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  1. [S] El Arte de la Guerra [V1.75]

    Please, try to read faqs and notes about the latest version of this mod. Most of your questions could be answered by reading notes.

    And now, I will answer you some questions you made:
    1st.- When you first encounter a NPC (hero, count, ....) you will see his/her name like "???". THis is done as intended, couse you don't know that person yet , so you won't know his name. After meeting once with that person, you will see his/her name forever.

    2nd.- Fog in map is intended. You will only see the parts of the map that you have explored by yourself. IF this really annoys you, you could use cheating by ticking the "enable cheats" in the launching screen. Remember: in the game launching screen just before launching game, not in the camp menu inside game.

    3rd.- As someone said before, Leandro had got some problems related to his internet connection and uploading... We hope he will be able to  upload his new version of this mod by about 1 or 2 weeks.


  2. TW server down?

    I am able to get into online games, but I only see 1 player in four servers, anything more than that. All other servers are totally empty except for these 4 servers with 1 player each.
  3. Modding Q&A [For Quick Questions and Answers]

    Hi you all !

    A small and noob question here:
    I started a game (so the game is started, saved one) and I would like to change the clothes to a Lady (I think they are ticked as heroes in game, aren't they? So once game is started they won't update their inventory/items by the troops.txt file , I think. ).... So, how could I do it?

    I don't know almost anything about scripting in this game, so .... anyway by editing something with txt editor? or by cheating menu?

    Thank you !!
  4. SP Native Custom Commander v1.396 for Warband 1.165+ (source code included)

    hi! thanks for the mod and for your work :wink:

    Just 2 questions:

    1 Are customizable troops really able to be renamed?

    2 By removing Comprehension skill, did you add that 8% of skill to intelligence skill giving you more XP ? or less amount or more amount of XP given by Intelligence?

    thanks!
  5. OSP Kit Combat Battlefield Tactics kit. Multiple formations per team+command revamp!

    thanks for your answer. I can understand what you say... but think about this (talking about a unique battlemap):

    1.- game does not support ( I think , at least native does not) to assign a kind of archers on to 2 different groups:
    I mean if you have 20 swadian crossbowmen, you can not assign 10 of them to group 2 and 10 of them to group 4, in example. As far as I know, you can just assign all 20 swadian crossbowmen into a unique group, you can not divide them into 2 different groups.

    2.- Not talking about a leveled terrain, but more on a hilly terrain (when I am on hilly terrain I usually try to tell my men to go to the top of the nearest hill and stay there ) , if you could do the point 1 (having 2 diff groups for 1 kind of men) you could tell group 1 to Stay here and group 2 to stay 20 meters back, or front, so that being on a hilly terrain they 2nd row back could fire despite having the 1st row of archers in front of them, couse of the different level of highness.

    Point 2 could be applied to infantry as well, if you would like to form a 2-line (row) or 3-rows infantry formation.

    So now my question is: could the point 1 be made by scripting/modding? Becouse could be the definetly basis for formations in battles: separate a concrete kind of troop (swadian crossbowmen that are in your party) , divide them into different groups.

    Edit : moreover imagine this: (could be awesome!! ) making 3 rows of 12 swadian crossbowmen each row (or vaegir archers, just 1 kind of unit). Each row corresponds to a group, being 1st row = group 2 ; 2nd row = group 4 ; 3rd row = group 5.
    Here comes the most difficult idea about this: As I read about crawling scripts and being able to make some players (don't know if it could be applied to AI or only human) to bend, or crawl or lower their body... imagine now telling 1st group to fire !... then telling 1st group to crawl (static, don't know the word, get their body down in the ground), so the 2nd row can fire. Then you order 2nd row to fire, and they would crawl too after firing, so the 3rd row can fire .
    Could something like this be possible?
    Thanks again
  6. Modding Q&A [For Quick Questions and Answers]

    Lumos 说:
    Everthen 说:
    But What I really would like to know is: Apart from Adding the items in the item_kinds1.txt, and the resources and the textures... should I consider anything else?
    I don't know.. perhaps something related to physics or other kind of weapon animations, or something I should add to another .txt file wihch could be related to weapons and their use? ... couse I´m a total noob and don't know if it could work in that simple way
    Told you. I haven't played teh mod, but particle_systems may do something (if fire and somekes comes out of the barrel when you fire, then you need it).

    Everthen 说:
    So.. are the files meshes.txt, particle_systems.txt, or any other file  , related to any changes in weapons, their animations, their graphics/textures that could make this procedure not to work?
    The same thing I said a couple of lines above. :grin:
    meshes.txt is for the 2D pictures - like when you recruit troops, meet bandits, etc.
    NB: The file contains not the pictures, but the references to them. The pictures are in brf files.
    And to make the game read .brf files, you must add them in module.ini:
    If you have a file called "new_crazy_gun_models.brf" and want to make the game read it, add this line in the bottom of module.ini
    插入代码块:
    load_mod_resource = new_crazy_gun_models
    I think you get how it's done. :wink:



    Mysterious_A 说:
    When I go in game the character just extends his hand and shoots a crossbow bolt from it...
    I don't have the time to check the code, but I'll certainly like this effect for some weapons... :mrgreen:

    Thank you very much Lumos.. I managed to add those weapons, the.brf files and the .dds files: so I inserted into my mod, the weapons, the resource files and the texture files, and added the "load_mod_resource" rows in the module.ini file...
    So it worked almost perfectly, but only missing the animations when you fire the weapons and you see  the smoke from the musket when you fire...

    So: any idea of what I should do to add the smoking animation from the musket when fired?

    Thank you all :wink:
  7. Modding Q&A [For Quick Questions and Answers]

    THank you very very very much for your help and explanations Lumos.. Now I understood it ...I´ll try to do it :wink:
  8. OSP Kit Combat Battlefield Tactics kit. Multiple formations per team+command revamp!

    THanks for your answer, although I know almost nothing about editing..
    I was just wondering if it could be possible.. I imagine there should be some space among rows of archers so they could fire properly, but... perhaps it could be good to have 2 or 3 "kind" of archers so we can put them in rows with enough space among them. Couse seriously, when leading a 100 party with about 40 archers, they stack  all in a row covering almost the whole map side :sad:

    As if you were at point X in battle map and say to Archers group 1: Stay here (HOld this possition= F1->F1), .. then you advance 12 meters and say to archers group 2: Stay here (Hold this possition ). So you could have 2 separated row of archers. THis way:

    !!!!!!!!!!!!!!

    (10-15 meters gap)

    !!!!!!!!!!!!!

    I´m also a newbie here, so sorry but I don't know what you are talking about :sad:
  9. Modding Q&A [For Quick Questions and Answers]

    Lumos 说:
    Don't even try. I don't think it'll be easy to copy the animations (don't even know where they are... actions.txt?), and even if you manage, it may not work. I haven't played Finland at WW2, so I don't know whal level of complexion we are talking about.
    But, if you do what you said, you should be able to use the rifles as single-shot muskets.
    Oh, I almost missed that you didn't say anything about .brf files. You must copy not only the textures, but the .brf files in the "Resource" folder. Not all files, but only those with the rifles (.brf files hold the data about items, scene props and other 2D/3D stuff - the 3D model, the texture reference, etc.). You can use OpenBRF (look for it in the "Unofficial Editing Tools" subboard if you don't have it) to check which of the .brf files you need (e.g. which files contain the rifle models).
    But, I repeat, I have not played Finland at WW2, so I don't know if this is possible for them to work right. It should be, but I can't be sure.
    Thanks for your answer Lumos
    Well.. adding the .brf files from "resources" folder  would not be a problem, couse their name tells about the exact weapon/item... the same about the .dds files on "Textures" folder

    I think actions.txt is not changed at all from the original native version. At least I can not see any firearm related animation inserted there in the Finland at WW2 mod.

    But What I really would like to know is: Apart from Adding the items in the item_kinds1.txt, and the resources and the textures... should I consider anything else?
    I don't know.. perhaps something related to physics or other kind of weapon animations, or something I should add to another .txt file wihch could be related to weapons and their use? ... couse I´m a total noob and don't know if it could work in that simple way

    So.. are the files meshes.txt, particle_systems.txt, or any other file  , related to any changes in weapons, their animations, their graphics/textures that could make this procedure not to work?
  10. OSP Kit Combat Battlefield Tactics kit. Multiple formations per team+command revamp!

    Hi motomataru.. A question here about your formations mod:

    When you have a large amount of archers in your troop.. they are positioned in a very long row, too long, so it seems unreal. Could it be possible to add a key/formation to make archers to get a 2-rows or a 3-rows formation?
    I mean instead of :
    (Archer = ! )
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    but:
    !!!!!!!!!!!!!!!!!!!!!!!!!!
    !!!!!!!!!!!!!!!!!!!!!!!!!!
    !!!!!!!!!!!!!!!!!!!!!!!!!!

    ?
    Thanks!
  11. Modding Q&A [For Quick Questions and Answers]

    A noob question here:

    I am at this moment using a Warband Mod (MOD 1= any simple native-like mod) . Now I would like to insert some firearms and items from another different mod (MOD2 = Finland at WW2 mod ) into the one I am using.
    I am able to text edit those files ( I mean the item_Kinds1.txt , troops.txt, ... )with the Mood Tools v1.05.

    I would like to insert those firearms, items, and their animations and weapon specific graphics.

    What should I do ?
    1st- add the rows (data) from item_kinds1.txt from MOD2 to MOD1
    2nd- add all related files about textures in the exact folder
    is this right? or should I do something more?
    could it work simply this way? or Do I need to make more complex changes?
    I am noob so i won't know how to make it if it should be more difficult to insert those weapons into the mod I am using now .
    Thanks!

  12. [S] El Arte de la Guerra [V1.75]

    This mod is my favourite !!! I hope you can fix some of those bugs, specially those about castles, ladders and that stuff.

    I just recommend this mod to everyone !

    And.. looking forward to see medic units in towns !! I'd wish to get them for next update :wink:
  13. Warband 1.130

    They sould have included an additional blank for getting more ammo (quivers, arrows, bolts)... this would have indirectly solve some problems about kicks.

    Archers, do need a bow / crossbow (1 space) , and some arrows /bolts (1 space) , and some melee weapon (1 space).
    So... if they are to be archers, they need more arrows (last space).
    Full equipment of those 4 boxes are now full with : bow, arrows, sword, arrows.
    So they need to use sword + kick in melee. If they include a 5th box only suitable for ammo (not only range like bows /crossbows, but even throwing weapons). This is what I really think.
  14. Spearmen worthless against cavalry. Really?

    Yeah , I was the one saying that problem was related to AI, but since AI is not going to change (at least soon), I think it could be balanced by adding some weapons (lances/pikes against cavalry) some kind of "bonus against cavalry" tag.
  15. AI weapon choice

    ops sorry then, I though you were answering me.

    Anyway, is there some unit who really can deal with cavalry? couse I though this game would have a "phalanx" unit, a special spear unit good against cavalry, but I think that there is no army which could deal with a +50 cavarly enemy. :sad:
    Despite lances/spears/some polearms should definetly damage cavalry and make them lose morale, I think cavalry is actually destroying them with their fast charging.
  16. Spearmen worthless against cavalry. Really?

    perhaps the easy way is to add a "phalanx" weapon which had bonus against cavalry. Just a tag, like the "bonus against shields" one, named "bonus against cavalry" so if infantry (spearmen) use this Spear against cavalry they could easy knock down those mounted enemies.
  17. Spearmen worthless against cavalry. Really?

    Hughes 说:
    As has been said, Spearmen (or anyone) in a line won't work against cavalry, you need to bunch them up.
    But it should.. I mean, a huge spear (or lance or those kind of long weapons) should be very efective against cavalry. But there are 2 problems here:
    1st:  AI using those weapons is not good. Have a look at other games, such as Medieval Total War. When using pikemen they just position themselves (as original said before "couched spear" ) in a way that their lances would hit any cavalry/horse raiding towards them, and hitting them even almost to death.

    2nd: AI does NOT know if they are attacked by cavalry. But they should. If a kergit troop of horsemen comes towards me, I would arise my lance/pike so no horse would hit me, but they would be hit by my long weapon. But my AI troops don't know that and they just wait for them with those little hammers or tiny weapons they use (rhodock sargent) and this leads to enemy crushing my rhodocks sargents who should be defending/attacking cavs with lances/pikes (some of those polearms).


    So I think almost any troop in this game is useless against an enemy cavalry troop. A group of more than 50  enemy cavalry  equipped with fast horses and polearms would clearly defeat any kind of walking troop, even a +60 spearmen troop. Isn't this true? Even archers or a troop with crosbows won't defeat cavalry, couse their horses speed would be enough to get quick to enemy and charge them with ltheir weapons with few deaths.

    Am I wrong?
  18. AI weapon choice

    not talking about NPCs, but about spawning troops (those you call troops which you recluite at villages)
  19. Rhodok spear bug

    And this.. won't be patched?? I´ve got version 1.127 (steam one), and I have still this problem.. with rhodoks using NO weapon at all :sad:
  20. Spearmen worthless against cavalry. Really?

    ops.. I just read this thread and realized I´m not the only one having problems with rhodok units to use their spears, pikes, and all those weapons which should really damage cavalry... So it's a bug , isn't it?

    I think they (devs) should try to fix it as soon as possible, couse makes the game unbalanced :sad: (or not as well balanced as it should be)

    I would really like to see in game spearmen to really stop enemy charging cavalry and to even killing them with their spikes /spears/ those kind of weapons.
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