Search results for query: *

  1. Tiberius

    Bellum Imperii: Previews & Dev Blogs

    Great stuff! Keep up the good work  :mrgreen:
  2. Tiberius

    Rome at War: Recruiting modders!

    Not sure if you guys are still looking for help, but I could sign up as a texturer. I'm not very knowledgeable but I can maybe help the other modellers/texturers with simple but bothersome stuff.
  3. Tiberius

    Main Thread - 3.0 released!

    Great job jacob, my dude. It still needs some polishing and bugfixing but I love it, especially how much emphasis on making it feel like a different world/setting instead of a recolor of warband.
  4. Tiberius

    Congrats!

    Same, I really like this mod and I was wondering why it didn't have it's own subforum  :mrgreen:
  5. Tiberius

    SP Tutorial Module System Creating a faction.

    jacobhinds said:
    Yep, those are the ones. If you have half the lords and ladies it goes up by 3 (i meant 6 in my previous post, sorry). Any fewer and it's far easier just to assign those specific lords manually.

    Okay, I'll try going back to the default values for everything that isn't those, and see if it works.

    EDIT: Nope, the ladies seem to be tied to certain lords either way, because I keep getting ladies with relatives in another faction. But looking for the ladies using their name brings up nothing.

    Maybe is it because I changed the IDs of the ladies but not the IDs for the lords?

    Here's how they look.
    http://pastebin.com/mGFeB2UW

    EDIT2: NOPE, I renamed all ladies to have the same sort of "tag" than their respective lords but that changed nothing.
  6. Tiberius

    SP Tutorial Module System Creating a faction.

    the references to factions are these right?

    Code:
    		(try_begin),
    			(is_between, ":cur_troop", "trp_knight_1_1", "knight_2_1"),
    			(store_sub, ":npc_seed", ":cur_troop", "trp_knight_1_1"),
    			(assign, ":ancestor_seed", 1),

    And I need to change the ancestor seed? By how much should it go up if I have half the lords and ladies in each faction?
  7. Tiberius

    SP Tutorial Module System Creating a faction.

    There's only 1 reference in the module_scripts, which is:

    Code:
    Line 6928: 	  (assign, ":cur_lady", "trp_kingdom_1_lady_1"),

    And there's nothing else, so I have no idea how each relation is set up. I tried again changing the

    Code:
    (store_sub, ":npc_seed", ":cur_troop", "trp_knight_5_1"),

    part in each string but It made no difference. I'm still getting ladies from the new factions with relatives from the old factions.
  8. Tiberius

    SP Tutorial Module System Creating a faction.

    Ah, now I feel silly. Yeah, that fixed it.

    Well, at least the error messages. The problem now is that, everything works for the old factions, but in the new ones, even though I have all the lords (and ladies) in them (at least), the ladies in the new factions are either related to people from other factions or unrelated with everyone (For instance, I have ladies from the old nords faction related with lords from the old rhodoks faction). And the lords of the new factions have no relatives too.

    Is there a specific string that gives relations between the ladies? I seem to have missed that.

    EDIT: Oh, and another thing. How am I supposed to add banners to the new kings? I tried adding new resources with new banners and adding the strings of code related to banners but it doesn't seem to work.
  9. Tiberius

    SP Tutorial Module System Creating a faction.

    Ok, so I tried changing around the already existing lords and ladies equally among the new factions (I made it so every faction has 20 people, 10 lords and 10 ladies without counting the kings) and I tried modifying the aristocracy script to make everything work based on factions having 10 people instead of 20.

    Apparently something went wrong because I'm getting this error whenever I generate the mod.

    4611b0141f.png


    Here's my aristocracy script:
    Code:
    	("initialize_aristocracy",
    	[
    	  #LORD OCCUPATIONS, BLOOD RELATIONSHIPS, RENOWN AND REPUTATIONS
    
    	  #King ages
    	  (try_for_range, ":cur_troop", kings_begin, kings_end),
    		(troop_set_slot, ":cur_troop", slot_troop_occupation, slto_kingdom_hero),
    		(store_random_in_range, ":age", 50, 60),
    		(troop_set_slot, ":cur_troop", slot_troop_age, ":age"),
    		##diplomacy start+
    		#(eq, ":cur_troop", "trp_kingdom_5_lord"),#<-- There was no reason for this to be in the loop, so moved it out.
    		#(troop_set_slot, ":cur_troop", slot_troop_age, 47),
    	  (try_end),
    	  (troop_set_slot, "trp_kingdom_5_lord", slot_troop_age, 47),#<-- Moved from above
    	  ##diplomacy end+
    
    	  #The first thing - family structure
    	  #lords 1 to 8 are patriarchs with one live-at-home son and one daughter. They come from one of six possible ancestors, thus making it likely that there will be two sets of siblings
    	  #lords 9 to 12 are unmarried landowners with sisters
    	  #lords 13 to 20 are sons who still live in their fathers' houses
    	  #For the sake of simplicity, we can assume that all male aristocrats in prior generations either married commoners or procured their brides from the Old Country, thus discounting intermarriage
    
    	  (try_for_range, ":cur_troop", kingdom_ladies_begin, kingdom_ladies_end),
    		(troop_set_slot, ":cur_troop", slot_troop_occupation, slto_kingdom_lady),
    	  (try_end),
    
    	  (assign, ":cur_lady", "trp_kingdom_1_lady_1"),
    
    	  (try_for_range, ":cur_troop", lords_begin, lords_end),
    ##Tocan Invasion 	   
     # NE test for family relations 
    		(neq, ":cur_troop", "trp_dark_knight_lord"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord1"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord2"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord3"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord4"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord5"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord6"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord7"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord8"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord9"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord10"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord11"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord12"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord13"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord14"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord15"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord16"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord17"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord18"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord19"), 
    		(neq, ":cur_troop", "trp_dark_knight_lord20"), 
    		# Ne end 	  
    		(troop_set_slot, ":cur_troop", slot_troop_occupation, slto_kingdom_hero),
    
    		(store_random_in_range, ":father_age_at_birth", 23, 26),
    #		(store_random_in_range, ":mother_age_at_birth", 19, 22),
    
    		(try_begin),
    			(is_between, ":cur_troop", "trp_knight_1_1", "knight_2_1"),
    			(store_sub, ":npc_seed", ":cur_troop", "trp_knight_1_1"),
    			(assign, ":ancestor_seed", 1),
    
    		(else_try),
    			(is_between, ":cur_troop", "knight_2_1", "knight_3_1"),
    			(store_sub, ":npc_seed", ":cur_troop", "trp_knight_2_1"),
    			(assign, ":ancestor_seed", 7),
    
    		(else_try),
    			(is_between, ":cur_troop", "knight_3_1", "knight_4_1"),
    			(store_sub, ":npc_seed", ":cur_troop", "trp_knight_3_1"),
    			(assign, ":ancestor_seed", 13),
    
    		(else_try),
    			(is_between, ":cur_troop", "knight_4_1", "knight_5_1"),
    			(store_sub, ":npc_seed", ":cur_troop", "trp_knight_4_1"),
    			(assign, ":ancestor_seed", 19),
    
    		(else_try),
    			(is_between, ":cur_troop", "knight_5_1", "knight_6_1"),
    			(store_sub, ":npc_seed", ":cur_troop", "trp_knight_5_1"),
    			(assign, ":ancestor_seed", 25),
    
    		(else_try),
    			(is_between, ":cur_troop", "knight_6_1", "knight_tra_1"),
    			(store_sub, ":npc_seed", ":cur_troop", "trp_knight_6_1"),
    			(assign, ":ancestor_seed", 31),
    			
    		(else_try),
    			(is_between, ":cur_troop", "knight_tra_1", "knight_gau_1"),
    			(store_sub, ":npc_seed", ":cur_troop", "trp_knight_6_1"),
    			(assign, ":ancestor_seed", 37),
    			
    		(else_try),
    			(is_between, ":cur_troop", "knight_gau_1", "knight_ibe_1"),
    			(store_sub, ":npc_seed", ":cur_troop", "trp_knight_6_1"),
    			(assign, ":ancestor_seed", 43),
    			
    		(else_try),
    			(is_between, ":cur_troop", "knight_ibe_1", "knight_gr1_1"),
    			(store_sub, ":npc_seed", ":cur_troop", "trp_knight_6_1"),
    			(assign, ":ancestor_seed", 49),
    			
    		(else_try),
    			(is_between, ":cur_troop", "knight_gr1_1", "knight_gr2_1"),
    			(store_sub, ":npc_seed", ":cur_troop", "trp_knight_6_1"),
    			(assign, ":ancestor_seed", 55),
    			
    		(else_try),
    			(is_between, ":cur_troop", "knight_gr2_1", "knight_gr3_1"),
    			(store_sub, ":npc_seed", ":cur_troop", "trp_knight_6_1"),
    			(assign, ":ancestor_seed", 61),
    			
    		(else_try),
    			(is_between, ":cur_troop", "knight_gr3_1", "trp_kingdom_1_pretender"),
    			(store_sub, ":npc_seed", ":cur_troop", "trp_knight_6_1"),
    			(assign, ":ancestor_seed", 67),
    			
    
    		(try_end),
    
    
    		(try_begin),
    			(lt, ":npc_seed", 8), #NPC seed is the order in the faction
    			##diplomacy start+ do not overwrite reputation if it was already set explicitly
    			(troop_get_slot, ":reputation", ":cur_troop", slot_lord_reputation_type),
    			(try_begin),
    				(lt, ":reputation", 1),
    				#Original behavior:
    				(assign, ":reputation", ":npc_seed"),
    			(try_end),
    			##diplomacy end+
    			(store_random_in_range, ":age", 45, 64),
    
    			##diplomacy start+ only set father if not already set
    			(try_begin),#<- dplmc+ added
    				(troop_slot_eq, ":cur_troop", slot_troop_father, -1),#<- dplmc+ added
    				(store_random_in_range, ":father", 0, 3), #six possible fathers
    				(val_add, ":father", ":ancestor_seed"),
    				(troop_set_slot, ":cur_troop", slot_troop_father, ":father"),
    			(try_end),#<- dplmc+ added
    			##diplomacy end+
    
    			#wife
    			##diplomacy start+ do not rebind an already-set wife
    			(try_begin),
    				(troop_slot_eq, ":cur_troop", slot_troop_spouse, -1),
    				#There may be a better solution, but to avoid oddities disable automatic spouses if there is a gender mismatch.
    				#Mods that add additional races may want to tweak this (for example if some races shouldn't intermarry).
    				(call_script, "script_dplmc_store_is_female_troop_1_troop_2", ":cur_troop", ":cur_lady"),
    				#Types are stored to reg0 and reg1.
    				(neq, reg0, reg1),#lord and lady aren't both female or both non-female
    				(val_mul, reg0, reg1),
    				(eq, reg0, 0),#at least one of lord or lady is non-female
    			##diplomacy end+
    				(troop_set_slot, ":cur_troop", slot_troop_spouse, ":cur_lady"),
    				(troop_set_slot, ":cur_lady", slot_troop_spouse, ":cur_troop"),
    				(store_random_in_range, ":wife_reputation", 20, 26),
    				(try_begin),
    					(eq, ":wife_reputation", 20),
    					(assign, ":wife_reputation", lrep_conventional),
    				(try_end),
    				(troop_set_slot, ":cur_lady", slot_lord_reputation_type, ":wife_reputation"),
    
    
    				(call_script, "script_init_troop_age", ":cur_lady", 49),
    				(call_script, "script_add_lady_items", ":cur_lady"),
    
    				(val_add, ":cur_lady", 1),
    			##diplomacy start+
    			(try_end),

    And here's my list of troops with the modified lords (on pastebin since it wouldn't enter in this message):
    http://pastebin.com/mGFeB2UW

    Any ideas?
  10. Tiberius

    SP Tutorial Module System Creating a faction.

    How hard would it be to add a new banners.dds texture for the new kings to get their banners from? Otherwise I'd have to use an already existing one, right? But that would also leave another lord without a banner, or with a duplicate one.

  11. Tiberius

    SP Tutorial Module System Creating a faction.

    The Dark Robin said:
    Tiberius said:
    I managed to create a faction with Suno as the capital. Everything seems to be working, even though I got this error when I started the game:

    6aa97b6008.jpg
    Give the kingdom a banner. (no need to do that for lords, but the kingdom needs one)

    Ah yes, I thought so. Thanks.

    Was how to do that answered somewhere in the thread? If not, I'd like some help with that, hahah

    Also, I am about to create all the factions I need (Basically I'm gonna use all the native ones and make new ones based on already existing cities, so I'm not gonna add new lords besides the new kings), and I am unsure on how to deal with the ladies of each kingdom. Are they tied to a specific relative or do they have personal allegiance? Is there an easy way to rearrange them among the facctions?
  12. Tiberius

    SP Tutorial Module System Creating a faction.

    Not sure if I missed it or what, but I need to know this. If the mod source I'm using already has diplomacy implemented, how should I add new factions? The kingdom and culture 7 seem reserved for the player kingdom. Should I make my new factions AFTER the player faction? As kingdom 8, 9, etc

    I tried that in floris and I ended up switching around the factions (nord cities were khergit, for instance) and swadia had turned into "Player's Supporters". Then again I must have screwed up something because I got some syntax errors. Still, I'd like to know if having diplomacy on (It's a must have submod for me) is gonna require me to add the factions differently or not.

    Also, do I really need to create separate cultures and copy pasted troop trees for every new faction I make? Like some poster before me, I'm also making a mod where the new factions are just independent versions of already existing cities with the same culture between them (i.e all swadian factions have the same culture and troops).

    EDIT: I managed to create a faction with Suno as the capital. Everything seems to be working, even though I got this error when I started the game:

    6aa97b6008.jpg
  13. Tiberius

    Support

    This is more related to modding. I'm trying to make a mod using floris as a base (mostly due to the gameplay features, the graphical part is gonna be different), but since I'm trying to use gameplay as a base, I'm having a hard time with the three troop trees.

    How can I safely remove the multiple troop tree system from the module system? I fear that if I just remove the troops, everything is gonna stop working. I'd only like to keep the native tree only (or reworked, it doesn't matter, I just need the other 2 gone)
  14. Tiberius

    Mod idea collection: I want this mod.

    Has anyone made a mod that modifies polearms so that:

    1) spears used in one hand have regular thrust AND overthrust

    2) pikes have also regular thrust and overthrust

    3) halberds and glavies have overSWING instead of overthrust


    If not, how hard would it be to make it (and make it relatively easy to install on already existing mods)?
  15. Tiberius

    Modding Q&A [For Quick Questions and Answers]

    Could it be possible to make an animation mod that modifies polearms so that:

    1) spears used in one hand have regular thrust AND overthrust

    2) pikes have also regular thrust and overthrust

    3) halberds and glavies have overSWING instead of overthrust


    Could this be possible? I would add something like this to every single mod out there.
  16. Tiberius

    1257 AD F.A.Q.

    So, er, is this the final version or not? Are any more patches coming along to fix the minor nuisances?
  17. Tiberius

    Final Final version of 1257ad

    Not sure where I should post these, but here are some error strings I've gotten in these few hours.

    http://puu.sh/f4igh/798b4bd6e9.jpg

    http://puu.sh/f4ib7/c5273b60d0.jpg
  18. Tiberius

    Final Final version of 1257ad

    Diavolo said:
    The SVN version is the latest, right? Or should I get it from ModDB?

    Right now the ModDB should be the lastest version, supposedly final.

    DerpyMoa said:
    Wanna add few Screenshots to that if I may since i don't think Tomas saw my previous post.
    http://imgur.com/W4LZJIK,hVl9qmY,MLADsJ7,iSE7fdT,fxEfhfP,0LEocsq 6 screenshots here

    http://puu.sh/f3O6r/f1ef6461d6.jpg

    I think we are all getting that, I got it when using the SVN version too. Could be harmless, in that case I guess it's not a big deal, although it'd be nice to get rid of it.
  19. Tiberius

    Final Final version of 1257ad

    Hooray!  :smile: :smile: :smile:

    Downloading as we speak.
  20. Tiberius

    Final Final version of 1257ad

    DrTomas said:
    Thank you, I'm glad you all are waiting for the new version.

    I have prepared a release candidate in the svn. If everything goes well, the mod should be in moddb and nexus today or tommorow (worst case - monday).

    gabe_90 said:
    Thanks so much DrTomas for putting all this work in what is the definitive mod for Warband for me! I can't wait to play, but since I still got some exams to pass, I will have to wait for early February anyway. *jerks tear away  :cry:  :smile:

    Why wait, you can always pass the exams next year :mrgreen:

    Bad(good?) news:
    The updates I wanted from 1.16x version of warband are not working as intended (well as I thought at-least).
    The mod runs fine with the 1.158 or higher version (so both 1.158 or 1.166 is fine).

    So, even though those features won't be in, this is still gonna be the final final version?
    Fine with me to be honest, I've been holding off for far too long haha.
Back
Top Bottom