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

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Arrakhis said:
Leif_Erikson said:
Not sure where the bug report for SVN is so i am posting here,
In England no matter which castle, when i win the siege after i choose what loot i want and when it is "supposed" to go to the next screen it crashes, no error reports just crashes. ? is this just be using a pos or something game wise? and its only england castles, and 9/10 times

didnt happen to me, I helped french wiped English before

then it is probably thus POS compaq laptop mmk thx
 
The tweak will most likely not work since the recruitment code has been changed. May be the other program, forgot its name, TweakMB or something, can help you any further. It is said that it now works with 1257AD but I don't know.
thanks for the suggestion Ritter Dummbatz.  I dl the newest version of TweakMB, however it doesn't have the option to change the faction of troops recruited based on ownership of village.  I'll keep working on it and try to get it to work.  I'll post if I have any results.
 
Well, if you wanna try yourself on that I would suggest to download the module-system.
You could then do some lines of code and get the numbers for those. You still don't have the original code so it might be hard if not pure luck to do the changes but at least you know what you are inserting.

Don't ask me because I would just recommend not to waste time on this!
 
Hi,
can someone explain me how the letters in damage of weapons work:
Swing: "b" "c" "p"
Trust: "b" "c" "p"
Bow / crossbow: "b" "c" "p"

In files I found bow practise damage 21b, in game there is bows with damage "c" and "p"

So which letter is better in what weapon???
 
b = blunt (good against both armoured / lightly armoured)
c = cut (good against lightly armoured)
p = pierce (good against armoured)
 
... so any news from Othr and crew?
glad to see some hotfixes at least :cool:

chinon in france is giving me troubles
troops seem to get stuck on the wooden wall and make a mess

nothing a good "order your troops to attack" wont solve though  :eek:
 
Hi,
I walked in to a strange fog when i was assaulting a castle, it last only few sec. This is fog in game or what is it?
06ef77ee8c5dfa8dd5e748a179c96b265e54aa86552846f58ee1484ab830c2135g.jpg

And what is with the guards in a town, i took Grenada and the commend "walk around..." I see the units that i don't have in this town.

0637937fa5711a7f1987ada8ce8a21ae86a4f262717f1fe88565a8748179e4395g.jpg
 
Skay24 said:
hi!
Skay24 said:
I walked in to a strange fog when i was assaulting a castle, it last only few sec. This is fog in game or what is it?
06ef77ee8c5dfa8dd5e748a179c96b265e54aa86552846f58ee1484ab830c2135g.jpg
Engine problem. Hard to say what exactly i cousing it and we have no idea how to prevent it. Think of it as a hangover from yesterday pre battle drinking.

Skay24 said:
And what is with the guards in a town, i took Grenada and the commend "walk around..." I see the units that i don't have in this town.

0637937fa5711a7f1987ada8ce8a21ae86a4f262717f1fe88565a8748179e4395g.jpg

The guardsmen are based on the town culture. Basicly these guardsman are not you're garrision soldiers. So it's not realy a bug
 
update_volunteer_troops_in_village -1
44 23 2 1224979098644774912 1 521 3 1224979098644774913 1224979098644774912 26 1 2 936748722493063746 1224979098644774912 2133 2 1224979098644774914 72057594037927936 4 0 541 3 1224979098644774912 0 3 522 3 1224979098644774915 1224979098644774914 100 5 0 541 3 1224979098644774912 0 2 522 3 1224979098644774915 1224979098644774914 101 5 0 522 3 1224979098644774915 1224979098644774914 41 3 0 2133 2 1224979098644774916 1 2123 3 1224979098644774917 1224979098644774913 10 6 3 1224979098644774918 0 1224979098644774917 2136 3 1224979098644774919 0 100 2147483678 2 1224979098644774919 10 2136 3 1224979098644774919 0 2 1561 3 1224979098644774920 1224979098644774915 1224979098644774919 4 0 2147483680 2 1224979098644774920 0 1561 3 1224979098644774920 1224979098644774915 0 3 0 32 2 1224979098644774920 0 2105 2 1224979098644774916 1 2133 2 1224979098644774915 1224979098644774920 3 0 2133 2 1224979098644774921 14 4 0 30 2 1224979098644774913 5 2133 2 1224979098644774921 1224979098644774913 2108 2 1224979098644774921 2 2105 2 1224979098644774921 10 5 0 2147483678 2 1224979098644774913 0 2133 2 1224979098644774921 0 3 0 2107 2 1224979098644774921 3 2120 3 1224979098644774922 2 1224979098644774916 2108 2 1224979098644774921 1224979098644774922 2136 3 1224979098644774923 0 1224979098644774921 501 3 1224979098644774912 92 1224979098644774915 501 3 1224979098644774912 93 1224979098644774923
Basically the area in green is all ok.  somewhere in the orange are two codes.  one code is making the player recruit culture specific basic troops from villages/towns.  The second code is making the player recruit culture specific knights from castles.
Don't ask me because I would just recommend not to waste time on this!
It does seem quiet difficult without those darn python files.  I so wish they would make this game easier to mod like the Elder Scrolls series.
 
So the easiest way to make guards from our culture is making them from our garrisoned troops(?)

And to prevent recruiting not wanted troops...it seems that the option to choose own culture would be the best...

...but first of all - who would be so kind and smart to do this? :wink:


EDIT:...i think that if we can choose city/castle guards while talking to our minister would be perfect...too bad i cant do that :sad:
 
Village/town/castle recruitment of native culture troops is intentional. It's not relistic if you conquer a region of Russian and recruit arab troops the next day from there. Historical accuracy is the main aim of the mod afterall. Just saying
 
DrTomas said:
Village/town/castle recruitment of native culture troops is intentional. It's not realistic if you conquer a region of Russian and recruit Arab troops the next day from there. Historical accuracy is the main aim of the mod afterall. Just saying


Not the next day but in Time yes, and in mod there is high religious and culture penalty when you mix units. And when you conquer region of Russian ( with Arab units) you will have big problem with recruits and army.

And there is huge replacement of units in the mod to faction units and its automatic.
9d46c8e12ae9cd87308459a5907819512167c4f48b9edd47d57ef4953038efa75g.jpg
 
Still, the Romans conquered Egypt but they never recruited romans in Egypt. Lifestyle and cultural changes or assimilation is done over years, generations so to speak. Hard to make the game to simulate stuff like that. Like train Egypts in the roman way of fighting. Back in the year 1257AD the Mongols i.e. had many recruits from the native tribes. Try to play Il-khanate, you can't recruit all kind of troops from the cities they have at game start if you don't want to run into moral issues. I think of it as a challenge and yes, as a Mongol, I do travel all the way back east just to visit those Mongol Encampments and it sucks if there is no volunteer around after traveling for days although there are pressing matters in hungary. I like this challenge.
 
DrTomas said:
Village/town/castle recruitment of native culture troops is intentional. It's not relistic if you conquer a region of Russian and recruit arab troops the next day from there. Historical accuracy is the main aim of the mod afterall. Just saying

Historical accuracy were loose her sense when we start build our own kingdom. Historical must be the base of it and they are pritty well. But why do even more realistic(?).
Some mods have the 'custom troops'. This i think could solve this problem and wouldnt perish hist.acc.
...Rubik seems to be a master in custom troops...*thinks*

But intensional city of one culture have nothing about it. Its just probably easier to do so at the some time passed beginning. But...what if this idea is about training those units...?
We have russians in russia, yup...but with islamic ruler why we cant train them to wear alternate costume and weapons? 
At war when we recruit some other than ours peoples theyve got our uniforms because we havent their clothes...
So...If we add to city upgrading an arsenal, from there on we could reequip garrisoned troops just like the NPCs doing now...in other words just change the troops.

EDIT:


Ritter Dummbatz said:
Still, the Romans conquered Egypt but they never recruited romans in Egypt. Lifestyle and cultural changes or assimilation is done over years, generations so to speak. Hard to make the game to simulate stuff like that. Like train Egypts in the roman way of fighting. Back in the year 1257AD the Mongols i.e. had many recruits from the native tribes. Try to play Il-khanate, you can't recruit all kind of troops from the cities they have at game start if you don't want to run into moral issues. I think of it as a challenge and yes, as a Mongol, I do travel all the way back east just to visit those Mongol Encampments and it sucks if there is no volunteer around after traveling for days although there are pressing matters in hungary. I like this challenge.

YUp this is great in that way of Yours, right. But still if some one is a despot or wanna be a one... :wink: I dont know about those in m.encampments if this is the only way that in some ways suck...i dont have the problem with what units i want because i play as far i can islamic troops and i send recruiters if i have no time.
But if its going about city guards where should be option to change them if You want. - kill all and replace them with own soldiers, which will start long way to change the city culture...next step is religion. We change it...city relations should drop on the head but nothing is free :wink: There must be a way...

EDIT2:

This is PM from Leandrojas some time ago about custom troops:
I never refuse to help someone who needs my help! And helping someone is never hassle!

Let's see ... I think I understand the problem:
The expert on this is Rubik. Who created the mod Custom Commander. But I will try to help where possible.

First: You only need to change once the equipment of your custom Troops ...
Let's see ... better to start from the beginning:
An example will help.

Ahem:
trp_recruit: (right now I do not remember the exact name)

trp_recruit <<<<troop1

trp_recruit_inventari <<<<troop2

trp recruit_hero <<<<troop3

No troop1
Is the unit with which you speak. Is the fight on the battlefield and died as any troops. It is a normal troop. Give treatment as any other. Guaranted_all must carry and ... (I do not remember the exact name) mount_tf (maybe)

No troop2
It is the troops which "temporarily" put on the equipment to carry "troop1 Session." Is a hero. Not very important. But it is very necessary.
No matter what equipment to carry.

No troop3
This is the most important troop of three.
Is a hero. Their equipment is that you appear to be chosen and added to the "troop1 Session."
The WB (also in M & B) does not allow troops such as "Heroes" will upgrade the computer for a heading (ie in the same savegame) So you need to add it carefully and selecting all the items you want to "troop1 º" utilize during the game.
You can only add up to 64 items if you add more the game will not work.
Many items 64 items.

I think there is not much more else to say.
Commander custom are currently using rangers and no longer the custom Troops. That could change the name.
You should get you the code in the custom Commander v1.120 (I think) that contain the custom Troops. If you do not get it. I give it to you I can in a month.

If anything you tell me more problematic. You respond. (If you want you can copy this MP and show it to whomever you want)

I hope everything I have written is understood. My English is not very good.

See ya!
Nunca me negaria a ayudar a alguien que necesita mi ayuda! Y ayudar a alguien nunca es molestia!

Veamos... creo que entiendo la problematica:
El experto en esto es Rubik. Quien ha creado el mod Custom Commander.  Pero yo intentare ayudarte en lo posible.

Primero: Tu solo necesitas modificar una vez el equipamiento de tus custom troops...
Veamos...mejor comenzemos por el principio:
Un ejemplo nos ayudara.

Ejem:
trp_recruit: (ahora mismo no recuerdo el exacto nombre)

trp_recruit  <<<< troop1

trp_recruit_inventari  <<<< troop2

trp recruit_hero  <<<< troop3

º troop1
Es la unidad con las que hablas. Es la que pelea en el campo de batalla y muere como cualquier tropa. Es una tropa normal. Dale el tratamiento como a cualquier otra. Debe de llevar guaranted_all y.... (yo no recuerdo el nombre exacto) mount_tf (tal vez)

º troop2
Es la tropa donde "temporalmente" se ponen el equipamiento que llevara "troop1º". Es un heroe. No tiene mucha importancia. Pero es muy necesario.
No importa que equipamiento lleve.

º troop3
Esta es la tropa mas importante de las tres.
Es un heroe. Su equipamiento es el que te aparecera para ser elegido y agregado al "troop1º".
En el WB (tambien en M&B) no permite que las tropas del tipo "HEROES"  se actualizen el equipamiento durante una misma partida (es decir en el mismo savegame) Por eso necesitas agregar con cuidado y seleccionando todos los items que tu quieres que tu "troop1º" utilize durante el juego.
Solo puedes agregar hasta 64 items si agregas mas el juego no funcionara.
64 items son muchos items.

Creo no hay mucha mas cosa para decir.
Actualmente en custom commander estan usando los rangers y ya no las custom troops. Que se podian cambiar el nombre.
Deberias de conseguirte el codigo del custom commander v1.120 (yo creo) que contengan las custom troops. Si tu no lo consigues. Yo puedo en un mes dartelo.

Si acaso tienes mas problematica dime. Que te respondere. (si quieres puedes copiar este MP y mostrarselo a quien quieras)

Espero que todo cuanto he escrito se entienda. Mi ingles no es muy bueno.

Hasta Otra!
 
I actually missed completely that you were talking about guards and such.  :roll:

The problem is that these are associated with the culture by the code and you would have to do extra scripts for them to be assigned while the original culture remains. Wouldn't be too hard but just have to be done. Othr always took efforts in improving battle and did not really care about trading, the looter quest or anything as trivial as this so I guess since this is not really battle-related...well, you know  :grin:
 
Well, actually i know :lol: ...but didnt battles are really trivial...? If we look forward...even from XIIIc., there must be at last one brave/stupid there who thinks the bettle are more trivial...
...too bad Othr didnt appoint any co-chief... Im just starting to loose my faith in his return...slowly(im a n00b xD) but always. :smile:


EDIT: Oh,mother, God, somebody...

:mad: :lol:
Be aware of XIIIc. womans there, folks. They are unpredictibly unpredictible in those times.
Ive mentioned some time ago about them, right, You remember...
Especially be aware of those who are called wifes...*loooong pause and staring with narrowed eyes*
For example mine. An ordinary sister of some devoted(?!)to me Emir*mumbling* - She is so dumb and coarse that after ive telled her that i want some fief for my own she goes there and stay there until i ask her to buy some sick amount of bread... -_-
Why the 'Anthienth Godhs' punished me with that goat...She barely understand 'm-o-v-e  o-u-r  r-e-s-i-d-e-n-c-e' and thinks that if she goes there, where i ask and do nothing, after what she return...even doesnt knowing where, she thinks thats cool with me, a husband, a king for god sake(!!).
Ive planned to drown her in the sea but it seems that stupidness is lighter than the air and when ive followed her she moved so fast like she was running on the water surface...probably even fish dont want something so ... ...unusual.  :mad:
Please, somebody...kill me, please! For what is all of this?! IF I would know what a monster is a woman i would rather stay on fields with the cows...a bit higher hole and you must watch your steps but anything is better...
*...binds a rope*
:lol: :mad:
 
Lordique said:
Historical accuracy were loose her sense when we start build our own kingdom. Historical must be the base of it and they are pritty well. But why do even more realistic(?).
And why not? I personaly prefer this approach then on the not-relisitic one. Othr seems to have the same idea as well. It was allready discussed before and I doubt this will change. You offcourse are welcome to try to decompile and rescript this yourself.

Lordique said:
But intensional city of one culture have nothing about it. Its just probably easier to do so at the some time passed beginning. But...what if this idea is about training those units...?
We have russians in russia, yup...but with islamic ruler why we cant train them to wear alternate costume and weapons? 
At war when we recruit some other than ours peoples theyve got our uniforms because we havent their clothes...
So...If we add to city upgrading an arsenal, from there on we could reequip garrisoned troops just like the NPCs doing now...in other words just change the troops.
Becouse that never ussualy happen? If you conquer the region, you get the nobility swear to you loyalty and tada, you're the ruler of the area(simplified version). Even if you did enforce you're own tradition, costumes(I bet all the lords realy cared, that peasents did not dress like he does) and all, how much time would it need to population to 'convert' 10, 50 years? In game time period that way too much and probably only a few people would play so long.

Lets continue with our scenario. If an Arabian lord, who would conquer a chunk of Russia, and rule over it. In time of wars, he would not have an armie of Arabians. He would have majority troops Russian. In other words, not changing culture of you're towns is to represent the realism of medieval world. There are plenty examples like these in history. Lithuanian lords who came to rule over Ruthenians lands would have there forces consisting mainly of Ruthenians, not Lithuanians. Teutonic Order used Prussians in there forces as well(most of them at the current timeframe were still pagan). Hey, even the Mongolians did not turn Russia into Western Mongolia(and yes, they did have Russian troops under there control as well.).

Lordique said:
But if its going about city guards where should be option to change them if You want. - kill all and replace them with own soldiers, which will start long way to change the city culture...next step is religion. We change it...city relations should drop on the head but nothing is free :wink: There must be a way...

Again, these changes would not happen as quick as you might wish. Changing culture of a region would take years. Even if you sloughter the whole population of a city, it would take years to repopulate it as well. So this won't happen in the mod.
 
This is PM from Leandrojas some time ago about custom troops
I have spoken with Leandrojas before he is very helpful and his mod El Arte de la Guerra is a very customized mod.  For example I have defeated crusader states and I have two of their lords imprisoned with me.  I am dragging them with me all over the place hopping they would escape cause I don't have the option to disband them and I know no one will pay for their release.  When I talk to them they just promise not to run away.  But in El Arte de la Guerra you had an option to recruit, release, or kill lords if you wished for an honor penalty hit.  Its the little things that make a mod great.  Out of all the mods I have played so far in my humble opinion El Arte de la Guerra and Prophesy of Pendor have been the best so far due to great customization. 

Anyways If I am permited to do so I want to lend my voice to Lordique.  Sometimes Historicity has to be sacrificed for practicality.  In the good old days you would have armies of reinforcements join your cause.  Here we are recruiting one or two peons at a time. 
 
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