Modding Q&A [For Quick Questions and Answers]

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kalarhan said:
HyperCharge said:
How can I turn a variable to string?

depends on what you mean. Looking at your snippet, it seems you either want to print the ID or the reference name.
I was meaned a number in that example. It could be something else though.  Port_city_num was a number. I wanted to get number of port cities in game. But,  I didn't know that the registers were there for it. What is the difference between a register and a string?
 
hello guys do any one know how to delete lords from the mod or princesses because i was doing a mod hispainia 1568 and in that period Andalusia lost many of its cities so to change the cities and give them to another faction i changed the Andalusian lords to castile faction so there property transfer to that faction it worked but with only one problem their wives and daughters are still in the Andalusian faction and they are connected to the unchanged Andalusian lords so how to change the families or how to delete them or what should i do in this case ?
 
Good Evening ,I started using Winmerge and after few minutes i create a question in my head.If i have files module_scripts(Mymod ) and module_scripts MyMod2 and i start comparing those two files i can add all the  scripts in MyMod from MyMod2 that MyMod hasn't and as a result i will get two identical module_scripts or there are some nuances of it?
 
KnightV said:
I started using Winmerge

you can't simple do a diff B -> copy to A -> use A. It depends on what features your are merging, the dependencies, other requirements (like triggers), and so on.

follow the steps from the OSP code you have. If you are not using a OSP, or you don't have instructions, then you will need to learn the basics of modding, understand how things work, and go from there.



zidozido said:
hello guys do any one know how to delete lords

module_troops.py -> the npcs
module_constants.py -> ranges, constants, etc
your own module rulesets (scripts/triggers/etc) that define things like how many lords in each faction, banner distribution, family ties, etc
 
kalarhan said:
KnightV said:
I started using Winmerge

you can't simple do a diff B -> copy to A -> use A. It depends on what features your are merging, the dependencies, other requirements (like triggers), and so on.

follow the steps from the OSP code you have. If you are not using a OSP, or you don't have instructions, then you will need to learn the basics of modding, understand how things work, and go from there.


I want add Diplomacy ,i have the source of it,there is not any instructions ,i simply looking for #Diplomacy amd copypaste or replace,but,unfortunately, the problem is that diplomacy has tonns of those codes
 
KnightV said:
I want add Diplomacy ,i have the source of it,there is not any instructions ,i simply looking for #Diplomacy amd copypaste or replace,but,unfortunately, the problem is that diplomacy has tonns of those codes

then if you are having issues merging Diplomacy into your mod, why not use it as your base? You don't need to start with Native (vanilla).

The alternative, as mentioned above, is to learn how things work (tutorials) so you can choose which features you want and then bring them to your own mod.
 
kalarhan said:
KnightV said:
I want add Diplomacy ,i have the source of it,there is not any instructions ,i simply looking for #Diplomacy amd copypaste or replace,but,unfortunately, the problem is that diplomacy has tonns of those codes

then if you are having issues merging Diplomacy into your mod, why not use it as your base? You don't need to start with Native (vanilla).


The alternative, as mentioned above, is to learn how things work (tutorials) so you can choose which features you want and then bring them to your own mod.
I want to add diplomacy(all features) in my own mod.I have installed modmerge.I maybe dont understand you ,but you says that i can install diplomacy just using modmerge or what?
 
danand said:
kalarhan said:
danand said:
Hello. I want to remove or deactivate a line in scripts.txt but when i remove it my server is not openning what should i do? its about some scripts of persistent world 4.5 mode. when i try to do it from source code, i cant build module.

kalarhan said:
manual edit of .txt files require some basic know-how. If you show us (in the Q&A thread) what you are doing (code before, code after), and explain why you are not using modsys (source), we may be able to help with the issue.

you did not show us the code (.txt script you are editing). So we can't tell you what you may be doing wrong with it.

also you have not explained
danand said:
i cant build module.
seems like you should try to fix this instead (learn how to setup your modsys). You should review this guide
https://forums.taleworlds.com/index.php/topic,240255.0.html


This is the part in txt

show_in_area_local_message_stored_in_s0 -1
35 23 2 1224979098644774912 1 23 2 1224979098644774913 2 4 0 401 1 1224979098644774912 406 2 1224979098644774914 1224979098644774912 1712 1 1224979098644774914 1702 1 1224979098644774914 4 0 31 2 1224979098644774913 12 2133 2 1224979098644774915 90000 2133 2 1224979098644774916 10000 473 1 216172782113784275 5 0 31 2 1224979098644774913 13 2133 2 1224979098644774915 250000 2133 2 1224979098644774916 40000 473 1 216172782113784415 3 0 2124 1 100 1710 2 1 1224979098644774914 722 2 1 160 12 1 1224979098644774917 1702 1 1224979098644774917 2147485355 1 1224979098644774917 1724 2 1224979098644774918 1224979098644774917 401 1 1224979098644774918 1710 2 2 1224979098644774917 722 2 2 160 712 3 1224979098644774919 1 2 2147483680 2 1224979098644774919 1224979098644774915 3221225504 2 1224979098644774919 1224979098644774916 707 2 1 2 399 3 1224979098644774918 1224979098644774913 0 3 0 3 0

handle_local_chat_sending -1
15 23 2 1224979098644774912 1 23 2 1224979098644774913 2 4 0 401 1 1224979098644774912 2355 1 0 2320 2 2 216172782113784414 2133 2 72057594037927936 1224979098644774912 4 0 31 2 1224979098644774913 0 380 1 1585267068834414662 5 0 31 2 1224979098644774913 1 380 1 1585267068834414663 3 0 3 0

handle_faction_chat_sending -1
15 23 2 1224979098644774912 1 23 2 1224979098644774913 2 4 0 401 1 1224979098644774912 2355 1 0 2320 2 2 216172782113784414 2133 2 72057594037927936 1224979098644774912 4 0 31 2 1224979098644774913 4 380 1 1585267068834414664 5 0 31 2 1224979098644774913 5 380 1 1585267068834414665 3 0 3 0
show_to_faction_message_stored_in_s0 0
22 23 2 1224979098644774912 1 23 2 1224979098644774913 2 4 0 401 1 1224979098644774912 528 3 1224979098644774914 1224979098644774912 0 33 3 1224979098644774914 432345564227567618 432345564227567626 2335 2 2 1224979098644774914 473 1 216172782113784276 4 0 31 2 1224979098644774913 5 548 3 1224979098644774912 37 1 2133 2 1224979098644774915 22 5 0 2133 2 1224979098644774915 21 3 0 400 1 1224979098644774916 6 3 1224979098644774917 1 1224979098644774916 401 1 1224979098644774917 548 3 1224979098644774917 0 1224979098644774914 399 3 1224979098644774917 1224979098644774915 0 3 0 3 0

handle_admin_chat_sending -1
39 23 2 1224979098644774912 1 23 2 1224979098644774913 2 23 2 1224979098644774914 3 4 0 4 0 401 1 1224979098644774912 430 1 1224979098644774912 2355 1 0 2320 2 2 216172782113784414 2133 2 72057594037927936 1224979098644774912 2133 2 72057594037927937 1224979098644774913 4 0 31 2 1224979098644774913 0 4 0 31 2 1224979098644774914 7 548 3 1224979098644774912 52 0 380 1 1585267068834414666 5 0 31 2 1224979098644774914 6 380 1 1585267068834414667 5 0 31 2 1224979098644774913 0 380 1 1585267068834414668 3 0 5 0 401 1 1224979098644774913 2320 2 2 216172782113784414 380 1 1585267068834414669 3 0 5 0 2133 2 1224979098644774913 0 401 1 1224979098644774912 2133 2 72057594037927936 1224979098644774912 2133 2 72057594037927937 1224979098644774913 2355 1 0 2320 2 2 216172782113784414 380 1 1585267068834414670 3 0 3 0

display_admin_message_stored_in_s0 -1
42 23 2 1224979098644774912 1 23 2 1224979098644774913 2 23 2 1224979098644774914 3 23 2 1224979098644774915 4 4 0 32 2 1224979098644774913 -1 401 1 1224979098644774912 2350 2 1 1224979098644774912 2320 2 10 1224979098644774913 473 1 10 400 1 1224979098644774916 6 3 1224979098644774917 1 1224979098644774916 401 1 1224979098644774917 2133 2 1224979098644774918 23 2133 2 1224979098644774919 0 4 0 31 2 1224979098644774913 216172782113784274 2133 2 1224979098644774918 24 5 0 31 2 1224979098644774917 1224979098644774912 5 0 430 1 1224979098644774917 5 0 31 2 1224979098644774917 1224979098644774915 2321 2 11 10 2133 2 1224979098644774919 1 2320 2 10 216172782113784271 4 0 31 2 1224979098644774914 7 2133 2 1224979098644774918 24 3 0 5 0 2133 2 1224979098644774918 -1 3 0 32 2 1224979098644774918 -1 399 3 1224979098644774917 1224979098644774918 10 4 0 31 2 1224979098644774919 1 2321 2 10 11 3 0 3 0 3 0

display_normal_inter_admin_message_stored_in_s0 -1
15 23 2 1224979098644774912 1 4 0 401 1 1224979098644774912 2350 2 1 1224979098644774912 2320 2 10 216172782113784271 473 1 10 400 1 1224979098644774913 6 3 1224979098644774914 1 1224979098644774913 401 1 1224979098644774914 430 1 1224979098644774914 2320 2 10 216172782113784271 473 1 10 399 3 1224979098644774914 23 10 3 0 3 0

and this is the source


  ("show_in_area_local_message_stored_in_s0",
  [
    (store_script_param, ":var0", 1),
    (store_script_param, ":var1", 2),
    (try_begin),
      (player_is_active, ":var0"),
      (player_get_agent_id, ":var2", ":var0"),
      (agent_is_active, ":var2"),
      (agent_is_alive, ":var2"),
      (try_begin),
        (eq, ":var1", 12),
        (assign, ":var3", 90000),
        (assign, ":var4", 10000),
        (server_add_message_to_log, "str_local_chat_log_format"),
      (else_try),
        (eq, ":var1", 13),
        (assign, ":var3", 250000),
        (assign, ":var4", 40000),
        (server_add_message_to_log, "str_local_chat_log_format_shout"),
      (try_end),
      (set_fixed_point_multiplier, 100),
      (agent_get_position, pos1, ":var2"),
      (position_move_z, pos1, 160),
      (try_for_agents, ":var5"),
        (agent_is_alive, ":var5"),
        (neg|agent_is_non_player, ":var5"),
        (agent_get_player_id, ":var6", ":var5"),
        (player_is_active, ":var6"),
        (agent_get_position, pos2, ":var5"),
        (position_move_z, pos2, 160),
        (get_sq_distance_between_positions, ":var7", pos1, pos2),
        (le, ":var7", ":var3"),
        (this_or_next|le, ":var7", ":var4"),
        (position_has_line_of_sight_to_position, pos1, pos2),
        (multiplayer_send_string_to_player, ":var6", ":var1", s0),
      (try_end),
    (try_end),
  ]),

  ("handle_local_chat_sending",
  [
    (store_script_param, ":var0", 1),
    (store_script_param, ":var1", 2),
    (try_begin),
      (player_is_active, ":var0"),
      (str_encode_url, s0),
      (str_store_string, s2, "str_webserver_address"),
      (assign, reg0, ":var0"),
      (try_begin),
        (eq, ":var1", 0),
        (send_message_to_url, "@{s2}/local.php?str={s0}&pid={reg0}"),
      (else_try),
        (eq, ":var1", 1),
        (send_message_to_url, "@{s2}/localshout.php?str={s0}&pid={reg0}"),
      (try_end),
    (try_end),
  ]),

  ("handle_faction_chat_sending",
  [
    (store_script_param, ":var0", 1),
    (store_script_param, ":var1", 2),
    (try_begin),
      (player_is_active, ":var0"),
      (str_encode_url, s0),
      (str_store_string, s2, "str_webserver_address"),
      (assign, reg0, ":var0"),
      (try_begin),
        (eq, ":var1", 4),
        (send_message_to_url, "@{s2}/faction.php?str={s0}&pid={reg0}"),
      (else_try),
        (eq, ":var1", 5),
        (send_message_to_url, "@{s2}/factionshout.php?str={s0}&pid={reg0}"),
      (try_end),
    (try_end),
  ]),

  ("show_to_faction_message_stored_in_s0",
  [
    (store_script_param, ":var0", 1),
    (store_script_param, ":var1", 2),
    (try_begin),
      (player_is_active, ":var0"),
      (player_get_slot, ":var2", ":var0", 0),
      (is_between, ":var2", "fac_1", "fac_factions_end"),
      (str_store_faction_name, s2, ":var2"),
      (server_add_message_to_log, "str_faction_chat_log_format"),
      (try_begin),
        (eq, ":var1", 5),
        (player_slot_eq, ":var0", 37, 1),
        (assign, ":var3", 22),
      (else_try),
        (assign, ":var3", 21),
      (try_end),
      (get_max_players, ":var4"),
      (try_for_range, ":var5", 1, ":var4"),
        (player_is_active, ":var5"),
        (player_slot_eq, ":var5", 0, ":var2"),
        (multiplayer_send_string_to_player, ":var5", ":var3", s0),
      (try_end),
    (try_end),
  ]),

  ("handle_admin_chat_sending",
  [
    (store_script_param, ":var0", 1),
    (store_script_param, ":var1", 2),
    (store_script_param, ":var2", 3),
    (try_begin),
      (try_begin),
        (player_is_active, ":var0"),
        (player_is_admin, ":var0"),
        (str_encode_url, s0),
        (str_store_string, s2, "str_webserver_address"),
        (assign, reg0, ":var0"),
        (assign, reg1, ":var1"),
        (try_begin),
          (eq, ":var1", 0),
          (try_begin),
            (eq, ":var2", 7),
            (player_slot_eq, ":var0", 52, 0),
            (send_message_to_url, "@{s2}/adminannounce.php?str={s0}&pid={reg0}&targetpid={reg1}"),
          (else_try),
            (eq, ":var2", 6),
            (send_message_to_url, "@{s2}/adminchatnormal.php?str={s0}&pid={reg0}&targetpid={reg1}"),
          (else_try),
            (eq, ":var1", 0),
            (send_message_to_url, "@{s2}/adminchatbetweenadmins.php?str={s0}&pid={reg0}&targetpid={reg1}"),
          (try_end),
        (else_try),
          (player_is_active, ":var1"),
          (str_store_string, s2, "str_webserver_address"),
          (send_message_to_url, "@{s2}/admintoplayer.php?str={s0}&pid={reg0}&targetpid={reg1}"),
        (try_end),
      (else_try),
        (assign, ":var1", 0),
        (player_is_active, ":var0"),
        (assign, reg0, ":var0"),
        (assign, reg1, ":var1"),
        (str_encode_url, s0),
        (str_store_string, s2, "str_webserver_address"),
        (send_message_to_url, "@{s2}/playertoadmin.php?str={s0}&pid={reg0}&targetpid={reg1}"),
      (try_end),
    (try_end),
  ]),

  ("display_admin_message_stored_in_s0",
  [
    (store_script_param, ":var0", 1),
    (store_script_param, ":var1", 2),
    (store_script_param, ":var2", 3),
    (store_script_param, ":var3", 4),
    (try_begin),
      (gt, ":var1", -1),
      (player_is_active, ":var0"),
      (str_store_player_username, s1, ":var0"),
      (str_store_string, s10, ":var1"),
      (server_add_message_to_log, s10),
      (get_max_players, ":var4"),
      (try_for_range, ":var5", 1, ":var4"),
        (player_is_active, ":var5"),
        (assign, ":var6", 23),
        (assign, ":var7", 0),
        (try_begin),
          (eq, ":var1", "str_admin_announcement_format"),
          (assign, ":var6", 24),
        (else_try),
          (eq, ":var5", ":var0"),
        (else_try),
          (player_is_admin, ":var5"),
        (else_try),
          (eq, ":var5", ":var3"),
          (str_store_string_reg, s11, s10),
          (assign, ":var7", 1),
          (str_store_string, s10, "str_admin_chat_format"),
          (try_begin),
            (eq, ":var2", 7),
            (assign, ":var6", 24),
          (try_end),
        (else_try),
          (assign, ":var6", -1),
        (try_end),
        (gt, ":var6", -1),
        (multiplayer_send_string_to_player, ":var5", ":var6", s10),
        (try_begin),
          (eq, ":var7", 1),
          (str_store_string_reg, s10, s11),
        (try_end),
      (try_end),
    (try_end),
  ]),

  ("display_normal_inter_admin_message_stored_in_s0",
  [
    (store_script_param, ":var0", 1),
    (try_begin),
      (player_is_active, ":var0"),
      (str_store_player_username, s1, ":var0"),
      (str_store_string, s10, "str_admin_chat_format"),
      (server_add_message_to_log, s10),
      (get_max_players, ":var1"),
      (try_for_range, ":var2", 1, ":var1"),
        (player_is_active, ":var2"),
        (player_is_admin, ":var2"),
        (str_store_string, s10, "str_admin_chat_format"),
        (server_add_message_to_log, s10),
        (multiplayer_send_string_to_player, ":var2", 23, s10),
      (try_end),
    (try_end),
  ]),

]


Help...
 
My mod compiles fine, but certain shields have tableau mesh errors.
SCRIPT ERROR ON OPCODE 1992: Invalid Mesh ID: 638; LINE NO: 12:
At Tableau material tab_kite_shield_2. At Tableau material tab_kite_shield_2. At Tableau material tab_kite_shield_2.
SCRIPT ERROR ON OPCODE 1992: Invalid Mesh ID: 638; LINE NO: 12:
At Tableau material tab_kite_shield_3. At Tableau material tab_kite_shield_3. At Tableau material tab_kite_shield_3.
SCRIPT ERROR ON OPCODE 1992: Invalid Mesh ID: 638; LINE NO: 12:
At Tableau material tab_kite_shield_4. At Tableau material tab_kite_shield_4. At Tableau material tab_kite_shield_4.
SCRIPT ERROR ON OPCODE 1992: Invalid Mesh ID: 638; LINE NO: 12:
At Tableau material tab_kite_shield_1. At Tableau material tab_kite_shield_1. At Tableau material tab_kite_shield_1.

I didn't alter any of these tableau meshes or the shields that use them so I'm not really sure what this error is about, also I am stupid.
 
kalarhan said:
module_troops.py -> the npcs
module_constants.py -> ranges, constants, etc
your own module rulesets (scripts/triggers/etc) that define things like how many lords in each faction, banner distribution, family ties, etc
can you tell please what to change in them or what to look for in them ?
 
Hi! Another question:

In the Native we have the chance to recruit just one troop tree per faction in the villages, es: Kingdom of Swadia - Swadian Troop Tree
There are some mods (like Europe 1200) where is possible to recruit different troop trees in different villages. How do I do such thing? I was working in making the vaegirs different from each area, for example recruiting a kind of vaegir troop around Khudan, another one around Curaw, and so on...
How to?

Thanks in advance:smile:
 
zidozido said:
can you tell please what to change in them or what to look for in them ?

you need to study the basic tutorials first, then read the comments on each module_XXX.py file you are using (start of the file). If there is no tutorial for something, then it is up to the individual modder to figure out things. There are thousands of features in the game, and only a few have a modding guide. That is why you should learn/master the fundamentals.

also, like explained earlier, each base module can be very different. There is no way for people to tell you exactly what to do unless it is for Native (everyone knows the code), or unless you bring out code snippets, show us a specific issue (I don't understand this line, this script is giving this error, this compilation log warning, and so on).

for lords you can search module_troops.py for the "knight_1_1", "knight_1_2" ->
  knight = lord
  _1 = faction #1
  _1 = first lord of that faction

for the ladies: "kingdom_1_lady_1", ...
and so on



danand said:

@danad I offered a few suggestions on how you could continue or on how to get further help. You have not provided the stuff I suggested in full (so I can't help any further), and you didn't give feedback on your compilation issues. In this case:
- you have not showed us what (which lines) and why (feature change) you want to change
- why can't you use modsys?

also remember this thread is open for a community, so you should not worry if one answer doesn't help, as there are many modders here. I, for example, usually don't get involved with MP code.



Heinrik von Waiblingen said:
In the Native we have the chance to recruit just one troop tree per faction in the villages, es: Kingdom of Swadia - Swadian Troop Tree

recruiting system is all handled in the modsys, so it is open for any changes you want. Different mods may have a entire new code base, or just a quick change from Native.

the Native way: a trigger respawns (restores) the volunteers each week, it does that by calling a script. That script checks some conditions, then it updates the party (village) slots. See script "update_volunteer_troops_in_village"



laius said:
My mod compiles fine, but certain shields have tableau mesh errors.

Code:
 SCRIPT ERROR ON OPCODE 1992: Invalid Mesh ID: 638; LINE NO: 12: 
 At Tableau material tab_kite_shield_2. At Tableau material tab_kite_shield_2. At Tableau material tab_kite_shield_2.

start by checking your ID_meshes.py. How many meshes you have in total?
then open module_tableau_materials.py, find the one listed "kite_shield_2", count for line 12 (13th line in the tableau code), and check what is going on. Why is your game going out of bounds (trying to use a ID that does not exists)
 
danand said:
As kalarhan said, provide us some detailed information of changes you want to apply and show off any occouring error messages.

...as far as I can tell Persistent World is open source, so why did you decompile your .txt files then?
Makes no sense at all.
Decompiled files are really hard to read due to generic variable names.
 
i am making a mod based n hispaina and the Almohad faction has 45 lord i want to delete some of them so i deleted all of them in the module.troops and when i combile module it says unable to find them and that is normal i know but it says cant find 45 lord so how do i make them less in other words i want to minimize number of lords in this faction which module . file should i look into and what to change
 
kalarhan said:
Heinrik von Waiblingen said:
In the Native we have the chance to recruit just one troop tree per faction in the villages, es: Kingdom of Swadia - Swadian Troop Tree

recruiting system is all handled in the modsys, so it is open for any changes you want. Different mods may have a entire new code base, or just a quick change from Native.

the Native way: a trigger respawns (restores) the volunteers each week, it does that by calling a script. That script checks some conditions, then it updates the party (village) slots. See script "update_volunteer_troops_in_village"

Found it:

(try_for_range, ":village_no", villages_begin, villages_end),
        (call_script, "script_update_volunteer_troops_in_village", ":village_no"),
      (try_end),

Can you give me a short example of what I should do? Like, if I want to recruit swadian soldiers in Sumbuja. With this example I should be able to do all the rest I guess..
 
Heinrik von Waiblingen said:
(try_for_range, ":village_no", villages_begin, villages_end),
        (call_script, "script_update_volunteer_troops_in_village", ":village_no"),
      (try_end),

Can you give me a short example of what I should do? Like, if I want to recruit swadian soldiers in Sumbuja. With this example I should be able to do all the rest I guess..

again, you need to open the script (module_scripts.py), see how it works (assuming your mod is using the Native system), and change it to whatever rules you want.

for Native it takes the local culture (village culture) from a slot, and uses it to select the faction/troop tree. So you could change the village culture (slot), and that would also replace the volunteers from it.

Code:
  (store_script_param, ":center_no", 1),
       (party_get_slot, ":player_relation", ":center_no", slot_center_player_relation),
       (party_get_slot, ":center_culture", ":center_no", slot_center_culture),	   

       (faction_get_slot, ":volunteer_troop", ":center_culture", slot_faction_tier_1_troop),

a common tweak, as a example, is to use the player's own culture/faction on all lands you control. Or to update the culture of conquered places with the current owner.
 
kalarhan said:
Heinrik von Waiblingen said:
(try_for_range, ":village_no", villages_begin, villages_end),
        (call_script, "script_update_volunteer_troops_in_village", ":village_no"),
      (try_end),

Can you give me a short example of what I should do? Like, if I want to recruit swadian soldiers in Sumbuja. With this example I should be able to do all the rest I guess..

again, you need to open the script (module_scripts.py), see how it works (assuming your mod is using the Native system), and change it to whatever rules you want.

for Native it takes the local culture (village culture) from a slot, and uses it to select the faction/troop tree. So you could change the village culture (slot), and that would also replace the volunteers from it.

Code:
  (store_script_param, ":center_no", 1),
       (party_get_slot, ":player_relation", ":center_no", slot_center_player_relation),
       (party_get_slot, ":center_culture", ":center_no", slot_center_culture),	   

       (faction_get_slot, ":volunteer_troop", ":center_culture", slot_faction_tier_1_troop),

a common tweak, as a example, is to use the player's own culture/faction on all lands you control. Or to update the culture of conquered places with the current owner.

Okay, thanks.. So, correct me if I'm wrong, here's the right script:

(party_slot_eq, ":center_no", slot_party_type, spt_village),
        (call_script, "script_update_volunteer_troops_in_village", ":center_no"),
      (try_end),

I would change it into:

(party_slot_eq, ":center_16", fac_culture_1, spt_Sumbuja),
        (call_script, "script_update_volunteer_troops_in_village", ":center_16"),
      (try_end),


What mistakes I just made?
 
I just noticed that the menu, besiegers_camp_with_allies, does not go to mnu_total_victory, where loot is distributed through change_screen_exchange_with_party, "p_temp_party".  However, the siege defense menu, siege_started_defender, does.

Does it mean that for siege attackers, player will NOT get any loot? What are people's experiences in Native? (I haven't played it for a while, so I'm not sure if players get any loot after a siege attack [specifically, joining a siege attack battle started by another lord])
 
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