Heroes_Witch_King
epicboy12332 said:Ummm.... How does a recruit know so much about modding? Hope this wasn't offensive.
Ummm... And how come a grandmaster knight doesn't even know the ABC of modding this game? Ironic, right?
epicboy12332 said:Ummm.... How does a recruit know so much about modding? Hope this wasn't offensive.
Well a grand master knight might be knowledgeable in other things about Warband. You wouldn't expect a recruit that joined the military to be MLG Pro noscope 420blazeit, would you?Heroes_Witch_King said:epicboy12332 said:Ummm.... How does a recruit know so much about modding? Hope this wasn't offensive.
Ummm... And how come a grandmaster knight doesn't even know the ABC of modding this game? Ironic, right?
Isn't rank decided by active time logged on? I've lurked for 2 years or more before registering, and even after creating my acc in 2011, I'm not a recruit, even with 36 (now 37) posts.jacobhinds said:Most people lurk quite a bit before posting. And warband modding is fairly straightforward, so people with knowledge of other scripting languages can get into it quite quickly.
xaliber said:Hello Tama, are you still working on this?
I've played around for a bit with this and encountered a few bugs (I make bullet points for easier reading):
- If you riot in tavern, sometimes mounted troops would come into tavern complete with their horses. I notice this happens often in Khergit towns (horse archers frequently do this)
- Moving from one scene to another reset the behavior of people in the city. For example, if you riot in tavern and go directly to city centers, people would behave normally as if nothing happened. Vice-versa: if you riot in city centers and go to tavern, people would behave normally.
- There are plenty of script errors when we riot in player-owned town. And the garrison does not show up.
And one suggestion: shouldn't the faction whose town we're rioting take a relationship damage too?
Hernanxd16 said:When I am going to download the file, it says that it has a virus.
Mac Kaste said:Hi! Great mod, but i have a suggestion:
Maybe you can implement the 'attakable-citizens' feature in villages, and the 'garrisoned-guards' feature in castles, because both are still native. And give to village citizens a low cost faction weapon for self-defense.
PD: My english is too bad, sorry if my comment is hard to understand.
Thanks you!