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  1. birzeti

    Download and Description - Europe 1200 Warband (Release Sep. 11th 2013)

    Hey guys awesome mod.  I have been playing the mod for a few days and today for no apparent reason no one is able to cross the seas.  Not I, not caravans, other knights, raiding parties, no one.  Every one is suck on land.  I tried using the cheat alt left click to get the guy in the water, I get him there and he just stays there motionless - stuck.  Does anyone know how to fix this?

    Thanks
  2. birzeti

    The new Subversion.

    I don't know if this is the right place to post questions.  Just wanted to say excellent mod.  But I am currious if diplomacy will be integrated with this mod and when?  also what is the effect of choosing faction religion in the game?
  3. birzeti

    The new Subversion.

    Dear All,

    I am dl the new svn, but before I start a new game I was wondering if you could kindly provide me with some needed answers.  1. When I becoming a new ruler, is there a way to choose the kingdom's troops?  I have noticed that in my previous two games my kingdom's troops defaulted to crusader.  is there a way I can have my kingdom's troops default to mamluk.  I would also like this change reflected on the palace guard as well as my vassal's troops?  2. My vassal's title defaulted to Lord is there a way I can have this changed to Amir?  3. What does kingdom's religion do?  I didn't notice any impact from choosing a religion on anything in game.  Does it perhaps have an effect on what nations will war with you?  4. Is there a way to force my Vassal's to use my flag? 
    #5 in an inquiry - Is there a possibility in the future to incorporate custom commander with this Mod?

    Many thanks in advance, Awesome Mod. 
    ps let me know how I can add a signature for this mod.
  4. birzeti

    Subversion - checking out the development version of the mod (161)

    thanks for the info Arrakhis, I am going to try my best to not give in to cheating.  :cool:
  5. birzeti

    Subversion - checking out the development version of the mod (161)

    Arrakhis said:
    Cybercossack said:
    Has anyone else had all there money and inventory vanish? I just had defended against huge seige force and couldnt upgrade my men afterwards; checked the inventory and I had 5 Denars and all my food, spare horses etc had gone

    I once had that when resign from vassal, but it sseems pretty random, all my item was intact except for my denars in my case, which force me to do 'tab' glittch to get back some of denars back

    what is the tab glitch?  I ran into another glitch where the game just jumps to the new character screen where you fill in your name and abilities.  I wasn't able to get out of it without restarting.
  6. birzeti

    Subversion - checking out the development version of the mod (161)

    DrTomas said:
    So we have the source, which means we can try to patch up some of the serious issiues. So what goes wrong that people do not like?
    that is just outstanding news.  what happened to othr?  what is the game plan now, how will game development proceed?  let us know if there is anything we can do to assist.
  7. birzeti

    Subversion - checking out the development version of the mod (161)

    thanks for the quick replies guys.  I did the manual Dr. Thomas fixes - the man is a genius.  anyways Arrakhis that is a funny spoiler haha
  8. birzeti

    Subversion - checking out the development version of the mod (161)

    Lordique said:
    Fewt said:
    Ive seen that DrTomas made alot of fixes for the current versions of 1257AD are thes fixes included in the SVN or are they seperate ? If seperate could you give me a link?
    Thanks

    Fixes form DrTomas are on the first page of this thread and they are for SVN version.
    He often update this fix so if something new came out He will tell us here.

    Lordique, just a quick question.  are you saying that the svn is still being updated?  I thought since othr hasn't been back that no updates where done through the svn.  was I mistaken?
  9. birzeti

    Subversion - checking out the development version of the mod (161)

    Skay24 said:
    Caeled said:
    birzeti said:
    Ritter Dummbatz said:
    I am not sure but I guess this is wanted. That thing that wifes don't show up I mean. There are only a certain number of spawn points in the great halls and I guess the unmarried have a higher priority.

    True, I understand what your saying.  But I have a few nobles that I have negative relation with.  I thought if I win a tournament and dedicate it to the wife then she can help me with fixing my relationship with them.

    Oh...so you want to dedicate a tournament win to a married woman, to fix relationships with her husband? :grin:

    I think such a thing could get you in deep trouble with a lord...such like duel to the death and such things ^^
    No, there shouldn't be any problem with that i use it all the time, and this for change:
    http://forums.taleworlds.com/index.php/topic,46290.msg1261877.html#msg1261877
    You are right Skay its kinda sneaky.  I did that Tweak and I want to implement it, but as it currently stands I have no positive (meaning 1 or more) relation with any of the married ladies withing my faction and therefore the tweak for the most part is infective for me. 
  10. birzeti

    Subversion - checking out the development version of the mod (161)

    Ritter Dummbatz said:
    I am not sure but I guess this is wanted. That thing that wifes don't show up I mean. There are only a certain number of spawn points in the great halls and I guess the unmarried have a higher priority.

    True, I understand what your saying.  But I have a few nobles that I have negative relation with.  I thought if I win a tournament and dedicate it to the wife then she can help me with fixing my relationship with them.
  11. birzeti

    TweakMB (With Fire & Sword support!) [v5.09; updated 12.29.13]

    Hi all, just wanted to say great job.  One quick question whats the title of the code that controls Tournament frequency?
  12. birzeti

    Subversion - checking out the development version of the mod (161)

    Has anyone noticed that lord wives never attend tournament feasts?  I have attended a number of feasts so far and even if no lord has arrived yet, the wives never show up.
  13. birzeti

    Subversion - checking out the development version of the mod (161)

    DrTomas said:
    I can't realy change anything, regarding recruitment, as I don't have the source code. Othr is the one with it and untill he returns, there can't be such a thing. I'm just trying to explain of why and whats.

    Also, don't forget, that recruitment is planed to get overhauled later on in either case.

    True we have sorta exhausted this issue.  We'll just wait and see. 
  14. birzeti

    Subversion - checking out the development version of the mod (161)

    ...a bit of redzim i feel here. Everybody knows the mod is great but its His mod and His idea and His world and no- more freedom- option is planned because that somewhat ruin His great plan to play His own game. So if someone complains or toss his own two cents are free to leave...You play what ive gave You or You dont play, bye.
    [/quote]

    sounds like ME democracy to me.  Anyways maybe there should be a compromise for historicity's sake.  how about keeping village/town culture intact cause that makes sense.  I mean cities and towns weren't not depopulated and then new peoples were introduced. 
    however and I think DrTomas would agree when it comes to castles, you should be able to recruit your own culture nobles.  What do you guys think?
    If you conquer the region, you get the nobility swear to you loyalty and tada, you're the ruler of the area(simplified version).
  15. birzeti

    Subversion - checking out the development version of the mod (161)

    Arrakhis said:
    Caeled said:
    And now something completely different:

    I am enjoying the SVN a lot, but what I don't enoy is my companions and their unpredictable personality clashes ^^

    Is there any chance to find out which companions like each other in SVN? I mean, next to trial and error and having a lot of them pissed off until I know whom of them are compatible?

    thats a negative I think and depend on Othr, I do make some companion edit from the tutorial, its not that hard implementing companion, I just import standard companion added with few more with my own
    here for the simple
    http://forums.taleworlds.com/index.php/topic,127231.0.html

    or you could just go to camps menu - mod options - and tick on disable NPCs' complaints
  16. birzeti

    Subversion - checking out the development version of the mod (161)

    This is PM from Leandrojas some time ago about custom troops
    I have spoken with Leandrojas before he is very helpful and his mod El Arte de la Guerra is a very customized mod.  For example I have defeated crusader states and I have two of their lords imprisoned with me.  I am dragging them with me all over the place hopping they would escape cause I don't have the option to disband them and I know no one will pay for their release.  When I talk to them they just promise not to run away.  But in El Arte de la Guerra you had an option to recruit, release, or kill lords if you wished for an honor penalty hit.  Its the little things that make a mod great.  Out of all the mods I have played so far in my humble opinion El Arte de la Guerra and Prophesy of Pendor have been the best so far due to great customization. 

    Anyways If I am permited to do so I want to lend my voice to Lordique.  Sometimes Historicity has to be sacrificed for practicality.  In the good old days you would have armies of reinforcements join your cause.  Here we are recruiting one or two peons at a time. 
  17. birzeti

    Subversion - checking out the development version of the mod (161)

    update_volunteer_troops_in_village -1
    44 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 26 1 2 936748722493063746 1224979098644774912 2133 2 1224979098644774914 72057594037927936 4 0 541 3 1224979098644774912 0 3 522 3 1224979098644774915 1224979098644774914 100 5 0 541 3 1224979098644774912 0 2 522 3 1224979098644774915 1224979098644774914 101 5 0 522 3 1224979098644774915 1224979098644774914 41 3 0 2133 2 1224979098644774916 1 2123 3 1224979098644774917 1224979098644774913 10 6 3 1224979098644774918 0 1224979098644774917 2136 3 1224979098644774919 0 100 2147483678 2 1224979098644774919 10 2136 3 1224979098644774919 0 2 1561 3 1224979098644774920 1224979098644774915 1224979098644774919 4 0 2147483680 2 1224979098644774920 0 1561 3 1224979098644774920 1224979098644774915 0 3 0 32 2 1224979098644774920 0 2105 2 1224979098644774916 1 2133 2 1224979098644774915 1224979098644774920 3 0 2133 2 1224979098644774921 14 4 0 30 2 1224979098644774913 5 2133 2 1224979098644774921 1224979098644774913 2108 2 1224979098644774921 2 2105 2 1224979098644774921 10 5 0 2147483678 2 1224979098644774913 0 2133 2 1224979098644774921 0 3 0 2107 2 1224979098644774921 3 2120 3 1224979098644774922 2 1224979098644774916 2108 2 1224979098644774921 1224979098644774922 2136 3 1224979098644774923 0 1224979098644774921 501 3 1224979098644774912 92 1224979098644774915 501 3 1224979098644774912 93 1224979098644774923
    Basically the area in green is all ok.  somewhere in the orange are two codes.  one code is making the player recruit culture specific basic troops from villages/towns.  The second code is making the player recruit culture specific knights from castles.
    Don't ask me because I would just recommend not to waste time on this!
    It does seem quiet difficult without those darn python files.  I so wish they would make this game easier to mod like the Elder Scrolls series.
  18. birzeti

    Subversion - checking out the development version of the mod (161)

    The tweak will most likely not work since the recruitment code has been changed. May be the other program, forgot its name, TweakMB or something, can help you any further. It is said that it now works with 1257AD but I don't know.
    thanks for the suggestion Ritter Dummbatz.  I dl the newest version of TweakMB, however it doesn't have the option to change the faction of troops recruited based on ownership of village.  I'll keep working on it and try to get it to work.  I'll post if I have any results.
  19. birzeti

    Subversion - checking out the development version of the mod (161)

    I am working on update_volunteer_troops_in_village -1 in scripts.txt and I am trying to alter it so that villages change the faction of troops recruited based on ownership of village.  I am having a hard time applying TheMageLord tweak on http://forums.taleworlds.com/index.php/topic,46290.msg1225750.html#msg1225750 due to not having access to the py files.  Is there any one that can assist with this.  I have taken over crusader states and have adopted islamic troops and the whole moral hit with mixing troops of different religions and my inability of recruiting islamic troops from neighboring mamluks is causing a strain on my ability to recruit new troops. 
    cheers
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