot, "fac_kingdom_1",  slot_faction_culture, "fac_culture_1"),

    A little bit under that you will come here
    (try_begin),
              (faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_1"),
         
              (faction_set_slot, ":faction_no",  slot_faction_deserter_troop, "trp_swadian_deserter"),
              (faction_set_slot, ":faction_no",  slot_faction_guard_troop, "trp_swadian_sergeant"),
              (faction_set_slot, ":faction_no",  slot_faction_messenger_troop, "trp_swadian_messenger"),
              (faction_set_slot, ":faction_no",  slot_faction_prison_guard_troop, "trp_swadian_prison_guard"),
              (faction_set_slot, ":faction_no",  slot_faction_castle_guard_troop, "trp_swadian_castle_guard"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_a, "pt_kingdom_1_reinforcements_a"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_b, "pt_kingdom_1_reinforcements_b"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_c, "pt_kingdom_1_reinforcements_c"),
            (else_try),
              (faction_slot_eq, ":faction_no", slot_faction_culture, "fac_culture_2"),
         
              (faction_set_slot, ":faction_no", slot_faction_deserter_troop, "trp_vaegir_deserter"),
              (faction_set_slot, ":faction_no", slot_faction_guard_troop, "trp_vaegir_guard"),
              (faction_set_slot, ":faction_no", slot_faction_messenger_troop, "trp_vaegir_messenger"),
              (faction_set_slot, ":faction_no", slot_faction_prison_guard_troop, "trp_vaegir_prison_guard"),
              (faction_set_slot, ":faction_no", slot_faction_castle_guard_troop, "trp_vaegir_castle_guard"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_a, "pt_kingdom_2_reinforcements_a"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_b, "pt_kingdom_2_reinforcements_b"),
              (faction_set_slot, ":faction_no",  slot_faction_reinforcements_c, "pt_kingdom_2_reinforcements_c"),


    And that's it for the faction stuff in this file, but while we're still on it we can set the faction to hold a city. So, scroll down 'til you get here
    #Correcting banners according to the player banner
          (troop_get_slot, ":selected_banner_spr", "trp_player", slot_troop_banner_scene_prop),
          (assign, ":end_cond", kingdom_heroes_end),
          (try_for_range, ":cur_troop", kingdom_heroes_begin, ":end_cond"),
            (troop_slot_eq, ":cur_troop", slot_troop_banner_scene_prop, ":selected_banner_spr"),
            (troop_set_slot, ":cur_troop", slot_troop_banner_scene_prop, banner_scene_props_end_minus_one),
            (assign, ":end_cond", 0),
          (try_end),

          (call_script, "script_give_center_to_lord", "p_town_1",  "trp_kingdom_4_lord", 0),
          (call_script, "script_give_center_to_lord", "p_town_2",  "trp_knight_4_1", 0),
          (call_script, "script_give_center_to_lord", "p_town_3",  "trp_knight_5_1", 0),
          (call_script, "script_give_center_to_lord", "p_town_4",  "trp_knight_1_1", 0),
          (call_script, "script_give_center_to_lord", "p_town_5",  "trp_kingdom_5_lord", 0),
          (call_script, "script_give_center_to_lord", "p_town_6",  "trp_kingdom_1_lord", 0),
          (call_script, "script_give_center_to_lord", "p_town_7",  "trp_knight_1_2", 0),
    Just change the trp_whatever to whatever hero you want to hold the city. If you keep scrolling down you will also see the village and castle owner declarations.

    Ok, now back to setting up your faction, this time go to module_party_templates.py. You are looking for this
    # Reinforcements
    #  ("default_reinforcements_a","default_reinforcements_a",0,0,fac_commoners,0,[(trp_caravan_guard,1,10),(trp_watchman,3,16),(trp_farmer,9,24)]),
    #  ("default_reinforcements_b","default_reinforcements_b",0,0,fac_commoners,0,[(trp_mercenary,1,7),(trp_caravan_guard,3,10),(trp_watchman,3,15)]),
    #  ("default_reinforcements_c","default_reinforcements_c",0,0,fac_commoners,0,[(trp_hired_blade,1,7),(trp_mercenary,3,10),(trp_caravan_guard,3,15)]),

    Then you should be done with your new faction, you can now try it out in game! If you're having problems, check over the id's of the troops in all parts of the faction code, and double check your syntax is correct(commas, etc).

    If you're still having problems, I can send you my python files with my new factions so you can have a look at how I've done it.

    EDIT: somewhat ninja'd.
    Well that link posted about setting up factions is old and didn't help me at all.
    Also, I forgot to mention, you will need to create faction hero troops, like in the first link Idibil posted.
  15. Mayhem

    SP Fantasy Giants versus Dwarves - v0.2 released

    If you're using the new data folder then Ironlauncher isn't necessary so if you run MnB normally you will be fine. The thing is though, this folder is specific to GVD, so you won't be able to play any other mods if you try to use the new data folder and that's where Iron Launcher comes in handy.

    Any questions regarding the use of ironlauncher should go to the ironlauncher thread in the forge under the unnofficial editing tools section, since we didn't make it and we don't really know how it works.

    Cheers
  16. Mayhem

    Post your Dream Women Mk.2

    Well I didn't expect that bad a reaction. How was it worse than porn? It's not so bad. Hey, I'll delete it anyway.
  17. Mayhem

    SP Fantasy Giants versus Dwarves - v0.2 released

    Well I guess I could make a quick patch with the updated native armours and missing LODs along with another fixed map. This new armour molding is really fun, yesterday I fought in a tournament where one team was all dwarves- scary as hell.

    Anyway, I'm sending WookieWarlord the new stuff for him to look at tomorrow, so that could inspire him some more.
  18. Mayhem

    SP Fantasy Giants versus Dwarves - v0.2 released

    That's because your computer isn't very powerful, so for now just turn down your graphics settings, and turning down the battlefield corpse limit can help too. For the next version I've added LODs so it will go better for you then.

    Cheers,
    Mayhem
  19. Mayhem

    SP Fantasy Giants versus Dwarves - v0.2 released

    Berserker Pride 说:
    Did you have to set armor frames in the brf files similar to how it is done for the female mesh transformation?

    Yep, that's exactly what I did. I've only rekeletonised them and adjusted their scales a little bit though, as editing a frame in wings and adding it to a model never seems to work for me.


    COGlory 说:
    How's Wookie doing?  Haven't heard from him in a while. 
    He still comes on here most days. I think he usually just looks through his pms though.
  20. Mayhem

    Story

    I have answered the question, a few times actually. Which was why I suggested using search, which you know instead of being a douche you can just do.

    Wedding dance is another.
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