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  1. Bug Reports (for Phantasy Calradia 2014 only please)

    Mercav, how the heck do I miss these things? I captured the city myself but didn't ask for it as a reward; therefore you may well be correct. I never noticed that particular feature before though even in native... as I say, I'll experiment a bit more and re-post here :smile:

    Thanks for such quick feedback :grin:

    I decided not to ask for the city as a reward as it was going to be an absolute pita to defend it - surrounded by enemy castles let alone Uxkhal knocking on the city gates, and despite fighting off various Nordic armies just outside the gates with my warg horde I was only relieved when the marshal decided to take them from behind at Dhirim. Ken Urden 2, nords 0. Well, 2.4:0 if you count the lords I captured whilst they recklessly threw themselves at me one at a time. A 0 garrison in a city by the way is a VERY good way to lure an individual weaker lord to his fate - in case anyone's interested in baiting tactics.

    EDIT: Thanks Mercav - you were right regarding the whole garrison thing :smile:
  2. Bug Reports (for Phantasy Calradia 2014 only please)

    Thanks Ulvebane,

    Interesting though as I've got a 0 reputation with the orcs, for example, yet can still access the "recruit troops" option for their capital; perhaps it's a bug specifically for Wizard's Tower or intentional as you suggest. I'm pretty sure that it was suggested somewhere else in this forum that you need rep with the town rather than the faction but who knows? (Well Guspav yes...) I'll try being friends with the spear-toting, crossbow-wielding maniacs next door, and see what happens :grin:

    As regards the lord/vassal/garrison thing; I am a vassal, however any unowned fortress/city of your faction (even as a vassal) says "manage the garrison (troops might not be retrievable if fortress awarded to another)" even in native - and it said this originally. The moment I put some Calradian Militia in the garrison this option disappeared. It may be worth noting that about two days later the Matriarch (don't ask me to remember her name) of the Drow decided to take it as her own city, but I assume this script hasn't been altered.

    I still have access to the garrison option for my own castle of course, and once I conquer something else I'll repost with any further findings... unfortunately I can't re-test Veluca until it gets taken and then taken by us again... and who knows, maybe it's a strange one-off occurrence.

    EDIT: Just for your reference Guspav in case you pick this up; I'm running v1.157 of warband and the mod download from here on 14/01/14; plus patch files from the zip named "phantasy_patch_052_to_053.7z" downloaded same-day.
  3. Bug Reports (for Phantasy Calradia 2014 only please)

    Various Town Messages missing or seemingly disappearing.

    Having captured Veluca from the Nords (yes, they've made quite a push, own half the continent, and now have the entire of Calradia hating on them) I've recruited some Calradian Miltia to stock up the garrison, and upon putting them into the garisson the dialogue on entering Veluca now no longer has the option to manage the garrison. No, the city has not been assigned to another lord or anything of that sort.

    Similarly, despite having reasonably good relations with Wizard tower (now owned by the Rhodoks as they wiped out the Magocracy) the recruit troops option is also not available (damnit just when I wanted to get golems...)

    Any reasons you could think of why these dialogues wouldn't appear? I know they're both conditional but I'm surprised to see them wiped out in these situations. Happy to give more info if you need it; just not sure what to give at this point.

    P.S. thank you for an amazing mod - I've fallen in love with warband all over again :grin:
  4. [Bug] Specialist purchases don't check your inventory

    I'm not sure if it's intentional, but I had a full inventory, didn't realise it, and through the "specialist village" menu managed to spend 300 gold on nothing because the leatherwork wouldn't fit in my inventory. Bit irritating, really >.< It would be good if it could check for full inventories...
  5. Menu Skipping

    Unfortunately, this only succeeded in crashing M&B. Thanks for the attempt though I'll research it some :grin:
  6. Menu Skipping

    I've assembled a small mod team, and we're working on a new project (currently under wraps) My inquiry is regarding the main menu. Is it possible to get the game to, on loading, immediately switch to the server select screen, or better yet jump straight into a predefined server? I've been...
  7. MP Tutorial Scenes Creating a Multiplayer Map - (From Script to Hosting) ((Updated!))

    Sour Cream and Onion 说:
    Hum. I can make my map and stuff, and i leave edit mode to save it, and that seems to work, but if i try to select the scene again in the scene chooser, it comes up blank :sad:
    Anyone know whats going on?

    Define "Blank"? Is it a new terrain, with nothing on it? If so then you made the same mistake as me - place the new map AFTER all the "Random" maps in the python files. If it's exactly the same terrain but no objects, then chances are it's something else.

    Sorry I can't be more help!
  8. MP Tutorial Scenes Creating a Multiplayer Map - (From Script to Hosting) ((Updated!))

    Actually, the SF_generate is on all scenes, regardless of random generation, and had nothing to do with it? the tags after that on random_plains_large etc. would enable the random generation. the problem was the hardcoded positions of the random maps in the maps list. trying to put mine before this location in the code was causing it to load random_plains_large when i selected my map, and if i selected the last of the random maps it would load mine.

    Code that works fine:
    ##originally had it HERE. Didn't work.
    ##bit in blue is the random generation
      ("random_multi_plain_medium",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x00000001394018dd000649920004406900002920000056d7",
        [],[], "outer_terrain_plain"),
      ("random_multi_plain_large",sf_generate|sf_randomize|sf_auto_entry_points,"none", "none", (0,0),(240,240),-0.5,"0x000000013a001853000aa6a40004406900002920001e4f81",
        [],[], "outer_terrain_plain"),
      ("random_multi_steppe_medium", sf_generate|sf_randomize|sf_auto_entry_points, "none", "none", (0,0),(100, 100), -0.5, "0x0000000128601ae300063d8f0004406900002920001e4f81",
        [],[], "outer_terrain_steppe"),
      ("random_multi_steppe_large", sf_generate|sf_randomize|sf_auto_entry_points, "none", "none", (0,0),(100, 100), -0.5, "0x000000012a00d8630009fe7f0004406900002920001e4f81",
        [],[], "outer_terrain_steppe"),

    ##moved it here, works fine.
      ("multi_scene_20",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000013000050000025896000008e00000633e00000d06",
        [],[],"outer_terrain_plain"),

    Not trying to steal your thunder or anything  :oops:
  9. MP Tutorial Scenes Creating a Multiplayer Map - (From Script to Hosting) ((Updated!))

    jmarques 说:
    EDIT: Now i am going berserk. I repeated the whole thing twice, and no button appears. Also, if you dont mind, i'll rant a little about the usage of Python. Why use python and not C or C++ which are much simpler, don't need this indentation bull****, and a nice little code::blocks project for us to compile after being done editing? Would make things easier in my opinion. Not relevant. Now about this thing not working. No button appears in tutorial or battle screen, and i can't see my map anywhere (not in custom battle, not in multiplayer hosting place...). And i'm gonna become crazy if this continues.

    EDIT2: Why don't you post the edited files for download? That way there would be no need for a tutorial, a simple download would make the whole thing work!

    It's posts like this that annoy me.

    RE: point 1 - Python is the code in which the program was built, I can safely assume. Therefore, it makes sense that the construction kit would be in python also. Python is in fact, a much older, more stable, and in some cases more logical programming language. It doesn't often cater for those who don't have a clue how to program, but then the fact remains if you want to alter a game you should learn how to. This isn't even base-level Python. This is using pre-coded scripts to use higher-level commands to produce the files for your module. If the base-level was C++, I don't doubt you'd be doing almost exactly the same thing. Indentation isn't a requirement. It's good practice. It makes code easier to read. And many codes in C/C++ will have indentation.

    RE: point 2 - If he gave you HIS files you could play HIS maps. Which I'm assuming you don't have. This is about adding your OWN maps not his. Think before you post.

    Making that point was my entire reason for logging in right now.

    On a helpful note: Make sure you have the map listed under the correct game mode. It will only appear in the map list with that game mode, or multiple modes if you put it in each. This is done in the Scripts.py

    Regardless I'm having a few troubles myself - It will allow me to access the map but the map itself doesn't seem to want to behave. I have the correctly named .SCO and the correct landscape code but for reasons that are beyond me it looks exactly like a Random_Multi_Plains_Large. Will look into it more but if anyone understands why it'd be a great help. Will probly just use this map as the starting point and build from scratch. Woo for building a city from scratch!  :neutral:


    EDIT:
    It keeps generating a random map each time. *sigh* And I've made sure of the tags in Module_Scenes.py?

    Module_Scenes.py:
    ("multi_scene_20",sf_generate,"none", "none", (0,0),(100,100),-100,"0x000000013000050000025896000008e00000633e00000d06",
        [],[],"outer_terrain_plain"),

    Module_Scripts.py:

    (try_begin),
            (this_or_next|eq, ":game_type", multiplayer_game_type_deathmatch),
            (this_or_next|eq, ":game_type", multiplayer_game_type_duel),
            (eq, ":game_type", multiplayer_game_type_team_deathmatch),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin, "scn_multi_scene_1"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 1, "scn_multi_scene_2"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 2, "scn_multi_scene_4"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 3, "scn_multi_scene_7"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 4, "scn_multi_scene_9"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 5, "scn_multi_scene_11"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 6, "scn_multi_scene_12"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 7, "scn_multi_scene_14"),       
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 8, "scn_random_multi_plain_medium"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 9, "scn_random_multi_plain_large"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 10, "scn_random_multi_steppe_medium"),
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 11, "scn_random_multi_steppe_large"),
          ## Mine
            (troop_set_slot, "trp_multiplayer_data", multi_data_maps_for_game_type_begin + 12, "scn_multi_scene_20"),
          ## End of Mine
            (assign, ":num_maps", 13),

    Module_Strings.py:

    ("multi_scene_15", "Random Steppe (Large)"),
    ##mine
      ("multi_scene_20", "Civil Unrest"),
    ##end of mine
      ("multi_scene_end", "multi_scene_end"),

    EDIT:

    Resolved. Had to move it after the random maps in the scenes.py - silly me!  :roll:
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