The Horde Lands v1.22 released!!

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Keedo420 说:
:mad: Damn. I didn't think any weapons were using that mesh. I'll bet that was the Levarian Short Sword, yes? But no, that won't fix that RGL. I'm already halfway through the upload so I'll just fix this new RGL error tomorrow since it is not a game crasher.

Yes you are correct it is the Levarian Short Sword.  I came back to answer myself that it wouldn't take care of it  :lol:

By the way that map looks really nice, I like the layout.
 
Gerhart 说:
Yes you are correct it is the Levarian Short Sword.  I came back to answer myself that it wouldn't take care of it  :lol:

Yeah, apparently that's the mesh I gave the Levarian Short Sword when I replaced the previous mesh it was using that gave it an invisible blade. Oh well, I'll just give it some other generic mesh until I manage to get my hands on the mesh I really want for it (the Roman gladius).

By the way that map looks really nice, I like the layout.

Thanks. I had fun making it. Let me know if you notice any parties getting stuck (with screenshot if possible).
 
A new version of the alpha is now available for download. This version fixes some rotation issues with the newer weapons. This version also features the completed Velorian and Levarian troops. They now have all of the troops they are supposed to have and they all upgrade as they should. Their equipment still needs to be updated though. The part I am most excited about however, is the neutral location called Dragon's Death. Not only does it feature a customized outdoor scene, it also has it's own tavern with tavernkeeper (but no other npcs yet) and best of all.....a customized dungeon!! It is far from complete however. There is nothing to do there yet but explore and you will notice some tunnels blocked off. Eventually, I hope to add random and/or event triggered encounters in the dungeon. This will give players the chance to take a break from the warring and go on an old-fashioned dungeon crawl - killing monsters (well....undead, goblins, orcs, dark elves, and outlaws), hunting for treasure, and completing quests without the help of your army (as any true hero would.... :cool: ).
 
Holy **** thats wht I dreamed about:
A fantasy mod featuring formations, a dungeon thing like you described it and a new sophistcated map
thousand thanks for that!!!!!!!!!!!!!!!!!!!!
 
Thank you.  :grin:  It might be a while before the dungeon is anything more than a series of tunnels and room, though. I'm not sure how I will handle the encounters yet, but the dungeon will not be small and it will be somewhat maze-like and there will be treasure chests hidden throughout. I just have to figure out how to spawn a combat encounter inside a scene the player is already in. I expect it will be similar to the way reinforcements are spawned into a battle.
 
Dragon's Death seems to be causing some issues.  It's marked as player-owned from the beginning, which seems to be blocking me from getting a real fief..
 
Gohda 说:
Dragon's Death seems to be causing some issues.  It's marked as player-owned from the beginning, which seems to be blocking me from getting a real fief..

It is a neutral location. Player-owned locations should show up as purple in my mod. But when you say it is blocking you from getting a real fief, do you mean it is preventing you from owning other towns/villages?
 
Kinda.

I noticed pretty much the first time I checked my fame that it was saying that I was the owner of it.  I thought nothing of it until I joined the Dark Elves and helped them conquer most of Levaria.  Considering that by then, in any other mod, I'd have been rewarded, I figured it would have to be Dragon's Death, so I gathered this photo proof.  Note that it never appeared purple, but rather always showed up as white until after I accepted the offer of fealty.

dragonfo0.jpg
 
Yeah, purple is the color of player kingdoms, not the things you conquer as a vassal of another kingdom. That is interesting. I will have to look into that. It was meant to be totally neutral. Now that you are aligned with the dark elves, does Dragon's Death show up as dark blue?
 
Yes.  In the picture you can see, lower right-hand corner, that I placed in a snap of it from the map.

Here's a list of the glitches I've found.  Hopefully these can all be sorted, I really like this mod and the idea behind it.
1: Dragon's Death being player-owned.
2: The all-female cast of characters, which you know about (Although Dark Elves might need to be female anyway, I know the Drow are matriarchal, and Dark Elves are nearly the same idea as Drow, just above ground)
3: Some of the weapons not working, which you also know about (Levarian sword is the only one I've found that doesn't work so far, although 2h swords are using 1h swing animations)
4: Some items being apparently no-drop and no-purchase (I canNOT for the life of me find any Dark Elvish Oriental equipment like the no-dachi, samurai armor, those shuriken things they use, etc.  I've killed plenty of deserters with Looting 6, I've been to nearly every market I can get to, they are just flat nowhere to be found...)
 
I've just come across a somewhat more gamebreaking glitch.  The bridge at Yaragar near Jelkala is trapping lords every now and then.  It has Gharmall of the Elves, and, much more importantly, Queen Megumi.  I found that if I click on them, I can get stuck there too, unless I click on Yaragar and "unstick" myself going towards it.


80486934eg5.jpg


As you can see, it's no good.  (I changed a few faction colors for myself to be more identifiable - Elves are sea green as you can see, Levoria is orange, Morte is blood red, and bandits and whatnot are just red-red).
 
When you say some of the swords are not working, what exactly do you mean? Are they invisible when you equip them? They aren't doing damage? You can't equip them? If you could give me a list of which weapons are giving you trouble it would help me a lot. I haven't really given myself much time to playtest each new weapon. I've only really checked to see that they are showing up on merchants. I gave the Levarian swords a new mesh but I don't think that is in v1.10 of the mod. Some of the weapons are intentionally non-merchandise (like the dark elf throwing stars), but I will have to check to see if they are flagged as non-loot. For most of the new weapons I just copy/pasted a similar weapon type and then renamed and changed some of the stats. If any of the weapons are showing up on your hip when you are not fighting, but become invisible in your hand if you go into combat mode that might be because they have a certain flag related to how they appear when sheathed but don't actually have a sheath mesh associated with them. I had that problem when adding the new gladius-style mesh to the Levarian short swords. They showed up fine when they were hanging from my belt, but when I went into combat mode, the sword was still hanging on my belt and I was swinging an invisible sword.  :lol: But I don't have a sheath associated with that weapon, so when I removed the itcf_show_holster_when_drawn flag, the sword appeared in my hand as it was supposed to.

As for the lords getting stuck, I figured that would happen with the new map eventually. I will see what I can do to fix it.

EDIT: Oh, and I was thinking about altering the kingdom colors too. I like having the goblins as bright green, but the dark green for the orcs blends in too much with the map, and the dark blue for the dark elves can also be hard to read sometimes.
 
Oh, and only the following Dark Elf Troops carry the throwing stars: Dark Elf Descender, Descending Bowman, Star Hunter, Descending Guard, Star Killer, and Pain Bringer. Hope that helps in your attempt to get them as loot. I looked and they are not flagged as non-drop. But if you still can't find them as loot (they won't be found for sale), I might just have to add some extra copies to their inventory, or flag them as itp_always_loot. I dont want the dark elf equipment to be easy to obtain, but I definitely don't want it to be impossible either.  :razz:
 
At the moment, the Levarian Officer's Sword doesn't work right, constantly staying "sheathed", but like I said, you clearly know about it.  Aside from that, I once got a non-crashing error message in the Arms market about a "flamberge" not loading.  Should have wrote down exactly what it said.  And some 2h swords (The Scimitars come to mind) are using 1h attack and defend animations, but I can just attribute that to my character being that badass.

As for colors, well, I'm feeling charitable, I'll donate my little list I use for personal modding.

16720418  = Red (Used on factions: Outlaws, Robber Knights, Black Khergits, Deserters, Mountain Bandits, Forest Bandits)
65535  = Cyan
16711808  = Magenta
16744448  = Orange (Used on Kingdom of Levar, works well with Velar being yellow)
8517505  = Sea Green (Used on the Elves, might be too blendy)
9063176  = Brownish Orange
9046024  = Deep Red (Used on Morte, works well for them)
6359902  = Purple

I haven't thought what would be good for the Orcs, though.  Might want to give them the Goblin's color and then give Goblins either a non-green, or a much lighter green.



New Post: I'd recommend making some of the lower-end Dark Elvish stuff, wakizashi and whatnot, to be purchaseable, but I do agree that samurai armor and no-dachi, katana, etc should be a drop of some kind - if not ungodly expensive in the markets - but regardless of how many I killed, I never had any as a drop.  During one point, I literally got a shorten military scythe per dead deserter in one battle, ending up with about 16 of them, despite their rank (and in the battle) carrying katana and wakizahi (I believe they were all Descending Fighters).
 
Gohda 说:
16720418  = Red (Used on factions: Outlaws, Robber Knights, Black Khergits, Deserters, Mountain Bandits, Forest Bandits)
65535  = Cyan
16711808  = Magenta
16744448  = Orange (Used on Kingdom of Levar, works well with Velar being yellow)
8517505  = Sea Green (Used on the Elves, might be too blendy)
9063176  = Brownish Orange
9046024  = Deep Red (Used on Morte, works well for them)
6359902  = Purple
Those are different color codes than the ones I use. Here's a link to the page that has the hex color codes I have been using: http://www.2createawebsite.com/build/hex-color-chart-grid.html
But I'll play around with the colors some more. I should be uploading a new version of the alpha tonight with some new features and fixes (hopefully) for some of the bugs you mentioned.

Gohda 说:
At the moment, the Levarian Officer's Sword doesn't work right, constantly staying "sheathed", but like I said, you clearly know about it.  Aside from that, I once got a non-crashing error message in the Arms market about a "flamberge" not loading.  Should have wrote down exactly what it said.  And some 2h swords (The Scimitars come to mind) are using 1h attack and defend animations, but I can just attribute that to my character being that badass.
I'm not sure about that "flamberge" error you saw, because I have added no weapons with the name flamberge or any that use a mesh with that name. I know how to fix the Scimitars animation. Currently they are all using the itc_scimitar animation, which I believe is the one-handed no thrusting animation set. I just have to figure out which one is the two-handed no thrusting animation set (I think it is itc_no_dachi, but I might be wrong).

Gohda 说:
New Post: I'd recommend making some of the lower-end Dark Elvish stuff, wakizashi and whatnot, to be purchaseable, but I do agree that samurai armor and no-dachi, katana, etc should be a drop of some kind - if not ungodly expensive in the markets - but regardless of how many I killed, I never had any as a drop.  During one point, I literally got a shorten military scythe per dead deserter in one battle, ending up with about 16 of them, despite their rank (and in the battle) carrying katana and wakizahi (I believe they were all Descending Fighters).

Well, the Descending Fighters have the No-Dachi as their first listed weapon, which I believe means it is the first one they will attempt to equip. The shortened military scythe is their second listed weapon. Whichever one they equip will not show up in the loot (if I understand the loot system correctly). So if they are all equipping their No-Dachis then you're going to end up with a lot of scythes in the loot and very few if any of the No-Dachis. I may have to put more than one of each weapon in their inventories for each one to have a chance to show up as loot.
 
OK, a new version of the alpha is available for download. In this version, the map has been completed.

Also, the dungeon in Dragon's Death is now a little darker and features one skeleton spawn. Currently, you cannot get any loot from these skeletons, but I will be adding treasure chests eventually. Note, you cannot tab out of the dungeon!! This will not be changed. There should be no easy way out. The only ways out are to die or return to the entrance.

You can now hire rogues and mercenaries from the Tavernkeepers. In addition, Tavernkeepers are now recruitable companions, though they do not yet have unique names (except for the tavernkeeper in Dragon's Death). Also, Necronus now acts as a ransom broker, sells undead troops, and is a recruitable companion.

I also managed to fix a few minor bugs (I hope), and fixed the animation for the two-handed scimitars so they should no longer be using the one-handed animations. I also fixed it so that Dragon's Death is now truly neutral as it was supposed to be. It should no longer appear as one of the player's estates before or after entering it. The Levarian Short Swords now have a new mesh which resembles a Gladius.
 
Awesome stuff, man.  I'll be downloading and starting up my play/testing of it.  I'll be sure to report any new bugs, glitches, or irksome things I happen upon.  :mrgreen:


Edit:

Alright, the scimitar's fixed up.  I've only found one instance of deserters to try to get a weapon, but they were standard Descenders, so they don't carry any Oriental stuff to begin with.  The gladius is alright, but try to get the original Levarian sword mesh fixed, cause it looked pretty good.

I also recommend, if you can, making Travelers recruitable.  They seem like they might be willing to join a cause or ride with someone, being travelers and all.
 
Thanks.  :smile: In the next release travellers, ransom brokers, and maybe even merchants and guild masters will be recruitable. I'll eventually give them all unique names and different stats/starting equipment. I'm also eventually going to make it so that many of them will ask for gold before they will join you. It would make sense for travellers to join for free, but most of the others would want some form of compensation for the fact that you are taking them away from their jobs. As far as the Gladius goes, I intend to keep that mesh since the Levarians are supposed to have a Roman-style army (similar but not entirely identical). I do, however, intend to modify the texture of the mesh slightly. I actually made that mesh myself by taking the mesh of the throwing daggers and resizing & realigning it.

Oh, and I didn't mess with the dark elves' equipment this release so you won't have any better chance of finding their equipment than in the last one. However, if you really want those throwing stars, try to find the companion Borcha. I changed him into a dark elf a few releases ago and gave him the throwing stars. You can just recruit him, take his stars, then release him if you don't want him in your party.  :razz:
 
Here's an update.  I had a Tavern Keeper join up.  She works just fine, although there's one slight problem - if I visit the same tavern (Or possibly any Dark Elvish tavern, I'm not sure yet), she'll be behind the counter wearing everything I gave her.  Now, that's not really an issue, it's just funky seeing a woman tending a bar in full armor with a sword, bow, and arrows.  :mrgreen:

Still no luck finding any stuff, but I haven't found many Dark Elf deserters this time around.  There any DIY tweak that affects the amount of parties/likelihood of deserters?
 
Gohda 说:
Here's an update.  I had a Tavern Keeper join up.  She works just fine, although there's one slight problem - if I visit the same tavern (Or possibly any Dark Elvish tavern, I'm not sure yet), she'll be behind the counter wearing everything I gave her.  Now, that's not really an issue, it's just funky seeing a woman tending a bar in full armor with a sword, bow, and arrows.  :mrgreen:
Yeah, I know about that, but I kind of like it. I think it's kind of nice to see their appearance change a little each time I revisit the place I hired them. Another thing you should be aware of is that, unlike the normal companions, when you remove them from your party, you will always know where to go if you want to rehire them. Well, you will once I get around to giving them unique names. I will put their hometown in their name ("Beergolem, of Dragon's Death" for instance).

Gohda 说:
Still no luck finding any stuff, but I haven't found many Dark Elf deserters this time around.  There any DIY tweak that affects the amount of parties/likelihood of deserters?
Well, I didn't make any changes to the equipment with this version. I'm not sure about DIY tweaks. I only know about python code. I could look into increasing the chance of deserters spawning but it's never really been an issue for me. Another thing I might do is add an npc in each race's capital that sells equipment specific to their race. It would have to be done through dialogue though instead of a normal merchant window. Otherwise the equipment would show up everywhere.
 
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