New Download for 1.010/1.011

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Is it possible to leave them only for you and your horse?
Right now I know when some horse without rider is dying on other side of the map.

Probably, but I am not that good a programmer right now they are marked as debugs. I could just leave them for all horses, so you have some warning.

mfberg
 
I wondered about some features of the mod - or to be more precise: I didn't find some of them. Like rangers, or the blood thing. I downloaded the version that was online at Jan 21th. Am I just too stupid to notice them?
 
Master BOB said:
I wondered about some features of the mod - or to be more precise: I didn't find some of them. Like rangers, or the blood thing. I downloaded the version that was online at Jan 21th. Am I just too stupid to notice them?
Sounds like it's not the latest version, make sure it's version 1011a005

On the M&B Repository it says
Updated On: Tue, Jan-27-2009
 
one question here, I downloaded the "Items file is a patch for BoW 1011 a005" and it didn't download as a file but opened another page with a bunch of script? do I just copy and paste this somewhere?
 
HockerTJ said:
one question here, I downloaded the "Items file is a patch for BoW 1011 a005" and it didn't download as a file but opened another page with a bunch of script? do I just copy and paste this somewhere?

Its a replacement for item_kinds1.txt file, just open said file and delete all the contents and copy/paste the text from repository.
 
Got the new version up. It might not work with saved games, but you can always try. See the first post for info.

Source code is included. If anyone wants to work on it go to it.

mfberg
 
Not quite, but if you want to mess with them you can change their basic equipment by changing the loadout of the third troop in the group, ie the trp_custom_militia_selection using the troop editor or troops.py using python. The first troop is the actual trooper - no equipment, the second troop is the equipment holder for the stuff you choose, the third troop is the available equipment for the troop.

mfberg

I've messed with the bleeding a bit it only reports you bleeding now, not hitpoints, and no one elses bleeding. I am looking at the start battle dismounted command, and if I can do it without breaking saved games the start battle with x weapon. Wounds are coming soon, and I will try to put in a bandit castle that you can take early in the game to start your kingdom from.

Right now I'm playing using a version of Realistic Combat Model from Ron Losey, and it's eating my lunch.
 
Hey, check this **** out from Custom Commander:

http://forums.taleworlds.com/index.php/topic,57110.msg0.html

Merging instructions included!
 
mfberg, you are the man.  BOW is one of my favorite mods, and i am happy to see it is still up and running.
 
mfberg said:
I'm putting it in. I'll try to get it uploaded tomorrow.

mfberg

That would be awesome. I've always wanted to play different combat builds in the same game. You can make the NPC heroes a bit more specialized in terms of combat specialty (e.g. 1-2 extra points in Horse Archery for the horse archers, much lower points everywhere else, low proficiencies in melee, etc). Not too much, just to "suggest" a preference on the part of the hero, so the player is encouraged to build and play different kinds of specialists rather than a faceless army of clone bodies that he can use one after the other as they get killed.

Now the player character build now is much more suited to a "commander" type character which is fine.

This obviously makes the game a lot easier so difficulty will have to be amped up a notch.

BTW mfberg when you think the mod is ready you should email one of the admins to get the board promoted back up to "for the current version" section instead of "for older versions of M&B section".
 
Got the new one up. It includes custom commander, better village troops for upgraded villages during bandit raids, you'll have to test them, because I haven't done all the upgrades to see if they show up properly.

Shouldn't break saves. The next one may.

A few extra files are in. To use a version of Ron Losey's Realistic Combat Model you just change the itemkinds1.txt file and the mod.ini file to the RCM version. This makes combat fast, hard, and deadly. You and your enemies will slice through non-armored opponents like nothing, and plink away at well armored opponents like they were -well-, well armored.

mfberg
 
mfberg said:
Got the new one up.
Great. If I hadn't a job and enough to study, I'd help you. But if you can wait another 1,5 years...

Is there a list somewhere, whith things you still plan to do for M&B?
 
I've got to get the companions and custom troops to come to battle mounted or dismounted  on your command. Ranged weapons or not ranged weapons is already taken care of by the Hold fire command from native.

I've added Checkmaty's More Metal Sounds V1.4, MartinF's duels - (its great on foot, has the same arena problem on horseback.)

I'm trying to put in a couple of bandit castles, but their villagers keep following the hero around, so I've got to make them neutral and put in a besiege option or an attack/befriend option for all parties (so you can take sides in an ongoing battle between two parties you are neutral or friendly towards.)

Unique items are on my list, but I've got to find a group of items that look the part, and figure out the coding.

mfberg
 
Raptor's Albion swords still have no equal in texturing and poly efficiency vs awesomeness to look at; Talak's latest "unique armory" is also very nice.

EDIT:

For the unique items, I implemented it in a pretty haphazard way back when lots of modsys features were not available (I used lots of unneccessary global variables that can be replaced by item slots, etc). So you might want to recode it from scratch. It's really easy to do.
 
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