SP Native [WB] Wülf (dieded)

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I'll do mapping if you want, I guess.  Get off your lazy arse now and do some ****, before you get bored of this mod and move onto another! :smile:
 
Volkodav 说:
Soooo...How's it going Ruthven?Any goodies you want to show us?
Sure thing.

mb3.png

mb2k.png

mb1m.png

Note that these only look sexy because of Polished Landscapes, not anything I did.
 
My speshul settings. Included in my zombie mod methinks. Basically it's just with saturation set to -4 or -5 or something.
 
UnholyNighmare 说:
Sounds like worth trying.
I should certainly hope so, yes.  :razz:


Updates: Population is in and will increase or decrease based on the castle/town's farms' income, and dictates how many units the player can hire from that castle/town. Right now I don't have differing male/female populations and the populations don't influence a Lord's ability to hire troops. (But I'm working on it.)

Also, instead of villages, there are now farms and manors. Farms are located directly next to a castle or town, and you can't hire recruits from them. All they can do for you is pay taxes when they're in your control, and can be looted and razed like normal villages if they belong to the enemy. The prosperity of farms is what decides the population in the neighboring castle/town though, so before you besiege someone it might be a nice idea to burn their **** down and let the number of defenders in the city decrease a bit. (Not wholly implemented, but getting there.)

Manors function just like normal villages, only they don't affect population and don't give taxes. You can rest your army (providing you have less than X amount of troops in your party, not sure what number X is yet though) in manors now though, so they're basically like "refueling" stations for longer journeys. 

What else I'd like to get in is that if you go near a castle or town that's owned by the enemy (and vice versa) a considerable party of around 100 or so soldiers (mostly lighter troops, in all probability) will spawn and give chase for a short distance, which should give some strategic aspects to certain areas. The main flaw with this is that I don't think the AI will really register the danger and will continue in as linear a path as always and end up getting crushed by numerous armies long before they reach their destination.
 
"X" could be either the same, half, or double the manor's population.
Say you got 500 people in there, you probably won't have an army that big, so you could probably use half, or even a third of that number to determine "X")
Or if the manor has 100 make it the same... Well, you get the concept.

You should just take the average population of every village and make a rule to determine "X" (be it half, double...). That is, if you can't make something fancier.
 
Ambalon 说:
"X" could be either the same, half, or double the manor's population.
Say you got 500 people in there, you probably won't have an army that big, so you could probably use half, or even a third of that number to determine "X")
Or if the manor has 100 make it the same... Well, you get the concept.

You should just take the average population of every village and make a rule to determine "X" (be it half, double...). That is, if you can't make something fancier.
That should work I suppose.
 
Slowly, just because I'm lazy. Having troubles with a game menu (I'll figure it out as soon as I can remember, haven't made a proper code in a while) and I'm adding some new weapons from OSP packs and HYW mod (speshul thanks to Llew and GandalfTheGrey for 'em) and balancing them with Hardcode's M&B calculator, which takes a bit too long for my liking. After that, I'll sort out which ones will be in which period (what I've decided to do is wait until a faction has a total population of X, X being something like 100000 or 500000 then switching them to the new time period) and add a script that will change the merchants from the old items to the new ones once the change occurs (might be too much work to change it for each faction as they switch, so it may be a global adding of items, followed by removing all of them once every faction has switched.)

I'm a little short on new armors, but I think I can get by. I have enough for Khergits and Vaegirs thanks to Wei.Xiadi's texture pack, enough for Nords from AlphaDelta and Varric, and I'm sure I could get some new things for Swadians and hopefully I can find stuff for Rhodoks too.

I decided that the first release will most likely be for Warband, because then I can have lods on scene props, there's a slew of new items I can use, as well as the Sarranids, who despite being sexy already I could still spice up with a few things in open source packs.
 
sounds like the best mod mount and and blade will ever see :razz:...

if it ever gets finished :sad:

good luck with everything you're doing... you will seriously be needing... because you are just out there :shock:

(there needs to be a smiley smoking weed)
 
Because the MB AI pisses me right tha **** off, I'm making this for Warband. (All the codes etc are on 1.011 as a base though, because I cba to port it every time a new version of WB is out.)

So yeah, I'm planning on doing two or three releases, possibly with a beta test.

First release: Main features (Seasons, troops, all that bull****)
Second release: Bugfixes
Third Release: Balance (troops and items will operate in perfect harmony, drawing you slowly into the game to eventually make your head explode.)
 
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