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  1. Zamensis

    The Trader's Map of Calradia

    These maps are more for workshops and when owning towns?
    These maps show you the preferred trading town of each village, and what they produce. You can then deduce different things depending on what's of interest to you. Workshop placements are just an example, but you could also use these maps to determine where your raids will be the most harmful to your enemy's economy. I suppose there are many other applications, Bannerlord's campaign is a dynamic system where anything can influence everything. It's up to the player to be creative with what to deduce from all this data.

    Far as I understood it, caravans traded randomly- did something change while I took a break?
    I'm not sure, maybe you're right.

    It used to be simply establishing a caravan in the most prosperous town with the least wars and in an area of the map you can periodically clear Hideouts was the best.
    I suppose it's still valid. You don't have much control over your caravans as a player, so these maps are more for those who trade by themselves.
  2. Zamensis

    The Trader's Map of Calradia

    afaik the silver of gersegos castle ist not going to epricotea as long as it belongs to a different faction. peasants go to the places inside of faction only. at least i thought they changed that with economy update of 1.8.0 am i right?
    These maps show the preferred trading town for each village, but they need to be in the same kingdom. That's why Gersegos doesn't trade with Epicrotea at the start of the campaign. It wants to, but it can't. In other words, these maps show what the situation would be, if all the surroundings were united under the same kingdom.
  3. Zamensis

    The Trader's Map of Calradia

    Hello friends!

    Updated to 1.0.0 and... improved.

    Would love to see a map of lords lands ??
    I like the idea, not sure why though. Gimme a couple days.
    Ah yes, "a couple days"...
  4. Zamensis

    Hello? Anyone there?

    EVQpIzxXYAcM5vS.jpg


    Information provided since then:

    68679.png
    And here I thought you were trying to achieve something with your daily gibe.
  5. Zamensis

    The Trader's Map of Calradia

    Would love to see a map of lords lands ??
    I like the idea, not sure why though. Gimme a couple days.
  6. Zamensis

    The Trader's Map of Calradia

    Thanks everyone, glad you like it! :grin:
  7. Zamensis

    The Trader's Map of Calradia

    For the entirety of development a much more simple, natural map was used, which you can find on the MB fan wikipedia. Saw the current one first time on release. I am not a fan of this one. Too many mountains, chokepoints and impassable terrain. Probably a last minute design decision...
    Not sure what to think of the impassable terrain. On one hand it annoys me a lot in my travels (in part because you can't always tell what is impassable), on the other hand I think they add a unique tactical identity to each and every corner of the map. Granted, it does feel rushed. Could've been done much better.
  8. Zamensis

    The Trader's Map of Calradia

    cool maps, especially the trade one. i have a general question about trade: do villagers only go to the 1 town they are linked to? what about the villages that are linked to a castle, where do they go to trade?
    One town only. Villages that are linked to a castle go for the closest friendly town, which can lead to some funny situations.
  9. Zamensis

    The Trader's Map of Calradia

    This has nothing to do with OPs work, but does it not strike anyone else like Calradia's topography is highly unsound, geologically? That is not how Mountains work. It reminds me of Middle Earth's map, just not as obviously bad.
    Sure, however I never felt like you were supposed to take Calradia seriously, unlike Middle Earth. M&B has that light-hearted, almost humorous tone similar to children's stories, and I don't mind it, quite the contrary. It reminds me of the maps I used to make as a kid.
  10. Zamensis

    The Trader's Map of Calradia

    Good day my fellow wanderers, These maps show what each village produces, which town they prefer to trade with, and which fief they're a part of. I believe they can provide a better understanding of the global "geo-economics" of Calradia, but you tell me. I personally put them to good use in my...
  11. Zamensis

    Map of Calradia 1084 (January 2021)

    Hey there,

    Just stopping by to say thank you.

    I've just recently bought Bannerlord, but I need to make my own map before I can start enjoying the game. Thanks to you, I don't have to start from scratch. However I know full well the effort you had to put in this. (I did the same in Warband years ago.)

    A few thoughts:
    - You forgot the villages of Deliat and Vathea (the names, not the icons).
    - In order to show the true nature of Calradia, one has to display impassible terrain. Good thinking on using the map files, it saves a lot of work.
    - Hehe, I found your little trick with the icons for towns, castles and villages. Very helpful indeed.
    - Map making involves a lot of arbitrary decisions that are not as trivial as they might seem, but we rarely have a way of telling whether we're in the right or wrong. For what it's worth, we seem to think alike when it comes to guessing country borders or choosing the position of the names on the map.

    Edit: In case you're interested I put the result here: https://www.reddit.com/r/Bannerlord...is_a_map_there_are_many_like_it_but_this_one/
  12. Zamensis

    OSP Shaders ENB-ElPadrino Shaders -WIP Sands of Faith Dedicated-

    Hi EP,

    Congrats for the brilliant work.

    Lord of Shadows 说:
    I've just installed your shaders, but when I launch the game I get this error.

    HbdMqH5.png

    Did I do something wrong?

    I'm getting the same error. As you were suggesting:

    [quote author=ElPadrino]Look in your Warband folder if you get the d3dx9.dll[/quote]

    Well, that file comes with the rest of your package so yes, now it exists and is located where it needs to. :razz:

    (Tried with both less-blur and 3.0 versions.)
  13. Zamensis

    Modding Q&A [For Quick Questions and Answers]

    A few days ago, I had a problem with troops getting the same type of weapons multiple times:

    Zamensis 说:
    Somebody 说:
    What item types are they? The engine doesn't spawns agents with more than 1 item of the same type (so 1 spear/halberd, 1 axe/sword), and Native doesn't have many troops with 3 different item types.
    I suspected that indeed. Sorry for the inconvenience.

    I forgot it for a while but I actually have this problem. See, these troops have two types of one-handed weapons.

    h8vl.png


    Here's the code:
    插入代码块:
    ["swadian_inf_multiplayer_ai","3_milicien_vet", "Swadian Sergeants", tf_guarantee_all, no_scene, reserved, fac_kingdom_7, [itm_mace_3,itm_mace_4,itm_spiked_mace,itm_cartridges,itm_swadia_pistol,itm_spiked_helmet,itm_leather_boots,itm_nomad_boots,itm_red_shirt,itm_red_shirt_sp,itm_tabard,itm_1752_tabard_a,itm_1752_tabard_b,itm_1752_tabard_c], level_3_attrib, wpz(120,100,100), knows_common_3, swadian_face_young_1, swadian_face_middle_2 ],

    插入代码块:
    ["spiked_mace",         "Spiked Mace 28b", [("spiked_mace_new",0)], itp_type_one_handed_wpn|itp_can_knock_down|itp_merchandise| itp_primary|itp_wooden_parry, itc_scimitar|itcf_carry_mace_left_hip,180 , weight(3.5)|difficulty(0)|spd_rtng(98) | weapon_length(70)|swing_damage(28 , blunt) | thrust_damage(0 ,  pierce),imodbits_pick ],
    ["mace_3",         "SpikedDick 23", [("mace_c",0)], itp_type_one_handed_wpn|itp_can_knock_down|itp_merchandise| itp_primary|itp_wooden_parry, itc_scimitar|itcf_carry_mace_left_hip, 152 , weight(2.75)|difficulty(0)|spd_rtng(98) | weapon_length(70)|swing_damage(23 , blunt) | thrust_damage(0 ,  pierce),imodbits_mace ],
    ["mace_4",         "Winged 24", [("mace_b",0)], itp_type_one_handed_wpn|itp_can_knock_down|itp_merchandise| itp_primary|itp_wooden_parry, itc_scimitar|itcf_carry_mace_left_hip, 212 , weight(2.75)|difficulty(0)|spd_rtng(98) | weapon_length(70)|swing_damage(24 , blunt) | thrust_damage(0 ,  pierce),imodbits_mace ],
  14. Zamensis

    Modding Q&A [For Quick Questions and Answers]

    Oh right, so the first parameter will do the trick as well? I'll then have to remove those two lines in the beginning and use ":troop_no" instead of ":party_leader" like this:
    插入代码块:
    (try_begin),
    (this_or_next|eq, ":troop_no", "trp_knight_1_10"),
    (this_or_next|eq, ":troop_no", "trp_knight_1_11"),
    ...
    ...right? In any case, I don't have an error message anymore.
  15. Zamensis

    Modding Q&A [For Quick Questions and Answers]

    So what are you suggesting? I thought I was storing party so that I could store the troop ID of their leader, so that I could put it as a condition to determine which type of troop to use as a volunteer. I was wrong obviously but I still don't understand.
  16. Zamensis

    Modding Q&A [For Quick Questions and Answers]

    @Lumos: I might check that as soon as I'm feeling comfortable enough with scripts. Speaking of which...

    I successfully assigned one non-default troop type (or troop tree) to some specific lords by adjusting the reinforcement scripts. I then made it able for the the player to recruit the two troop types in a single village. I thought I was finally done with implementing this feature, but I found that lords also get reinforced when they're visiting villages and that here too I have to tell which lords are going to get which volunteers:
    插入代码块:
      #Currently called from process_ai_state, could be called from elsewhere
      #It is used for lord to (1)Court ladies (2)Collect rents (3)Look for volunteers
      ("troop_does_business_in_center",
    Hoping it's the last thing I need to edit, it try to apply the same trick as before:
    At the beginning of the script, I add this:
    插入代码块:
    ("troop_does_business_in_center",
      [
        (store_script_param, ":troop_no", 1),
        (store_script_param, ":center_no", 2),
    ### These two lines :
    	(store_script_param, ":party_no", 3),
    	(party_stack_get_troop_id, ":party_leader", ":party_no", 0),
    A few lines further, I put the same kind of conditions as before:
    插入代码块:
    (try_begin),
    (this_or_next|eq, ":party_leader", "trp_knight_1_10"),
    (this_or_next|eq, ":party_leader", "trp_knight_1_11"),
    ...

    Compiling goes fine but, once in game, I have an error saying:
    插入代码块:
    SCRIPT ERROR ON OPCODE 23: Invalid Script Parameter ID:2; LINE NO:2:
    At script: troop_does_business_in_center
    I understand that I probably made something stupid in the beginning but what?
  17. Zamensis

    Modding Q&A [For Quick Questions and Answers]

    Is there a way to make some ammunition item increase the accuracy of a ranged weapon? Since it works with damage, I tried to add accuracy stats to some ammo, hoping it would be added to the weapon value when used together, but it didn't work.
  18. Zamensis

    Modding Q&A [For Quick Questions and Answers]

    Modules/Napoleonic stuff/languages/(speech of your choice)/factions.csv

    Edit: Oops. Factions.csv, of course. Not parties.csv.
  19. Zamensis

    Modding Q&A [For Quick Questions and Answers]

    Hurray, it works! Thank you, I knew I'd look like a newbie but that's how we learn. :smile:
  20. Zamensis

    Modding Q&A [For Quick Questions and Answers]

    I tried this instead:
    插入代码块:
    ### HERE ARE MY CHANGES
    	  	 (try_begin),
    	     (is_between, ":party_leader",npc_alt_lord_begin, npc_alt_lord_end),
    		 (faction_get_slot, ":party_template_a", ":party_faction", slot_faction_reinforcements_alt_a),
    		 (faction_get_slot, ":party_template_b", ":party_faction", slot_faction_reinforcements_alt_b),
    		 (faction_get_slot, ":party_template_c", ":party_faction", slot_faction_reinforcements_alt_c),
    	  (else_try),
    	  ### END OF MY CHANGES

    With constants.py going like this:

    插入代码块:
    npc_alt_lord_begin = "trp_knight_1_16"
    npc_alt_lord_end = "trp_knight_1_18"

    Same error message.
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