Subversion - checking out the development version of the mod (161)

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I have no idea what went wrong, because the mod is running just fine without any lag, the music plays region and battle/travel based, but still the download had about 630 MB and now it says the music folder has a size of more than 900MB and the 1257ADscn folder a size of 3,24 GB. Who cares!

Now to the first bug: I've seen desert bandits in the balticum.


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Second bug: Sea raiders don't seem to react, although my party is stronger and I am close enough to be noticed. Sorry, I just ****ed that up and went straight to them without taking a screen of them either patrolling or waiting.
Now that I just fought the sea raiders, some of them seem to be running around in the wrong type of clothes. The two or three I fought wore mail shirts, but one of them, the last one, who got killed by one of my mongol horsemen wore desert clothes.


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Yes I know it is a bad picture, but I just noticed during the battle and took a screen. It is the guy dying to the right of the horsemen. Look at the stripes on his clothes, that is the "desert robe".

Scratch the part about the sea raiders not reacting. Now they do for whatever reason. Maybe they didn't notice me during the night.
 
othr 说:
Everything in subversion is now updated to the most current version.  The bug with NPCs attacking in the cities is because I tried to increase the number of 'walkers' in the city but there is more to it than whatever I did to increase so kill the once that try to mug you :smile:

hehe,  i did, killed some of them,  and the guards are still pleased to have me in Acre :p
 
Yeah extra copies are kept by subversion in those .svn directories, those are used for comparisons etc so unfortunately using subversion will double the space usage on disk but it does make it much easier to keep it in sync and distribute :smile:

That and subversion is designed to handle source code not binary files but still it does a good enough job.

I noticed that sometimes sailing bandits don't react, it says they're running away but they're just standing there really.  Not sure why that is.

And like kuauik said it's a gambeson not a robe!
 
Hey guys first post here and just registered to say thank you for a great mod  :grin:

I have just downloaded all and started playing a new campaign and have noticed I seem to be getting alot less denars for selling loot,

ie. the sword i started with sold for around 47 denars and cracked kettle helms equally low.

my question is this intended on this release or just a bug?

thank you
 
gwibo 说:
Hey guys first post here and just registered to say thank you for a great mod  :grin:

I have just downloaded all and started playing a new campaign and have noticed I seem to be getting alot less denars for selling loot,

ie. the sword i started with sold for around 47 denars and cracked kettle helms equally low.

my question is this intended on this release or just a bug?

thank you

Intended.  You won't make much by selling junk, by design.
 
The arab lands are great, especially their god. He is so great that my ears start bleeding. If he becomes even greater my ears will commit suicide.

Is this really a sturdy mail coif with padding?


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A polish patrol fighting yotvingian raiders in northeast Italy.


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A script error:
"SCRIPT ERROR ON OPCODE 2204: Invalid Party ID: 71688724; LINE NO: 450:
At script: game_event_simulate_battle.
At script: game_event_simulate_battle."
 
UghUghUgh 说:
The arab lands are great, especially their god. He is so great that my ears start bleeding. If he becomes even greater my ears will commit suicide.

Is this really a sturdy mail coif with padding?


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A polish patrol fighting yotvingian raiders in northeast Italy.


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A script error:
"SCRIPT ERROR ON OPCODE 2204: Invalid Party ID: 71688724; LINE NO: 450:
At script: game_event_simulate_battle.
At script: game_event_simulate_battle."
aah,its using wrong texture ,btw why it is in the arab shop,its european,the knights or lords should wear this.
Othr:try to look to the latest rar files ,i am sure i have sent u the new uv mapped model,that textures from Kurunt are very bad
 
As my post probably has been overseen: are you interested in some music, or can I save myself of packing and uploading it?
 
Joker86 说:
As my post probably has been overseen: are you interested in some music, or can I save myself of packing and uploading it?
we can not use copyraighted music,u can upload that like a submod,but when it comes to law ..u are on your own :mrgreen:
 
Are the force fields around the shields back, now that the shield skill can be improved beyond one skill point? If so, I hate that. It is the most unrealistic thing ever. And is the improved damage for bows and xbows already in the mod, which increases the damage at short distances?

About bandits: Are the sea raiders intentionally everywhere?

About the music: There will be no intentional copright infringement in this mod, if I recall this correctly, but wait for othr to answer the question, Joker86.

Edit: Now that I see the power draw requirement for the warbow (6), which means I need 18 strength why is there no higher strength requirement for heavy armour? 15 strength may be reasonable for heavy armour to be worn and the lordly armour could have 3 strength requirement less, because it is fitted for you.
 
can u add these shields?
Byzantine
http://img840.imageshack.us/i/byzshield.jpg/
one Byzantine or Arab,other Andalus
http://img828.imageshack.us/f/shieldsa.jpg/
http://img828.imageshack.us/i/shi.jpg/
Iberia
http://img837.imageshack.us/i/shieldsb.jpg/
Russia
http://img39.imageshack.us/i/russhields.jpg/
http://img828.imageshack.us/i/shi.jpg/
 
I removed all caps, the forcefield is back because it not only affects the area but also the shield resistance.  Instead the amount of damage a shield can take is different, the forcefield is really necessary.  Anyway, you will notice shields will break much faster now, if you don't have the shield skill your shield will be broken really fast.
 
TitanToe 说:
Uhmmm.  Othr? Will ye' alert us when ye' update in this thread?

Your mod folder will show you when updates have been made, the icon instead of a green check mark will turn red.
 
The shield skill cap was the best change in the battle mechanics that I have seen so far. Why don't you increase the damage a shield can take by increasing its resistance? Ranged weapons are pretty useless again. If I place my infantry infront of a castle or town, they won't take any damage. It worked before with the shield skill cap, why change that?!
 
Why don't you see how long they can stand in that shower of arrows and tell me again.
 
Downloaded SVN.
when the checkout comes, the mod folder comes named as "ad1257svn". Shall I let the name untouched or overwright the existing mod foulder?
 
you can rename the folder but don't overwrite anything.  if you make changes it won't let you do SVN update.  If you want to tweak things you should create a copy of this folder and tweak in that folder instead.

The polish patrol and Yotvingian raiders problem, if the patrol is persistent and won't stop chasing the raiders will keep on running, no matter how far.  Not going to do anything about it :smile:  If the patrol would give up the Yotvingians would go back to their lands.

The coif with padding for a great helm - I used your texture kuauik but I don't think you sent me the model for it so it's a little messed up.

I will try to use those shields.

I'm interested in music from the 13th century (or earlier), copyright free, or permission to use granted by the author.
 
"The target folder is not empty
Are you sure you want to checkout/export into that folder"

I pressed Yes, but it gave a error message.
I selected the  warband/modules
 
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