Main Thread - 3.0 released!

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NUQAR'S Kentucky "Nuqar" James XXL said:
I'm fine.  :razz: I'll post a full statement on the future of the mod in the coming days.

Jacob, I love you.

This mod is nothing short of grandiose in conception and execution. It will always tend to be unpopular because it is about edgy weebs made by an edgy weeb, but it will be no less good for it. <3

Seriously, I still am baffled that you have single handedly achieved so much.


It offers one of the best yet most unique experiences I have had in Warband to this day, and with all the amazing mods out there that is saying much. I do wish that the overall kingdom control, siege and conquest (of forts especially) was a little more difficult, and that the number of native items was less, but seriously, it is amazing.
 
NUQAR'S Kentucky "Nuqar" James XXL said:
Hi everyone,

After 3 years of fooling myself that I'd continue this mod at some point, I think it's time to lay it to rest. I will post the source code in a few days so that anyone who wants to can continue working on it. However this is not the end, it's only the beginning, as I will explain below.

Why start?
Sayazn started as a dumb project I engrossed myself into during my University degree. Initially I just wanted to recreate the Battle of Chaldiran in warband by adding a few guns and some smoke, but eventually it ballooned into a passion project with youtubers and random people online playing the hell out of it. Really, genuinely, thanks for all the support. I never would have thought anyone would enjoy my silly Ottoman-centric fantasy universe with rocket nuns and tamil samurai, and I definitely never thought I would be seeing playthroughs of my own mod in my subscription box. I read every comment you guys post and even though I'm an aloof edgelord who never responds I really appreciate every hour you've put into this.

Why stop?
When Viking Conquest released in 2015, Taleworlds ported the changes over to Warband. These included some engine-side changes which broke many of the features I was working on (Airship battles especially which I actually had working for a short while before the change), and created a handful of rare bugs which were basically impossible to fix because they never showed error messages. This killed my patience for modding warband which is temperamental enough without unfixable bugs being thrown into the mix. The code is practically undocumented and lots of functions don't work as intended even to this day. However I still had a lot planned and never wanted to rule out the possibility of returning. At this point however I had a full time job and couldn't justify it.

Is someone going to help finish the mod?
I will make the source code available so that anyone with the same workaholic brain disease as me can try and iron out some bugs or add new features or what-have-you. Bear in mind that I was working as a single modder with nobody to answer to, so some of my code solutions are downright insane--the way I solve problems is kind of weird, so if you decide to take up this task and see a piece of code which makes you go "uhhhhhhh what is this supposed to do", send me a PM and I will try to put myself in my 2014 mind and give you some guidance.


What now?
Since around March 2018 I have been working on a citybuilding RTS called Iron Chieftain [Link]. It's set in the same universe, spanning 100-500 years before the events of this mod and thus right on the eve of the invention of gunpowder. I will add a lot of the things I initially planned to implement in warband, like huge battles, resource management, and things like migrations and dynamic cultures. Even though I don't have much free time to work on it, I already have it in a somewhat playable state.

(Note that some of these screenshots are almost a year old and the game looks a lot better now)

EDO0qZmWwAAkzBB
EDO1Dx1WwAAuWiw
D7CwsaUXoAIDf3R
D3_MEVCWwAANg8Q
D3_MNMmXkAIx0Xl
D2X1Ft2XgAUAIzX

EDO1kjhXoAAnpME
DzKXOKhXQAEw_CW
DywfNkPX4AACnKk

D8jsTuoWsAAPMLV
D7SqfuMXoAA6Z4x
D7SqfiRWwAAoqbp
D7SqvvKX4AA4ORN
D7SqvjTX4AIenAy
EDU9ic5U0AMuQ5s

I am much more excited for this than I ever was for Sayazn, simply because working in Unreal Engine is so much easier than the poorly coded clunkfest that is Warband. Personally I don't have high hopes for Bannerlord so I won't be modding that unless things take a turn for the better (and I have a lot more free time).

What can I (you) do to help?
- Spread the word about Iron Chieftain. If it gets enough attention I may even be able to go part time on my job and finish this a lot faster. Any little bit helps.

- Follow me on Twitter: https://twitter.com/yaqobhyndes
I mostly post my artwork and more frequent screenshots of the progress of the game. I also post a whole load of garbage so be prepared for that.
T2Sc_.png

- Have a look at my artwork. :razz:
https://www.deviantart.com/newest
https://www.facebook.com/hindsart/
www.hindsart.com
 
NUQAR'S Kentucky "Nuqar" James XXL said:
NUQAR'S Kentucky "Nuqar" James XXL said:
Hi everyone,

After 3 years of fooling myself that I'd continue this mod at some point, I think it's time to lay it to rest. I will post the source code in a few days so that anyone who wants to can continue working on it. However this is not the end, it's only the beginning, as I will explain below.

Why start?
Sayazn started as a dumb project I engrossed myself into during my University degree. Initially I just wanted to recreate the Battle of Chaldiran in warband by adding a few guns and some smoke, but eventually it ballooned into a passion project with youtubers and random people online playing the hell out of it. Really, genuinely, thanks for all the support. I never would have thought anyone would enjoy my silly Ottoman-centric fantasy universe with rocket nuns and tamil samurai, and I definitely never thought I would be seeing playthroughs of my own mod in my subscription box. I read every comment you guys post and even though I'm an aloof edgelord who never responds I really appreciate every hour you've put into this.

Why stop?
When Viking Conquest released in 2015, Taleworlds ported the changes over to Warband. These included some engine-side changes which broke many of the features I was working on (Airship battles especially which I actually had working for a short while before the change), and created a handful of rare bugs which were basically impossible to fix because they never showed error messages. This killed my patience for modding warband which is temperamental enough without unfixable bugs being thrown into the mix. The code is practically undocumented and lots of functions don't work as intended even to this day. However I still had a lot planned and never wanted to rule out the possibility of returning. At this point however I had a full time job and couldn't justify it.

Is someone going to help finish the mod?
I will make the source code available so that anyone with the same workaholic brain disease as me can try and iron out some bugs or add new features or what-have-you. Bear in mind that I was working as a single modder with nobody to answer to, so some of my code solutions are downright insane--the way I solve problems is kind of weird, so if you decide to take up this task and see a piece of code which makes you go "uhhhhhhh what is this supposed to do", send me a PM and I will try to put myself in my 2014 mind and give you some guidance.


What now?
Since around March 2018 I have been working on a citybuilding RTS called Iron Chieftain [Link]. It's set in the same universe, spanning 100-500 years before the events of this mod and thus right on the eve of the invention of gunpowder. I will add a lot of the things I initially planned to implement in warband, like huge battles, resource management, and things like migrations and dynamic cultures. Even though I don't have much free time to work on it, I already have it in a somewhat playable state.

(Note that some of these screenshots are almost a year old and the game looks a lot better now)

EDO0qZmWwAAkzBB
EDO1Dx1WwAAuWiw
D7CwsaUXoAIDf3R
D3_MEVCWwAANg8Q
D3_MNMmXkAIx0Xl
D2X1Ft2XgAUAIzX

EDO1kjhXoAAnpME
DzKXOKhXQAEw_CW
DywfNkPX4AACnKk

D8jsTuoWsAAPMLV
D7SqfuMXoAA6Z4x
D7SqfiRWwAAoqbp
D7SqvvKX4AA4ORN
D7SqvjTX4AIenAy
EDU9ic5U0AMuQ5s

I am much more excited for this than I ever was for Sayazn, simply because working in Unreal Engine is so much easier than the poorly coded clunkfest that is Warband. Personally I don't have high hopes for Bannerlord so I won't be modding that unless things take a turn for the better (and I have a lot more free time).

What can I (you) do to help?
- Spread the word about Iron Chieftain. If it gets enough attention I may even be able to go part time on my job and finish this a lot faster. Any little bit helps.

- Follow me on Twitter: https://twitter.com/yaqobhyndes
I mostly post my artwork and more frequent screenshots of the progress of the game. I also post a whole load of garbage so be prepared for that.
T2Sc_.png

- Have a look at my artwork. :razz:
https://www.deviantart.com/newest
https://www.facebook.com/hindsart/
www.hindsart.com

:cry:

Damn you, stupid sexy brilliant Viking Conquest. :cry:

But good luck on the new project. It looks great and full of promise. I will be buying it as soon as it is on steam.
 
I really wish someone would. 3.0. is having issues with the latest version of warband it seems. But this mod is something else... how tumultuous it is to see migrating tribes contrasted with an ongoing industrial revolution happening everywhere.... this is one of the most ambitious and well executed mods for warband, and among the most impressive ones. One of my personal favorites. I wish you would continue to work on it, Jacob. :sad:
 
I really wish someone would. 3.0. is having issues with the latest version of warband it seems. But this mod is something else... how tumultuous it is to see migrating tribes contrasted with an ongoing industrial revolution happening everywhere.... this is one of the most ambitious and well executed mods for warband, and among the most impressive ones. One of my personal favorites. I wish you would continue to work on it, Jacob. :sad:
Heh, yeah I love this mod still. started playing again. really considering trying to make something like this for bannerlord.
 
Can you at least redact the features that are the biggest bug bringers? If you just cut out some things and made a sayazn lite that would be much better than the current broken iteration. Specifically the population system seems to fail after a few months game time. The ferry system is just unneeded all together. All village elders need to be accessable from menu because their entry points in the scene are wrong.

Custom troops is an easy fix. You just need to give them appropriate skills, and give the selection troop inventory management 10 so all of the equipment is actually viewable, I fixed this for my download of the mod, but I don't understand code so can't do more than that.

Consider it please.
 
Well it seems version 2 is far more playable as it lacks the population mechanic, I recommend anyone wanting to try the mod to start there. Morghs editor is a must to fix certain troops having missing items or incorrect skills though, anyone wanting to play and enjoy this mod will be able to fix most issues on their own without digging into code with morghs.

I suggest editing your chosen factions troops to have identical branches of common musket men so you can deploy them in configurations other than one giant line. Additionally outfit your character with appropriate officer equipment because the markets don't stock their respective factions attire reliably if it all.

Version 3 has the better ai and performance, so it's a shame to give that up, I do hope someone familiar with warband modding decides to fix it up someday. If you decide to try version 3, custom troops need to be edited in morghs to work properly. There are three entries for each type of custom troop one just called custom troop which needs it's skills filled in because they are blank, one named custom troop equip which you can leave alone, and one called custom troop selection which needs it's inventory management skill increased from 2 to 10 so that the missing items like boots and ammo are available for selection in game.

I may explore fixing scenes and npc spawns down the line, but that will be the extent of my contribution in repairing this flawed masterpiece. We need a coder unfortunately.
 
I refuse to let this go out with a whimper. I may end up paying someone to work on this mod.
Well it seems version 2 is far more playable as it lacks the population mechanic, I recommend anyone wanting to try the mod to start there. Morghs editor is a must to fix certain troops having missing items or incorrect skills though, anyone wanting to play and enjoy this mod will be able to fix most issues on their own without digging into code with morghs.

I suggest editing your chosen factions troops to have identical branches of common musket men so you can deploy them in configurations other than one giant line. Additionally outfit your character with appropriate officer equipment because the markets don't stock their respective factions attire reliably if it all.

Version 3 has the better ai and performance, so it's a shame to give that up, I do hope someone familiar with warband modding decides to fix it up someday. If you decide to try version 3, custom troops need to be edited in morghs to work properly. There are three entries for each type of custom troop one just called custom troop which needs it's skills filled in because they are blank, one named custom troop equip which you can leave alone, and one called custom troop selection which needs it's inventory management skill increased from 2 to 10 so that the missing items like boots and ammo are available for selection in game.

I may explore fixing scenes and npc spawns down the line, but that will be the extent of my contribution in repairing this flawed masterpiece. We need a coder unfortunately.
Have either of you made any progress with this? I know it's been a year but still, hoping there's some enthusiasm left cuz I absolutely love this mod
 
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