Latrunculus Needs You!

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When the official module system is out, I fully intend to be redoing my simple mercenaries mod (Latrunculus means mercenary in Latin).  While I easily added new soldiers and the like to the troops file, I wasn't really able to get them to also spawn at castles, so I would like ONE additional *experienced* individual to give me a hand with that.  I would also like to add a new weapon or two to the game  -- the sling and the staff sling.  They will both use "stones" as ammo, and will be a lot more believable of a weapon for the lower-tier guys.  I do not have any experience modeling or rigging, as I found 3DSMax frustrating when I tried to use it ages ago.

My original mod simply added in a boat load of new mercenary types, to fit every play style, realistic and fantastic (everything from spearmen to mounted crossbowmen)

LATRUNCULUS NEEDS:
1 person experienced with the module code to assist me in setting up Merc spawns at castles
1 person experienced with modeling and animating, to add slings and staff slings (the former more than the latter) to the game, replacing "stones".

PM me if you're interested, serious people only.
 
Hi,

To make the mercs spawn in castles just replace this, which is under script_cf_reinforce_party,

      (assign, ":party_template", 0),
      (store_random_in_range, ":rand", 0, 120),
      (try_begin),
        (this_or_next|eq, ":party_type", spt_town),
        (eq, ":party_type", spt_castle),  #CASTLE OR TOWN
        (try_begin),
          (lt, ":rand", 65),
          (assign, ":party_template", ":party_template_a"),
        (else_try),
          (assign, ":party_template", ":party_template_b"),
        (try_end),
      (else_try),

with:

      (assign, ":party_template", 0),
      (store_random_in_range, ":rand", 0, 150),
      (try_begin),
        (this_or_next|eq, ":party_type", spt_town),
        (eq, ":party_type", spt_castle),  #CASTLE OR TOWN
        (try_begin),
          (lt, ":rand", 65),
          (assign, ":party_template", ":party_template_a"),
        (else_try),
          (lt, ":rand", 120),
          (assign, ":party_template", ":party_template_b"),
        (else_try),
          (lt, ":rand", 130),
          (assign, ":party_template", "pt_new_merc_temp1"),
        (else_try),
          (lt, ":rand", 140),
          (assign, ":party_template", "pt_new_merc_temp2"),
        (else_try),
          (assign, ":party_template", "pt_new_merc_temp3"),
        (try_end),
      (else_try),

When replaced, you will also have to create the pt_new_merc_temp1 ,2 and 3

just add something like

  ("new_merc_temp1", "new_merc_temp1", 0, 0, fac_commoners, 0, [(trp_mercenary_crossbowman,25,35)]),

to module_party_templates

 
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