Hey Redleg!
Nice mod you have here, congratulations
Have you fixed the Outpost demolishing bug?
Nice mod you have here, congratulations
Have you fixed the Outpost demolishing bug?
Hey Redleg!
Nice mod you have here, congratulations
Have you fixed the Outpost demolishing bug?
Nothing to thank, your inputs where always helpful.I have not been able to find the problem so I made it so that demolishing is no longer an option. To be honest, I haven't spent a lot of time looking at the outpost coding, at least not lately. I should thank you for your mod, Tocan's Calradia, for the inspiration to start my own. I used a few of your codes in mine, giving you credit.
Great! I will check it out. Welcome back to the Warband modding community.
Hi, Redleg. First off, Happy New Year! I've been enjoying 3.0 tremendously. The amount of work you've put into your mod is staggering, and everything runs smoothly! Thanks.
I do have a question: is there a way to disable the party "entertainment" requirements?
I realize that this would mean altering the character skills, which gets complicated, but I feel it's more an annoyance than anything. (It's down to personal taste, of course.) Even just the ability to toggle the morale hit that comes from lack of entertainment would be nice.
This is awesome and I'm having a lot of fun with these guys. I do wish there was a way to give them unique names like the knight orders in Prophesy of Pendor, rather than just "custom ____".Customizable troops are available in towns/castles if you build a barracks. They are available in villages if you build a manor. The custom troops in towns/castles start at lvl 20, while the troops in villages start at lvl 5.
I'm sorry if my earlier post came off as a bit critical of the campaign layout. The more I play this lovely mod, the more I appreciate how the factions have been arranged. For example, having the Geroians and the Keltons on the "fringes" at the beginning is a neat concept. I just hope to see them expand more effectively in the future. Or maybe I'll try a new campaign...I am glad you are finding no problems with the game play. I have play-tested the current version for each faction and have found that there are different results with almost every game. In some games, the Khergiz do remain fairly passive until later on. In others they attack the Geroians right away and usually conquer them. I have found that the Eastern Province usually loses a city to either the Khergiz or the Sarranids. The Keltons seem the least likely to expand across all the different games.
There is code in the game that defines at game start the disputed castles between factions. For example, in the version I am playing now, the Khergiz have a dispute with the Geroians over Asugan castle from the start of the game. This has made it more likely that both the Khergiz and Geroians are active early on. I have made a few changes so as to get each faction active early without making it so the 3 small factions get wiped out too soon or that one of the regular factions get ganged up on too much.
The Swadians are doing suprisingly well in my late-game. Though, of course, they still lost Dhirim.Still, it seems like the Swadians tend to lose land early, usually Dhirim, possibly because that is far from the rest of their kingdom.
Any time. Again, I hope it doesn't come off as too critical. I really love this mod.Anyway, thank you for the feedback.