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  1. Woo6

    Gekokujo + Battle Time?

    Whoa you're right it works as intended! Can you shine a light on roughly what u did to make it Battle Time-compatible if I wish to do the same thing to other mods?

    (Edit: make sure your WSE version is right then the mod is good to go)
    It was a lazy way of searching outdated WSE version containing neccessary functions for correct work of scripts. I will check if it possible to add old functions in current WSE for compability. Also battle-time readme file helps a lot, then should give attention to bandit lairs scripts in battle time source code and scene files which contains ones. Due to extra purity of gekokujo source code(there is almost no unused code from native) a part which contains changing music with culture in multiplayer was ripped out. I restored that part. Of course process of compiling a module required to add a coop game modes.
  2. Woo6

    Gekokujo MP

    Yes,it is. Off course I've tried to add a multiplayer factions as is, but without proper multiplayer scenes (playable , competitive and look more... sengoku ) it looks like a calradian parody. Also we need a balanced item sets with correct item prices: not too expensive or cheap. Althrough, game mechanics on duel servers works well. Adding a multiplayer factions is a fast and easy work but balance is more difficult thing. If someone interesting in pure non-coop multiplayer, let me know.



  3. Woo6

    Gekokujo MP

    I stuck at script that send microfaction scene (such as forts etc. ) to multiplayer. Field battle scenes, castle and town sieges, bandit hideouts and village attack/defense/farmer quests now working correctly. Non battle music during multiplayer battle was also  fixed. At this moment multiplayer in this mod looks like classic Battle-time! cooperative submod.

    In some cases (I still don't know a reason) it has a glitchy sashimono issues, so in current version  sashimono  was disabled in multiplayer.  If I use pre-battle equipment script sashimono looks great but original code in multiplayer give unpredictable texture/material issues. It never happens with non heraldic materials. As a result  I may try to solve  this problem via constructing more primitive and obvious code  of  equipment without  changing materials by script and using non heraldic materials on sashimono.
  4. Woo6

    Gekokujo + Battle Time?

    https://drive.google.com/open?id=1RS9ATgxfc5CeP2I5tXbAg8UZdLWdbPH6 so, it workable now (except microfaction scenes - random scene instead of proper ones). Bandit hideouts, sieges, towns, village battles(attack/defend/bandit infested ones/train against bandits),field battles now working correctly in coop mode.
  5. Woo6

    Gekokujo + Battle Time?

    Well, it has a workable version right now. Check gekokujo mp topic. Still in process of finding bugs. There are two issues at this moment: non battle music during multiplayer session and a fact that bandit lairs may spawn incorrectly ( in a very rare cases).  Hopefully soon this issues will be closed by patches.  :party:
  6. Woo6

    Gekokujo MP

    I'll just leave it here https://youtu.be/-oWPDTPLLgA
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