Expanding functionality of the Lair

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Expanding Lair v 0.2 beta has been released! (9/10/14)

Civilization is taking hold of the barbarian lair.

Now featuring basic diplomacy features of the chamberlain and constable, including the automatic training of troops at the lair, even before the player has established a kingdom.

The constable also let's you send out a slave train. The slave train will escort prisoners from your lair to the salt mine, to ensure a nice supply of workers.  :mrgreen:

2r20ta9.jpg

15xafd1.jpg

1199uom.jpg

rjmhae.jpg


Download:
v0.1.2 http://1drv.ms/1vOVpQA
v0.2 beta: http://1drv.ms/1D91b2S
To install:
Extract the .zip file, paste all .txt files into Warband/Modules/Brytenwalda and paste the scn_fort_interior.sco file into Warband/Modules/Brytenwalda/SceneObj.


You might want to do a backup of your Brytenwalda beforehand.

Only v 0.1 is savegame compatible.
v 0.2 + are not savegame compatible


Known limitation:
-The slave train will transport all slaves from the lair to the salt mine.
-The slave train will only depart once every day, so depending on when the constable received the orders, it might take up to a day, before the party leaves.

Changelog:
v0.2 beta
Lair upgrade->Den
Den is besiegable
Upgrading to a den will let the player start his own kingdom, if he isn't already part of an existing kingdom.
The slave train can be send from any lair or den.
Each Den has the option to build one village. (it starts with 0 villages).
Decide, how far away from the den the village will be build.
v0.1.2
includes the fort scene with additional entry points for correct spawning.
v0.1.1
The script errors on slave train spawn and upon reaching the salt mine have been fixed.
Constable training script error fixed.
The slave train now spawns with the correct faction, so that it will be attacked by any of the players enemies.
Displaying correct message if the slave train gets defeated.
v0.1
Initial release
 
This sounds cool.  Good luck with it.

It would be nice if the lair could be besieged.  I don't know how this could be done since the lair is not a permanent party location.  I guess it's better that it is secret from the enemies.
 
Coming Soon(TM) v 0.1 has been released!

Updated first post with info.

@Redleg

I will consider the besiegability of the lair. It should be possible, though I'm not sure, how useful that would be. It would remove the strength of having a place to withdraw, if it would get constantly besieged by your enemies.

@kraggrim

Patrols are certainly possible, though problematic, as any spawned unit needs to be assigned to a faction. If the player does not have created a kingdom, or joined one, the patrols cannot be assigned to the player faction, meaning the patrols would have to be assigned to another faction. There are workarounds, either creating a pseudo-faction, which mirrors the player relation with any other faction, or by assigning the patrols to one of the bandit factions and only enabling patrols, when the player has positive relation with the outlaws. This will require some experimenting.
 
A bugfix version Expanding Lair v 0.1.1 has been released.

The script errors on slave train spawn and upon reaching the salt mine have been fixed.
Constable training script error fixed.
The slave train now spawns with the correct faction, so that it will be attacked by any of the players enemies.
Displaying correct message if the slave train gets defeated.

Tocan said:
fac_player_supporters_faction

Amazing.

Such an easy solution.
 
minh4792 said:
I already hired chamberlain and constable, but they dont appear in the hall of my lair. What's wrong with this?
Did you hire them from the lair hire menu?

If you hire a constable from talking with your minister, the constable will show up in your castles/towns, but not the lair. If you hire a constable at the lair, the constable will only show up at the lair. If you want to have a constable at the lair and in castles, he has to be hired twice, once in the lair and once by talking to your minister in a castle/town.


Maybe I should rename them, because the constable, chamberlain in castles/towns are different units than the constable/chamberlain who can be hired at the lair.
 
Fire_and_Blood said:
minh4792 said:
I already hired chamberlain and constable, but they dont appear in the hall of my lair. What's wrong with this?
Did you hire them from the lair hire menu?

If you hire a constable from talking with your minister, the constable will show up in your castles/towns, but not the lair. If you hire a constable at the lair, the constable will only show up at the lair. If you want to have a constable at the lair and in castles, he has to be hired twice, once in the lair and once by talking to your minister in a castle/town.
Maybe I should rename them, because the constable, chamberlain in castles/towns are different units than the constable/chamberlain who can be hired at the lair.
Yes, I hired them from lair menu at the same time with hore and cleric. I dont have any castle now. Did I miss something?
 
Fire_and_Blood said:
Ok, my mistake. I didn't include the sceneobj file with the new entry points.

You have to paste the scn_fort_interior.sco into Warband/Modules/Brytenwalda/Sceneobj
http://1drv.ms/1shpxoD

Gonna update the original download as well, to include this.
Ok, thank you, I'll try again. One more problem, I'm not sure this problem is from your submod or not. After I adding the submod, I play a new save, but it seems this time I can't find any spy or mercenary captain to hired. I used "ctrl+T" to move to every town to find, but no result.
 
Got some major update coming soon.

There is an upgrade to the lair: The Den.

The lair was a small enough hideout to escape the lord's notice, and was thus a save haven, free from sieges. However, a den is too large to have the same advantage. The den is besiegable!

Upgrading to a den is also a way to start one's own kingdom!

Screenies  :grin:
(Building 2 Dens and a Lair near Lundenwic)
n5rk9t.jpg
[/img]
(AI conquered one of the dens)
2laf2ow.jpg


 
Thanks for the feedback.

I've tried looking for some OSP scene, which could be used for den sieges, but couldn't find anything appropriate. So for the time being, it's gonna use an expanded lair scene.

Here's two screenies of a den siege:
3090av5.jpg

1213o74.jpg

I'm pretty close to releasing v. 0.2. The features are all implemented and working. So now all that's left is to remove any unwanted side effects, mostly visual inconsistencies in the "Reports"-menu.
 
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