DarkNord
Sergeant

Light and Darkness have good water travel system.It needs little more coding but it's good.Only thing is i dont think its OSPhomicuda 说:

Light and Darkness have good water travel system.It needs little more coding but it's good.Only thing is i dont think its OSPhomicuda 说:
Ramaraunt 说:Gah, I need water travel in my mod, but its verrry hard to find a good one. Where can I get a good water travel coding kit? I don't have time to code one myself.
homicuda 说:
Thnx for the help and suggestions bro.kalarhan 说:I mentioned diplomacy as it has freelancer merged on it, but you could also use other mods as your base. Floris, Freelancer (full modsys, not the modmerger), etc. There are some newer updates on the mod forums for 1.166+ version, so you could check them and talk to the devs (modders) to ask for the source.emir512 说:Friend! If you read it right, I'm trying to merge freelancer not diplomacy and freelancer latest source was made and tested for 1143 not with any later one. I have diplomacy source for 1168 with many brand new features.
But of course if you want to do it manually that is a option as well. Note that is unlike your game will run well if you use 1.143 modsys with the current engine (1.16, so you will need a old game version as well.


You dont understand meRamaraunt 说:Look at the bottom of module_troops.py. Pretty simple.
upgrade (initial troop, troop your upgrading to),
or
upgrade2(initial troop, troop your upgrading to, another troop your upgrading to),
emir512 说:If I use floris source
You can edit troops using the modsys (module_troops.py) with Morgh's. Go back to the tool site/documentation and check your settings. Once you fix that it won't override your changes.DarkNord 说:Morghs they just get overwritten when i compile my module next time.

DarkNord 说:i read that link....
Morgh 说:Python module system editors (Warband only!):
- module_items.py
- module_troops.py
- module_party_templates.py
Compiled TXT editors (Warband / With Fire And Sword):
- troops.txt
- factions.txt
- parties.txt
- party_template.txt
- item_kinds1.txt
wrwlf 说:Is there a practical/performance limit to how many towns/villages can be used?
I am planning on 2 factions w/ around 50 towns and ~150 villages each (single castle each faction, similar to L'Aigle I suppose).
kalarhan 说:wrwlf 说:Is there a practical/performance limit to how many towns/villages can be used?
I am planning on 2 factions w/ around 50 towns and ~150 villages each (single castle each faction, similar to L'Aigle I suppose).
depends on your coding skills. Once you leave the confort of Native scale you need to be ready to go deep into the code and see how things really work, and what could affect performance on your very particular case.
VC, as a example, has ~30 towns, ~100 castles, ~150 villages, ~20 factions and includes sea travel. It had to do some special changes on heavier triggers as older computer were having map lag. The dev even posted on the forum about what they experienced with, and you can check the game code as well.
Also remember that bigger doesn't mean better. It is not about size, but gameplay and keeping things interesting.
(try_for_range, ":party_no", ferry_points_begin, ferry_points_end),
(party_get_num_companions, ":party_size", ":party_no"),
(lt, ":party_size", 100),
(party_get_slot, ":linked_town", ":party_no", slot_party_ferry_bound_center ),
(store_faction_of_party, ":template_faction", ":linked_town"),
(faction_get_slot, ":party_template_a", ":template_faction", slot_faction_reinforcements_a),
(faction_get_slot, ":party_template_b", ":template_faction", slot_faction_reinforcements_b),
(faction_get_slot, ":party_template_c", ":template_faction", slot_faction_reinforcements_c),
(store_random_in_range, ":randomizer", 1,4),
(try_begin),
(eq, ":randomizer", 1),
(party_add_template, ":party_no", ":party_template_a"),
(else_try),
(eq, ":randomizer", 2),
(party_add_template, ":party_no", ":party_template_b"),
(else_try),
(party_add_template, ":party_no", ":party_template_c"),
(try_end),
(try_end),

Morgh 说:Python module system editors (Warband only!):
- module_items.py
- module_troops.py
- module_party_templates.py
Compiled TXT editors (Warband / With Fire And Sword):
- troops.txt
- factions.txt
- parties.txt
- party_template.txt
- item_kinds1.txt