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  1. Chinta Kari

    SP Native Custom Commander v1.396 for Warband 1.165+ (source code included)

    Rubik, I sincerely admire your work. You are very imaginative in your ideas and use truly elegant code to implement them. You have my respect.

    I have two suggestions for you to consider:

    *I think that after you changed (doubled) the amount of units and the price that trade items have in the last update, the whole enterprise-in-town feature got messed up, since the algorithm there just counts the number of items, regardless of the unit number. If you test it quickly you might see that it is hard to find some profitable enterprise, most of them being negative profit. Maybe you want to check that out.

    *Maybe you want to consider finding a willing volunteer to collaborate with the redaction of the English in-game texts for you.

    All in all, your work is great.

    ----------------

    CardsFan said:
    Hi. Im using Native mod compilation, which has this mod integrated, but one thing that bothers me, i set up reinforcement waves to the max value, 100, but when i started besieging a town(garrison: 335 + lord party 95 = total: 430) i ended up at the walls with 277 enemy casualties, in the street with 35 and 5 inside, which doesn't add up to 430. In standard battle it seems it works. So, how could i make it work or change mission_templates or what? I tried TweakMB, but all reinforcement waves/troop threshold options are disabled. And yes, i have a crappy pc at the time and can't really have 200+ battlesize :sad: . Thank anyone, who will try to help.

    Hi there, sad man.

    I think you are confused about a few concepts, and I will bother to clarify them to you, just because.

    First, those enemies that you dont get to fight and kill in a siege (aka 430 - (277+35+5)), are taken as prisioners. So maybe you dont need to feel so sad; they are defeated after all.

    Second, the reinforcement waves that you can choose in the options of this mod modifies only the number of respawns each side gets in a given battle - standard field battle, that's it. For this reason, the number of waves you set there wont have any effect whatsoever on sieges, since THAT number of waves is defined in a different part in the source code (If I remember right, sieges with ladders is sth like 6 waves, and sieges with towers 9 or so) and as far as I can see, rubik hasn't connected the mod options to those reinforcements yet. All battle types have different settings (field batlle, ladder siege, tower siege, bandit ambush in cities, etc) and they are defined in mission_templates.

    Third, you are on the right track. In mission_templates you could (manually) tweak the number of troops spawning in both the street and castle mini-battles. Personally, I always like to add a few troops in both battles because I find them epic and sadly too short. I cant bother to look up in which line it is defined, but if you looked at the MageLord tweak posts, you could easily find out, and just as easily, figure out how to do those changes also in warband. -- If you wanted to have more reinforcement waves in sieges, also in the MageLord's post you can find instructions about how to do it.

    Fourth, as a side note, even if you had a powerful computer, I wouldnt recommend you to play those massive sieges you are talking about with a too big battle size, since that kind of battle tends to create the known "bottle neck" effect and become EXTREMELY boring, with about hundred people shouting from the wall, hundred shouting down the ladder, and merely about 5 or 6 doing the actual fighting where both ladder and wall meet. The most fun sieges are actually with many reinforcement waves, very small battle size (around 30), and plenty of troops spawning on both the streets and castle. :wink:


    See: http://forums.taleworlds.com/index.php/topic,46290.0/topicseen.html
  2. Chinta Kari

    SP Native Wild Lands!

    onuslife said:
    This would be the greatest mod out there id it had the "recruiter kit" huh ....huh...  :mrgreen:

    I think that the "recruiter kit" it is a great idea, and it would certainly add to the game. I like the Finnish ideal of efficiency behind it.

    Nevertheless, it is at a development phase at the moment and I feel that its implementation would disturb somehow the overall game dynamic, one of the strongest points of this mod.

    But needless to say that once it reaches a stable state, I would most likely include it.


    @luddenbullen,

    I'm glad to be of help. Thanks for playing the mod, and please, remember to rate it as you consider it right at the repository.
  3. Chinta Kari

    SP Native Wild Lands!

    Hi all,

    Thanks for your interest and support!

    Sorry that I am not so active lately, but I just moved to a different country and it is quite messy around here. :grin:

    @Rhaenys,
    Thanks a lot for your support. I'm truly honoured. ^_^

    @Luddenbullen,
    Just unzip the file, and place the folder "Wild Lands" in it, inside of "mount&blade/modules/". Then, before launching the game, select the mod on the drop-down menu at the top right. I hope this helps, let me know otherwise.

    @Shalictar,
    I have updated the main post adding a brief description of the Horde and elaborating a bit more in detail the features of the mod.

    @Dark Joyce,
    Thanks for answering people's questions in my absence. :smile:
  4. Chinta Kari

    Fire Arrow or Kingdom management?

    Rath0s said:
    Yes, but it looks dark for that stuff, since I have used troop editor I have to use the script I pm to you about, and if I cant get someone to help me with that, then I have to do all the troops agian and thats not gonna happen.  :roll:

    Uhmmm... the whole thing quite depends on what kind of script you are talking about.

    I have been fiddling in a mod project for a while now and, to my shame, part of it has been done by editing the .txt files, while part of it in the MS.

    Result: a bloody mess every time I want to release a new version or make significant changes in the MS.

    Cdvader has put it simple, the .txt editors are handy if you wanna change something here or there to match some mod to your preferences, but they suck big time if you are engaged in a mod development project. The sooner you do all the troops again (having the troop editor open while modifying the MS actually reduces it to a copy/paste kind of job) the better; it will haunt you forever othersise.

    NEVERTHELESS, I have been haunted by this curse myself for quite a while, and it is always possible to modify the MS, compile, and then to copy from your original .txt files whichever pieces you need and to paste it ontop of the matching sequence on the freshly compiled .txt (or thr other way round).

    It IS possible to go around it this way, but as I say, it will haunt you forever.

    Good luck with your mod!
  5. Chinta Kari

    SP Antiquity The Song of Taliesin: Wars of The Old North (Closed beta testing - pg 41)

    Kolba said:
    That was my fault - at the beginning the name of troop was Gesiþas, but unfortunately Python does not support foreign letters, so I changed it not correctly to Gesibas. Thank you, I will change this name.

    I don't think I can teach a new trick to the old maestro, BUT, just in case, I timidly point out that it is possible to have foreign letters appearing in-game by creating a new translation version of the module and then editing the .csv files saving it with the UT-8 encoding.
  6. Chinta Kari

    SP Native Wild Lands!

    Dark Joyce said:
    Chinta Kari said:
    Dark Joyce said:
    When does the invading faction come?
    It is set to a year, but it is possible to modify it quite effortlessly.
    Really? How?
    Like this:

    1. Go to Mount&Blade/modules/Wild Lands/ and open the file "simple_triggers.txt" with the notepad.

    2. Take a deep breath and don't let the numbers impress you.

    3. Find (edit/find - Ctrl+F in English) this piece of code:

    24.000000  17 2272 1 1224979098644774912 2136 3 1224979098644774913 648518346341351590 648518346341351598 31 2 1224979098644774912 365 1 3 936748722493063293 360287970189639875 1224979098644774913 500 3 360287970189639875 11 100000 1 4 936748722493063330 432345564227567636 432345564227567631 1 1 4 936748722493063330 432345564227567636 432345564227567632 1 1 4 936748722493063330 432345564227567636 432345564227567633 1 1 4 936748722493063330 432345564227567636 432345564227567634 1 1 4 936748722493063330 432345564227567636 432345564227567635 1 6 3 1224979098644774914 360287970189639976 360287970189640055 540 3 1224979098644774914 2 2 2147484208 3 1224979098644774914 8 0 2147484208 3 1224979098644774914 10 1 1 3 936748722493063293 1224979098644774914 1224979098644774913 500 3 1224979098644774914 11 40000 3 0
    360.000000 3 6 3 1224979098644774912 648518346341351501 648518346341351591 541 3 1224979098644774912 131 1 1 3 936748722493063465 1224979098644774912 5
    24.000000  6 6 3 1224979098644774912 360287970189640056 360287970189640075 520 3 1224979098644774913 1224979098644774912 22 2147483678 2 1224979098644774913 50 2133 2 1224979098644774913 50 500 3 1224979098644774912 22 1224979098644774913 3 0

    It must be at the end of the file. You can use the numbers I marked in green to locate the specific code. The number in red is the day of arrival.

    It can be changed in an ongoing game at any point, with the only restriction that once the Horde arrives there is no turning back. This code, by the way, is probably very similar in any other "invading faction" mod, so you can probably modify it there too. There is no secret hocus pocus.

    and 4. Save changes, run the game and voilá.

    Do you want to know more...?
    Simple_triggers.txt basically cointains certain "stuff" which is intended to be repeated every certain period of time over the game. Example of this can be spawning bandits parties, declaration of peace or war between kingdoms, healing of troops, adding the school bonus to villages or checking the day of the game to see if the horde needs to be spawn.

    Most of these things can be very easily modified to match your preferences through the Module System (where things don't look as messy as in the .txt files) even if you don't know anything about python. You just need to identify the line of code where it is defined and to spot the number you want to change (you want more bonus for the school, or you want things to happen more often, or easierly... you name it).

    Moreover, it is also possible to modify these things directly at the .txt files of the game without using the Module System, but it is a bit more messy and if you don't get help, it can be tricky to identify the code you are looking for.

    The archi-famous TheMageLord thread describes very simply a lot of things that you can change by yourself in this fashion. If you have never done it and you think modding is really too complicated for you, then I recommend you strongly to check it out.
  7. Chinta Kari

    Cries of War Soundpack v3.0 [28/12] NEW

    Hi, this is my absolute favourite sound pack. Thank you.

    Regarding the wooden pole issue (sounding like metal), I have noticed that there is no entry in the sound.txt for blunt weapons and that's why training with wooden weapons sounds disturbingly enough metallic.

    It would be great if you released the source so that I or anyone could fix that. Any chance of that, mate?
  8. Chinta Kari

    SP Native Wild Lands!

    Dark Joyce said:
    When does the invading faction come?

    It is set to a year, but it is possible to modify it quite effortlessly.
  9. Chinta Kari

    SP Native Wild Lands!

    dobber10 said:
    i mean we need more people like you that make good mods with out asking for help off everyone first.

    So you mean people who work hard and like mad in exchance of nothing? Sure, that's what we ALL would need, isn't it? :grin:

    P.S. i hope that you are able to make this even better i like mods that add lots of little bits along with something big i.e. the invasion.

    I have edited the main thread adding most of the things I have in mind. Needless to say, that any help (with modding, "feedbacking" and testing) is much appreciated.
  10. Chinta Kari

    SP Native Wild Lands!

    zzlcc2009 said:
    This script designed well, hoping to add more drama, the Chinese turn your back, Address: http://bbs.mountblade.com.cn/viewthread.php?tid=78597&extra=page% 3D1

    Wow, I can't hardly understand what you say, but I take it as a compliment and I see that you have translated the mod description into Chinese!! That's wonderful, thanks a lot! (I'm moved!) :grin:

    [quote author=dobber10]
    i think i'll have a go on this, we need more people like you
    [/quote]

    I am not quite sure what you mean with that, but either way, I appreciate your kind words.
  11. Chinta Kari

    SP Native Wild Lands!

    Hi folks, I humbly present you this minor mod with which I have been fiddling around for half a year or so. It all started by modifying small aspects of native in order to make it suit better my personal preferences. Then I sort of "released" it in a non-English speaking community and, since...
  12. Chinta Kari

    B Other More Metal Sound Mod V2.2 for 1.010/1.011 & Warband 1.105+ *Updated 6/19/10

    Hey, thanks for the great work, I have really enjoyed the new sounds.

    Nevertheless:

    * There seems to be something wrong with the blunt_hit sounds. I have checked that the files themselves sound ok, but for some reason when you use blunt weapons they actually sound as if you were cutting or piercing flesh. A typical scenario is training peasants or your troops in the training camp.

    * The man_insult files sound great but they don't seem to be used during combat. Unless I rename them to some of the man_yell files, I am unable to have them sounding.

    I am not able to fix this without the source for I don't know what the format of the sound.txt file is all about.

    Insights?


    **Chinta mumbles ot herself "I hope not to be embarrassing myself too much by being a mere wannabe newbie".**

  13. Chinta Kari

    How to? Mission Templates

    anjin said:
    Hope this helps  :wink:

    Thanks anjin, it did. :grin:
  14. Chinta Kari

    How to? Mission Templates

    Hi people, I'm in need of some basic knowledge and I hope that someone with it will bother to share it with me.  *hopeless newbie pledge* :roll: What's the difference between a scene (as in module_scene.py) and a mission template (module_mission_template.py)? For example, do you know the...
  15. Chinta Kari

    SP Medieval 1144: The Almohad Invasion [RECRUITING] Musical Theme in page 18!

    Hi guys,

    Nice talking to you in English for a change! :wink: haha

    I am not sure about how much time I am gonna have available until the end of the year, but I wanted you to know that you can count on my help (perhaps to translate it?).

    Just let me know if you need help for concrete and specific ideas (due to my unreliability, the map and equipping troops kind of task not for me! :grin:).

    There is a lot of people wanting to put their hands on this mod, keep it up.

  16. Chinta Kari

    Å Ä Ö in "translation" files!

    Hi there, Nordic peoples! :_D

    Ok, I remember having the same problem while translating the game into another language with special characters and that in the end it got solved quite easily, so it cannot be too complicated because yes, I am a hopeless noob.

    Question is: what do you use to edit the .csv files? Good old friend-o Notepad maybe? If so, by clicking on "Save as..." you can check what kind of encoding it is being used (bottom). My guess is that you need to set it to UTF-8.

    Good luck with the translation!
  17. Chinta Kari

    How much do you use charge?

    Quite a Nord style, progrox.

    As I said, in my opinion, the maximum efficiency from range troops is just before melee, when the enemy troops charge and lower their shields (plus more accuracy rate and higher damage for your troops). That's why I prefer to leave my range troops in front of my infantry, who is just a few steps behind them, ready to switch position with the archer line.


    Another discrepancy with your style is that I prefer to wait for the enemy to avoid having their reinforcement waves spawning just over my troops (I prefer it to be the other way round and have their reinforcements marching to my side of the battlefield while I enjoy numeric superiority).


    @kingofnoobia,

    I personally would spread my troops while approaching enemy archers minimizing random hits, or, if possible, I wait for them using a hill as protection, leaving my troops packed together almost at the top of the hill: as soon as they show the tip of their heads, they have a howling horde of infantry charging on them.
  18. Chinta Kari

    How much do you use charge?

    I also play as infantry commander (what a fun!) with an army containing some cavalry.

    As an additional fun, I disable the "Show friednly troops names" and the "Troop A killed by Troop B" messages, which forces me to try to spot the battlefield during the battle to see how things are going (I just like the battle confussion!).

    I usually make infantry and archers stand in different lines and wait as much as possible, maximizing any advantage coming from my ranged troops fire, advantage that reaches its maximum performance at the "just before melee" state.

    In big battles, I order them to cease fire until the enemy comes to a short range so that they save their ammo.

    Archers at the front until enemy gets too close, moment in which I "ceased fire!" as someone mentioned, "spread" them (not to block infantry) and make them "move backwards" while I tell my infantry to "move forwards". At the initial clush of the armies, I prefer "Stand Close!" and "Move forwards!" for the infantry instead of charging because a packed line of infantry usually reduces the enemy cavalry charge (who tend to charge first) to pulp.

    Once I see most of the enemy horses are engaged with my line of infantry, I order them to charge and join them in the pleasant task of slaughtering horses.

    While the combat is running, I keep the archers behind and spread them as much as possible and order them to resume fire. I spread them so that if an enemy horse eventually manages to arrive at my archers line, they don't stop the range fire, having only one of them switching to melee while the ones next to him range shoot the horseman.

    Most of the times, while the enemy is approaching, I use the minimap to tell my cavalry to circle the enemy from a flank and around their rear, so that their archers get unattached to the main body of the enemy army as they stop to fire the cavalry, who, on the run, hardly ever notices any damage. Once the archers are well separated from the main body of the enemy army and as they prepare to clush my army, I order my horsemen to charge (charging nearest enemies, aka archers) while my infantry and me are taking care of the others.

    After each wave of enemies, I reorganized my army as at the beginning (two lines and cavalry on a side).

    It might sound a bit confusing giving so many orders, but you learn to automatise them pretty quickly.
  19. Chinta Kari

    Translations - V1.011 translations required

    Hi,

    I just spotted this thread today by chance while looking for the recent P2P discussion.

    I have done another translation of the 1.011 into Spanish. Would it be possible to provide you with a link to it in the repository?


    Cheers
  20. Chinta Kari

    Gambling?

    Uhmmm... presentations.

    Thanks guys, both the dice game and the black-jack game look very elegant, let's see if I can manage to implement those into my modified native.

    Does anyone happen to have the code for the dice game?

    About the Expanded Gameplay, I have to say that I am not very fond of it. It sure has zounds of nice features, but to my peculiar liking, it has too much of everything except of balance. I don't want a King to have 200 of strength and to kill knights with his farts, I simply want everyone to be able to knock anyone else using his fists.
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