Afyrius said:Amazing mod! The only one I keep playing constantly. Great news! Hoping to play version 2.1. Inmense thanks mate.
Redleg said:I am glad you like it. Version 2.1 will be out soon in early May. The main changes from version 2.01 are the troop trees and a few other scripts, equipment, etc. I might add-in bandit leaders and a few other things too when I get a chance to do so.
Any specific date we should expect v2.1 since it's already early May? =D
Kulverstukass said:Missing mesh "bb_oackeshott_type_14_L100" for item #1351 Long Broadsword
and "bb_oackeshott_type_14_L90" for #1331 Broadsword
and "pole_scale_1_mod_b" for Scale Vest and Mail, item #1590.
Also, most if not all Rhodok troops shields lackstexturessome sort of mid-to-long range LODs, they're become visible in short range, can't say what items exactly, but it's pavise-looking on crossbowmen, round and, maybe, oval shields on other units.
2.01+2 patches.![]()
Nope, I've applied patches in a proper manner after downloading mod, yet I had re-applied them just in case, results are same.Redleg said:I am fairly certain these were fixed in the 2.01 patch. In that patch, there are resource files, texture files, and also a folder with text files. I you haven't copied the text files to the module this would explain why they are not working for you. Give it a shot and let me know if it worked.
Kulverstukass said:Nope, I've applied patches in a proper manner after downloading mod, yet I had re-applied them just in case, results are same.Redleg said:I am fairly certain these were fixed in the 2.01 patch. In that patch, there are resource files, texture files, and also a folder with text files. I you haven't copied the text files to the module this would explain why they are not working for you. Give it a shot and let me know if it worked.
I'm looking at troops tree, and Rhodok Retainer and it's upgrades give me warning messages about missing "bb_oackeshott_type_14_L90".
Seems you've baked patch w/o latest adjustments.
About "missing LOD is a problem" is my guess, as they become plain white at some minor distance, like 15-20m, but properly textured while nearby.Redleg said:Are the Rhodok shields LODs still missing in your version?
I will try to get a patch for version 1.01 posted at ModDB within the next day or two. Version 2.1 will be released very soon as well, but it's not save-game compatible.
Kulverstukass said:About "missing LOD is a problem" is my guess, as they become plain white at some minor distance, like 15-20m, but properly textured while nearby.Redleg said:Are the Rhodok shields LODs still missing in your version?
I will try to get a patch for version 2.01 posted at ModDB within the next day or two. Version 2.1 will be released very soon as well, but it's not save-game compatible.
Personally, I don't care much about save compatibility if mod improves/fixes, eh.
Kulverstukass said:Good news about 2.1, and I've found what was wrong, for me, with soon-to-be-irrelevant 2.01.
One one hand, it's technically on my side, sort of obviously.
On another, naming only one folder in patch archive exactly same as module folder (textures = textures), which triggers "overwrite this?" popup, informing you (me) that everything being moved properly, while another being just one letter different, "resource = resources", hasn't been done by me.
I would like to propose to abstain from "informative folder name", like that "text files" and join somewhat standardized community format "patch archive follow module folder format".
Thanks for listening my autistic screeching, in text format.![]()
Redleg said:As for the special manor troops, I have thought about having it set to recruit special troops that aren't in the faction trees, for example, a level 20 Nord mounted skirmisher troop or a level 20 Rhodok Mounted Skirmisher troop, since neither faction currently has mounted troops. The idea is to provide a troop that augments the current troop tree for each faction. Another possibility would be to have the special troop be a customizable troop like I used in the castle barracks recruitment scheme. This would allow the player to decide the equipment (but not stats) of his/her special manor troops. For this I would need to create a small line of troops, perhaps starting at level 10 or 15 that could upgrade into infantry, archers, or horsemen.
Let me know what you think about these special troops so I can consider your ideas and try to incorporate the appropriate ideas into my special troops. As I stated above, I am planning to release the mod very soon and will need to test any additional changes I make, albeit in an expedited fashion.
Overall, I think you will appreciate the changes I have already made for v. 2.1 in terms of new features, troops and recruitment, and new or improved armors and weapons.
Special troops just for some lords like in Perisno would be a great idea in my opinion, but I'm not sure if we are talking about the same concepts![]()
Redleg said:This is something different. The kings already have faction elite troops as part of their party templates whereas the lords do not. What I have done is made it so that when you have built a manor in your village, you have the option of recruiting the regular low-level troop or recruit a level 20 mounted light horseman with skirmisher capabilities and equipment. This special troop does not exist as part of the normal faction troop tree.
Sarin said:Interesting mod. But even with patch, I'm getting errors when Mamluk Mail pops up in shop or troop tree view. Few other oddities popped up, like Winged Great Helmet, Charger and Sarranid Warhorse showing up in shops, which don't fit timeframe or the mod setting...
Also, where's the damn Guild Master in that Khergiz town? Can't find him...