Module System for version 0.960

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Has anyone else had the same problem as me?
If anyone has ran the build module and its worked fine can you tell me what you did?
 
Yeah Im not quite that dimwited today.
Could it be because when I went on edit build module bat I pasted over it with a copy from my old module systems build module edit?
 
I bet you used "\" instead of "/".

http://forums.taleworlds.com/index.php/topic,39328.0.html
 
No I didn't.
But I did get rid of the problem.
And I have at last, finished getting the troops from my mod in (grrr, all those new items with new ids.)
 
So, how did you get rid of the problem? I might need to know later on when I have time to mess around with the mod system :wink:
 
Well I checked everything, couldn't find a problem. Checked again, still couldn't find the problem. After much time and checking I got bored, deleted the module system, copied it from another file and tried again. It works but I'm still not sure where I went wrong.
 
HardCode 说:
Oh, SNAP! Looks like luck has to do with permanent damage!

插入代码块:
"permanent_damage",mnf_disable_all_keys,
...
(str_store_string, s0, "@Some of your tendons have been damaged in the battle. You lose 1 strength."),
...
(str_store_string, s0, "@You took a nasty wound which will cause you to limp slightly even after it heals. Your lose 1 agility."),
...
(str_store_string, s0, "@You have trouble thinking straight after the battle, perhaps from a particularly hard hit to your head, and frequent headaches now plague your existence. Your intelligence is reduced by 1."),

hey, that looks a lot like the wound system I made, only more permanent :smile:
HardCode, do you know if this is already in the game or disabled for 0.960?
 
Chel 说:
HardCode 说:
Oh, SNAP! Looks like luck has to do with permanent damage!

插入代码块:
"permanent_damage",mnf_disable_all_keys,
...
(str_store_string, s0, "@Some of your tendons have been damaged in the battle. You lose 1 strength."),
...
(str_store_string, s0, "@You took a nasty wound which will cause you to limp slightly even after it heals. Your lose 1 agility."),
...
(str_store_string, s0, "@You have trouble thinking straight after the battle, perhaps from a particularly hard hit to your head, and frequent headaches now plague your existence. Your intelligence is reduced by 1."),

hey, that looks a lot like the wound system I made, only more permanent :smile:
HardCode, do you know if this is already in the game or disabled for 0.960?

Not sure. I've just poked around a little. I ran into a global variable for "luck", and that led me to the permanent damage script. I didn't even get to play 0.960 yet *cry*
 
Zendarian 说:
Does this mean that someone could release a simple tweak that removes hero conflicts?

It looks like it. I am likely going to add some more Heroes and disable the conflicts. Plus, make the Nords and Rhodoks better. When I do, I can post it on the Repository.
 
Interesting thing about high wages lately:

插入代码块:
(try_begin), #mounted troops cost %50 more than the normal cost
...
(try_begin), #mercenaries cost %50 more than the normal cost
 
HardCode 说:
Interesting thing about high wages lately:

插入代码块:
(try_begin), #mounted troops cost %50 more than the normal cost
...
(try_begin), #mercenaries cost %50 more than the normal cost

thats clutch
 
Looks like Armagan put in an assertion on starting the game, so if you have a troop with a skill > 10, it will let you know :smile:
 
I think that was in .89x. The wives certainly were.

(try_begin), #mounted troops cost %50 more than the normal cost
...
(try_begin), #mercenaries cost %50 more than the normal cost

Mounted troops to a more reasonble 100% and mercs to 33%.
 
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