ccllnply said:1. How can I change the name of Lords and Ladys using the module system? I thought it was as simple as changing the names in module_troops but that seems to have no effect on the game.
Can you post the troop you edited?
ccllnply said:1. How can I change the name of Lords and Ladys using the module system? I thought it was as simple as changing the names in module_troops but that seems to have no effect on the game.
Cozur said:Can you post the troop you edited
MadVader said:Use English or you'll need to update the language files for your language too, e.g. languages\de\troops.csv.
["kingdom_1_lord", "King Harlaus Longmire", "King Harlaus Longmire", tf_hero, 0,reserved, fac_kingdom_1,
Start a new game.ccllnply said:MadVader said:Use English or you'll need to update the language files for your language too, e.g. languages\de\troops.csv.
I'm using an English version of M&B Warband so that shouldn't be needed
Cozur said:It should look like this:
Code:["kingdom_1_lord", "King Harlaus Longmire", "King Harlaus Longmire", tf_hero, 0,reserved, fac_kingdom_1,
You've probably got some non-native code that gives king-level titles to rulers. Find the appropriate faction title and adjust it there instead. Also, you'll want to make sure the plural name doesn't have a title associated with it, since that's the string that will be appended to the title.ccllnply said:Hmmm, I tried that the first time and it wouldn't compile. I tried it again, it compiled but now it shows up in-game as "King King Harlaus Longmire" and "King Grand Duke Graveth"
That code looks pretty messy. Instead of having two triggers, use the same one to reassign $g_player_icon_state using a terrain check similar to the horse check. You absolutely do not want to be calling (party_set_flags, "p_main_party", pf_is_ship, 1), randomly, since that's triggering the disembark menu. The npc party checks are also messy - nest the conditional terrain checks and merge templates with the same icons (the caravan ones).Cozur said:I'm trying to modify Ruthvens water travel script, to allow the player to travel on the ocean and river terrain as well. It works pretty well, except for one thing. The disembark script trigger fires like crazy when travelling on land. It happened due to the red parts in the following trigger, but the red part is also the part that allows for travel on the ocean/river terrain. Haelp.
cwr said:traceback (most recent call last):
File "process_dialogs.py", line 6, in (module)
from module_dialogs import *
File "C:\src\module_dialogs.py, line 40952
^
SyntaxError: invalid syntax
WARNING: Usage of unassigned global variable $random_thing_unrelated_to_my_quest
a lot of times,
traceback (most recent call last):
File "process_dialogs.py", line 6, in (module)
from module_dialogs import *
File "C:\src\module_dialogs.py, line 40952
^
SyntaxError: invalid syntax
(yes it says that twice)
WARNING: Global variable never used $random_thing_unrelated_to_my_quest
a bunch of times
Michadr said:I have run across a weird "bug"? or i don't know what I'd call it.
Weapons consistently deal 0 damage at full contact swings, but randomly they do deal damage etc.
I noticed this early on at the bandit encounter. Any ideas?
Edit1:
Another question,
A few years ago when playing a mod i ran across something. You could add armor to a horse and remove it when buying it from a merchant. Where can i find this? Or does anybody know about it?
Michadr said:I have run across a weird "bug"? or i don't know what I'd call it.
Weapons consistently deal 0 damage at full contact swings, but randomly they do deal damage etc.
I noticed this early on at the bandit encounter. Any ideas?
Cozur said:Michadr said:I have run across a weird "bug"? or i don't know what I'd call it.
Weapons consistently deal 0 damage at full contact swings, but randomly they do deal damage etc.
I noticed this early on at the bandit encounter. Any ideas?
Have you changed any of the armor/damage modifiers in the module.ini?
Michadr said:Cozur said:Michadr said:I have run across a weird "bug"? or i don't know what I'd call it.
Weapons consistently deal 0 damage at full contact swings, but randomly they do deal damage etc.
I noticed this early on at the bandit encounter. Any ideas?
Have you changed any of the armor/damage modifiers in the module.ini?
yes, i do believe i have...
first:did you made a mod,and the 0 damage bug appeared?
second:you could make for each normal horse,an armored horse,and when you use the armor item,it will replace the normal horse with the armored horse
I'll try changing them back to natives version, but i was trying to increase themThere's your answer.
phantom96 said:Hello , people , it is me again
Today I have a question... How can I make it so when a specific place is conquered it gets destroyed{turns to ruins}? Like uruk hai , or orc camps in TLD?