Search results for query: *

  • Users: Twan
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  1. Stuck at one village

    I think renown, relation with king, and how many fiefs you already have, are the only things counted when the king gives a fief.

    Fight as many battles you can to increase your renown. You need to about double your reputation to start to have decent chance to be given a castle.
    Also suck the king as much you can (always quest for him if he has a quest to give, follow him to join his battles, etc...) until you are as close possible to 100 relation.
    Request every castle you conquer (not requesting only reduce your chance, there's no reward for the humbles).
    Make sure your faction don't lose territory, as every noble with no fief has more chance to be given a castle than you.

    About the village, I think buying their production help increasing prosperity (denar in merchant inventory are exchanged for prosperity increase). But it happens that a village lands are just poor and prosperity never goes past average (there's a random land quality factor you can do nothing against).
  2. New Mount&Blade

    I also find original mount and blade better for single play. But I don't think it's a question of the game being globally harder (once you master new commands it's rather the contrary I think), more that in wb the difficulty is always the same no matter which kind of character you play or faction you join.

    To resume my impression is  : warband mp inspired changes to combat system made the game "too" balanced to be as interesting in single player as original native (I mean in Mount and Blade I, if you want challenge you play a footman and join a footmen only faction, if you want easy action a cavalier with lance and a faction like Swadia or Khergits ; and no matter your character skills or tactics you use -out of exploits like staying near map borders- defeating mounted enemies/factions is never easy) ; in warband no matter which kind of character I play or faction I join, my impression is always the same : game is frustrating in the first levels even if I play a mounted warrior against footmen, then -once I have decent AGI, gear and combat skills or a veteran army of any faction- I become godlike even if I play with puny footmen or archers against cavalry, and game become extremely boring. There's not enough difference between "classes" and factions power to offer challenges adapted to each character (or player) level (no "game is becoming too easy let's join the puny nords" option, in wb once the game become too easy it's with every faction).

    Anyway, after losing interest for the game a few months after warband release, I recently reinstalled mount and blade 1.011 and replayed a full campaign with totally vanilla native only stopping when all Calradia was under the rule of Lord Kastor of Veluca, and had a complete blast, reinstalled some v1 version of mods like PoP, TLD and SoD and I'm having a blast again playing them, and I'm even restarting to mod for v1 (I'm sad so few mods continue to be developped for it) while I feel no temptation to replay warband (out of an occasionnal mp perhaps). Am I the only one feeling it failed to catch some of the magic of the original (or that bad balance / messy combats were part of it) ?
  3. OSP Code SP The World Map to show the exact realm of factions

    An adaptation for original mount and blade (v1.011).

    As there was no get_faction_color command it's first needed to create slots and store faction colors there.
    As there was no overlay_set_display command, the only way I found to adapt the script is to redraw the map (restart the presentation) every time a setting change (don't know if there is a more efficient way, I'm not a specialist of presentations).
    Finally, instead of mouse over to display names (which wasn't working well because map has to be redrawn for each state), my map display all names when names are selected (with different sizes according to how many center types are selected).
    On the plus side, added distance limits to provinces sizes and some code to show mountains, and show which centers are looted/sieged.

    Code:
    	  
    # (in game_start script) storing faction colors 
          (faction_set_slot, "fac_kingdom_1", slot_faction_color, 0xDD8844),
         (faction_set_slot, "fac_kingdom_2", slot_faction_color, 0x33DD33),
         (faction_set_slot, "fac_kingdom_3", slot_faction_color, 0xCC99FF),
          (faction_set_slot, "fac_kingdom_4", slot_faction_color, 0xDDDD33),
          (faction_set_slot, "fac_kingdom_5", slot_faction_color, 0x33DDDD),
    
    	  # global variables
    	  (assign, "$world_map_display_towns", 1),
    	  (assign, "$world_map_display_castles", 0),
    	  (assign, "$world_map_display_villages", 0),
    	  (assign, "$world_map_display_mountains", 1),
    	  (assign, "$world_map_display_names", 1),
    
    # I also use a little script to get castle short names (the name without castles, you need to have first copied the castle names without "Castle" in the correct order in strings)
    
     ("get_castle_short_name",
        [
         (store_script_param, ":castle_no", 1),	
    	 (val_add, ":castle_no", "str_castlename_1"),
    	 (val_sub, ":castle_no", "p_castle_1"),
    	 (assign, reg0, ":castle_no"),
    	 ]),

    Code:
       
     ("world_map", 0, mesh_load_window, [
     (ti_on_presentation_load,
          [
            (presentation_set_duration, 999999),
            (set_fixed_point_multiplier, 1000),
            
          ## initialization part begin
            # presentation obj: begin from top left corner
            (assign, ":init_pos_x", 20), # init x
            (assign, ":init_pos_y", 720), # init y
            
            # world map, X: -180 t0 180  Y: -145 t0 145 
            (assign, ":min_map_x", -180*1000),
            (assign, ":max_map_x", 180*1000),
            (assign, ":min_map_y", -145*1000),
            (assign, ":max_map_y", 145*1000),
            # also begin from top left corner
            (assign, ":init_map_x", ":min_map_x"), # init map_x
            (assign, ":init_map_y", ":max_map_y"), # init map_y
            
            # move length of p_temp_party, total_cols and total_rows
            (assign, ":party_move_length", 2*1000),
            (store_sub, ":total_cols", ":max_map_x", ":min_map_x"),
            (store_sub, ":total_rows", ":max_map_y", ":min_map_y"),
            (val_div, ":total_cols", ":party_move_length"),
            (val_div, ":total_rows", ":party_move_length"),
            
            # color_block_length
            (assign, ":color_block_length", 4),
            (store_mul, ":color_block_size", ":color_block_length", 50),
            (position_set_x, pos2, ":color_block_size"),
            (position_set_y, pos2, ":color_block_size"),
          ## initialization part end
            
            (assign, ":pos_x", ":init_pos_x"), # assign to cur pos_x
            (assign, ":pos_y", ":init_pos_y"), # assign to cur pos_y
            (assign, ":map_x", ":init_map_x"), # assign to cur map_x
            (assign, ":map_y", ":init_map_y"), # assign to cur map_y 
            ## draw whole map
            (try_for_range, ":unused_rows", 0, ":total_rows"),
              (try_for_range, ":unused_cols", 0, ":total_cols"),
                (assign, ":dest_color", dark_gray), # default
                (position_set_x, pos3, ":map_x"),
                (position_set_y, pos3, ":map_y"),
                (party_set_position, "p_temp_party", pos3),
                (party_get_current_terrain, ":current_terrain", "p_temp_party"),
                (try_begin),
                  (eq, ":current_terrain", rt_water),
                  (assign, ":dest_color", blue), # default
                (else_try),
    			  (eq, ":current_terrain", rt_mountain),
    			  (eq, "$world_map_display_mountains", 1),
    			  (assign, ":dest_color", dark_gray),
    			(else_try),  
                  (call_script, "script_get_closest_center", "p_temp_party"),
                  (assign, ":nearest_center", reg0),
    				  (try_begin),
    					(gt, ":nearest_center", -1),
    					(store_distance_to_party_from_party, ":dist", "p_temp_party", ":nearest_center"),
    					(lt, ":dist", 25),
    					(store_faction_of_party, ":center_faction", ":nearest_center"),
    					(is_between, ":center_faction", kingdoms_begin, kingdoms_end),
    					(faction_get_slot, ":dest_color", ":center_faction", slot_faction_color),
    				  (try_end),
    			(else_try),
                  (assign, ":dest_color", gray),			
                (try_end),
                (create_mesh_overlay, reg0, "mesh_white_plane"),
                (overlay_set_color, reg0, ":dest_color"),
                (position_set_x, pos1, ":pos_x"),
                (position_set_y, pos1, ":pos_y"),
                (overlay_set_position, reg0, pos1),
                (overlay_set_size, reg0, pos2), # color block size
                
                ## draw borderlines begin [optional]
                # borderlines length and whidth
    			(try_begin),
    			(eq, "$world_map_display_mountains", 0),
    			
    				(store_add, ":line_length", ":color_block_size", 1*50),
    				(assign, ":line_whidth", 1*50),
    				# find bound_center
    				(try_begin),
    				  (this_or_next|party_slot_eq, ":nearest_center", slot_party_type, spt_town),
    				  (party_slot_eq, ":nearest_center", slot_party_type, spt_castle),
    				  (assign, ":bound_center", ":nearest_center"), # itself
    				(else_try),
    				  (party_slot_eq, ":nearest_center", slot_party_type, spt_village),
    				  (party_get_slot, ":bound_center", ":nearest_center", slot_village_bound_center),
    				(try_end),
    				# compare with the left side color block
    				(try_begin),
    				  (store_sub, ":map_x_2", ":map_x", ":party_move_length"),
    				  (assign, ":map_y_2", ":map_y"),
    				  (position_set_x, pos4, ":map_x_2"),
    				  (position_set_y, pos4, ":map_y_2"),
    				  (party_set_position, "p_temp_party", pos4),
    				  (party_get_current_terrain, ":current_terrain_2", "p_temp_party"),
    				  (try_begin),
    					(assign, ":continue", 0),
    					
    					(try_begin),
    						  (neq, ":current_terrain", rt_water),
    						  (neq, ":current_terrain_2", rt_water),
    						  (call_script, "script_get_closest_center", "p_temp_party"),
    						  (assign, ":nearest_center_2", reg0),
    						  (try_begin),
    						  (gt, ":nearest_center_2", -1),
    						  (store_distance_to_party_from_party, ":dist", "p_temp_party", ":nearest_center_2"),
    						  (lt, ":dist", 25),
    								(try_begin),
    								  (this_or_next|party_slot_eq, ":nearest_center_2", slot_party_type, spt_town),
    								  (party_slot_eq, ":nearest_center_2", slot_party_type, spt_castle),
    								  (assign, ":bound_center_2", ":nearest_center_2"), # itself
    								(else_try),
    								  (party_slot_eq, ":nearest_center_2", slot_party_type, spt_village),
    								  (party_get_slot, ":bound_center_2", ":nearest_center_2", slot_village_bound_center),
    								(try_end),
    						   (neq, ":bound_center_2", ":bound_center"),
    						   (assign, ":continue", 1),
    						  (try_end),
    					(else_try),
    						  (neq, ":current_terrain", ":current_terrain_2"),
    						  (this_or_next|eq, ":current_terrain", rt_water),
    						  (eq, ":current_terrain_2", rt_water),
    						  (neq, ":current_terrain", rt_mountain),
    						  (assign, ":continue", 1),
    					(try_end),
    					
    					(eq, ":continue", 1),
    					(create_mesh_overlay, reg0, "mesh_white_plane"),
    					(overlay_set_color, reg0, 0),
    					(position_set_x, pos1, ":pos_x"),
    					(position_set_y, pos1, ":pos_y"),
    					(overlay_set_position, reg0, pos1),
    					(position_set_x, pos1, ":line_whidth"),
    					(position_set_y, pos1, ":line_length"),
    					(overlay_set_size, reg0, pos1),
    				  (try_end),
    				(try_end),
    				# compare with the under color block
    				(try_begin),
    				  (assign, ":map_x_2", ":map_x"),
    				  (store_sub, ":map_y_2", ":map_y", ":party_move_length"),
    				  (position_set_x, pos4, ":map_x_2"),
    				  (position_set_y, pos4, ":map_y_2"),
    				  (party_set_position, "p_temp_party", pos4),
    				  (party_get_current_terrain, ":current_terrain_2", "p_temp_party"),
    				  (try_begin),
    					(assign, ":continue", 0),
    					(try_begin),
    					  (neq, ":current_terrain", rt_water),
    					  (neq, ":current_terrain_2", rt_water),
    					  (call_script, "script_get_closest_center", "p_temp_party"),
    					  (assign, ":nearest_center_2", reg0),
    					  (try_begin),
    						  (gt, ":nearest_center_2", -1),
    						  (store_distance_to_party_from_party, ":dist", "p_temp_party", ":nearest_center_2"),
    						  (lt, ":dist", 25),
    						(try_begin),
    						  (this_or_next|party_slot_eq, ":nearest_center_2", slot_party_type, spt_town),
    						  (party_slot_eq, ":nearest_center_2", slot_party_type, spt_castle),
    						  (assign, ":bound_center_2", ":nearest_center_2"),
    						(else_try),
    						  (party_slot_eq, ":nearest_center_2", slot_party_type, spt_village),
    						  (party_get_slot, ":bound_center_2", ":nearest_center_2", slot_village_bound_center),
    						(try_end),
    						(neq, ":bound_center_2", ":bound_center"),
    						(assign, ":continue", 1),
    					  (try_end),
    					(else_try),
    					  (neq, ":current_terrain", ":current_terrain_2"),
    					  (this_or_next|eq, ":current_terrain", rt_water),
    					  (eq, ":current_terrain_2", rt_water),
    					  (neq, ":current_terrain", rt_mountain),
    					  (assign, ":continue", 1),
    					(try_end),
    					(eq, ":continue", 1),
    					(create_mesh_overlay, reg0, "mesh_white_plane"),
    					(overlay_set_color, reg0, 0),
    					(position_set_x, pos1, ":pos_x"),
    					(position_set_y, pos1, ":pos_y"),
    					(overlay_set_position, reg0, pos1),
    					(position_set_x, pos1, ":line_length"),
    					(position_set_y, pos1, ":line_whidth"),
    					(overlay_set_size, reg0, pos1),
    				  (try_end),
    				(try_end),
    	   (try_end),
    				## draw borderlines end [optional]
                
    				# offset
    				(val_add, ":pos_x", ":color_block_length"),
    				(val_add, ":map_x", ":party_move_length"), 
    			  (try_end),
    			  # offset
    			  (assign, ":pos_x", ":init_pos_x"),
    			  (val_sub, ":pos_y", ":color_block_length"),
    			  (assign, ":map_x", ":init_map_x"),
    			  (val_sub, ":map_y", ":party_move_length"),
    			(try_end),
            
            ## blocks of centers 
            (assign, ":slot_no", 0),
    		
            (try_for_range, ":center_no", centers_begin, centers_end),
              (party_is_active, ":center_no"),
              (party_get_position, pos4, ":center_no"),
              (position_get_x, ":center_x", pos4),
              (position_get_y, ":center_y", pos4),
              (val_sub, ":center_x", ":init_map_x"),
              (val_sub, ":center_y", ":init_map_y"),
              (val_mul, ":center_x", ":color_block_length"),
              (val_mul, ":center_y", ":color_block_length"),
              (val_div, ":center_x", ":party_move_length"),
              (val_div, ":center_y", ":party_move_length"),
              (val_add, ":center_x", ":init_pos_x"),
              (val_add, ":center_y", ":init_pos_y"),
    		  
              # offset and size
              (try_begin),
                (party_slot_eq, ":center_no", slot_party_type, spt_town),
    			(eq, "$world_map_display_towns", 1),
                (assign, ":block_size", 8),
                (assign, ":center_type", spt_town),
              (else_try),
                (party_slot_eq, ":center_no", slot_party_type, spt_castle),
    			(eq, "$world_map_display_castles", 1),
                (assign, ":block_size", 4),
                (assign, ":center_type", spt_castle),
              (else_try),
                (party_slot_eq, ":center_no", slot_party_type, spt_village),
    			(eq, "$world_map_display_villages", 1),
                (assign, ":block_size", 2),
                (assign, ":center_type", spt_village),
    		  (else_try),
                (assign, ":block_size", -1),		  
              (try_end),
    		  
    		  (try_begin),
    			  (gt, ":block_size", 1),
    			  (store_div, ":half_block_size", ":block_size", 2),
    			  (val_sub, ":center_x", ":half_block_size"),
    			  (val_sub, ":center_y", ":half_block_size"),
    			  (val_mul, ":block_size", 50),
    			  
    			  # block
    			  (create_mesh_overlay, reg0, "mesh_white_plane"),
    			  	   (try_begin),
    					(this_or_next|party_slot_eq, ":center_no", slot_village_state, svs_under_siege),
    					(this_or_next|party_slot_eq, ":center_no", slot_village_state, svs_looted),
    					(party_slot_eq, ":center_no", slot_village_state, svs_deserted),
    					(assign, ":color", dark_red),
    					(else_try),					  
    				    (assign, ":color", black),
    				    (try_end),
    			  (overlay_set_color, reg0, ":color"),
    			  (position_set_x, pos1, ":center_x"),
    			  (position_set_y, pos1, ":center_y"),
    			  (overlay_set_position, reg0, pos1),
    			  (position_set_x, pos1, ":block_size"),
    			  (position_set_y, pos1, ":block_size"),
    			  (overlay_set_size, reg0, pos1),
    		  (try_end),
    		  
    		  
              # name
    		  (try_begin),
    			  (eq, "$world_map_display_names", 1),
    			  (assign, ":continue", 0),
    				  (try_begin),
    					  (party_slot_eq, ":center_no", slot_party_type, spt_town),
    					  (eq, "$world_map_display_towns", 1),
    					  (str_store_party_name, s1, ":center_no"),
    						  (try_begin),
    						  (this_or_next|eq, "$world_map_display_villages", 1),
    						  (eq, "$world_map_display_castles", 1),
    						  (position_set_x, pos2, 700),
    						  (position_set_y, pos2, 900),
    						  (store_add, ":text_y", ":center_y", 7),
    						  (else_try),
    						  (position_set_x, pos2, 1000),
    						  (position_set_y, pos2, 1000),
    						  (store_add, ":text_y", ":center_y", 10),
    						  (try_end),
    					 	  (try_begin),
    						  (party_slot_eq, ":center_no", slot_village_state, svs_under_siege),
    						  (assign, ":color", dark_red),
    						  (else_try),					  
    						  (assign, ":color", black),
    						  (try_end),
    					  (assign, ":continue", 1),
    					  (else_try),
    					  (party_slot_eq, ":center_no", slot_party_type, spt_castle),
    					  (eq, "$world_map_display_castles", 1),
    					  (call_script, "script_get_castle_short_name", ":center_no"),
                          (str_store_string, s1, reg0),
    					      (try_begin),
    						  (eq, "$world_map_display_towns", 0),
    						  (position_set_x, pos2, 700),
    					      (position_set_y, pos2, 800),
    						  (store_add, ":text_y", ":center_y", 5),
    						  (else_try),
    					      (position_set_x, pos2, 500),
    					      (position_set_y, pos2, 600),
    						  (store_add, ":text_y", ":center_y", 3),
    						  (try_end),
    						  (try_begin),
    						  (party_slot_eq, ":center_no", slot_village_state, svs_under_siege),
    						  (assign, ":color", dark_red),
    						  (else_try),					  
    						  (assign, ":color", dark_brown),
    						  (try_end),
    					  (assign, ":continue", 1),
    					  (else_try),
    					  (party_slot_eq, ":center_no", slot_party_type, spt_village),
    					  (eq, "$world_map_display_villages", 1),
    					  (str_store_party_name, s1, ":center_no"),
    					  (assign, ":continue", 1),
    						  (try_begin),
    						  (eq, "$world_map_display_towns", 0),
    						  (eq, "$world_map_display_castles", 0),
    						  (position_set_x, pos2, 500),
    						  (position_set_y, pos2, 600),
    						  (store_add, ":text_y", ":center_y", 3),
    						  (else_try),
    						  (eq, "$world_map_display_castles", 0),
    						  (position_set_x, pos2, 400),
    						  (position_set_y, pos2, 500),
    						  (store_add, ":text_y", ":center_y", 2),
    						  (else_try),
    					      (position_set_x, pos2, 400),
    						  (position_set_y, pos2, 450),
    						  (store_add, ":text_y", ":center_y", 2),
    						  (try_end),
    						  (try_begin),
    						  (this_or_next|party_slot_eq, ":center_no", slot_village_state, svs_looted),
    						  (party_slot_eq, ":center_no", slot_village_state, svs_deserted),
    						  (assign, ":color", dark_red),
    						  (else_try),
    					      (assign, ":color", dark_gray),
    						  (try_end),
    				 (try_end),
    			  (eq, ":continue", 1),	 
    			  (create_text_overlay, reg1, s1, tf_center_justify),
    			  (overlay_set_color, reg1, ":color"),
    			  (store_add, ":text_x", ":center_x", 3),
    			  (position_set_x, pos1, ":text_x"),
    			  (position_set_y, pos1, ":text_y"),
    			  (overlay_set_position, reg1, pos1),
    			  (overlay_set_size, reg1, pos2),
    		 (try_end),
    		 (try_end),
    		  
            #  (overlay_set_display, reg1, 0),
    		
              # slots
              (troop_set_slot, "trp_temp_array_a", ":slot_no", reg0), # overlay id
              (troop_set_slot, "trp_temp_array_b", ":slot_no", ":center_type"), # center type
              (troop_set_slot, "trp_temp_array_c", ":slot_no", ":center_no"), # center name
              (val_add, ":slot_no", 1),
    
             (assign, "$temp", ":slot_no"), # record num of slots
            
            ## blocks of kingdoms 
            (create_text_overlay, reg0, "@Factions", tf_vertical_align_center),
            (position_set_x, pos1, 790),
            (position_set_y, pos1, 700),
            (overlay_set_position, reg0, pos1),
            
            (assign, ":pos_x", 750),
            (assign, ":pos_y", 650),
            (try_for_range, ":cur_kingdom", kingdoms_begin, kingdoms_end),
              (faction_slot_eq, ":cur_kingdom", slot_faction_state, sfs_active),
              # color block
              (create_mesh_overlay, reg0, "mesh_white_plane"),
              (faction_get_slot, ":dest_color", ":cur_kingdom", slot_faction_color),
              (overlay_set_color, reg0, ":dest_color"),
              (position_set_x, pos1, ":pos_x"),
              (position_set_y, pos1, ":pos_y"),
              (overlay_set_position, reg0, pos1),
              # size: 35*25
              (position_set_x, pos1, 35*50),
              (position_set_y, pos1, 25*50),
              (overlay_set_size, reg0, pos1),
              # kingdom name
              (store_add, ":text_x", ":pos_x", 40),
              (store_add, ":text_y", ":pos_y", 12),
              (str_store_faction_name, s1, ":cur_kingdom"),
              (create_text_overlay, reg0, s1, tf_vertical_align_center),
              (position_set_x, pos1, ":text_x"),
              (position_set_y, pos1, ":text_y"),
              (overlay_set_position, reg0, pos1),
              (position_set_x, pos1, 900),
              (position_set_y, pos1, 900),
              (overlay_set_size, reg0, pos1),
              (val_sub, ":pos_y", 40),
            (try_end),
            
            ## show centers or not
             # towns
    		(try_begin),
            (eq, "$world_map_display_towns", 0),		
            (create_game_button_overlay, "$g_presentation_obj_1", "@Show towns"),
            (position_set_x, pos1, 100),
            (position_set_y, pos1, 100),
            (overlay_set_position, "$g_presentation_obj_1", pos1),
    		(else_try),
    		(eq, "$world_map_display_towns", 1),
    		(create_game_button_overlay, "$g_presentation_obj_1", "@Don't show towns"),
            (position_set_x, pos1, 100),
            (position_set_y, pos1, 100),
            (overlay_set_position, "$g_presentation_obj_1", pos1),
    		(try_end),
            # castles
    		(try_begin),
    		(eq, "$world_map_display_castles", 0),
            (create_game_button_overlay, "$g_presentation_obj_2", "@Show castles"),
            (position_set_x, pos1, 300),
            (position_set_y, pos1, 100),
            (overlay_set_position, "$g_presentation_obj_2", pos1),
    		(else_try),
    	    (eq, "$world_map_display_castles", 1),
            (create_game_button_overlay, "$g_presentation_obj_2", "@Don't show castles"),
            (position_set_x, pos1, 300),
            (position_set_y, pos1, 100),
            (overlay_set_position, "$g_presentation_obj_2", pos1),
    		(try_end),
            # villages
    		(try_begin),
    		(eq, "$world_map_display_villages", 0),
            (create_game_button_overlay, "$g_presentation_obj_3", "@Show villages"),
            (position_set_x, pos1, 500),
            (position_set_y, pos1, 100),
            (overlay_set_position, "$g_presentation_obj_3", pos1),
    		(else_try),
    		(eq, "$world_map_display_villages", 1),
    		(create_game_button_overlay, "$g_presentation_obj_3", "@Don't show villages"),
            (position_set_x, pos1, 500),
            (position_set_y, pos1, 100),
            (overlay_set_position, "$g_presentation_obj_3", pos1),
    		(try_end),
    		# mountains
    		(try_begin),
    		(eq, "$world_map_display_mountains", 0),
            (create_game_button_overlay, "$g_presentation_obj_4", "@Show mountains"),
            (position_set_x, pos1, 700),
    		(position_set_y, pos1, 100),
            (overlay_set_position, "$g_presentation_obj_4", pos1),
            (else_try),
    		(create_game_button_overlay, "$g_presentation_obj_4", "@Show provinces"),
            (position_set_x, pos1, 700),
            (position_set_y, pos1, 100),
            (overlay_set_position, "$g_presentation_obj_4", pos1),
    		(try_end),
    	    # names
    		(try_begin),
    		(eq, "$world_map_display_names", 0),
            (create_game_button_overlay, "$g_presentation_obj_5", "@Show names"),
            (position_set_x, pos1, 900),
    		(position_set_y, pos1, 100),
            (overlay_set_position, "$g_presentation_obj_5", pos1),
            (else_try),
    		(create_game_button_overlay, "$g_presentation_obj_5", "@Don't show names"),
            (position_set_x, pos1, 900),
            (position_set_y, pos1, 100),
            (overlay_set_position, "$g_presentation_obj_5", pos1),
    		(try_end),
            (create_text_overlay, reg0, "@Red dots mean sieged centers or looted villages.", tf_vertical_align_center),
            (position_set_x, pos1, 50),
            (position_set_y, pos1, 170),
            (overlay_set_position, reg0, pos1),
            (position_set_x, pos1, 750),
            (position_set_y, pos1, 750),
            (overlay_set_size, reg0, pos1),
            
            (create_text_overlay, reg0, "@The World Map", tf_double_space|tf_center_justify),
            (position_set_x, pos1, 380),
            (position_set_y, pos1, 30),
            (overlay_set_position, reg0, pos1),
            (position_set_x, pos1, 2000),
            (position_set_y, pos1, 2000),
            (overlay_set_size, reg0, pos1),
            
            # Done
            (create_game_button_overlay, "$g_presentation_obj_6", "@Done"),
            (position_set_x, pos1, 900),
            (position_set_y, pos1, 25),
            (overlay_set_position, "$g_presentation_obj_6", pos1),
          ]),
      
        (ti_on_presentation_event_state_change,
          [
            (store_trigger_param_1, ":object"),
            
            (try_begin),
              (eq, ":object", "$g_presentation_obj_1"), # show towns
    		  (eq, "$world_map_display_towns", 0),
    	      (assign, "$world_map_display_towns", 1),
    		  (start_presentation, "prsnt_world_map"),
    		(else_try),
              (eq, ":object", "$g_presentation_obj_1"), # don't show towns
    		  (eq, "$world_map_display_towns", 1),
    	      (assign, "$world_map_display_towns", 0),
    		  (start_presentation, "prsnt_world_map"),		
            (else_try),
              (eq, ":object", "$g_presentation_obj_2"), # don't show castles
    		  (eq, "$world_map_display_castles", 1),
    		  (assign, "$world_map_display_castles", 0),
              (start_presentation, "prsnt_world_map"),
    		(else_try),
              (eq, ":object", "$g_presentation_obj_2"), # show castles
    		  (eq, "$world_map_display_castles", 0),
    		  (assign, "$world_map_display_castles", 1),
              (start_presentation, "prsnt_world_map"),
            (else_try),
              (eq, ":object", "$g_presentation_obj_3"), # don't show villages
    		  (eq, "$world_map_display_villages", 1),
    		  (assign, "$world_map_display_villages", 0),
              (start_presentation, "prsnt_world_map"),
           (else_try),
              (eq, ":object", "$g_presentation_obj_3"), # show villages
    		  (eq, "$world_map_display_villages", 0),
    		  (assign, "$world_map_display_villages", 1),
              (start_presentation, "prsnt_world_map"),
    		(else_try),
              (eq, ":object", "$g_presentation_obj_4"), # show mountains
    		  (eq, "$world_map_display_mountains", 0),
    		  (assign, "$world_map_display_mountains", 1),
              (start_presentation, "prsnt_world_map"),
    		(else_try),
              (eq, ":object", "$g_presentation_obj_4"), # don't show mountains
    		  (eq, "$world_map_display_mountains", 1),
    		  (assign, "$world_map_display_mountains", 0),
              (start_presentation, "prsnt_world_map"),
    		(else_try),
              (eq, ":object", "$g_presentation_obj_5"), # show names
    		  (eq, "$world_map_display_names", 0),
    		  (assign, "$world_map_display_names", 1),
              (start_presentation, "prsnt_world_map"),
    		(else_try),
              (eq, ":object", "$g_presentation_obj_5"), # don't show names
    		  (eq, "$world_map_display_names", 1),
    		  (assign, "$world_map_display_names", 0),
              (start_presentation, "prsnt_world_map"),
            (else_try),
              (eq, ":object", "$g_presentation_obj_6"),
              (presentation_set_duration, 0),
            (try_end),
    		
          ]),
    ]),

    worldmap2.jpg



    ps/edit : forgot that I used the script get_castle_short_name, added it (the list of castles short names need to be added to strings first of course)
    pps : also forgot that I used constants for colors (I declared in constants that dark_gray = "0xFF808080" etc...), so for the code to work you need to either add these color values as constants or replace color names with appropriate hexadecimal values (ie : "0xFF0000A0" for blue, "0xFF800000" for dark_red, "0xFF804000" for dark_brown).
  4. New Faction Question for M&B 1.011

    I think the 3 are possible (but n°2 may need big changes in many parts of module system).

    1. The faction can be created inactive, and activated by any trigger. If you want the faction to be invisible before it's activated, you may alter the script creating faction notes to do it.
    2. Cities being parties it should be possible to spawn them as new parties where you want (ie : near player party when he choses to create one). Villages are linked to walled centers by a value in a slot (slot_village_bound_center), so it should not be a problem to change the walled center they are bound to during game.
    Now there may be complicated problems to solve if you want to give the player the possibility to create new cities, and make these cities work like other ones. For example if cities are spawned as a new party during game, with a new party number, their party number won't be between "centers_begin" and "centers_end", so a lot of scripts wouldn't work for these new cities if you don't change how they work (to make cities spawned during game work like other centers you may need to replace all the "(try_for_range, ":center_no", centers_begin, centers_end)" in module system by a ("try_for_parties", ":center_no"), (party_slot_eq, ":center_no", slot_party_type, spt_town). Also a lot of variables are set for cities in "game_start" script (ie : trade good production, culture, etc...) and you would need to set them too for any new city (so you need another script setting all needed variables when one is created).
    3. Easy to do, banners are given to lords by scripts (storing a banner number in a troop slot) and nothing force them to have different banners.
  5. Searching a mod base for v1.011 (native + usual improvements)

    Nostalgia made me reinstall original mount and blade after years without playing, but after re-playing native, I feel the lack of a lot of features I had in my now lost old version (lots of mini-mods, osp ressources and tweaks I included over time, etc...). As searching again and merging all...
  6. How To Disable Permanent Death?

    I will add the option in next patch.
  7. Why can't I execute the centrions?

    It's strange, it was working some versions ago and I don't remember to have made any change to executions.
  8. What is the parental nanny option in the options?

    If enabled some events (about your soldiers raping peasant girls or visiting prostitutes) never happen and some choices are not available in other events.

  9. SOD 4.57 is released!

    Here is an hotfix for the nobles spawn bug (replace simple triggers with this one) :

    http://www.filefront.com/16341261/simple_triggers.zip

    (I'm not completely sure it works as I can't test here, so please test and post the result, but it should as it's mostly rolling back some recent changes to garrisoning)

    Number of nobles / garrisoned troops per day should go back to the level of v4.55 and previous versions.

    ps : cyclo if the only change is the fix for faith troops, it's already in my files



  10. Exact list of bugged guild quests (4.57)

    If you find quests still unfinishable in v4.57 or triggering battles with the "army of clones" bug or other big problem post exact name of the quests here (I'm not sure which quest bugs of the bug list remain in last version, and people rarely give names of quests). Bugged mercenary guild...
  11. [V4.5] War/peace system, AI, badboy, forced rest, autoresolve

    As there is no change to AI since v4.55 I think the nobles/garrisons bug is the problem : comparing their forces with yours AIs are probably afraid and chose defensive strategies.
  12. Invasion Bug

    The very first version 4.5 is completely obsolete.

    (this bug was fixed about one day after release)
  13. How to change the invasion date in v4.57?

    Enable cheats first in the first options menu (reports -> sod options).



  14. SOD 4.57 is released!

    I'll probably have time to fix some bugs and release a patch next week.

    But I doubt I'll be able to fix some Kuba/Von stuff as most of my attempts to fix quests or fief management didn't worked.

    As well I need to search where is the code adding these hordes of nobles.


  15. SOD 4.57 is released!

    Cyclohexane said:
    For some reason, someone added the ability to upgrade zealous high tier nobles at the church to faith troops.  I thought I fixed by removing upgrade path but that actually made things worse by not allowing a zealous troop to be made (no faith troops at all). 

    (...)

    I'm suprised no one has complained about this.  Has anyone been able to get faith troops?  Is there something I am missing and this is not needed?

    It's normal to be able to upgrade zealous to faith troops at the church (and only at a church).

    The way the system should work :

    - player has last tier nobles in his army and high faith
    - holy event fires giving him the choice to upgrade a noble to zealous*
    - zealous is upgraded to faith troop in a center with church

    So there should be no regular upgrade (I mean upgrades in troops file) from noble to zealous or from zealous to faith troops.

    (* actually an old bug has been reintroduced and the event gives one faith troop + one zealous for a noble, two lines need to be removed / commented out in game menu "event_holy" to fix that :

            ("choice_event_holy_1", [(store_troop_gold, ":gold", "trp_player"), (ge, ":gold", 200)], "You can serve me and our faith my friend (cost 200 denars).",
          [
    #      (troop_get_slot, ":upgrade1", "$g_sod_zealot", slot_troop_sod_upgrade1),
            (party_add_members , "p_main_party", "$g_sod_zealot", 1),            #twan456b
    (party_remove_members, "p_main_party", "$g_sod_last_noble", 1),
        #    (party_add_members, "p_main_party", ":upgrade1", 1),
      )
  16. How do you enable quickstart in 4.57?

    Also note that once you have SoD cheats enabled you have new options for a really quick start in jester dialog : fief cheat give you control of centers you chose and their garrison and relations cheat allow you to set your relations with all important factions, so it should be easier to go back to the situation of your realm in a previous version.

  17. [V4.5] REPORTED BUGS LIST / VERSION 4.57 (hotfixes here)

    Anneli said:
    When ever i reach up to my party limit of difrent troops types and try to hire one more i get ctd

    You probably have the corrupted version of mount and blade (bug 1).
    Try this one or install the patch from 1.03 to 1.11 on top of your installation.
  18. [V4.5] REPORTED BUGS LIST / VERSION 4.57 (hotfixes here)

    There was an error with last patch : instead of using last code it is based on the first version of v4.55b (before hotfixes) so changes like the removal of Villanese/Antarian knights are not in, as well as all my bugfixes and changes since the first release of v4.55b.

    Unfortunately I'm not at home to merge the codes, and won't have time before one or two weeks.

    But don't worry all the things marked fixed or fixed in next patch in the bug list will be once the codes are merged.
  19. Patch 4.55C now on M&B Repository

    If the relation hotfix is not in your code it means your patch is using a 3 or 4 versions old code, without any fix or change since v4.55b (so all the bugs I fixed last month are not fixed in "v4.55c" ; as well as the hotfixed v4.55b bugs).

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