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  1. coolchucky

    Quick Questions/Quick Answers (Unofficial 'Ask Questions Here' Q&A Thread)

    Is this mod still getting updated?
    Nope. Dev team has moved on to other projects.
    [/quote]

    Hi,
    What other projects is the dev team working on?

    Thanks,
  2. coolchucky

    Two weapon fightin? (dual wielding)

    I should make myself clearer. I think I did but anyway..

    We know that there existed two handed weapon wielders in history and we know that they couldn't use a shield because both their hands are occupied. So, logically, we can say that they survived from long range projectile attacks even though they did not use a shield.
    So, just regarding the "not" usage of shield, we can say that dual wielders could have survived long range projectile attacks. That's the end.

    The reason I am commenting on this is because of the below message.
    KuroiNekouPL said:
    No sane person would go with lets say two swords into battle, as he'd be a dead meat the very moment archers start firing at his formation.

    I am not saying that dual wielding is this and that. I do not favor dual wielding and actually I find is useless during a organized head on crash.

    I hope there won't be a new guy commenting about the downsides of dual wielding in combat and try to explain to me why it is illogical. :smile:
  3. coolchucky

    Support

    kris_kross said:
    Hey guys, so I have no idea if I'm being stupid, not seeing something, but how do I start the mod/insert it into my Warband version? I downloaded it with the installer, installed it and can't run it so I tried to insert the folders 'Modules' and 'languages' into the respective original folders of the game. Now I start the game but e.g. can only select the native module in the start menu and if I start the game with that module, it's just the normal game version...
    (might be important to know: I play it via Steam and the version of my game is 1.15:cool:
    Please help :s
    Where did you install it? As far as I can remember, you should directly install it to the main warband-modules directory and avoid copying and pasting.
  4. coolchucky

    [Submod - WIP] Tactical Troop Trees

    Excuse me but I am a little bit lost.

    Hanakoganei said:
    It depends on the modder. In my case I just make a copy of the Floris folder with my edited files, rename the folder and the mod in module.ini so that people know the difference. It's necessary for this mod because it's a complete overhaul.
    Reading here, I understand that we can have two different Floris modes.

    Hanakoganei said:
    Actually technically all you need to do for my submod too (when I release it anwyay) is to drop the .txt files into the folder. However this will overwrite the default Floris files and it will not be save compatible, so you might not want that.
    But here, I understand that your mod will overwrite Floris.

    Which one is true?
  5. coolchucky

    Two weapon fightin? (dual wielding)

    Bobtheheros said:
    Troops with two handed weapons were wearing enough armor not to need a shield.
    So, you mean enough armor stops arrows like shields do. Interesting point of view. :smile:

    I already know the troop diversity. What I meant is if there existed two handers, there could have also existed dual wielders. I am just commenting about the situation for troops not using a shield. I do not go into details about the usage of the weapons, etc.
  6. coolchucky

    Two weapon fightin? (dual wielding)

    KuroiNekouPL said:
    Dear god, over 400 pages about such a stupid topic? I think I lost yet another part of my faith in humanity...

    It makes me wonder, how... foolish you have to be, to think, that dual wielding could be a good idea? I mean, on the battlefield of course. There were instances of dual wielding, but only in duels. No sane person would go with lets say two swords into battle, as he'd be a dead meat the very moment archers start firing at his formation.
    I guess some people are just too disconnected from reality...
    Hmm, what about troops fighting with two handed weapons? Regarding your point of view, no troops should have gone to battle with two handed weapons.
    To be honest, I do not care if dual weapon added or not. Neither the game lacks a cool feature nor addition of that feature will be a problem for me.

    P.S:
    Bohemond Chesne said:
    Was it when people wouldn't stop talking about archers "firing" at stuff? :p
    This quote just made my day. :smile:
  7. coolchucky

    [Submod - WIP] Tactical Troop Trees

    I have a quick question about submods generally.
    How does this submod thing work?
    I mean, when we download a mod pack and "install" it, we have the option to choose native or the new mod etc.
    Will the submod thing work the same way as well, i.e will we have an option to choose between either Native, normal Floris and submodded Floris?
    Or will this new submod write over normal Floris?
  8. coolchucky

    quick question

    Wearing any set of armour will most definitely fix the problem.  :lol:
  9. coolchucky

    New Lets play with weekly updates - ongoing

    steelwarrior said:
    Dear friends and viewers due to real life issues, I will delete my channel – wish you the best and we may see each other still in this forum or while gaming :wink:
    It was fun watching your game. I wish you good luck..
  10. coolchucky

    Help to a serial exploiter.

    I accidentially caught max XP glitch in two games:
    Might and Magic VI: The Mandate of Heaven and Baldur's Gate 2: Shadows of Amn..
    When I get stuck in a game because of difficulty, I never use cheats, all I do is to lower the difficulty.
    So, to be honest, I never felt guilt using those glitches because they were there to be found for the careful players.  :wink:
  11. coolchucky

    New Lets play with weekly updates - ongoing

    You do not need two healers since only one companion's skill is used when calculating party's healing or surgery skills! Only your skill is added to cumulative party skill. You can refer to the manual about party skills.

    For example: You have 0 points in surgery and two companions have 5 points in it. You party's surgery skill is just 5! However, say you  invested 2 points is surgery, now your party's surgery skill is 5+1=6! (Be aware, half of your skill is added. This is not the exact formula of course. You should refer to the manual.)

    So, for party skills, choose one companion and make him your specialist.
  12. coolchucky

    New Lets play with weekly updates - ongoing

    I think you sent the last message wrongly. I expected to see Ep.38 but the last (English) episode is 37!
  13. coolchucky

    New Lets play with weekly updates - ongoing

    Why don't you equip your companions with the items you store to equip your companions? Rolf doesn't even have a helmet!
    You should invest in your shield skill, at least to hold a decent shield. You're gonna need it in the sieges. You should also upgrade your companions' shield skill.

    You should have moved with the rest of your party during the siege of Uxkhal. Let your men punch a hole thru the defences, then you can go in and help your guys!

    Another thing is; in the end of the English Ep.36 video, you mentioned you could face enemies 2:1 to your size but you avoided an encounter a few minutes ago.
    By the way, with your difficulty level, I think you can face enemies thrice your size, in the open field of course. This will increase your renown much faster.
  14. coolchucky

    Wierd issues with some quests?

    MaGicBush said:
    I have been playing the Floris mod pack since I returned to playing Warband again after a break, and am having troubles with some of the quests. I am not sure if the mod has maybe broken some? For example on the bring wheat to "town" quest, I have plenty of grain in my inventory(quest asked for 7 and I had over 50), and even went to buy more in the town next to it and came back. It still only gave the options of "continue to look for grain" or to cancel the quest? On the Hunt down and kill a fugitive quest I accidentally backed out of the town he was in after asking a few people where he was, and came back to the town and he had disappeared? These issues of course caused me to fail those and hurt my reputation :sad:. I was just wondering if these are known, or I am missing something?
    Well, I am slightly shocked when I see you had "more than 50" grains in your inventory.
    I was like: More than 50 sacks of grain.. What the..!!
    Then thanx to Pjoft, the mystery is solved.. :smile:
  15. coolchucky

    Foreign Names

    Hanakoganei said:
    Those suffixes are based on their relationship with their liege.

    Confero = 80 to 100 Relation
    Pius = 60 to 79
    Faveo = 40 to 59
    Consensio = 20 to 39

    No suffix for neutral relation.

    Fremo = -20 to -39
    Dolor = -40 to -59
    Invisus -60 to -79
    Ultio = -80 to -99
    Vindicta = -100

    This is very useful information for knowing about lords that are thinking about leaving their factions, among other things. For example, you see your good friend Conte-dolor Rimusk out in the field. You know he's a conte so he owns at least one castle, and you know he's -dolor so he doesn't like his liege very much. Now you can talk to him about switching over and there's a good chance he will accept (I usually make a back up save at these points heheh).
    OK, thanks.. This is very helpful indeed.
    When I see a lord, before offering him to switch to my kingdom, I always go to info screen to see his relation to his liege. This saves me some time.
  16. coolchucky

    Foreign Names

    So, what does Baron-dolor (or something like that) mean then?
    I always wondered about the titles but never thought of asking..
  17. coolchucky

    Suggestions

    jarhead_writer said:
    I've gotten closer to establishing a workable system, and it should be good to go this weekend or the next. This is what's in place:
    - Large (500+) bandit armies led by unique heroes (sometimes with their own units) have a small chance of spawning when the "spawn_bandits" script is called (every 24 hours).
    - The bandit leader can be captured; subsequently, the player may execute, exile, or ransom (~25k denars) him/her.
    - Multiple heroes for each bandit type (so the same bastard isn't respawning), each with a distinct army composition

    Still a WIP:
    - Dialogue with the hero when he/she is a captive
    - Altering the chance of spawns (e.g., asking about "rumors" to increase the probability of unique spawns)
    - Party AI - right now the army just gallops about in a benign fashion, not attacking anyone (though they can be engaged through deliberate contact)

    Before I go any further, my real concern is how I'll go about applying this mod to Floris. Right now it's entirely standalone, and I could end up releasing it as an independent module. However, my intention was always to juice up the banditry in Floris, as I haven't played vanilla Warband in eons. I assume that I'll have to copy code (it's all neatly demarked right now) to the Floris source files, and make versions for Basic, Expanded, etc., then share it here as a sub-mod (with the creator's permission). This would also involve re-tooling all the troops with Floris armor and weaponry (which is what I had in mind all along). On the other hand, I could just release it as an independent module and leave it to the team's discretion (though adapting it could be laborious). Any thoughts or advice?

    I don't want to step on any toes, but simply want to throw in extra options for a great mod.

    Other proposed features (assuming I have the skill to implement them):
    - If the bandit hero is left to his/her own devices for some time, more "generic" armies may spawn (this would be late-game content, obviously)
    - Hero-led armies could sack cities (again, taking cues from Prophesy of Pendor)
    - Defeating bandit armies would temporarily cut down on the spawn rate for that bandit type
    - Besides bandits, there could be other spawns:
      - Outlawed Knights
      - Rebels (Once you're an independent kingdom)
      - Peasant uprisings
      - Black Khergit Horde (late-game!)
      - Rogue Slavers
      - etc.

    This seem perfect as it is but if somebody merges this with Hanakoganei's "Tactical Troop Trees".. Even thinking it makes me smile..
    http://forums.taleworlds.com/index.php/topic,258940.0.html
  18. coolchucky

    [Submod - WIP] Tactical Troop Trees

    Rivus said:
    Possibly for the same reason you wouldn't want the taliban to break into your house and steal your computer.
    Why don't you people read the previous posts?

    coolchucky said:
    Pallanza said:
    I suppose it's for the exact same reason that armed robbery is still considered a crime and a **** move even if you don't actually harm the victim.

    WAKE UP!!
    We are not in the game anymore..
    Ok, now I guess you are awake so you will definitely understand we are talking about some kind of computer game, named Mount & Blade: Warband where you ride a horse and swing some kind of deadly weapon to kill your enemies.

    Aaaahh, what am I talking about.. You probably play this game for trading. I guess you have never played GTA or Total War or Call of Duty etc.

    In a game where people are sold to slavery, we can assume raiding people costs no honour loss. Both are as same dishonorable actions as to me.. :smile:
  19. coolchucky

    New Lets play with weekly updates - ongoing

    steelwarrior said:
    Ok - thanks - savegame compatible?

    Most probably it is.. But just in case, back up your save game files..
    Below is my comment about the fix. But be double sure to back up anyway. :smile:

    coolchucky said:
    I applied the patch, no problem with the save games and no obvious problems for now. It's nice to see the classic backspace tactics menu working.
    Thanx..
  20. coolchucky

    [Submod - WIP] Tactical Troop Trees

    Hmm, the reason why I think you are taking this seriously is: Your below answer explains what is dishonorable and what is not.
    Hanakoganei said:
    Because you're causing problems for the villagers. Think about it, somebody with an army comes to your village, destroys your homes and livelyhood, probably steals what food and cattle you had left. There's nothing honorable about it. Anyway if you have high honor from doing other things like helping other villages and rescuing lords, it shouldn't matter too much.
    Once again, I know that robbing poor people is an evil thing, no problem with that. I do not do bad things in real life, that's for sure. :smile:
    Just the below answer:
    Hanakoganei said:
    While I see your point of view, that's not really necessary for this submod and would be additional work on my part. Not only are there ways around it, like sending your companions away on a mission while you raid, but you can get other submods in the form of .txt tweaks that can edit this stuff for you.
    was enough to explain why you do not think of applying my suggestion. I admit it was an irrelevant suggestion from the beginning, but none can blame me for trying. :smile:

    But, anyway, let's not go over this on and on.

    So, I am waiting your submod and but I want to ask just one final question: Will you modify the levels of troops? Sometimes it may be bothersome to train high level troops. But again, I remember a post Leifdin wrote that he mentions he can train high levels troops easily. If you think this way, I will assume the levels of troops will not be modified. :smile:
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