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  1. Would you consider to make trading viable when under disguise?

    I agree, there's no reason to enter an enemy city under disguise now. Also they should bring back fighting when you are caught trying to enter the city, not just send you to jail directly.

    Raiding villages then fighting to enter the city was one of my favorite activities in Warband. Now the fact that raiding villages doesn't give enough loot and you have to go far to a friendly settlement to sell the loot makes this activity pointless.

    Perhaps if you are friendly with one of the gangs leaders in cities, they might act as a fence when you're under disguise.
  2. [Critical] Combat AI 1vs1 circle strafing exploit ruins melee combat

    Repro steps: Go to to training field, train with the rookie or veteran ( also reproduces in any other melee encounter). Get close to your opponent and start circling around him. He cannot turn fast enough to hit you. If you start spamming left or right attacks, you will always beat him. You can...
  3. Modding Q&A [For Quick Questions and Answers]

    dunde 说:
    iggorbb 说:
    Would that script work on player patrols if I change their personality (soldier personality for example)?

    It should. The script only determine if the party can see other party or not. They won't attack or run away from  party that unseen for them.

    Thanks for the reply. The problem is the script is only called if a party is in the (fixed?) short range of another party. Basically I would like to grow the radius of this range for certain parties so the script would be called when another party, farther away, enters their range. Kinda like spotting, but for other parties than p_main_party. I haven't found a way to increase the spotting skill of a party.
  4. Modding Q&A [For Quick Questions and Answers]

    Hi,

    Does anyone know if you can set a party's viewing range?   

    The comment for script_game_check_party_sees_party in module scripts "This script is called from the game engine when a party is inside the range of another party". I assume that the range of another party mentioned here is the viewing range of the party and I was wandering if you can increase it. Thanks in advance.


  5. Modding Q&A [For Quick Questions and Answers]

    It seems that adding sokf_moveable to the ship scene prop did the trick. Problem solved.
  6. Modding Q&A [For Quick Questions and Answers]

    Thank you for your replies.

    What I actually want is to move the arrows with the scene prop they got stuck in. The scene prop is a moving ship so the arrows just remain stuck in the air.  I will try to make it destructible or put other flags to the ship scene prop to see if the arrows will follow the ship, just as they would when fired into a shield.
  7. ti_on_item_dropped... anybody get this to work?

    Thank you for the quick reply. I also tried using this trigger in SP with no luck. I thought that arrows should show up as scene items or scene spawned items, but it seems they don't (scene_item_get_num_instances and scene_spawned_item_get_num_instances return 0).  They do show up as items in Edit mode list, though (ctrl-E at the beginning of the battle, the list gets populated as they are fired). Oh well.
  8. ti_on_item_dropped... anybody get this to work?

    Hi xenoargh,

    Could you please tell me how you got rid of battle clutter? I'm looking for a way to remove thrown items/arrows from a scene after they were thrown/fired and got stuck in a scene prop or agent. Thanks in advance.
  9. Modding Q&A [For Quick Questions and Answers]

    Hi,

    Does anyone know a way to remove/change the position of fired arrows in a scene, after they got stuck in a scene prop, body etc? Is there some kind of id an arrow has after it's been fired? I tried in a mission templates trigger:
    插入代码块:
    (try_for_range, ":item_no", all_items_begin, all_items_end),
    		(scene_spawned_item_get_num_instances, ":num_spawned_inst", ":item_no"),
    		(scene_item_get_num_instances, ":num_inst", ":item_no"),
    		(this_or_next|gt, ":num_inst", 0),
    		(gt, ":num_spawned_inst", 0),
    		(display_message,"@found item with num_inst > 0"),
    (try_end),
    but the message was never displayed so I guess it's not a scene item or scene spawned item.
  10. [S] Diplomacy (old discussion)

    I have a suggestion, maybe you'll implement it if you like it. Give an option to threaten another kingdom with war, unless they pay tribute every week. Your kingdom would be a suzerain state (see http://en.wikipedia.org/wiki/Suzerain) . The tribute should be proportional to the fiefs they have (maybe 20% of their income).  If they accept this, your kingdom and theirs will enter truce for 40-60 days and they will pay tribute as long as this truce remains. The probability to accept should be influenced by them having few fiefs left, the size of your kingdom, having less lords compared to yours, already being in another war. Also this option should be present if you are already at war with them and they're losing badly. 
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