OSP Kit Campaign Outposts! v0.8 - updated 15.07.11

Users who are viewing this thread

Hello

I have a problema.


Code:
Traceback (most recent call
  File "process_init.py", li
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Traceback (most recent call
  File "process_global_varia
    from module_dialogs impo
  File "C:\Users\Brian\Deskt
s.py", line 40973, in <modul
    [trp_fort_captain ,"star
ain",[]],
NameError: name 'trp_fort_ca
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call
  File "process_map_icons.py
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Exporting faction data...
Exporting item data...
Traceback (most recent call
  File "process_items.py", l
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Exporting scene data...
Traceback (most recent call
  File "process_scenes.py",
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Exporting troops data
Exporting particle data...
Traceback (most recent call
  File "process_scene_props.
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Traceback (most recent call
  File "process_tableau_mate
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Traceback (most recent call
  File "process_presentation
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Exporting party_template dat
Traceback (most recent call
  File "process_parties.py",
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Exporting quest data...
Exporting info_page data...
Traceback (most recent call
  File "process_scripts.py",
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Traceback (most recent call
  File "process_mission_tmps
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Traceback (most recent call
  File "process_game_menus.p
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Traceback (most recent call
  File "process_simple_trigg
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Traceback (most recent call
  File "process_dialogs.py",
    from module_dialogs impo
  File "C:\Users\Brian\Deskt
s.py", line 40973, in <modul
    [trp_fort_captain ,"star
ain",[]],
NameError: name 'trp_fort_ca
Traceback (most recent call
  File "process_global_varia
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Exporting postfx_params...

____________________________

Script processing has ended.
Press any key to exit. . .

Is in module_mission_templates
 
I don't know if anybody will find it useful, but I converted the Outpost Kit into a modmerger addon for Scaedumar 2 as a contract work which ended up unpaid  :mad:, you can find it here, together with Bridge Battles which I gave the modmerger treatment too:

Code:
https://bitbucket.org/Swyter/scaedumar2/src/e4505c4a56897f2ea9f76491eb52ef939604c415/msys/addons/outkit/?at=default

If you are already using Diplomacy adding this is a breeze.
 
Fantastic work as always, Swy! As a supporter of modmerger itself, I've dreamt about having this kit converted (though I think it's a bit too esoteric for me to have done it myself). And now, with this out, I may finally kick myself into finally updating this thing. If you don't mind, I'll update the modmerger version as well.
 
Lumos said:
Fantastic work as always, Swy! As a supporter of modmerger itself, I've dreamt about having this kit converted (though I think it's a bit too esoteric for me to have done it myself). And now, with this out, I may finally kick myself into finally updating this thing. If you don't mind, I'll update the modmerger version as well.

Cool, should be easy to update, all the grunt work is done. Go ahead, it's yours.
At least something good out of it will happen instead of getting an unlikely compensation from it.
 
Masterancza said:
Neodrako said:
Hello everyone

How do I get that ia besiege my outpost?


thank you very much

Sieges are not supported yet.

Well too bad but thanks.

In Spanish it sounds bad my answer.

but what I mean is that although it is not yet possible thanks.
 
Neodrako said:
Hello

I have a problema.


Code:
Traceback (most recent call
  File "process_init.py", li
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Traceback (most recent call
  File "process_global_varia
    from module_dialogs impo
  File "C:\Users\Brian\Deskt
s.py", line 40973, in <modul
    [trp_fort_captain ,"star
ain",[]],
NameError: name 'trp_fort_ca
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call
  File "process_map_icons.py
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Exporting faction data...
Exporting item data...
Traceback (most recent call
  File "process_items.py", l
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Exporting scene data...
Traceback (most recent call
  File "process_scenes.py",
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Exporting troops data
Exporting particle data...
Traceback (most recent call
  File "process_scene_props.
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Traceback (most recent call
  File "process_tableau_mate
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Traceback (most recent call
  File "process_presentation
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Exporting party_template dat
Traceback (most recent call
  File "process_parties.py",
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Exporting quest data...
Exporting info_page data...
Traceback (most recent call
  File "process_scripts.py",
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Traceback (most recent call
  File "process_mission_tmps
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Traceback (most recent call
  File "process_game_menus.p
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Traceback (most recent call
  File "process_simple_trigg
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Traceback (most recent call
  File "process_dialogs.py",
    from module_dialogs impo
  File "C:\Users\Brian\Deskt
s.py", line 40973, in <modul
    [trp_fort_captain ,"star
ain",[]],
NameError: name 'trp_fort_ca
Traceback (most recent call
  File "process_global_varia
    from process_operations
  File "C:\Users\Brian\Deskt
tions.py", line 21, in <modu
    from module_mission_temp
  File "C:\Users\Brian\Deskt
n_templates.py", line 16744
    ], []),
    ^
SyntaxError: invalid syntax
Exporting postfx_params...

____________________________

Script processing has ended.
Press any key to exit. . .

Is in module_mission_templates

I had the exact same problem,the solution is to put the lines needed in module_scripts.py,I couldn't open the outkit_scripts.py file provided by the modder so I "stole" the necessary code from the module_scripts.py file in the full source.rar,it is right at the end

Edit:I still get some red text in the game about things not found and I still can't build the forts in game
 
Thanks for the scripts. I've been dabbling in the Module System trying to tweak the game to my liking, and this is exactly what I was looking for. I have a couple quick questions, though.

1. Are the map icons and scene objects included in the compiled version able to be used along with the code, in case someone wanted to include this in a modpack a la Floris?

2. Is the lack of siege support due to limitations of the game engine, or is it just because it hasn't been implemented yet?

Thanks in advance for any help.  :smile:

edit: It also seems that I'm getting some red text errors
oBU9T6T.png


The mod compiled error free and I'm able to manage my outposts in camp, but once I actually try to build one it just takes my money and freezes me in place for a bit. It doesn't actually build the outpost. I had put a load_module_resource directive in my module.ini after copying the resources from the compiled module. That fixed the problem for me.

There also seems to be a problem where demolishing an outpost removes the players party from the map. Hopefully someone can look into this as I have no idea how to go about fixing that.
 
I managed to merge this with diplomacy together with bodyguards. Is the forts still not besiegable? Any way to make them besiegable by AI?
 
Atraphoenix said:
I managed to merge this with diplomacy together with bodyguards. Is the forts still not besiegable? Any way to make them besiegable by AI?

I think there is a submod for Brytenwalda that has siege-able outposts.  I don't know if the creator included his module system stuff.
 
I have tried this with both Swyter's modmerger kit and by manually integrating all the module changing.  For both attempts, everything compiles fine.  The problem I have encountered in-game is that when an patrol is destroyed, the outpost doesn't give me the option to recruit another patrol.  Has anyone else had this issue?
 
Redleg said:
I have tried this with both Swyter's modmerger kit and by manually integrating all the module changing.  For both attempts, everything compiles fine.  The problem I have encountered in-game is that when an patrol is destroyed, the outpost doesn't give me the option to recruit another patrol.  Has anyone else had this issue?

There are a lot of bugs with outposts.
 
Not to derail the thread, but this got me wondering if I can implement a similar thing myself, but with a different and more low tier approach. After a few days of work I got something working; apart from some modmerger boilerplate and bits from Native this is completely new code. I tested it quite a bit in cheat mode while making it, but never in an actual game:

https://www.dropbox.com/s/wtcfmi79xkder1j/pcamp-0.1.zip?dl=0

Basically, instead of outposts that cost a lot and are semi-permanent structure, this allows you to just leave a companion with some troops in a field. This is balanced by a limit on the number of troops you can store, and by the fact that any hostile parties absolutely will attack and destroy the camp if they have enough strength. The interface is just menus and dialogs without any scenes.
 
Alex_NG said:
Not to derail the thread, but this got me wondering if I can implement a similar thing myself, but with a different and more low tier approach. After a few days of work I got something working; apart from some modmerger boilerplate and bits from Native this is completely new code. I tested it quite a bit in cheat mode while making it, but never in an actual game:

https://www.dropbox.com/s/wtcfmi79xkder1j/pcamp-0.1.zip?dl=0

Basically, instead of outposts that cost a lot and are semi-permanent structure, this allows you to just leave a companion with some troops in a field. This is balanced by a limit on the number of troops you can store, and by the fact that any hostile parties absolutely will attack and destroy the camp if they have enough strength. The interface is just menus and dialogs without any scenes.
Its nice but we can build just 2 camp.
And I think you must add camp scene for battle.
 
Alex_NG said:
Not to derail the thread, but this got me wondering if I can implement a similar thing myself, but with a different and more low tier approach. After a few days of work I got something working; apart from some modmerger boilerplate and bits from Native this is completely new code. I tested it quite a bit in cheat mode while making it, but never in an actual game:

https://www.dropbox.com/s/wtcfmi79xkder1j/pcamp-0.1.zip?dl=0

Basically, instead of outposts that cost a lot and are semi-permanent structure, this allows you to just leave a companion with some troops in a field. This is balanced by a limit on the number of troops you can store, and by the fact that any hostile parties absolutely will attack and destroy the camp if they have enough strength. The interface is just menus and dialogs without any scenes.

Interesting.  You might be able to use one of Tempered's camp entrenchment scenes.
 
I probably should start a new thread for this...

Anyway, regarding the number of camps, as said in the readme it should currently be completely controled by the number of the defined camp chest troops. However if there are to be more than 2, it should definitely be also bound to some skill like leadership or something, because camps increase the total number of troops you can have without owning garrisoned fiefs.

On the topic of scenes, I don't know how to make any, and if they are designed to provide battle advantage, then the AI combat simulation code also needs to know about this advantage somehow, since camps are being attacked by hostiles and need to defend in pure AI mode.
 
Hm, I don't see a button to create a thread here; do I need to create it elsewhere and request it to be moved or something?

Anyway, I did a few small tweaks: replaced the "@..." strings with the string table, fixed camp troops not being considered when calculating mercenary payout, and allowed up to 3 camps now, but limited by the leadership skill.

https://github.com/angavrilov/wb-permanent-camp
 
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