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  1. Mustard and Biscuits Edition

    Naw I ain't got the energy to keep up with all the new versions and stuff anymore, sorry, my fun is done heh.
  2. Mustard and Biscuits Edition

    Yah the Easy Mode thing was partly for testing (because I needed to test that village and town siege and upgrade stuff to look for bugs that happen later on in the game way more than I needed to test anything in the beginning of the game).

    I would hate to have made the game really slow and hard and put people through a ringer and then find out there's a game breaker where the fix isn't savegame compatible or something, I was always thinking about stuff like that.

    I figured it was better to keep things quick and light.

    And partly it was because my buddies aren't hardcore M&B players (or even regular M&B players) who know how to make the game funner for themselves (y'know, like you did).

    Although I kinda doubt a guy that isn't some kinda FPS assassin could take a castle or a town without cheating (even with all the stuff I giave new characters) so I dunno why I bothered really at this point heh.
  3. Quick module_items question

    I re-labelled everything all crappy to figure it out in-game, but you could use that brfedit thing to poke through the meshes probably.
  4. wow

    Merentha 说:
    I loved defending this one Khergit village with my balanced horse-archer swordsman.  For whatever reason, we spawned while they were attacking (as in, in) the village, about ten meters away from them.  The ensuing fight against the Rhodoks was rather brutal for my lancers, though the suiciding villagers were nice.  Anyhow, eventually my horse was cut from under me, so I climbed to the top of one building and fought several there (pikes > nomad sabre, incidentally) before taking a running leap to another building, grabbing a dropped lance and shield, continuing the fight until eventually more died, bringing in a wave of Rhodok crossbowmen. 

    After a bolt hit my skull, I just spent the time staring at the sky until the game booted me from the battlefield.  Gorgeous. 

    D'Sparil 说:
    Yeah, those are the most awesome battles!, you feel like you are fighting in a desolated snowy plain of calradia, with the enemies suddenly emerging from the fog, its great.
    I love the fog battles regardless of where they are, especially the heaviest ones.

    Hahaha yah those battles (whether they're in a village or at a castle) where you can jump from roof to roof and drop down into fights in alleys to help your men are AWESOME no doubt man.

    Its a little funny looking when I jump from roof to roof on a horse, and the horse takes a hell of a beating when we land, but I got bad knees ahaha.
  5. Perhaps a "mega mod" is in order? Or Please open source your add-on or mini mods

    One thing I'd like to see is some kinda Community Expansion Pack with lots of player made weapons and zombies models and items and junk for the game.

    Y'know like they had for Neverwinter Nights.
  6. Modders: Map boundary issues?

    The only problem I had was that module.ini thing you did, once I changed that to be 110 to -110 or whatever I was all good.

    I used whatever size map Thorngrims generates by itself though, I think I just needed slightly larger boundaries for the camera in the corners.

    You are dragging those Red Boundaries Walls back in Thorngrims right?

    Uh scratch that I didn't see who you were (I love Onin no Ran man ahaha).

    Anyway I did all that (within those parameters) and it all seemed to work for me.

    And on a possibly related note:

    A couple reasons some people have that "can't walk here and there" bug is because they either got some mountain transition tiles semi-invisbly mixed into their map or they started out with a new totally flat map and didn't raise the entire thing up a little from the sea level, for some reason a totally flat map is full of those "can't move here" things.

    Or at least it was that way for me.

    All I had to do was go in with the Elevator Tool set on Huge Radius and Hardly Any Elevation and spritz the hole map a couple times and suddenly I could walk everywhere heh.

    Thorngrim fixed the one real problem I had while I was working on my map in his latest release (incompatibilities between the 80x and 89x party files), and then he added a bunch of new tiles we could play with and let us twist the towns and cities around on top of it, the guy is awesome man.

    Maybe there's a problem you are having with an older version party.txt file or something? Something definitely changed, the version of Thorngrims I was trying to use at first couldn't save a 89x parties.txt file so I just learned to do that all by hand.

    I didn't have any problems using a thorngrim-created 80x map.txt with an 89x mod though, as long as I did my own parties.txt for it and got rid of the one it generated.
  7. Mustard and Biscuits Edition

    Woops sorry didn't mean to add a reply I was just editing the first post to make it SORTA match what MBE is like now.

    (Wondered where that damn edit went heh).

    Edit: Just want to add that anybody can use the source code and map from Mustard&Biscuits for their own mod you don't gotta ask permission or give me credit for anything y'know knock yerself out just don't do anything that'll involve me having to get dressed up and appear in court somewhere ahaha.
  8. Disband Troop Crash

    It looks to me like the first guy was saying, where there's a pointer that can't go high enough, but its above 256 and below 512 so I dunno mebbe its a positive negative thing or the mazimum size of the merchant inventory array or something.

    My source is up on mbrepository I think you can pretty easily reproduce the bug just by uncommenting all the horse merchants (which are all well after the 256 upgrade tree guys) and loading my mod and disbanding the troops I give you, it should crash as you disband the last troop.

    I don't actually have a problem with this anymore because I know I'm right at the limit so if I add something new I get rid of something else (and then I load up the game and make sure I can disband without crashing), there was somebody else who had this bug so I figured Id write up my experience with it.
  9. Disband Troop Crash

    I hit the limit after adding about 4 new cities (with the three kinds of merchants), eight more or so villages (well, village merchants), and 10 knights and a new king, and maybe 20 or so other things (with the new troop trees and bandits I add).

    So its well below the 512 limit heh.

    My game was crashing whenever I disbanded all my troops right after making a character and I thought I had a typo somewhere in my troops file so I started commenting out whole sections to narrow down the search area for the typo and that how I figured out that it was actually the number of troops that was making that crash happen.

    I was turning off merchants to make room and that worked I dunno if its really specific to merchants in the troops file though.
  10. Disband Troop Crash

    That bug some of you are getting where the game crashes when you try to disband the last troop... ..is caused by you having too many troop types. I'm not sure if its hero types or not, but I had to get rid of horse merchants and a bunch of other junk to make room for new troops in my mod. Oh...
  11. Assertion Error, please help

    Did you change the underscore_base_names of all the towns?

    I think I've had this problem twice and each time it was something different, one time I gave starting characters too much in skills, and another time I had made a troop with something like "wp_100|wp_archery150|wp_something_else_110" and there's a certain order you need to specify the skills in or it causes a meltdown and I did it in the wrong order (but then I just deleted all that and made my troops simpler 'cause the load times where so horrible for my game ahaha).

    And I think you can get it from the game giving a troop too much skill with all the bumps.

    I commented out tons of stuff (good ole alt-3 and alt-4 baby haha) from Native to make one place where I control what New Characters start out with, it all gets bumped multiple times.

    I dunno I didn't have problems renaming stuff I have a lot of things where "nord_recruit" is used for all the serious stuff and then I just change the name in troops to something funny, I didn't think there was anything in the code that would care what you called Suno or Sargoth, as long as they were still town_5 and town 1 or whatever in module parties.py and scenes.py and stuff.

    You don't need to edit all the code just to change the names of towns and that shouldn't cause a crash.

  12. quick question on spawning parties

    Yah the thing that spawns manhunters and river pirates is still in triggers, but all the other ones are in the spawn_bandit script in scripts (and the script that starts up at the beginning of the game also calls that one time).

    So if you wanted to turn all the spawns off, you'd have to go in triggers and get rid of the river pirates and manhunters spawns in there and then you have to go into scripts and comment out the spawns in spawn_bandits or something.

    That's what I did.

    I do all my spawning with spawn_bandits but that means they only spawn once a day 'cause that's when its trigger fires (I guess I could edit how often it spawns or make it spawn more than one group but it doesn't seem necessary on my map plus stuff is more aggressive in my mod and I don't really want all those farmers and peasant women getting killed by cannibal hillbillies and stuff hehe).
  13. Mustard and Biscuits Edition

    I redid all the swadian stuff to make them look cooler (including their arena, based on your comments, should be funner now).

    Swadians still wear tights, though, I'm not changing that! AHAHA.

    Valkyries have been moved to be the equivalent of a Mercenary Blackguard in the Sword Sister Line, but unfortunately they now have clothing.

    Valkryrie from Gauntlet had plate armor anyways.

    I tried to make archery different between the different factions now too, where Swadians Crossbows hit horribly hard but take a long time to reload, Khergit, Vaegir, and Zinn archers shoot really fast but don't hit as hard, and Nords and Rhodok fire hard and slow, but I'm not sure that's working the way I want it yet (I don't want to make anybody too slow at shooting because it takes away from those Holy **** Hits the Fan moments where you are running toward the enemy under a sky dark with arrows ahaha).

    There's still some Amazon Bikini Warrior Women in the desert, and I think they're 25th or 30th level, so you can get a few of those if you feel the need for some Classic Heavy Metal Comics Action heh.

    Edit: grrr I'm so sick of fixing my own typos ahaha
  14. module_scripts

    Uh I think maybe you should just unzip yourself a new copy, or at least compare what you have to a fresh copy of the code.

    There are a lot of things that may LOOK repetitious, but there isn't hardly anything in there that you can delete without having to fix the code in three other files to match heh.
  15. towns and factions.

    I think you'd have to rewrite half the code in native to remove villages at this point, what with the way they're tied into all the economic stuff and the assignment of fiefs to lord npcs and that.

    Not that it'd be really hard, but it'd take a long time.

    Removing the towns and villages and all their merchants would be easy, that's all in module_parties_py, module_scenes.py, and module_troops.py, and you can pretty much comment them out, 'cause the code hardly ever mentions them specifically, it usually always references them through loops (which is good for you).

    But after that you need to start fixing up the first script in module_scripts.py, where it definitely DOES mention specific towns that you may want to get rid of, and then there's an awful lot of code everywhere else (like game_menus and simple_triggers) that has to do with villages and stuff related to 'em that you'd have to rearrange somehow to fit.

    Its a lot of work.

    I think it'd be a LOT easier to graft new things from the New Native that you like on to an older copy of the Native Code from before it had villages and all that economic stuff, then you wouldn't be wondering WHERE something was broken without a clue, at least..
  16. quick question on spawning parties

    Every spawn needs (and I think you need to recompile everytime you do one of these steps because each of these things is a pre-requisite for the next):

    1. A working entry in the module_troops.py file (so you have to make sure Dark Hunters or whatever you want to bring back aren't commented out or something).

    2 A working entry in the module_party_templates.py file (but only after you have a working troop for it).

    3. A spawn point in module_parties.py (although you can re-use an existing one).

    4.Its own entry under the "spawn_bandits" script in module_scripts.py (although that's not the only way to do it, that's probably the best and most organized way to do it, plius there'll be examples of how native spawns its own bandits that you can use to make sure you do it right).
  17. Mustard and Biscuits Edition

    Sweet stache man.

    My mod was originally called the Moustache Network Edition but then I googled it and there's already a guy with that so I changed it to Mustard and Biscuits and this time I didn't google it and I don't wanna even KNOW about the Mustard and Biscuits Guy thanks ahaha.

    My Vaegir are all bald headed clones.

    My Swadians are Renaissance Men.

    My Rhodok are Wood Dwarves or something with Mining Helmets and Spears and Kilts, they lost their crossbows in favor of archer woodsmen flavored Rhodok Snipers.

    *Valkyries removed in the hot new Less Naked Chicks Expansion.

    I turned off the Appearance for Equipped Javelins too, 'cause some guy said he didn't like that Big Golf Bag they had for Javelins and I wanted to see if I could do it, and now that I've done it I'm leaving it that way.

    My Zinn are sorta Arabian Nights meets M&B, they're supposed to be as exactly as campy and non-historical as the Rhodok and Vaegir heh.

    They wear that Flashy Golden Khergit Guard Armor With the Purple Scarf, but they also have dark-robed Assassins for archers.

    My Khergit are Totally Ghengis Khan Barbarian Rider Pwnage WITH Katanas and Samurai Armor But Not the Helmet.

    I had one of those Blue Warlords survive his horse getting killed (even though it was a Steppe Hunter and not just a Steppe Horse) and he fought on foot with me from then on and we won that fight and he got the most kills while he was on the GROUND haha.

    I originally had the Vaegir as Lumberjacks with Green Hats and Pancakes but their Clone War thing is more dramatic and Warhammery.
  18. Mustard and Biscuits Edition

    Yah all player characters start out with 30 in all their stats 5 in all their skills and @175 in all their weapon skills.

    I would have given you ten in everything but some stuff like Surgery can be a little funner if it ain't maxed out.

    That's not a gameplay feature it just makes it easier to get in there and play around and test stuff, especially since I'm changing things like how long the engineering skill takes to upgrade a vllage, if I tested that at normal speed with a normal character I'd be waiting around forever.

    Plus you wont be tempted to turn your companions into Doctors that Never Fight, now you can use 'em for fun 'cause you'll have all that other stuff covered.

    The Nord Woman Upgrades to Man thing was just a joke at first but then I liked it so I left it ahaha.

    And there's probably more than a couple bugs and I already seen one of my own typos (ugh I know how that can Ruin Ones Gaming Experience)  but there's definitely not supposed to be any floating rocks.

    Unless they were there in the Native Game, I didn't fix all the maps, I just painted snow on 'em if they were supposed to be snowy and SOMETIMES I made a new and proper one if I felt like it but if you run the game in edit mode in a window on your desktop and you hit ctrl-E you can fix it anyway you like and save your changes and it won't ruin anything like it would if you tried to do that in Native.

    So if you don't like the rocks fix 'em yourself and save it and make a No Floating Rocks Edition ahaha.

    The floating rocks bug usually means something is wrong with the scene, its using a terrain map with the wrong scene objects file, but I didn;t fix all the floating rocks in Native either and there are some especially in the cities where you are supposed to be blocked from moving.

    I did have to play with the terrain in a couple cities to switch them to a new terrain type and I mighta awent real cheap fixing the cracks in that too now that I think about it but that's an awful lot of work for something that ain't even really my cup of tea ahaha.

    Yah whatever man since when did I get voted the Official Floating Rock Fixer of the game, anyways? AHAHA.

    Where is that floating rock thing happening? I hope it ain't happening everywhere. I had to rearrange the way all the scenes worked early on so that I could edit the way all the villages and castles looked and save my changes, so although there ain't any "new art", and although a lot of stuff I put in the game was just a copy of something else with a few pine and palm tress and some snow and sand  painted on it, my mod IS new-scene heavy..

    Bah I'll go look for it.

    I hope I didn't mess up the scenes in the install program but at least somebody got far enough to see my Nord Warwaitresses before I redid the Nords and made em more normal ahaha.
  19. Mustard and Biscuits Edition

    Mustard and Biscuits Edition can be downloaded here: https://www.mbrepository.com/file.php?cid=1&id=560 Its got... * New Map with lots of New Cities, New Villages, and New Castles * New Troops and Troop Trees for all the Old Factions (eveyrbody's troops are tougher than they used to be, in...
  20. .894 Bug list

    Swadian Crossbowmen are the same level as Swadian Skirmishers (has been that way for a while now), Crossbowmen should probably be level 19 or 20 and not level 14.

    Oh, and Vaegir Infantry are called "Vaegir Infantries" plural, which is no big deal, I actually kinda like the way it sounds, but Swadian Infantry are Swadian Infantry whether singular or plural so it'd probably be better to pick one and stick with it heh.

    And a lot of the higher end Vaegir troops (starting with Veterans and Skirmishers)  and same with most of the new Kherg, Nord, and Rhodok ranks don't know "common" skills (which is another No Big Deal but it might cause inventory problems or something eventually).

    And Swadian Sharpshooters and Sergeants are tf_mounted but nobody else's high end foot units are (besides the Khergs), dunno if that's really a bug or not but it bugs me heh.

    And Khergit Messengers through Khergit Castle Guards (and same with the Rhodoks) use Vaegir faces.

    Its all in 893 but been around a while now, its all easy fix stuff.
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