Hi I'm trying to add my triggers in mission templates to tournaments.
I added my triggers to the dplmc_battle_mode_triggers and been trying to figure out where to put it. It's been working fine for all other encounters I've attempted other than tournaments.
I would've thought it should be added somewhere around tournament_triggers but I've been unable to compile any attempts. Your help is as always very much appreciated!
So many lords are going to hate you, you can't purchase enterprises most places and I think even fewer recruits join you when you're low on honour.
I do want an opposing guild eventually that focuses on honour for sure! Additionally I want these guilds to be low tier guilds, that are sort of gate ways to more fanatic evil/good guilds.
Your post just got me thinking that I should make some masteries scale off of honour.
cwr 说:
What happens if you own the town where the crime master is? Do they turn into a sort of nemesis where you have crime going on inside of your own town? Maybe they'll try to bribe or/and extort you; but also a source of either mercenaries OR a source for enemies to have teammates inside of your walls so he can attack you from behind using the criminals. Could also send bandit parties into enemy territory to attack farmers and caravans, and hurt their economy.
Great ideas! Currently nothing bad happens, but if you are a dishonourable person occupying that city you will have easy acces to units.
I've been thinking about doing some dynamic bandits spawns. I think that'd be an easy way to do sort of do this. It would be around this city by default, which would make it tougher for you to own a bandit infested land. Then with low enough honour you could unlocked changing where the spawn should be. So you could select like north, west etc. part of the map or maybe even specifik cities.
cwr 说:
And maybe if you use bandits to your own advantage too much other kingdoms are more likely to declare war and lords are less likely to join your kingdom?
There is so much potential for a crime system and an honor system; going deep into connecting with many features- would be very cool to have that side to specific sieges when fighting a lord with 'cunning' or whatever the evil lord personality was.
I tried to make a really in depth crime system once myself but I got way way to ambitious; so I guess I am living vicariously through your mod a little bit.
Haha, that's great! I want to come up with easily implemented things, so I hopefully can actually finish them and all the other aspects of the mod I want to work on, heh.
Maybe just adding a trigger every 24 hours with random events that are heavily affected by your honour would make it feel connected with the world?
For example "You're ambushed by assassins on the highway", and then if you're dishonourable you should have options to have them join you, and otherwise you'd have to fight, and the other way around with bandit hunters as well.
Thank you!
Basically it's just an NPC in a specifik town. Certain options from this guy are locked behind low honour requirements. You can do quests for him, or you can go around raiding village and what not to lower your honour. The quests will also give you difference things like reinforced bandit gear and a cool companion!
The lower your honour is the higher tier bandits you can hire. Of course you can always just upgrade them from the bottom. By default your bandits will have a mix of morning stars and mauls, but you can purchase having them focus on either, to enhance your killing or always capture a lot of prisoners to sell to your bandit guild at a better price than you would normally get. Changing the bandits you can hire will not change bandits on the map's gear.
A few more things, I don't want to reveal are also unlockable for your bandits! The main thing I want to encourage with this is power to the player for going around doing dishonourable things, as I do think there's too much punishment in native.
Thanks a lot!
I needed to make room for another skill without screwing up the character screen layout and succeeded by editing char_sc_skills_outer_position_y in game_variables.txt
Hi sorry for another dumb question. I've been searching around through files and forum but I can't find the character screen. I'd think it's somewhere in module_presentation, maybe with some stupid ID?
Thanks! 10 classes almost done. Yeah the thing about the troop trees is I've 3 branches for all kingdoms as well as the nobles and the last tiers are quite stronger than native. Ill show the current khergit tree when I get home. They already have lots of bows, horses and lances hehe. I might make them something crazy like healers or shields with thorn damage. Currently their nobles are some odd kind of siegr units, but id love to make them something really fun that fits the theme better.
Is there a better way to add combat triggers to mission templates than pasting it 10 times?
I see diplomacy defines them in the top and them runs them together, but I get error whenever I try to run mine from the top instead of pasting the whole thing, and you still have to put it in many times.
you can use Python variables to store them, that way you don't need to copy and paste the code, just the reference. Then you can group up triggers that go together into one variable/reference. You mentioned Floris, so you already saw that done
VC is also a good example. They have grouped triggers for combat, for weather effects, etc. This one is about enhanced combat
two things to notice: 1) it has several triggers in one; 2) it can even call triggers saved in another file (not just module_mission_templates.py)
You will always have to apply your trigger to a mission template, as they are not generic (you need to decide if they should be in a particular mission or not). The more missions you have in your mod the more specialized they become (quests, unique encounters, etc)
Pio 说:
So I'm guessing nobody knows how to convert a string like itm_hunting_bow into item's numeric id (in this example: 54?
your question was answered. You use the same ID reference from the module system (ID_items.py), so you can use operations or your custom strings on Warband and whatever you want on your website/database/server
Thanks! I got it working now. Since Diplomacy is my base, and it has some battle mode triggers I finally got it working putting it into those. So only have to make it one place now, awesome!
EDIT: "2) it can even call triggers saved in another file (not just module_mission_templates.py)" - Does this mean triggers like ti_on_shield_hit that usually only works with item triggers can be used for mission doing this? Or any other cool things? Don't know why I asked this, I'll just try it out, sorry. Answer is no.
Is there a better way to add combat triggers to mission templates than pasting it 10 times?
I see diplomacy defines them in the top and them runs them together, but I get error whenever I try to run mine from the top instead of pasting the whole thing, and you still have to put it in many times.
I especially like the class/mastery thing. Always felt it would be cool with a mod that expands on the character building and RPG elements rather than the constant total conversions.
As of 2nd of may I'm still working hard on this mod, please do get in contact if you're interested.
Been messing around with some modding for a while and am looking to share. Would love to chat with some people about it every once in a while. Or hit me up if you want to help. I'll send the mod...
It just displays a random dialogue in the s33.
Using a global since i need to save the answer for later. Probably a stupid question, but help is much appreciated, thanks.
Whatever I fixed it by adding a string for all factions and an extra line everywhere, thought I could do it smarter but hey, atleast it works.
I tried making purchaseable upgrades for troops using troop_add_item and troop_remove_item, but when I save the game and load it again the units are back to their normal items.
How do I make permanent change to troops?