Modding Q&A [For Quick Questions and Answers]

Users who are viewing this thread

Status
Not open for further replies.
Yes, and it involves a presentation.
Take the basic presentation from the free-for-all arena battles, where it says how many people you've killed, and add a trigger to your mission that prints the time instead. Make the trigger fire every second, and remember how many seconds have passed in a global variable.

Or better, make a copy of prsnt_multiplayer_round_time_counter and modify it for your purposes.
 
Sorry but, what version of GIMP is being used in the campaign map creation tutorial thread? The most recent version is giving me problems. The color sampler wont work for me. So I can't get my warband map into pallette..

And how do I change a maps textures? Does the game automatically assign certain in-game textures to the map's color coded areas? In that case, how does it handle desert areas? I see only snow.
 
Does anyone know whether it's possible to set morale factors to specific troop types? ie: could you give a recruit a lower base morale than a knight? Which would allow them to break and flee at a lower threshold.
 
Hello everyone, I have a couple of modding questions:

1. Is there a way to remove the menu choices at the beginning of the game (father's job, your life as a child, selectable stats, starting city, etc)? I would like to see the introduction screen (Welcome to Mount and Blade, blah blah blah...), and then go straight to the screen where you hear "the rasp of a sword being drawn..."

2. Also, how can I delete a character from the game? More specifically, one of the pretenders?

The reason for these questions is that I am putting together a mini-mod where you play as one of these pretenders. So obviously, there should be no option to change your stats/background/gender at the beginning of the game, and the existing pretender shouldn't be around.

Thanks alot, if you know of how I can do these things, I would be very grateful.
 
thick1988 said:
Does anyone know whether it's possible to set morale factors to specific troop types? ie: could you give a recruit a lower base morale than a knight? Which would allow them to break and flee at a lower threshold.
Find this script and insert the bold lines:
  ("game_get_morale_of_troops_from_faction",
    [
      (store_script_param_1, ":troop_no"),           
     
      (store_troop_faction, ":faction_no", ":troop_no"),
     
      (try_begin),
        (ge, ":faction_no", npc_kingdoms_begin),
        (lt, ":faction_no", npc_kingdoms_end),
       
        (faction_get_slot, reg0, ":faction_no",  slot_faction_morale_of_player_troops),

        #(assign, reg1, ":faction_no"),
        #(assign, reg2, ":troop_no"),
        #(assign, reg3, reg0),
        #(display_message, "@extra morale for troop {reg2} of faction {reg1} is {reg3}"),
      (else_try),
        (assign, reg0, 0),
      (try_end),

      (try_begin),
        (eq, ":troop_no", "trp_cowardly_knight"),
        (assign, reg0, -1000), #experiment here with negative values
      (try_end),
           
      (val_div, reg0, 100),
     
      (party_get_morale, reg1, "p_main_party"),
     
      (val_add, reg0, reg1),
     
      (set_trigger_result, reg0),
  ]),

JollySam said:
Hello everyone, I have a couple of modding questions:

1. Is there a way to remove the menu choices at the beginning of the game (father's job, your life as a child, selectable stats, starting city, etc)? I would like to see the introduction screen (Welcome to Mount and Blade, blah blah blah...), and then go straight to the screen where you hear "the rasp of a sword being drawn..."

2. Also, how can I delete a character from the game? More specifically, one of the pretenders?

The reason for these questions is that I am putting together a mini-mod where you play as one of these pretenders. So obviously, there should be no option to change your stats/background/gender at the beginning of the game, and the existing pretender shouldn't be around.

Thanks alot, if you know of how I can do these things, I would be very grateful.
1. When you want to find where something is done and you have some game text ("Welcome, adventurer, to Mount and Blade: Warband"), look for that text in the game files. Can't miss it.
It's in the game menus.

Change the menu like this:
  ("start_game_0",menu_text_color(0xFF000000)|mnf_disable_all_keys,
    "Welcome, adventurer, to Mount and Blade: Warband. Before beginning the game you must create your character. Remember that in the traditional medieval society depicted in the game, war and politics are usually dominated by male members of the nobility. That does not however mean that you should not choose to play a female character, or one who is not of noble birth. Male nobles may have a somewhat easier start, but women and commoners can attain all of the same goals -- and in fact may have a much more interesting if more challenging early game.",
    "none",
    [],
    [
    ("continue",[],"Continue...",
      [
        #add attribute, skills, proficiencies, items etc. here
        (troop_raise_attribute, "trp_player"...
        (troop_raise_skill, "trp_player"...
        (troop_raise_proficiency, "trp_player"...
        (troop_add_item, "trp_player"....
        (troop_set_slot, "trp_player", slot_troop_renown, XXX),
        (troop_add_gold, "trp_player", XXX),
        (jump_to_menu, "mnu_auto_return"),
        ]
      ),
      ("go_back",[],"Go back",
      [
        (change_screen_quit),
      ]),
    ]
  ),

2. It's not that simple like deleting a troop. You need to introduce game mechanics where you start a rebellion on your behalf and make yourself leader of the rebel faction. I can't be assed to point all the changes. You need to show that you can do something by yourself first, or any advice is going to result in an endless stream of questions. :smile:
 
Just wondering how you make an invisible texture? I've looked at the UV maps for current ones, such as badges, and they just seem to have deleted the parts they want invisible exposing the checkerboard, when i try this it comes out as black on my object.
 
Willhelm said:
Just wondering how you make an invisible texture? I've looked at the UV maps for current ones, such as badges, and they just seem to have deleted the parts they want invisible exposing the checkerboard, when i try this it comes out as black on my object.

Enable the Alpha blend flag, on the material properties.
There are some other blending options if you feel adventurous.

Ensure your texture has a working alpha map. Choose either DXT3 or DXT5 compression when saving it.
Otherwise the transparency channel won't be stored. RGBA vs RGB.
 
Hello.
I'm currently creating the most troops with python, but now I have a problem with the assigned items of the multiplayer troops.
The problem is, that the items of a troop (for exampe a musketeer), will be added to the other faction-troops of the same type (again musketeers).

I will show you an example
An english musketeer should get those items;
itm_heraldic_tunic,itm_wrapping_boots,itm_arquebus,itm_bullets_1a,itm_hatchet

But the musketeer will get the last item (which is added to "fac_inventory") from all musketeers(10 because of 10 factions), so it would looks like this;
itm_heraldic_tunic,itm_wrapping_boots,itm_arquebus,itm_bullets_1a,itm_hatchet,itm_hammer,itm_hatchet,itm_hatchet,itm_hammer,itm_hammer,itm_hatchet,itm_hatchet,itm_hammer,itm_hatchet

I don't know why this happens, because I allways reset "fac_inventory" to "inventory" (fac_inventory = inventory) after creating a new troop.

I hope someone has an idea how to fix it. (its proably very simple.. as allways)
So here is the code;
Code:
#MOD begin
#Multiplayer troops (they must have the base items only, nothing else)
for i in range(1, 11):
  inventory = [itm_heraldic_tunic,itm_wrapping_boots]
  if i == 1:
    troop_str_1 = "peasant"
    troop_str_2 = "Peasant"
    att_value = player_peasant_att
    wpt_value = player_peasant_wpt
    skl_value = player_peasant_skl
    inventory += [itm_wooden_stick]
  elif i == 2:
    troop_str_1 = "spearman"
    troop_str_2 = "Spearman"
    att_value = player_spearman_att
    wpt_value = player_spearman_wpt
    skl_value = player_spearman_skl
    inventory += [itm_pike]
  elif i == 3:
    troop_str_1 = "infantry"
    troop_str_2 = "Footman"
    att_value = player_infantry_att
    wpt_value = player_infantry_wpt
    skl_value = player_infantry_skl
  elif i == 4:
    troop_str_1 = "archer"
    troop_str_2 = "Archer"
    att_value = player_archer_att
    wpt_value = player_archer_wpt
    skl_value = player_archer_skl
    inventory += [itm_arrows_1c_side]
  elif i == 5:
    troop_str_1 = "crossbowman"
    troop_str_2 = "Crossbowman"
    att_value = player_crossbowman_att
    wpt_value = player_crossbowman_wpt
    skl_value = player_crossbowman_skl
    inventory += [itm_bolts_1c]
  elif i == 6:
    troop_str_1 = "musketeer"
    troop_str_2 = "Musketeer"
    att_value = player_musketeer_att
    wpt_value = player_musketeer_wpt
    skl_value = player_musketeer_skl
    inventory += [itm_arquebus,itm_bullets_1a]
  elif i == 7:
    troop_str_1 = "cavalry"
    troop_str_2 = "Horseman"
    att_value = player_cavalry_att
    wpt_value = player_cavalry_wpt
    skl_value = player_cavalry_skl
    inventory += [itm_light_lance]
  elif i == 8:
    troop_str_1 = "artillery"
    troop_str_2 = "Gunner"
    att_value = player_peasant_att
    wpt_value = player_peasant_wpt
    skl_value = player_peasant_skl
    inventory += [itm_linstock,itm_refiller]
  elif i == 9:
    troop_str_1 = "engineer"
    troop_str_2 = "Engineer"
    att_value = player_peasant_att
    wpt_value = player_peasant_wpt
    skl_value = player_peasant_skl
    inventory += [itm_engineer_hammer,itm_engineer_shovel,itm_engineer_axe]
  else:
    troop_str_1 = "medic"
    troop_str_2 = "Medic"
    att_value = player_peasant_att
    wpt_value = player_peasant_wpt
    skl_value = player_peasant_skl

  for kingdom in range(fac_kingdom_1, fac_kingdom_10 +1):
    fac_inventory = inventory
    if kingdom == fac_kingdom_1:
      fac_str = "English"
      if troop_str_1 == "peasant":
        fac_inventory += [itm_pitch_fork]
      elif troop_str_1 == "spearman":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "infantry":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "archer":
        fac_inventory += [itm_flat_bow_a,itm_hatchet]
      elif troop_str_1 == "crossbowman":
        fac_inventory += [itm_heavy_horn_crossbow_a,itm_hammer]
      elif troop_str_1 == "musketeer":
        fac_inventory += [itm_hatchet]
      elif troop_str_1 == "cavalry":
        fac_inventory += [itm_sword_medieval_c_small,itm_horse]
        
    elif kingdom == fac_kingdom_2:
      fac_str = "Polish"
      if troop_str_1 == "peasant":
        fac_inventory += [itm_pitch_fork]
      elif troop_str_1 == "spearman":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "infantry":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "archer":
        fac_inventory += [itm_recurve_bow_a,itm_hatchet]
      elif troop_str_1 == "crossbowman":
        fac_inventory += [itm_heavy_horn_crossbow_a,itm_hatchet]
      elif troop_str_1 == "musketeer":
        fac_inventory += [itm_hammer]
      elif troop_str_1 == "cavalry":
        fac_inventory += [itm_sword_medieval_c_small,itm_horse_dark]
        
    elif kingdom == fac_kingdom_3:
      fac_str = "Ottoman"
      if troop_str_1 == "peasant":
        fac_inventory += [itm_trident]
      elif troop_str_1 == "spearman":
        fac_inventory += [itm_scimitar]
      elif troop_str_1 == "infantry":
        fac_inventory += [itm_scimitar]
      elif troop_str_1 == "archer":
        fac_inventory += [itm_tatar_bow_a,itm_hammer]
      elif troop_str_1 == "crossbowman":
        fac_inventory += [itm_light_horn_crossbow_a,itm_hammer]
      elif troop_str_1 == "musketeer":
        fac_inventory += [itm_hatchet]
      elif troop_str_1 == "cavalry":
        fac_inventory += [itm_scimitar,itm_horse]
 
    elif kingdom == fac_kingdom_4:
      fac_str = "French"
      if troop_str_1 == "peasant":
        fac_inventory += [itm_trident]
      elif troop_str_1 == "spearman":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "infantry":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "archer":
        fac_inventory += [itm_short_bow_a,itm_hatchet]
      elif troop_str_1 == "crossbowman":
        fac_inventory += [itm_light_arbalest_a,itm_hammer]
      elif troop_str_1 == "musketeer":
        fac_inventory += [itm_hatchet]
      elif troop_str_1 == "cavalry":
        fac_inventory += [itm_sword_medieval_c_small,itm_horse_dark]

    elif kingdom == fac_kingdom_5:
      fac_str = "Scottish"
      if troop_str_1 == "peasant":
        fac_inventory += [itm_pitch_fork]
      elif troop_str_1 == "spearman":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "infantry":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "archer":
        fac_inventory += [itm_recurve_bow_a,itm_hammer]
      elif troop_str_1 == "crossbowman":
        fac_inventory += [itm_heavy_horn_crossbow_a,itm_hatchet]
      elif troop_str_1 == "musketeer":
        fac_inventory += [itm_hammer]
      elif troop_str_1 == "cavalry":
        fac_inventory += [itm_sword_medieval_c_small,itm_horse_dark]

    elif kingdom == fac_kingdom_6:
      fac_str = "Roman"
      if troop_str_1 == "peasant":
        fac_inventory += [itm_trident]
      elif troop_str_1 == "spearman":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "infantry":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "archer":
        fac_inventory += [itm_short_bow_a,itm_hatchet]
      elif troop_str_1 == "crossbowman":
        fac_inventory += [itm_light_arbalest_a,itm_hammer]
      elif troop_str_1 == "musketeer":
        fac_inventory += [itm_hammer]
      elif troop_str_1 == "cavalry":
        fac_inventory += [itm_sword_medieval_c_small,itm_horse]

    elif kingdom == fac_kingdom_7:
      fac_str = "Portuguese"
      if troop_str_1 == "peasant":
        fac_inventory += [itm_pitch_fork]
      elif troop_str_1 == "spearman":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "infantry":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "archer":
        fac_inventory += [itm_recurve_bow_a,itm_hammer]
      elif troop_str_1 == "crossbowman":
        fac_inventory += [itm_heavy_horn_crossbow_a,itm_hammer]
      elif troop_str_1 == "musketeer":
        fac_inventory += [itm_hatchet]
      elif troop_str_1 == "cavalry":
        fac_inventory += [itm_sword_medieval_c_small,itm_horse]

    elif kingdom == fac_kingdom_8:
      fac_str = "Spanish"
      if troop_str_1 == "peasant":
        fac_inventory += [itm_pitch_fork]
      elif troop_str_1 == "spearman":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "infantry":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "archer":
        fac_inventory += [itm_flat_bow_a,itm_hammer]
      elif troop_str_1 == "crossbowman":
        fac_inventory += [itm_heavy_horn_crossbow_a,itm_hatchet]
      elif troop_str_1 == "musketeer":
        fac_inventory += [itm_hatchet]
      elif troop_str_1 == "cavalry":
        fac_inventory += [itm_sword_medieval_c_small,itm_horse_dark]

    elif kingdom == fac_kingdom_9:
      fac_str = "Danish"
      if troop_str_1 == "peasant":
        fac_inventory += [itm_trident]
      elif troop_str_1 == "spearman":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "infantry":
        fac_inventory += [itm_sword_medieval_c_small]
      elif troop_str_1 == "archer":
        fac_inventory += [itm_recurve_bow_a,itm_hatchet]
      elif troop_str_1 == "crossbowman":
        fac_inventory += [itm_heavy_horn_crossbow_a,itm_hammer]
      elif troop_str_1 == "musketeer":
        fac_inventory += [itm_hammer]
      elif troop_str_1 == "cavalry":
        fac_inventory += [itm_sword_medieval_c_small,itm_horse]

    else:
      fac_str = "Hungarian"
      if troop_str_1 == "peasant":
        fac_inventory += [itm_pitch_fork]
      elif troop_str_1 == "spearman":
        fac_inventory += [itm_sword_khergit_1]
      elif troop_str_1 == "infantry":
        fac_inventory += [itm_sword_khergit_1]
      elif troop_str_1 == "archer":
        fac_inventory += [itm_tatar_bow_a,itm_hatchet]
      elif troop_str_1 == "crossbowman":
        fac_inventory += [itm_light_horn_crossbow_a,itm_hammer]
      elif troop_str_1 == "musketeer":
        fac_inventory += [itm_hatchet]
      elif troop_str_1 == "cavalry":
        fac_inventory += [itm_sword_khergit_1,itm_horse_dark]

    troops += ["kingdom_"+str(kingdom -fac_kingdom_1 +1)+"_"+troop_str_1+"_multiplayer", fac_str+" "+troop_str_2, fac_str+" "+troop_str_2, tf_guarantee_all, 0, 0, kingdom, fac_inventory, att_value, wpt_value, skl_value, 0],#kingdom -fac_kingdom_1 +1 to fix value

EDIT
Ok, there is something wrong with "fac_inventory = inventory".
I have to give the information, that "inventory" is a list, so now it looks like this and it works:
Code:
 fac_inventory = list(inventory)
 
can anyone explain to me how lords recruit their own troops without leaving their castles?

if a lord is defeated in battle he respawns into his castle after a few mins starting with no troops ..then gradually in intervals
his party gets larger until he feels safe to leave the castle to go recruit some from a village if he owns one..

my issue as previously stated in my previous post remains the same, my new lords have no troops and so they sit in their castles waiting for something that will never happen and so they never leave until i give them troops.

I suspect it's a constants kingdoms_begin-kingdoms_end, or a fac_kingdom_7 issue somewhere that the lord troops recruitment script calls to but can't seem to locate the specific code to analyze it.

any help guys?
 
I can only find the definitions between str_3 and str_60 (and str_200 and str_255), same with agility.

Somebody can please give me all the definitions of str and agi up to 255? I would be very glad for that.

Thanks.
 
SeaRaider said:
can anyone explain to me how lords recruit their own troops without leaving their castles?

if a lord is defeated in battle he respawns into his castle after a few mins starting with no troops ..then gradually in intervals
his party gets larger until he feels safe to leave the castle to go recruit some from a village if he owns one..

my issue as previously stated in my previous post remains the same, my new lords have no troops and so they sit in their castles waiting for something that will never happen and so they never leave until i give them troops.

I suspect it's a constants kingdoms_begin-kingdoms_end, or a fac_kingdom_7 issue somewhere that the lord troops recruitment script calls to but can't seem to locate the specific code to analyze it.

any help guys?

I believe it is because they have no money therefore they cannot pay anyone, I'd also assume that if you had cheatmenu on and when the payday comes they lose troops to attrition. If you have your mod already working you could try morghs troop editor to see if the lord should be get any troops.
 
CTCCoco said:
I can only find the definitions between str_3 and str_60 (and str_200 and str_255), same with agility.

Somebody can please give me all the definitions of str and agi up to 255? I would be very glad for that.

Thanks.

You can define your own constants :
Code:
str_61 = bignum | 61
str_62 = bignum | 62
str_255 = bignum | 255


agi_61 = bignum | (61<<8)
agi_62 = bignum | (62<<8)
agi_255 = bignum | (255<<8)

or you can define this function at header_troops.py :
Code:
level_mask       = 0x000000FF
level_bits       = 32

def ca_level(att_str=0,att_agi=0,att_int=0,att_cha=0):
  ca_out = bignum
  ca_out|= (att_str & level_mask)
  ca_out|= (att_agi & level_mask) << (1*8)
  ca_out|= (att_int & level_mask) << (2*8)
  ca_out|= (att_cha & level_mask) << (3*8)
  return ca_out

and use it at module_troops.py :
Code:
["tutorial_maceman","Maceman","Maceman",tf_m|tf_guarantee_boots|tf_guarantee_armor,no_scene,reserved,fac_commoners,
 [itm_tutorial_club,itm_leather_jerkin,itm_hide_boots], ca_level(6,6)|level(1),wp(50),knows_common,mercenary_face_1,mercenary_face_2], #str=6, agi=6
 
With a party slot that you set at game start, slot_center_siege_with_belfry.
Find this text in the scripts, and all will be clear:
"# Set which castles need to be attacked with siege towers."
 
Inspired by the Total War series, I wanted to make a separate thread but decided to ask here instead.

So, the only thing I liked in the Napoleonic DLC, except for battle bonuses, is the new class selection system

image.png


And I decided to make something similar for multiplayer, but not exactly the same, for Warband or any medieval/fantasy mod as OSP. The problem is: Presentations file in module system in the only one that gives me constant headaches and ragequits from Notepad++.

There are two ways of making this presentation framework:
- First, the hard one. It replaces default class selection menu, like Napoleonic one does. It should have similar tabs - Infantry, Missiles, Cavalry, Special with list of available troops below each tab. To the right, though, I'm planning to make window with scrollable text, for lore history of each unit and/or battle descriprions, tips, reinforcement numbers left (I'm planning to make some events with it) etc. Under the text I would like to see graphical (ot coloured text, at least) representations of weapon mastery, skills and overall battle prowess of the selected unit. When the troops is chosen, default equipment screen appears, when the player can buy some upgrades. For example - harded leather for militia units, full plate for heavy knights or mithril arrows for the rangers of Lothlorien.
- Second way is little easier. Player chooses default class menu, but instead of classes there are subclasses, which are 4 tabs from the first way. Next, each subclass after clicking on it shows its own list of classes. When player chooses class, the presentation with text/decription and battle stats appears. Done, then equipment, like in the paragraph above.

Like I mentioned before, I have absolutely no experience with presentations, maybe someone did something like this or can point me to some guide or smth? I really don't want to use Napoleonic sources, you know why.

Also, if this will be done, will this be useful for someone?
 
AnddyiRaynor said:
I believe it is because they have no money therefore they cannot pay anyone,

I'm not convinced that is the case.. in the start of a new game all lords from other kingdoms start off with 40-50 troops,
all of my lords have none. to test that I gave myself all the unclaimed villages and of course all my lords hated
me for it so then gave gifts of 3000 denars until we were on good terms again.. so after I was sure they received money
they still were unable to recruit troops in their castles.

AnddyiRaynor said:
I'd also assume that if you had cheatmenu on and when the payday comes they lose troops to attrition.

..wut?  I need the cheat menu to test with so that's just lame.
AnddyiRaynor said:
If you have your mod already working you could try morghs troop editor to see if the lord should be get any troops.

although I never use any .txt tools and stick with only using the module system, I will give that a try just for
testing.. thanks for the suggestion.
 
Well, just print out the money they have in debug messages so you know for sure. It's in slot_troop_wealth.
If that doesn't help, put more debugs in script_hire_men_to_kingdom_hero_party, where the magic happens.

Maybe your lord troops are not in the (active_npcs_begin, active_npcs_end) range?
 
your the man vader!

that sounds more likely what's going on, I will go and test this right now.

<post edit>
ok, my brain hurts now  :???:

so here's my first thown error message in like 2 years!..

Code:
Initializing...
Compiling all global variables...
Exporting scripts...
Error: Unrecognized tag:{!}strin object:{!}str_debug__hiring_men_to_party_for_s0
ERROR: Illegal Identifier:{!}str_debug__hiring_men_to_party_for_s0
Exporting postfx_params...
______________________________
Script processing has ended.
Press any key to exit. . .

having a look in  ID.strings.py

str_debug__hiring_men_to_party_for_s0 = 1939  so it is defined

it's also in constants

all I did was enable these debug lines in scripts
Code:
	  (try_begin),
	  	(ge, "$cheat_mode", 0),
        (str_store_troop_name, s7, ":troop_no"),
        (assign, reg9, ":cur_wealth"),
        (display_message, "@{!}DEBUGS : {s7} total budget is {reg9}"),
        (assign, reg6, ":ideal_size"),
        (assign, reg7, ":ideal_top_size"),
        (assign, reg8, ":hiring_budget"),
        (display_message, "str_debug__hiring_men_to_s7_ideal_size__reg6_ideal_top_size__reg7_hiring_budget__reg8"),
      (try_end),

and the issue was enabling this debugger a tad further down..

Code:
        (str_store_troop_name, s0, ":troop_no"),
        (display_message, "{!}str_debug__hiring_men_to_party_for_s0"),

so I had a brief looked threw header_operations.py

what tag did I nerf & what am I overlooking vader?
</post edit>
 
Should be:
Code:
(display_message, "str_debug__hiring_men_to_party_for_s0"),

Edit: if you are debugging lords, it's easier to do it only for one or two, or you will be swamped with messages.
Simply write test code like this:
if troop==the_one_lord_iam_watching
  print troop stats
 
Status
Not open for further replies.
Back
Top Bottom