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  1. WB Nouveau Mod Warhammer : Border Princes 2522

      Hey, mod tres bonne, il me semble. J'aime Warhammer Fantasy Battles. Allez-vous mettre en ceuvre des races autres que les humains? Et les monstres du chaos?
  2. OSP Medieval 3D Art Narf's Plate Armour Pack (UPDATED FOR WARBAND, 06/11/10)

      Absolutely cool armor pack.


    Von Krieglitz 说:
    I have never seem helmets looking as your kettle hat. Can you tell us the origin of this helmet, the temporal and geographical area where it was used?
    Narf of Picklestink 说:
    I made that  one quite a while ago, and I can't recall the actual reference I used.  I've seen lots of pics (from modern artists) of that sort of helm used with gothic kits, and just thought it would look cool in MnB.  I just called it a kettlehat 'cause I don't know what else to call it, and that's what it most resembles.  I'm not sure it's really got any sound historical reference, to be honest.

    edit: this shows something similar: http://www.flickr.com/photos/thoog/1807269500/in/set-72157600296466881/
      It's so called luccan sallet, mentioned by Wendelin Boeheim in his Handbuch der Waffenkunde. This helmet is of italian origin, but was also used in Spain, sometimes known as "conquistador's helmet". Name "kettle hat" is correct, since morphologically it's kettle hat.
    144285915.jpg

    025026.jpg
  3. SP Native Musket Era Warband: Renaissance

    Articulo34 说:
    *Except sieges. No matter what you do, if you siege Rhodoks you better bring up to 4 to 1 advantage if you want a chance to win. Those damn Heavy Infantry hurt a lot on the bottleneck caused by the ladder.
      Hmm, I thought sieges is the most easy and interesting part. With "european" cultures (nords, rhodoks, swadians) you just need to have some good archers/crossbowmen/shooters to supress enemy fire and kill close-combat infantry on walls - it's even easier because they have almost no shields. And use ranged weapon yourself, each quiver/cartridge bag = 40 kills. If using firearm, you can take 3 cartridge bags for siege, since musket can be used as a club.

      But when attacking sarranid/khergit/vaegir castle, maybe it's better to take more direct approach, they have lots of shields and ranged weapons, but don't have pikes.
  4. SP Native Musket Era Warband: Renaissance

    Rad 说:
    Kuriherbaarius, are you a girl? At least you have it written in your personal characteristics. I like it, it would be pleasant change. Where are you from if isn't it a secret? But anyway, armor should protect somehow, especially plate armor and shields shouldn't be broken up after three blows, it wouldn't any sense to use them and dragging them to battle at all. They were from quite thick wood usually, reinforced with metal. It wasn't so easy to break them up. :???:

    Maybe you could inspire by mod 15th century. For me t is the best mod for Warband which I played so far.  :wink:
      Yes.
      Don't know what can be wrong with shields, they have the same stats as in native. But bullets, crossbow bolts and some arrows have chance of piercing shield, and also some weapons have good anti-shield capabilities. That's why (along with high development of plate armour) in the pictured period of time shields were almost obsolete in Europe (and Calradia), except some special cases. So it's normal if they'are useless :grin:  Also, I tried to make gameplay more challenging and balanced. In native you don't need anyone except knights. But in reality, it was suicide for cavalry to charge pike formation, and shooters were rather effective. So it is in this mod. After all, musketeers made heavy armor and pikes obsolete. Btw, swords, sabers, axes etc have stats as in native too, so heavy armor should protect against them not worse than it were.
  5. SP Native Musket Era Warband: Renaissance

    DamHove 说:
    Any other way to get the equipment of the Nord Musketeer than kicking them and declaring war to the Nords?...
    Im not that mucj into breaking strong alliences...
      Well, I guess you can accidentally meet musketeer deserters and loot coats from them.
  6. Formula for items prices

    Somebody 说:
    The base price is defined in your module, which is I believe for the buying price if you and the merchant both have 0 trading.
    Look at get_trade_penalty, where the player's relation to towns and their efects on prices are defined. The two triggers (buy/sell) both above and below it deals with the economic effect of the player's purchase.
    If you're looking for item modifier prices, then those are hard-coded, look on strategiwiki for the percentages.
      Thank you. But I meant not exactly that (if I understand you right). Sorry, maybe I wasn't able to express my question correctly.
      For example, some items from module_items

      bastard_sword_a - 294
      bastard_sword_b - 526
      one_handed_war_axe_a - 87
      one_handed_battle_axe_a - 142

      unlikely if prices like 294, 526, 87, 142 were set by hand, more likely they are autocalculated by some formula, based on item type, stats, weight, difficulty, etc  When implementing new weapon or armor, for defining price I usually find similar item which is slightly better and another similar item which is slightly worse. Price of new item is somewhere between. But I am sure there is formula (maybe with exceptions for some items).
      Can I ask how are you setting prices for custom items?
  7. Troops do not randomly equip weapons (you're all crazy ;)

      Yes, absolutely sure - sometimes one sword is straight and other is saber, and saber in scabbard is on belt, while straight sword is in hand. And there's sometimes similar thing with two-handers, polearms, etc  No idea, maybe native troops are hardcoded not to do such mistakes, and custom troops are not.

      And usually they equip best items - based on price or stats, it seems?
  8. Mod idea collection: I want this mod.

      Is there any mods, based on Wiedzmin by Andrzej Sapkowski? Would be cool.

      And Glen Cook's Black Company.
  9. Troops do not randomly equip weapons (you're all crazy ;)

      It would be helpful to know how they choose items. What's really annoying, is that sometimes troops equip 2 weapons of one class - for example, two swords, wielding one, while other hangs from their waistbelt.
  10. Formula for items prices

      Does anyone know formula by which base prices are calculated? It would be very helpful, it's boring and unreliable to balance new items' prices "by hand".
  11. SP Native Musket Era Warband: Renaissance

      Thank you for good comments :smile:


      About musketeer's coats, boots, etc: some items aren't very compatible with native items, so they don't appear on markets, but it's possible to loot them after battles.
  12. [B] TEatRC Warband 1.134

      No problem.


      About "With Fire and Sword" - developers are independent studio (http://www.sichstudio.com/)
      but 1C/Snowball Studios are publishers in Russia and Ukraine.
  13. SP Native Musket Era Warband: Renaissance

    mr.master 说:
    He probably forgot to update the shops to include muskets, pistols and cartridges in module_triggers.
      That's probably it, thx.
  14. [B] TEatRC Warband 1.134

    Somebody 说:
    Pretty sure Snowball's worked hard on their models and textures, so we can't just help ourselves like he did to their intellectual property.
    1) http://forums.taleworlds.com/index.php/topic,116124.msg2799896.html#msg2799896
    2) http://rusmnb.ru/forum/index.php?topic=4273.msg221118#msg221118
    3) I've seen some models from Morrowind in TEatRC
      Btw, they are not Snowball. They are independent developers.
      Also, falsely accusing unfamiliar people of thieving of intellectual property isn't nice.
  15. SP Native Musket Era Warband: Renaissance

    Dain Ironfoot 说:
    Am I to gather they're from with Fire and Sword? And did you ask the developers if you could have their models?
      Of course, otherwise I wouldn't  implement their models. They gave permission for non-commercial use.
  16. SP Native Musket Era Warband: Renaissance

      I just love historical epoch of "musket and pike". "The Eagle and the Radiant Cross" was my favorite MnB mod - in fact, the only one mod I played for a significant time. Warband was released, I waited for a good TEatRC-style mod - with firearms, pikes, etc - but to no avail. So I decided to...
  17. Troops with two swords

      Usually troops have several various weapons in their inventory, to choose randomly. I noticed that sometimes they pick two weapons of one type (for example, two different swords) and using one, while other is sheathed on their belt, instead of empty scabbard of the weapon in use. Not nice. Is...
  18. SP Tutorial Module System Recruit your custom troops in your own Kingdom

    Topper 说:
    So you mean my latter work has been a waste... :mrgreen:
    OK no problem, you can modify the original values (7, 2, 10) in my "base" code, they are highligthed here
      Omg, sorry xD  And thank you very much again for your help.
  19. SP Tutorial Module System Recruit your custom troops in your own Kingdom

    Plasmatic 说:
    You can use a little tool called Tweak MB to modify how many recruits you can find from a village..
    You can find the tool here: http://forums.taleworlds.com/index.php/topic,101731.0.html
    this tool lets you change a lot of things, (including reward amount from tournaments/arena) but is still surprisingly easy to learn..
      Thx, I tried it, but when I copypast Topper's code, recruitment feature in tweakMB becomes locked.
  20. SP Tutorial Module System Recruit your custom troops in your own Kingdom

    Topper 说:
    Hi. It is possible, but you should specify precisely what you need. I can think of two alternatives.



    Let me know if this is what you were looking for.
      Hi. Yes it is, but not exactly. Originally, upper_limit for recruitment is 7, but if relation with village is more or equal 5, then there's a "large recruitment": upper_limit = player_relation (instead of 7) / 2 + 10. Is it possible to modify these values (default 7 for small recruitment, default divider 2 and default 10) in your code?

      Thank you, even if not, I will be able to do with adding fixed value, I think.
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