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  1. Mount & Blade II: Bannerlord Old Discussion Thread

    Ringwraith #5 说:
    Well if you don't see how two real words that actually mean something are better than one made-up, meaningless word, then I doubt there's anything I can say that would convince you.

    It's not all about the meaningful/meaningless word(s), what is important is some badassness and epicness in that word.. I mean, "Land reborn"? What is it, new world of warcraft expansion? And besides, if you fail to understand the meaning of banners in M&B and in the whole military history, there's nothing more I can say.  :???:
  2. OSP Code Campaign [WB] Village Raids & Sieges--Allow Player Party Actions

    thanks :lol: working for native. Although trying to make it work in NE is just a waste of time, I guess.. nevermind.
  3. OSP Code Campaign [WB] Village Raids & Sieges--Allow Player Party Actions

    dunde 说:
    melchar 说:
    Hi, I could use some help pls.  :smile: I play a mod, let's say Native Expansion, and I'd like to implement your edited village raiding script. So I removed that (else-try) block from the native module system, added the second script right after, and compiled it. Then I took new rows corresponding with those scripts from simple_triggers.txt (one starting with 1.000000, the other with 0.250000) and placed it into NE's simple_triggers.txt (replacing the first one, adding the second one). I also added "breaking_off_raid" string to NE's quick_string.txt... So, that should do it, shouldn't it? Am I missing something important or doing something terribly wrong?

    Edit: I assume those "rest_for_hours" to "rest_for_hours_interactive" changes don't affect the basic idea, which is the ability to break off raid..

    Well, the address of global variables used by NE may be not the same as at the native Module System. That can make your copied simple trigger mess your game.

    Hm, I've just tried to replace the original Native files with newly compiled ones, but the raids remain unchanged in my native game, too. Do I have to start new game or something?
  4. OSP Code Campaign [WB] Village Raids & Sieges--Allow Player Party Actions

    Hi, I could use some help pls.  :smile: I play a mod, let's say Native Expansion, and I'd like to implement your edited village raiding script. So I removed that (else-try) block from the native module system, added the second script right after, and compiled it. Then I took new rows corresponding with those scripts from simple_triggers.txt (one starting with 1.000000, the other with 0.250000) and placed it into NE's simple_triggers.txt (replacing the first one, adding the second one). I also added "breaking_off_raid" string to NE's quick_string.txt... So, that should do it, shouldn't it? Am I missing something important or doing something terribly wrong?

    Edit: I assume those "rest_for_hours" to "rest_for_hours_interactive" changes don't affect the basic idea, which is the ability to break off raid..
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