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New M&B Version
1.010 is out, and so is the module system. Get modding!
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Working on port...
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Author
Topic: Working on port... (Read 8849 times)
hurleur
Apprentice
Offline
Posts: 35
Re: Working on port...
«
Reply #105 on:
November 08, 2009, 06:00:27 AM »
Still alive, but it take time . i can work on this about 1 - 2 hour per week.
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Oroonin
Journeyman
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Posts: 156
Re: Working on port...
«
Reply #106 on:
November 09, 2009, 10:51:05 AM »
you're pretty sure to beat a dance with dragons anyway...
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hurleur
Apprentice
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Posts: 35
Re: Working on port...
«
Reply #107 on:
November 10, 2009, 01:13:31 AM »
Sure???
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tommylaw
Guest
Re: Working on port...
«
Reply #108 on:
November 28, 2009, 07:09:18 AM »
If you have a really simple but repetitive task, I'd be happy to help.
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hurleur
Apprentice
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Posts: 35
Re: Working on port...
«
Reply #109 on:
November 28, 2009, 03:21:30 PM »
All help is welcome , the better thing you can do is scene making , we need bigger castle for:
Winterfell, Harrenhall etc....
i have implanted the spear bracing kit ,
Must i include a formation kit?
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Oroonin
Journeyman
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Posts: 156
Re: Working on port...
«
Reply #110 on:
November 28, 2009, 05:43:06 PM »
The formations I think are a bit out of place - all combat is described as chaotic in the books and some implementations tend to slow down everything considerably. It works fine in TEATRC, but it has place there but here,not so much. Kingdom management though might be a good idea.
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tommylaw
Guest
Re: Working on port...
«
Reply #111 on:
November 29, 2009, 05:25:28 AM »
I was thinking along the lines of dull number crunching that you really couldn't be arsed doing, since I know precious little about modding.
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hurleur
Apprentice
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Posts: 35
Re: Working on port...
«
Reply #112 on:
November 29, 2009, 06:19:05 AM »
Ok ok ,
Tommy, if u want to code i have some stuff to do like the starting menu/character creation.
Oroonin, kingdom management? i think there is already enought king on Westeros
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Oroonin
Journeyman
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Posts: 156
Re: Working on port...
«
Reply #113 on:
November 29, 2009, 09:25:05 AM »
Yeah, well. KM is very popular as an addition to most mods, and might fit the civil war setting. Just thought that it would be a more fitting thing to implement than formations anyway. Not that I ever play that way meself, mind.
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tommylaw
Guest
Re: Working on port...
«
Reply #114 on:
November 29, 2009, 10:07:37 AM »
Quote from: hurleur on November 29, 2009, 06:19:05 AM
Ok ok ,
Tommy, if u want to code i have some stuff to do like the starting menu/character creation.
Yeah, as long as you tell me how
.
It'll have to wait till tomorrow though.
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hurleur
Apprentice
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Posts: 35
Re: Working on port...
«
Reply #115 on:
November 29, 2009, 11:53:35 AM »
You have to look at module_game_menu.py in your python files ;
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tommylaw
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Posts: 2
Re: Working on port...
«
Reply #116 on:
December 01, 2009, 07:58:04 AM »
sorry man, cant get module system to work.
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Oroonin
Journeyman
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Posts: 156
Re: Working on port...
«
Reply #117 on:
December 01, 2009, 08:28:24 AM »
I had a world of troubles getting it to work myself but after carefully browsing the forums it worked. Describe the error you're getting and we'll see about working it through. It is possible, but much harder and for other reasons inadvisable, to edit the .txts in the module file.
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hurleur
Apprentice
Offline
Posts: 35
Re: Working on port...
«
Reply #118 on:
December 01, 2009, 08:45:19 AM »
i have trouble with python too at the start ,
Can you describe describe the error you have
?
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naptha
Apprentice
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Posts: 13
Re: Working on port...
«
Reply #119 on:
December 29, 2009, 11:44:56 PM »
Any new progress to report, gentlemen?
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