Here are threads listed which are floating around in the Forge, a bit organised in categories. They contain useful informations, code bases to build up on and/or hints for where to look for something to reach a specific effect. They are not providing finished scripts! (in most cases ).
- Damage Calculator /soak up/reducers [Info], in combination with this here
- Damage formulas
- Best number of factions [Theory Talk]
- (De-)Saturation via Shaders [Info]
- Modify 'Mount'-location on horse [Info]
- Optimizations
- Understanding bow/arrow stats
- Creating new AI-fighting
- Auto-Backup Script
- Thrown weapons not visible
- Using question box in script
- Range at which lods trigger [Info]
- War Dogs
- Weapon itc explained [Info]
- Removing skills
- Weather in MP scene and weather explanation and time of day
- Setting weather
- List of tuple flags [Info, not complete]
- armor_soak & reduction_faction [Info]
- Changing colours of text, buttons, menus and highlight state [Info/Tutorial]
- Questions and Info for buying item price calculating script
- Some clarification about troop classes
- Hardcoded stop a horse
- Difference between 'key' and 'game_key'
- Animation code explained [info]
- Weird thing about operation position rotate
- Creating new Credits
- Particle system explained
- Function script for probability
- String informations
- Faction preview unit in Custom Battles
- Fundamentals of spawning agent in scenes
- Loading mods directly and nitpicks
- Dynamic arrays (Discussion)
- Faction banner background colours on heraldic armours (Informative)
- What controlls range of weapons
- How to alter the hardcoded text colors without engine recompiles
- Splashing water on missile hit (needs WSE?)
- Some informations about shaders
- Male/female at dialogs
- Alternate weapon mode changes weapon mesh (see post 8 ) Integrated already in an OSP?
- Some informations about triggers
- agent_get_combat_state
- Animated flags, lance pennants (discussion)
- Auto-Culling via shader
- Higher strenght values
- Camera distance
- Realistic air friction values
- Some info bits about shaders
- Missing strings advanced formations
- More items than sceneprops
- Crossbows using different projectiles
- Remove crosshair
- Main menu (Info)
- Speed bonus (discussion)
- Mario Super Jump
- How to increase performance
- Quest template
- How to create shaders
- crush through info bits
- Alternate weapon mode (should be explained in the OSP section already)
- Editing launch menu
- Dynamic Tint/Retexture of Items
- Adding item description
- Specify item modifier in troop equipment
- Get ammo from arrows
- Race specific animations
- Dialog background
- Modify place to mount a horse
- Enhanced zoom
- Fall damage
- Shortening weapons on ground timer
- has_accessories_for_female
- Random numbers
- Zoom-in function
- How to use the rgl-log to debug
- Giant camera mode
- Blood experiments
- Item sex restriction
- Mission template flags
- Agent's breath
- Animation flags and their usage
- dont_load_regular_troop_inventories
- Glowing mesh
- Undocumented fields in module_animations.py
- Crouch walking
- Mod optimization [Discussion]
- How to fix "Python not recognized..."
- Difference between fac_player_faction and fac_player_supporters_faction
- List of Crashes/Game Engine issues - w/o explanation
- Agent Spawning OSP
- Adding new bones for cloaks and flags
- Economic in Native [Discussion]
- Advanced customizable battles/battle formation tactics
- Encumbrance system
- Make weapon use the suitable ammo
- Dual-Wield Project
- More Damage per Arrow Shot
- Changing Shot Speed
- Flame particle on weapon
- Dynamic arrays
- AI Mesh Tutorial
- tie_on_agent_die trigger
- Flaming armour
- Interesting imodbit equipment idea
- Barebones for creating new quest (perhaps outdated)
- Sneaky economy bug (already fixed in newer Module System)
- Calling a script at certain day of game
- Faction Patrols
- Building time (in villages) and Village building times & costs
- Changing lenght of a day
- Party speed modifier
- Improving auto resolve system together with Fun with game_event_simulate_battle
- Better strategy AI on following and besieging for AI lords
- Giving identity to generic bandit parties
- Modify shape of banner at world map
- Viewing village garrisons
- Larger parties of bandits and raiders
- Caravans
- Places on worldmap only visible when close to them
- Choosing a side when joining a battle
- Blocking the way
- Assign a city to a lord/faction
- Make a spawned party winner at simulated battles
- Creating outposts
- Spawn party only if player reaches certain level
- Party which teleports player straight to a scene
- Spawn refugees when village raided
- Seeing excaping lords after defeat
- Duration of Lord's duty
- Show week day and day time at world map
- Whole world map visible
- Kingdom patrols
- World map player icon idea
- Hiding in the locations list
- Parties rest at night
- Switch player icon depending on party size and here
- Joining the player in battle
- Dynamic settlements (WIP-Code)
- Map terrain types
- You shall not pass
- Caravan limit
- Removing fog of war for friendly vassals
- Allied army joining battle
- Cattle
- Pseudo-random battle map
- Day/night perk
- Adjust Party Speed on the World Map
- Adding particle effects to map icons
- Building and reading time
- Prosperty messages
- Aiming reticle with a dot
- Sniper zoom, helmet cam
- Changing main menu
- List of all hardcoded but editable presentations
- Little presentation tutorial
- How to edit loading screens, main menu, etc.
- Presentations basics
- Colour of messages of death or injuries of soldiers
- Changing color of Text, Buttons, Menus and highlight state
- Alarmed state of agents and cascade alarming
- Modify mouse icon
- Prop moving relative to player
- Adding more models as belfrys
- To burn a city
- Wall/gate destruction code
- Random encounters in a scene
- Free camera after death (4th post) and here (3rd post)
- Scene prop Battle-Horn
- Town walkers
- Summon allies to current position
- Wear full armour at indoor scene
- Explosive barrels (unfinished)
- Moving scene prop
- Training dummy hitpoints
- Fixing hit_points on destructible sceneprops
- Setting guard in Lords' hall
- Town/village walkers in castle
- Moving sceneprops
- Pilgrim disguise
- Enable to kill people in villages
- Random sceneprops
- Destroy scene props with an explosion
- Moving clouds
- Mining System
- Objects scale
- Horses and agents as sceneprops
- Specific troop entry point and making trp stay somewhere
- No dismount at sieges
- Battle continues after falling
- About add_reinforcements_to_entry
- Not allowed to enter a scene with too many troops
- Troop dies when mount dies
- Drowning in deep water
- Sceneprop healing/refilling ammo
- Living horses
- Moving Drawbridge
- Moving an object from underground to groundlevel
- Ballista codes (not working at Warband)
- Mini combat map at custom battles
- Change starting order from 'Charge' to 'Follow me'
- Dynamic groups: De-horsed Mounted Troops become Infantry
- Dynamic groups: Foot Archers out of Ammo become Infantry
- Being knocked off your horse
- How to increase battle size besides increasing reinforcement threshold?
- Dialog with scene prop
- Troops unsheath weapons in scene only when they can use it and an enemy is present
- Mine Script
- Walk as default troop movement
- Item distribution at troops
- Drowning
- War dogs
- Picking up items in scenes
- Compass
- Add more townwalkers
- Give different walking animation to specific troops
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