SP Native The Fall of Zendar version .300 released for .960 (Link on Page 1)

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Sorry I had to head out of town for a funeral and wanted to upload what I had before I left.

I rushed through the instructions that came with the packaging and must have made a few errors.

I installed it today to my other computer and have the same problems.  I'm not sure what the issue is, but I'll look into it.

-Cheers
 
Cheers all,

I've removed the Fall of Zendar from thr repository and should upload it again at some time tommorrow.

I think what happened is that in my hurry to get out of the apartment and hit the road I accidentally used an early build that was for .901.  Sorry about the confusion and hopefully I'll get it all sorted out tommorrow.  After I post it on the repository I'll be sure to download it to a different computer with a fresh install of .903 to make sure the mod unpacker actually works by unpacking the correct mod instead of this mess.

Apologies all around, I expected to come back into town to comments along the lines of: "nice attempt why don't you try adding this" instead of "what is this some kind of joke?"

Sorry again folks and I hope to get this sorted out soon.

-Cheers
 
check_engine 说:
Sorry again folks and I hope to get this sorted out soon.
That's quite alright. Honest mistake  :smile:

I'll be looking forward to your mod then.
You may want to write a little message on the repository saying:
this is a new upload, so people don't just ignore it, thinking it's the
same "nothing has changed version"  :smile:

P.S. Hope the funeral was for an old person, dying peacefully. My condolences.
 
Once again I appologize for the mix-up, but I believe everything is straightened up now.

The non-working Fall of Zendar has been taken down from the Mount and Blade Unofficial Repository and has been replaced by the version that was supposed to be up to begin with.

Those of you that wanted to check out what has been done so far with the mod please feel free to try the actual version.

Once again sorry for any problems caused by the bad upload.

-Cheers
 
It's a pretty good mod, but just wanted you to know of some bugs:
When I started on the map, lots of red text appeared (nothing happened)
And in the starter city, you can see trough the constable guy.
mountblade2008-03-1917-52-08-76.jpg
 
I really like the idea, and I think it works  :smile:
Setting the scene 600 years before native is interesting,
the new factions and the new starting choices are good.
Liked the choice between hiding Dubin or getting more men to start with
(I suppose that's what happens if you give him away).

Since the game now takes place around year 500-600,
I was surprised to see coat of plates and other anachronistic armour and weapons (like crossbows).
I thought it would have been more simple, leather, byrnie, chainmail...
I see you've used something from Paleolithic mod. Nice choice   :smile:

There are quite a few bugs:
There are some missing meshes at the weaponsmith and the armourer. Haven't found any at the horse merchant.
Normally a few missing meshes isn't a big deal, but there are a lot.
Here's just a small sample:



The missing meshes also do not appear on the battlefield.
Imagine my surprise when I received 62 damage from an unarmed Dark Cultist  :shock:
Turns out he was holding an invisible two handed weapon  :grin:

Naglefaar mentioned red text at the beginning. But nothing happens. So that's not so important.
Also the see through Captain Dennar. But also Dubin is transparent:

And the guards in the fort just south of Zendar (Distar?) are also transparent.

All in all really good, and if the missing meshes don't make me insane, I'll be playing it.

Keep it up  :smile:
 
What a buggy release,

Note to future modders releasing your first mod, don't try to push it out while your in a hurry to get out the door.

Bugs:
Mesh this should not be happening, honesty I don't know why the meshed aren't compiled with the mod, they are in the resource folder.  All I can say is when I get back home I'll re-compile it, this time I'll have time to give it a once over before getting it out the door.  If anyone has any ideas of how to get the read-only removed from files (and friggin stay that way) I won't have to jump between two computers to do that.  I'm guessing if Dubin is transparant most of the slave parties are as well, I agree that would be very annoying so I'll get that cleaned up.

The wall of red type at start-up, that at least is a bug I know about.  It stems from their being more lord parties than there are banners.  Hopefully that will get taken care of with the next update (not the mesh fix I'll post before Friday).  In the meantime I'm once again taking the mod down from the Mount and Blade Repository until this gets sored out.

Sorry again fellas -I swear I'm about ready to throw my hands up if this doesn't compile correctly next time.

-Cheers.
 
Once again apologies for the bad upload, however I have located the problem.

For some reason I can't get my computer running vista to turn off the read only selection for files so it will not allow the compiler script to create a new folder in the mod folder.  To circumvent that I moved the mod over to an older computer and created and created it there.  What I forgot to do was to go into the mod folder before compiling and tell the mod to read the custom meshes.

For those who do not wish to re-download the mod and who are mount and blade editing savy you can just add this line in the module.bat file located in the mod folder fall of zendar:

load_module_resource = borrowed_items_1

Those that are not editing savy or don't mind downloading the mod a second (or third) time.  I'll be posting the (finally) fixed version on the Mount and Blade Repository shortly.

Once again sorry to those of you that are midly miffed or worse and thank you to those that have stood by despite a very buggy launch.

Hopefully the later versions will be trouble free.

-Cheers

-Edit:
The working version of The Fall and Zendar has been posted to the Mount and Blade Repository and the link has been added to the second post.

Once again a big thank you for everyone who has stood by this buggy release.

On an unrelated note in the next version I'm looking to do away with more native armour and weapons and add in more period items.  Any one who would like to take a shot at creating armour either in a modelling or texture capacity please send me a PM.

 
No reason to apologise. Mistakes happen.

I've been playing the new version for a little while now,
and this time I have no bug reports  :smile:
But they are always there - Will let you know if/when I find some.

A few comments:
The weapons and armour is extravagantly expensive. GREAT!
Only starting off with a knife and crossbow, I had to buy a pitch fork
as melee weapon to save money. Brought me back to the old times
of killing river pirates with a wooden stick  :smile:

The slaves are wearing togas. I think they look horrible.
I suggest giving them something like tunics. But that's just me...

Overall, a fine mod. Haven't had time to get familiar with the new troop trees,
but the new factions look interesting.
Keep it up!

(Got your PM. This is my reply  :smile: )

EDIT: I've only found a small bug connected to Kingdom Hero Party:



It seems to occur randomly, but nothing happens. I suppose you know what it is...

Otherwise it works fine - been playing 30 days.
 
Rather than waiting for the next version release from Taleworlds I have decided to begin working on the next release ahead of schedule as it were.

The goals for the next release are going to be modest as I don't want to have back track too much to port over to the next version when it hits us, but currently the wish list is as follows:

New custom banners to remove the annoying "at lord creation" error message**
New custom armours and weapons (to allow for the next little nugget)**
Advanced troop trees for all factions (implemented through talking with either a faction specific Quartermaster, or perhaps the ransom broker)
Completion of all hirable NPCs and NPC related dialog
Finish tweaking the map and adding castles where needed
Dialog changes
Spelling corrections (My spelling has always been horrible and I've found several errors I made in the previous version)
Finalizing the pricing and statistics on armour and weapons



** Items in red unfortunately require some outside help.  Any help from the community would be greatly appreciated.  I'm looking for about six different armour models with helmets to implement the advanced faction troop trees.  Around five different weapon designs.  All of which would need textured and rigged so that they are ready to put in game.  On top of that I need about 40 more banners, some of them with very specific designs.  If you can contribute as a modeller or texturer in any of these categories please send me a PM.


-Cheers
 
Llew2 说:
Just had an idea. Maybe you could get your hands on Scion's Dark Age of Calradia models and stuff, they would fit your time perfectly, and give it a 'darker' feel. I think you would have to ask nicely, but it would be worth a shot.

Well, shows how much I know. It seems that Scion did release his models/textures after all. http://mbx.streetofeyes.com/index.php/topic,768.0.html

You might give it a looky.  :smile:
 
A little bug. Just captured a castle to have it taken from me. Then this:


 
Adorno 说:
A little bug. Just captured a castle to have it taken from me. Then this:

Thank you for the bug post Adorno,

This particular error message shouldn't cause any problem with your actual gameplay, it stems from the fact that the lord that captured the castle does not have a banner.  When it goes through the give_center_to_lord script it is attempting to add his specific banners to the castle icon and the castle interior, but there are currently not any to add so the error message pops up.

This should get fixed once we get the custom banners in the build.

On an unrelated note if you are capturing castles I'm assuming you've had a chance to fell out the troop trees.  Granted the advance troops aren't implemented yet, but as far as the basic troops go what do you think?

I've had a few questions regarding why some never update their equipment and I've had to explain its because the militia and such stay militia, but they continue to gain experience from battles.  So once the new troop cost is implemented as well it will be ad depth to the player strategic choices.  Keep a militia at militia costs and have a poorly supplied, but eventually a consumate army, or pay the higher costs for proffessional soldiers that will be equiped appropriately.

-Cheers
 
I figured (once again) it had to do with banners  :smile: And you're right, nothing happens to gameplay. So it's no big deal.

I'm very impressed by the (many) new troop trees. I've tried keeping a track of them, but they are somewhat complex. Really like it.
berserkers, legionairs, battle-scarred...  :razz:
Generally they seem balanced and I have yet to see well armoured troops. No one has plate armour, for instance.
Are you still keeping it historical? In that case the plate armour or crossbows shouldn't even be in the mod (year 600).

check_engine 说:
I've had a few questions regarding why some never update their equipment and I've had to explain its because the militia and such stay militia, but they continue to gain experience from battles.  So once the new troop cost is implemented as well it will be ad depth to the player strategic choices.  Keep a militia at militia costs and have a poorly supplied, but eventually a consummate army, or pay the higher costs for professional soldiers that will be equipped appropriately.
I think that makes perfect sense - and is good thinking. Like how the mercenaries seem to be very expensive, as they should be.
In the long run I would actually like to see very expensive high tier troops, forcing you to have a certain amount of low tier troops (militias)
in order not to go bankrupt. The way it is now, you can easily have 200 high tier troops with only two fiefs to pay them.
Anyway - I'm going blah, blah  :smile: Great mod - and glad to hear your continued commitment.
 
As with most mods out there we are currently waiting for both the module system and BRF edit to catch up with the new release, but there are some good ideas and concepts on paper.  So far I'm very excited about the new release for Mount and Blade and all of the potential that offers for this mod.  Finally the next mod release should see a lot more costum content particularly through the excellent models that Njiekovic has been kind enough to put together for the mod.  These new armour and weapons should definately give the mod an earlier feel than native Mount and Blade.  Updates on this thread may be slow in coming, but for those loyal few who have stuck with this mod since the first post and beyond rest assured work is continuing on.

-Cheers
 
check_engine 说:
... So far I'm very excited about the new release for Mount and Blade and all of the potential that offers for this mod.
Such as explaining the disappearance of Zendar  :grin:
Seriously, this mod is even more interesting now that Zendar is gone.

check_engine 说:
Updates on this thread may be slow in coming, but for those loyal few who have stuck with this mod since the first post and beyond rest assured work is continuing on.

-Cheers
I'm resting quite assured. Wouldn't miss seeing the work of Njiekovic in action.
Keep it up!

 
Adorno 说:
check_engine 说:
... So far I'm very excited about the new release for Mount and Blade and all of the potential that offers for this mod.
Such as explaining the disappearance of Zendar  :grin:
Seriously, this mod is even more interesting now that Zendar is gone.

check_engine 说:
Updates on this thread may be slow in coming, but for those loyal few who have stuck with this mod since the first post and beyond rest assured work is continuing on.

-Cheers
I'm resting quite assured. Wouldn't miss seeing the work of Njiekovic in action.
Keep it up!

I thank thee for thy compliment!

And indeed, the Fall of Zendar is now ever more interesting! It's great how some of the NPCs tell some of the history of Calradia in 0.950 and how it almost perfectly matches the story of the Fall of Zendar!
 
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