Search results for query: *

  1. Dark Knights Invasion!

    This thread is damn old but...


    for .625, they will invade between the 9th and 10th month of gameplay, which translates to between day 275 and day 305.
  2. Download, Installation and Release News

    NE .625b Release notes:



    Changes:
    • Calradian lords who defect to the Dark Knights will able able to defect back, and Larktin will be able to indict disloyal Calradian defectors for treason
    • In tournaments, Archers will be given either a practice axe or practice sword instead of a dagger, and mounted lancers will receive a practice dagger
    • Ramun the Slave Trader now offers a fixed price of 80 denars per troop instead of 50
    • All Dark Knight Lords except Larktin have been very slightly nerfed, by lowering their INT to 18 and CHA to 21
    • Larktin has received a nerf by lowering her INT to 18 and AGI to 27 (and Athletics to 9)
    • Companions who retreat should no longer receive long-term wounds
    • Dark Knight Invasion time adjusted to be between 9 and 10 months after game start

    In this version, Dark Knights invade somewhere between the 9th and 10th month of gameplay (between day 275 and day 305, or so).

  3. Native Expansion .625 released - Bug and balance fixes

    Hi everyone, I've released the next and probably last edition of Native Expansion, version .625. It is save-game compatible with .624 and .623, though the stat changes to the Dark Knights will not be applied. You can find it in the downloads thread...
  4. Last NE update

    try again, just made the repo public
  5. Last NE update

    true story, you can get the .624 sources here

    binary for it is also here:

    https://bitbucket.org/soulmata/ne-warband/src/master/
  6. Last NE update

    Here's what I've got so far:

    .624 changelog

    Bugfixes:
    * Fix siege tower bug
    * Reverted the additional claims Kingdoms had on each other from previous NE updates. This was done due to an unintended consequence: the AI became needlessly aggressive, even to its own peril, and would often result in a Kingdom getting declared war on and also declaring war simultaneously, and the AI would be reluctant to sue for peace. This resulted in one faction or another almost always being wiped out by May.
    * Correct typo in deliver ale quest for a lord's party
    * A bug in the DK invasion script meant the DK were more than twice as likely to attack Swadia and Rhodokia than any other faction if the player was not a vassal. This has been changed so that it's now an equal chance. If the player is a vassal, the DK will continue to always attack the player's faction, plus a neighboring faction.
    * TODO: It's still possible for the DK to attempt to war a defeated faction

    New content:
    * Add 5 new reference books, each providing a passive +1 to a skill while carried in your inventory
    Of Bandits and Men - +1 Looting
    A Dance of Tongues - +1 Persuasion
    The Most Dangerous Hunt - +1 Tracking
    Calradian Atlas - +1 Pathfinding
    Seeing the Unseen -+ Spotting
    * The books are carried by the two wandering book merchants you find in taverns. One has two of the books, the other has three.
    * The two book merchants now each have a unique name and face, to help tell them apart and give them some personality

    Dark Knights:
    * The Dark Knights now have a new level of cruelty. They will now *never* release prisoners, and addtionally will torture captive lords periodically, reducing their health and lowering their renown. It's more important than ever to free captive lords!
    * Dark Knights now receive more additional denars per week to spend on reinforcements (from 1500/3000 for normal/brutality to 2000/4000)
    * Dark Knights will now perform organized assaults until they reach 7 walled centers, instead of 5 previously
    * Defeating the Dark Knight's Marshall is now very devastating to them - they will need to wait a month before they can perform another organized assault, instead of merely a week.

    Other changes:
    * The "Hired Blades" merc warband that assaults the party now has a widely varying timer based on the player's renown. Specifically, they now will never attack the player if they have less than 250 renown, and will go a maximum of 175 days, minimum of 75 days, between attacks. For example: A player with 250-300 renown will get attacked every 175 days. A player with 500 renown will get attacked every 105 days. A player with 700 or more renown will get attacked every 75 days. This timer doesn't begin ticking until the player has 250 or more renown, and will not continue to tick if the player drops below 250. This should ease things up a bit where a player who was more focused on tournaments and small battles ends up getting an overwhelmingly powerful army crushing them in the early-mid game.
  7. Siege tower [temporary] fix

    Straputsky said:
    I have modified the game here and there, so I'm not absolutely sure this works. Have a try and give feedback, so others will know if it really works. Thank you.


    Thank you VERY MUCH for finding this. This indeed was the problem. I do not know WHY using these odd slot values is the problem, but the agent_get_slot call was indeed the problem.

    This is now fixed in NE .624.
  8. How do I get the Dark Knights AGAIN?

    You cannot, there is a flag that is set once when they invade that sets up the invasion. I'm surprised they got taken out so quickly though. Most people always complain they are too tough. Guess you got lucky!
  9. Last NE update

    Hi everyone, soulmata here. I'm going to do one final update to NE before I call it retired. It's still my favorite Warband mod of all time and I still play it from time to time, but it's time to put it away. So I am planning on making one final change and that'll be it. If anyone has...
  10. Is there any way to use native troop trees?

    The source code is freely available! You are welcome to modify it to suit your tastes.

    Changing troop trees would be very difficult. You not only would need to change the tree itself, but also every reference to it in all other files. It would be a very cumbersome process.
  11. Dark Knight Invation in .623

    They invade on a random date chosen between day 240 and day 300.

    So it'll always be less than a full game year, but never before day 240.
  12. Best way to recruit dark knights?

    There are new ways to generate money in the newest versions, with better taxes from Castles as fiefs and steeper discounts on troops garrisoned at Castles. I've that end-game, keeping more of my troops at nearby Castles rather than CIties drastically reduces costs.

    Some end-game tips for keeping your income flowing with large (1000+) armies:

    * Don't build dyeworks everywhere. Dyeworks are not the most profitable. Make sure you check the estimated returns for everything, and if you routinely get a negative return, consider changing what you build

    * Tournaments give huge returns if you are confident in a win. You can win about 20k denars from a single tournament. Early and midgame this is where the bulk of my cash comes from

    * Castles give steep discounts with Barracks built, so try storing more of your soldiers in Castles rather than Cities

    * Rely more heavily on your vassals. That's a big reason you can get crushed by salary is if you don't give up enough control to vassals. Get loyal vassals and give them large amounts of troops, perhaps even more than you have, to act as an intimidating force you don't need to pay for on your own

    * Don't let bandits get out of control. Make sure you have the max number of patrols out. Every farmer or caravan that gets killed will reduce taxes from your fiefs

    * Don't fortify every fief you have. Fortify the ones closer to your borders. The ones inside your borders are best left with minimal garrisons, especially if you have land owned by nearby vassals of yours with large armies. I find it's best to keep 1 city and 1-2 castles to myself, plus their associated villages, and give the rest away.

  13. Few quick questions

    You can receive a special item from a monarch after a period of friendship with them. You can only receive the gift once. Maintain strong (100) relationship with them and you're sure to get the offer.
  14. Native Expansion .623 released - major Dark Knight improvements, better quests!

    I disagree that you have to play a certain way. There are a wide variety of tactics to use when facing off against the DK. Some things to note:

    1) Eventually, all nations will declare war on the DK. It requires the DK to have owned a certain percentage of all available fiefs.
    2) Once they are at war with the DK, they will never make peace with them, and will not readily attack each other until DK are dealt with
    3) The DK intentionally target weak nations first, and that's what makes them scary.
    4) If the DK become too large, they will start suffering from revolts from Calradian lords that were forced to join
  15. only 1 type of troop when i rescue prisoners

    Were these fights in which you had support from any allies or friendlies?

    If anyone else participated in the fight, they get a cut of the loot and the prisoners, IIRC.
  16. Is this mod still being updated?

    I plan to do 1 or 2 more updates before I call it quits.
  17. NPCs using lances on close battle & rant about the cavalry

    It might also help if I can flag all the heavy polearms as two-handed, or the shields the paladins carry as not allowing polearms, since they seem to want to have a shield out at all times.
  18. NE Sieges & Scenes Pack - get a second ladder for your sieges! 9th Jan. 2013

    what a friendly attitude, of course i want to help you out now
  19. Siege tower [temporary] fix

    the mission template from before it was broken is identical, so it's not the template

    however, those 4 lines actually correspond to 4 constants used to assign some siege stuff, specifically:

    common_siege_init_ai_and_belfry  = (0, 0, ti_once, [ (call_script, "script_siege_init_ai_and_belfry")        ], [])
    common_siege_move_belfry          = (0, 0, ti_once, [ (call_script, "script_cf_siege_move_belfry")            ], [])
    common_siege_rotate_belfry        = (0, 2, ti_once, [ (call_script, "script_cf_siege_rotate_belfry_platform") ], [ (assign, "$belfry_positioned", 3) ])
    common_siege_assign_men_to_belfry = (0, 0, ti_once, [ (call_script, "script_cf_siege_assign_men_to_belfry")  ], [])


    lav moved the definitions of those to another file, but as far as i can tell, they are actually identical. by changing that number, it appears you are perhaps changing the script that it calls, which would imply it just outright breaks, though. so i don't know why that fix works.
  20. Siege tower [temporary] fix

    OuT_OF_DaTa said:
    hey,

    in mission_templates.txt is a part called:
    "mst_castle_attack_walls_belfry castle_attack_walls_belfry 2  -1
    You_attack_the_walls_of_the_castle... "

    it starts with a chart:
    13 0 8320 256 16 12 0 
    0 8320 256 16 0 0 
    10 4160 256 16 0 0 
    11 4160 256 16 7 0 
    15 4160 256 16 0 0 
    40 135232 256 16 1 0 
    41 135232 256 16 1 0 
    42 135232 256 16 1 0 
    43 135232 256 16 1 0 
    44 135232 256 16 1 0 
    45 135232 256 16 1 0 
    46 135232 256 16 1 0 
    47 135232 256 16 1 0

    after this one is a number: 29 -> this number tells you how many rows of numbers there are below
    (If the number is unequal to the rows => cript error)

    the last 4 are where you have to look at.
    the secon last and the last one are (as I have understood) for the moral system.

    the 4 & 3 last are for the tower

    the original 4 last rows:

    0.000000 0.000000 100000000.000000  1 1 1 936748722493063449  0
    0.000000 0.000000 100000000.000000  1 1 1 936748722493063450  0
    0.000000 2.000000 100000000.000000  1 1 1 936748722493063451  1 2133 2 144115188075856315 3
    0.000000 0.000000 100000000.000000  1 1 1 936748722493063452  0

    the changed version of them (fix version):

    0.000000 0.000000 100000000.000000  1 1 1 936748722493063532  0
    0.000000 0.000000 100000000.000000  1 1 1 936748722493063533  0
    0.000000 2.000000 100000000.000000  1 1 1 936748722493063451  1 2133 2 144115188075856315 3
    0.000000 0.000000 100000000.000000  1 1 1 936748722493063452  0

    What I've understood is that this number is the coordinates of the tower position:
    936748722493063532
    and
    936748722493063533

    unfortunately this is not at all useful to me, because that is the compiled output, not the source.

    but, if that's the only thing you change, it seems reasonable it must be in that function, so i can screw around with the code more.
Back
Top Bottom