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Mount&Blade Expansion => Mod Graveyard => Minor Mods => Topic started by: Cartread on January 11, 2008, 12:52:14 PM

Title: Peasants v.1
Post by: Cartread on January 11, 2008, 12:52:14 PM
Peasants borrows from Lords of the Realm II, Age of Empires II, Heroes of Might and Magic and Sword of the Samurai, and is a turn-based management/builder/strategy mod for M&B.

Talking with this guy is where most of it gets done, week by week:
Time (the game's progression) goes by via dialog rather than by map-time (native).
(http://www.uvm.edu/~ctreadwa/M&B//peasants_1_inter.jpg)

Build your "region" from the ground up as seasons change:
(http://www.uvm.edu/~ctreadwa/M&B//peasants_1_b.jpg)

Summer
(http://www.uvm.edu/~ctreadwa/M&B//peasants_1_c.jpg)

Autumn
(http://www.uvm.edu/~ctreadwa/M&B//peasants_1_d.jpg)

Winter
(http://www.uvm.edu/~ctreadwa/M&B//peasants_1_e.jpg)(http://www.uvm.edu/~ctreadwa/M&B//peasants_1_e-1.jpg)

There are 4 opposing regions who grow as weeks pass (you can choose Earth, Fire, Water, Metal or Wood):
(http://www.uvm.edu/~ctreadwa/M&B/peasants_1_a.jpg)

You can invade them...
(http://img.photobucket.com/albums/v223/carl_treadway/MountandBlade/peasants_1_k.jpg)

Or be invaded...
(http://img.photobucket.com/albums/v223/carl_treadway/MountandBlade/peasants_1_j.jpg)

If they have castle walls built, you need to use a battering ram:
(http://www.uvm.edu/~ctreadwa/M&B//peasants_1_f.jpg)
there's archers in the battlement, so use it for cover
(http://www.uvm.edu/~ctreadwa/M&B//peasants_1_g.jpg)

(http://img.photobucket.com/albums/v223/carl_treadway/MountandBlade/peasants_1_h.jpg)

(http://img.photobucket.com/albums/v223/carl_treadway/MountandBlade/peasants_1_i.jpg)

There are numerous new features and numerous features taken out of native, so it's quite different.

If you like the games mentioned above, you'll probably enjoy it.


Features I can remember right now:
------------------------------------------------

The goal is to either become allies or conquer the opposing four regions

The scenes are built from the ground up are have much less triangles than native battle scenes (although you can fight bandits on the map and sell them to a younger Ramun at the thieves' guild).

Fixed disappearing chargers, armors

Scenes and map icons change according to what you build and the week (1-48).

-Gather Food, Lumber, Gold, Ore or Stone

-Cultivate Farms, Build Houses, Lumber Mill, Gold Mine, Ore Mine, Stone Quarry, Armory(blacksmith), Training Yard, Stables, Tavern, Windmill, Academy and either a Wooden Palisade or Stone Fortress defense.

-Farms give +50 Food in Summer and +100 in Autumn
-Houses add 5 peasants to your region
-Lumber Mill increases Lumber gathering
-Gold Mine allows...gold mining
-Ore Mine..same
-Stone Quarry..same

-Training Yard trains peasants into militia whom can become troops
-Armory: the blacksmith uses Ore to produce weaponry and armor to equip militia (who join your party as Archers, Crossbowmen, Macemen, Axemen, Pikemen, Swordsmen or Mounted Swordsmen)

(http://img.photobucket.com/albums/v223/carl_treadway/MountandBlade/peasants_1_880x940troops.jpg)

-Tavern raises peasant happiness
-Windmill increases Farm Food acquisition
-Academy allows the construction of a Wooden Palisade or Stone Fortress and siege weapons

-Wooden Palisade or Stone Fortress surround your region for defense.

------------------

-Use Food to feed your peasants and troops
-Use Lumber, Stone to build stuff

-Use Gold to build, become allies with the other governors, buy information at the thieves' guild, buy at the market (you can trade resources there as well) or donate to the peasants to raise their happiness and your charisma (makes large parties possible).

-Use Ore for the blacksmith

----------------------------------

I've used Ron's RCM as a base for most items, but somethings ,like shields for example, are like native.


Future plans:
-----------------

more siege types (catapult, belfry)
addition of miscellaneous places to map
ability to talk to all peasants
more diplomatic talks, sabotage, etc.
more background pictures

P.S.
The base of the mod is laid out now, so if anyone would like to contribute features or even just ideas, that'd be nice.

On the repository: http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=7&lid=643
Title: Re: Peasants v.1
Post by: Highlander on January 11, 2008, 01:42:49 PM
Wow, this looks amazing. Haven't played any mods for quite a while, but I guess I'll try this one.
Title: Re: Peasants v.1
Post by: Merlkir on January 11, 2008, 01:58:17 PM
looks pretty impressive :) I think I'll try it after all my exams are done ;)
Title: Re: Peasants v.1
Post by: Cartread on January 11, 2008, 04:29:37 PM
Yeah, give it a play, Highlander. :)

looks pretty impressive :) I think I'll try it after all my exams are done ;)

What?  Isn't that in like 5 months or so? ???
Title: Re: Peasants v.1
Post by: DarkAnd on January 11, 2008, 05:46:37 PM
Dam a we tried to mdo this exactly same thing for the stronghold 2 mod. but forget it is dead now and your mod is great.
Title: Re: Peasants v.1
Post by: Marcus on January 11, 2008, 06:39:26 PM
 :shock:

This is amazing what you've done. I'm downloading and playing now! :D
Title: Re: Peasants v.1
Post by: Yoshiboy on January 11, 2008, 06:57:05 PM
This looks super-cool-groovy
Title: Re: Peasants v.1
Post by: arcka on January 11, 2008, 08:11:34 PM
I'm downloading the mod right now looks awesome! :D.
Title: Re: Peasants v.1
Post by: Ron Losey on January 11, 2008, 09:40:06 PM
I assume you're using the latest RCM numbers:

http://rapidshare.com/files/74147766/RCM-native_901.zip.html

Highly advise you stay with my 0.5 on blunt damage.  Otherwise, blunt weapons are going to be FAR too effective against heavy armor, entirely out of proportion to their weight.  (A mop handle should not dent armor better than a sword just because it's "blunt" - it's just a question of weight.)

This is some impressive-looking work ... stuff that I'm sure some of the Major Mods will want to incorporate, as soon as it's completely debugged and confirmed to be playable.  (Actually, OnR, Mesoamerica, and Holy War have all been considering this sort of thing ... I'm sure they would rather include your code than try to write it themselves.)
Title: Re: Peasants v.1
Post by: Marcus on January 11, 2008, 10:06:58 PM
I got a bug while attacking another village, I appear to have defeated all of the soldiers guarding Sir Jacob's village, yet I see no options to take over, I just get the attack options. I click on one of them, and I go to the village, my troops are still, and seconds later it says I've won the battle. Annoying, to say the least.
Title: Re: Peasants v.1
Post by: Cartread on January 11, 2008, 10:58:54 PM
Thanks so far, everyone.

I assume you're using the latest RCM numbers:

http://rapidshare.com/files/74147766/RCM-native_901.zip.html

Highly advise you stay with my 0.5 on blunt damage.  Otherwise, blunt weapons are going to be FAR too effective against heavy armor, entirely out of proportion to their weight.  (A mop handle should not dent armor better than a sword just because it's "blunt" - it's just a question of weight.)

This is some impressive-looking work ... stuff that I'm sure some of the Major Mods will want to incorporate, as soon as it's completely debugged and confirmed to be playable.  (Actually, OnR, Mesoamerica, and Holy War have all been considering this sort of thing ... I'm sure they would rather include your code than try to write it themselves.)

Yep, I'm using your latest.  Well, I was riding full speed and using a mace and couldn't even hurt a swordsman, so I lowered that (although they did have huge +defense shields at the time).  I also figured the power from blunts is in that unlike swords which hit armor ridges and slide off, blunt weapons (clubs, not pointed) simply impact and occasionally knocked helmet-wearers unconscious.

I got a bug while attacking another village, I appear to have defeated all of the soldiers guarding Sir Jacob's village, yet I see no options to take over, I just get the attack options. I click on one of them, and I go to the village, my troops are still, and seconds later it says I've won the battle. Annoying, to say the least.

I thought I got rid of that...Have you tried waiting on the map for a bit?  It's caused by trying to use "infantry_first" and there being no infantry, but I thought I added an infantry troop whenever there were none..
Well, waiting on the map should hopefully heal them and have them appear in the battle again.  You can go to the thieves' guild to see how many troops he has.
Well, thanks, I'll have to think of a better solution to this.
Title: Re: Peasants v.1
Post by: Ron Losey on January 12, 2008, 01:03:32 AM
The damage to armor penetration ratios were good as I had them.  Lowering the armor protection value against blunt will unbalance the game unless the damage of the blunt weapons was also lowered.

As for the armor value on the shields, that is the shield's armor, not the user's.  My modifications to the shields were so that they could be broken by one or two really heavy blows, but you could not just wear them out by tossing rocks at them.  In M&B, if a shield or block is in place, it is completely impossible to hit the target from that angle. 

And no, maces and such are not a completely dead blow - they also glance or slide off if the hit is less than perfect.  Also, sheer impact often does damage with swords even if the armor itself is not really damaged - which is how greatswords got their current rating, such that a few points of power strike could still cause injury even against plate armors, even though there is no way in the laws of physics to put a sword blade through 4mm of hardened steel with anything less than a hydraulic press.  A one-handed mace, like a one-handed sword, is not as great of an anti-armor weapon as you might think.  If it was, both swords and armor would have become obsolete when people discovered they could fight with shop hammers.

Anyway, I do advise the whole package of numbers.  Little changes can be highly unbalancing.  I was using the Native numbers on shields until recently, with no end of complaints (especially on Mesoamerica) ... finally forcing the rework that you saw.  Also, an attempt at a few small changes like that were utterly crippling to game play on "Pirates of Calradia" ... an error that I am assured will be fixed in the next version.

You may, however, have balance issues:
If troops are so heavily armored that maces are ineffective, troops should go to heavier weapons - two-handed warhammers and the like.  If you're using mostly Native models, I can send you some replacements for the stone mallets in Native (stuff I made for Yogi's weapon resize project, originally) that will put some anti-armor capabilities into your troops.  If you need those (i.e. haven't already replaced the ugly things with something nicer), I'll write up some stats for them and send them to you (just send me an e-mail address or MSN account or some way to contact you).
Title: Re: Peasants v.1
Post by: KON_Air on January 12, 2008, 02:42:39 AM
Just passing by, don't tell Modplosion mob I'm here;
(http://img.photobucket.com/albums/v223/carl_treadway/MountandBlade/peasants_1_inter.jpg)

You can use "^" as line breaks in dialogues instead of filling a line with "*********". As a matter of fact you can use "^" as break in any string.

Like;
[talker, "x", "Peasants available bla bla^Food stocks something^Building something is burning^something else", "yzs" etc, etc.]
Title: Re: Peasants v.1
Post by: Merlkir on January 12, 2008, 02:52:09 AM
looks pretty impressive :) I think I'll try it after all my exams are done ;)

What?  Isn't that in like 5 months or so? ???

nah, I meant those at the end of the winter semester. Which is now and they will end around the half of February.
I'm still looking forward to playing this :)
Title: Re: Peasants v.1
Post by: Marcus on January 12, 2008, 08:09:39 AM
I got a bug while attacking another village, I appear to have defeated all of the soldiers guarding Sir Jacob's village, yet I see no options to take over, I just get the attack options. I click on one of them, and I go to the village, my troops are still, and seconds later it says I've won the battle. Annoying, to say the least.

I thought I got rid of that...Have you tried waiting on the map for a bit?  It's caused by trying to use "infantry_first" and there being no infantry, but I thought I added an infantry troop whenever there were none..
Well, waiting on the map should hopefully heal them and have them appear in the battle again.  You can go to the thieves' guild to see how many troops he has.
Well, thanks, I'll have to think of a better solution to this.
Well, similar things have happened with the other settlements, but after a couple of battles or so, just leaving the battle tends to win you the settlement.
Title: Re: Peasants v.1
Post by: Cartread on January 12, 2008, 08:48:54 AM
Ron: Thanks for the info.  Yes, I'll change it back to .5, because its armor-defeating ability shouldn't be better than piercing.  The maceman in the picture up there is the only one who uses a blunt weapon, a slightly-bigger two-handed version of the spiked club.  I think I'll up its damage from 24->28.

I'm thinking of increasing melee_damage_speed_power, probably to 1.4 or 1.5 (but not too high because of power strike).

KON_Air: thanks!

Oh, I see, Merlkir.  Good luck on them.

Marcus: You may have won them because you killed their leader (Sir Maximus, etc.)?
Title: Re: Peasants v.1
Post by: Ron Losey on January 12, 2008, 09:52:28 AM
Ron: Thanks for the info.  Yes, I'll change it back to .5, because its armor-defeating ability shouldn't be better than piercing.  The maceman in the picture up there is the only one who uses a blunt weapon, a slightly-bigger two-handed version of the spiked club.  I think I'll up its damage from 24->28.

I'm thinking of increasing melee_damage_speed_power, probably to 1.4 or 1.5 (but not too high because of power strike).

Toying with the melee_damage_speed_power setting can also have highly undesirable effects.  Particularly, it effects both positive and negative speed bonus.  The negative side of that can get quite debilitating and bizarre, when a person backing away from you suddenly becomes absurdly damage-resistant.

Get me an e-mail address or some such - I'll send you some good war-hammers.  Their stats should be piercing, not blunt, but they will make for the anti-armor weapons you currently probably don't have.  Where blunt weapons should be an option would be with smallish clubs or light maces as sidearms, just for taking prisoners ... a common practice in many societies (Aztec wooden clubs, European non-spiked maces, the jitte of the Japanese samurai, Okinawan tonfa ...).  Your "mace-man" should at least have a MACE ... I'll throw in the reworked maces I did for "Cult of the Big Lizard".  (They're great - somewhat realistic, but utterly terrifying in appearance.)
Title: Re: Peasants v.1
Post by: Galdred on January 12, 2008, 11:35:35 AM
Nice work, it definitely has a Lords of the Realm feel.
However, the interface is somewhat clunky:
it would be more practical to be able to remember last week peasants allocation, and to unassign one peasant at a time instead of reseting them all.
Title: Re: Peasants v.1
Post by: Nalfein on January 12, 2008, 05:55:18 PM
What do you do when you own the world? I just have to kill one more person.
Title: Re: Peasants v.1
Post by: Silver on January 13, 2008, 04:24:30 AM
This is a great mod. But if you're still improving it, I'd suggest changing the factions tabards to their own colour instead of white, and making it a bit harder. At the moment it's really easy. Some more variations between the factions would also be nice, especially in looks.
Title: Re: Peasants v.1
Post by: Ron Losey on January 13, 2008, 05:33:33 AM
A few strange quirks. 

Nowhere to buy horses for yourself, i.e. if yours is lame or dead, or for your flag bearer (or any other NPC characters which may or may not appear in future versions).

You can't just buy food for yourself directly either.  If your village is short, it's a convoluted process of donating money there and then riding to the market, buying food, riding back to the village and having them package it for you.

On that note, why are your personal finances not good enough when buying things for your village anyway? 

Hired mercenary troops should be an option.  Waiting half the game for your village to ever get built up enough to produce your troops is going to get absurd.  That or some more NPC's or something ... having to kill 9,000,000,000 sea raiders solo is getting old.

There are some odd quirks on those weapons issued when you start out.  Understandably, their strength requirements have been removed.  However, other parts of their stats are odd - pierce/cut damage types incorrect for RCM and the like.  It would probably be better to start characters out with better stats and use standard weapons.

The whole way that weeks of game time are passed arbitrarily in conversation is kind of strange.  Would it be possible to actually integrate the actions of peasants with existing game time?  Native did, but of course their village improvement system left much to be desired.  Still, that would be the goal.  (If you need to pass lots of time, have options in your village and/or taverns to wait several days at a time.)  The whole "push this button to make it become next week" routine is, shall we say, "inelegant" at best.... there must be a way to make this happen in continuous time.

---------------------------------
Don't take this as negative ... I realize this is version 0.1, and was created to test stuff like this.  I really like the way the villages are built up, and the resource management aspect.  In effect, Raz and myself were trying to plan something along these lines for elements of Holy War, but our plans were nowhere near this detailed.  Fujiwara has also been considering this for OnR, and Guspav was working on something similar for Mesoamerica ... so you're on the cutting edge of where the mod community is going.

You're just not quite there yet.

And still, if you need those improved weapons to replace some of the really ugly Native stuff, tell me where to send them.


-------------------------------------------------------------------------

Edit:
OK, having played through a lot more of the game now, you most certainly have some serious balance issues.

The swordsmen, macemen, and axemen need heavier weapons, if you're going to go with the current armor scheme ... or else everybody needs to be limited to armor no heavier than maille.

As it currently sets, the mounted swordsmen have no weapons capable of really even denting each other.  Makes for a longer fight, but not in a logical way.  Although strangely realistic in its physics, it is odd in result, as real combatants would get heavier weapons to help deal with this.

This shouldn't take much doing ... the great benefit of the RCM is balance, that huge dis-proportionally heavy weapons are in turn much slower to use.  And again, I have some weapon models for you, that will help with the mace-men.
Title: Re: Peasants v.1
Post by: Cymro on January 14, 2008, 10:47:30 AM
Comments and suggestions:
-Altogether, one of the best mods out there so far
-Humourous sounds :P
-Perhaps a "demolish" feature, with limited "slots" of land, so the player has to make more tactical decisions rather than just building everything
-A non RCM version as well? The AI just can't seem to grasp the concept of hitting for the weakest armour on a person (or using a thrust attack), and the player has to do the most of the work. If you send me the items.py file I would happily do this for you.
Title: Re: Peasants v.1
Post by: Ron Losey on January 14, 2008, 11:40:58 AM

-A non RCM version as well? The AI just can't seem to grasp the concept of hitting for the weakest armour on a person (or using a thrust attack), and the player has to do the most of the work. If you send me the items.py file I would happily do this for you.

Decent armor should not have huge "weak points" that can be selectively targeted (unless someone is a complete fool - "duh, I think I'll wear 50 pounds of iron on my body but nothing protecting my head").  Nor should a thrust attack be substantially better at damaging armor than a heavy swing (unless your armor is a net of cables with one-inch holes between them ... but not too many people would call that armor).

There is a balance problem with the armor - the plate armor is, well, plate armor.  However, there are no major weapons in use that can reliably pierce plate armor.  (This is the reason that the "RCM for Native" comes with a disclaimer that it is not at all balanced for long-term play.)  The mace-men need some serious two-handed war hammers, and/or the swordsmen some heavy two-handers, or some such combination, or else the plate armor needs to be removed from everybody (or at least everybody but the castle lords).  Otherwise, the mounted swordsmen are both too strong for the rest of the game AND unable to reliably damage each other.

But this can be fixed.  It just has to be fixed.

Multiple versions, in contrast, are just creating two sets of balance problems.  And balancing that mess from Native is a lot harder to work with....
Title: Re: Peasants v.1
Post by: Cartread on January 18, 2008, 07:44:48 PM
First week of college in.  I'll work on Peasants this weekend.  apologies for not replying
Title: Re: Peasants v.1
Post by: Elpolodiablo on January 19, 2008, 05:46:24 PM
Loved it. Most of my problems have already been said BUT the models are a bit to high polly and things like the farms should not have a fence.

I would love to help I can texture and model With a bit of scripting.
Title: Re: Peasants v.1
Post by: Blademaster on January 19, 2008, 06:27:52 PM
A while ago i had some beginning ideas, http://forums.taleworlds.net/index.php/topic,31346.60.html.
however, after playing it more, i have some more/ some revisions:

The assigning generals/captains thing that i suggested was alot like lords of the realm 3.
The armor of the mounted swordsman is a little too strong. i say a little because i messed around with the stats
Overall: all weapons damage needs to be increased by ten, and all armor redused by 1/8, as well as some weight balancing.
Player needs better stats/ specializations ala CON_AIR style, ie extreme character customisation.
The choice at startup to do management time in weekly, bi-weekly, monthly, or seasonally.

More economic choices, such as :
sheep farms for wool clothing/food for peasants
dairy farms for... dairy. and meat.
vegetable farming so the peasants will stop farting so mcuh when you talk to them :P (for big food bonus in spring to fill in the gaps between autumn)

Castles: castles will be built for the lord like walls: only the bigger the castle the longer it takes,
and that it will be a solid castle like in native (the current wall building i think may be why people try to be superconductive or something)
you, the lord, will live in the castle instead of in the town, and have an advisor to boss around instead of going in town all over the place.
faster enemy advancement/difficulty level= the rate of enemy advancement.
dialogue fix for admiring the lord, or better yet:
a courier to take your letters to a lord. so you would choose to complement a lord and the courier would ask you if you wanted to send any more letters, and you would either choose to insult/request/admire other lords, and if not, the courier would tell you that he would go to the lords as fast as he could.

Troops:  new troup ideas:

light/medium/heavy variations for melee troops, and no armor/light/medium for missile troops, in order of no armor, leather/studded leather, chain, and field plate/knight plate.

Skirmisher: throws javelins, +2 throwing
one handed macemen: a macemen with a shield. all macemen have +3 athletics, +2 powerstrike to whatever level the currently are
two handed axemen: self explanitory.
two handed swordsman: see above
axe, mace, and spear calvary: can be light, medium, heavy, or Very heavily armored, the latter being calvarier plate like it is now.

thats all i can think of for now, other than a rating:

Sounds: 4/5 original lotr2 goodness
Graphics: 3.5/5 pretty good, although needs some beautification, especially on the new plate, kind of crude.
Gameplay: 4.5/5  great, but can be way better
Interface: 3/5 frusterating, and not very user freindly, like xp :)
Dialogue: 2/5 not at all done yet, rather crude, and some dont even work.
Overall: 4.2-5/5 revolutionary mod, will be the basis of many others. great beta, absolutely awesome

keep it up Cartread, this is, and will be one of the greatest mods this game has ever seen, unless holy war has a full deck of aces op its sleeves/if it ever gets done.







Title: Re: Peasants v.1
Post by: Ron Losey on January 19, 2008, 07:02:08 PM
Blademaster:

the item stats are RCM ... although there are some serious balance issues, and we're looking into them.  The balance issues stem from certain units having plate armor, but then there being a lack of units with anti-armor weapons.  Hopefully the new mace-men will help - I just sent Cartred the "mace from heck" that I made for CBL, which should help even the score on armor.  Also, future swordsmen may need to go to two-handed blades.  We'll look into that possibility as well.

The simplicity of the troops is a bonus.  You would not want to have to sort through 100 different troop types.  Keeping it simple is part of the game.  If different factions had different troops, that might make a difference... but too many choices would be bad. 
Title: Re: Peasants v.1
Post by: Cartread on January 20, 2008, 12:38:48 AM
thanks for the help offering Elpolodiablo.  I'll pm you if I can find something to be done.

thanks for all the suggestions Blademaster, which I'll look up while editing.

Cymro: I've still got the native damages items.py, so i'll add the .py to the next version.

Ron: Ah, got it this time! thanks, yes it shall be used :)

Macemen and crossbowmen shall be the plate-defeaters.


I'm also thinking about something you said, Ron, so that mounted swordsmen may become knights and be more expensive--in terms of gold, and gold will be pain straight and from the player.  Gold which is mined will need to go through a mint.

Title: Re: Peasants v.1
Post by: nema on January 21, 2008, 08:30:59 AM
I am late a little bit, but it is real nice, real nice. :)
Title: Re: Peasants v.1
Post by: Keegan96730 on January 21, 2008, 10:57:02 PM
I think it looks like a nice mod so im going to try it :D



<p align="center" style="font-family: arial;"><a href="http://www.wizards.com/magic/playmagic/whatcolorareyou.asp" target="_blank"><img src="http://www.wizards.com/magic/images/whatcolor_isred.jpg" border="0"><br/><b>Take the Magic: The Gathering 'What Color Are You?' Quiz.</b></a></p>
Title: Re: Peasants v.1
Post by: MasacruTheArcher on January 26, 2008, 03:00:32 AM
Wonderful mod :) Good job , i love it.

edit: this mod needs a sub forum;to post screenshots ,talk more about it , et cetera. :)
Title: Re: Peasants v.1
Post by: Cartread on January 30, 2008, 04:23:17 AM
Thanks nema and others.

I've fixed all the major bugs and am now adding..stuff.
Title: Re: Peasants v.1
Post by: Philos on January 30, 2008, 05:52:47 AM
Hello,

Nice mod, really great idea ! But, i'm stuck as i do not find how to leave my village and visit the world and how to interact with my banner guy. I'm not english speaking native, so i guess i did not understand something somewhere.

Sorry for looking so noob :)  and gratz for your work !

Philos

Ok, finally i found everything :)
Title: Re: Peasants v.1
Post by: Cartread on January 31, 2008, 02:34:53 PM
Anyone want to help me out by doing something monotonous?
take screens of as many of native's villages as you can--there are 54(like this  village 1: village 1 (http://www.uvm.edu/~ctreadwa/M&B/village_a.jpg))
pm me with your email and i'll send the dialog.txt which'll let you talk the constablein native and visit all the villages

you'll get special thanks in the coming release...if that's any incentive :P
Title: Re: Peasants v.1
Post by: MasacruTheArcher on January 31, 2008, 03:48:44 PM
So we have to take screenshots of the villages ?Is it right if i am on foot ?Or Mounted ?.I don't get it , after i took screenshots of the villages , i'll have to  pm you with my email and then what :( ?
Title: Re: Peasants v.1
Post by: Cartread on January 31, 2008, 04:21:45 PM
Here's the super little mod that lets you visit the 54 villages by talking to dranton:

conversation.txt (http://www.uvm.edu/~ctreadwa/M&B/conversation.txt)(replace the original conversation.txt in Modules/Native/

The screens would be best if you took them in edit mode and showed the whole village
you can do edit mode with "windowed" and "enable edit mode" in configure before starting M&B.

I've already took pics of 1 2 and 3, so start at four and go as high as you like :P
Title: Re: Peasants v.1
Post by: Elmonodara on February 01, 2008, 04:27:10 AM
great mod i would like to see the head tavern keeper fixed though, every time i talk to him he says "give me all your money or die" followed by my char saying "i am not afraid of you, i will fight" and then the game just continues on like normal and also when i attack a castle ,after i win i go into the tab menu and it just has continue siege then when i click it i win again in 2 secs.
Title: Re: Peasants v.1
Post by: MasacruTheArcher on February 07, 2008, 09:39:29 AM
Any news from the mod :) ?
Title: Re: Peasants v.1
Post by: yellowmosquito on March 06, 2008, 01:57:22 PM
This mod is a blast.  Thanks very much for the fun!
Title: Re: Peasants v.1
Post by: FleshyStarfish on April 03, 2008, 06:11:58 AM
Cartread,

Why don't you place this in the major mod section???  It looks great!

FS
Title: Re: Peasants v.1
Post by: Cartread on April 14, 2008, 01:16:48 AM
There isn't anything to discus at this point.  I'll pick up the pace in a few weeks.
Title: Re: Peasants v.1
Post by: SPQR on April 18, 2008, 07:18:35 PM
Cart,

This mod is awesome.  Great work.. I am looking forward to the next version.  :D
Title: Re: Peasants v.1
Post by: azile0 on April 29, 2008, 11:52:50 PM
I have completed the game for all the different factions (Still say Fire Pikemen are the BEST units out there!) And have an army of 294 troops on my Fire character. I think we need a larger map, more factions, maybe get the script for catapults?

Just some suggestions.
Title: Re: Peasants v.1
Post by: Mravac Kid on May 20, 2008, 08:39:13 PM
Love, love, love the management possibilities. And the ability to skip a week at once... :)
And of course, it needs a lot more space, not much to do on such a small map.

And now, for the bug hunts:
- I was going back home from the thieves, when all of a sudden a band of Vaegir peasants ran past me, on their way to Rivacheg. :-/
- I conquered an enemy land, and when the lord retaliated his soldiers just came to my (unfinished) stone fortress and got semi-stuck in the wall, without bothering to go around it or through the gate.
And after the fight was finished, I didn't get either the loot or the capture screens... and I was taking care not to kill them so I could recruit them to my army. :-/
Title: Re: Peasants v.1
Post by: mbfreak2 on November 17, 2008, 06:29:07 PM
 Will you be porting to 1.011? Please say yes!
Title: Re: Peasants v.1
Post by: Kolba on November 18, 2008, 07:52:53 AM
Will you be porting to 1.011? Please say yes!

Maybe, but he wasn't active here from June...
Title: Re: Peasants v.1
Post by: azile0 on November 29, 2008, 09:53:43 PM
This is an awesome mod, and I hope he comes back to work on it.
Title: Re: Peasants v.1
Post by: mbfreak2 on November 29, 2008, 10:36:08 PM
COME BACK AND WORK ON IT PLEASE!
Title: Re: Peasants v.1
Post by: hockertj on January 20, 2009, 04:32:54 AM
what version is this for? I didn't see it posted and when I tried to install on 1.011 it wouldn't load past the INI file loading screen and then closed.
Title: Re: Peasants v.1
Post by: emperor77 on January 20, 2009, 01:49:58 PM
If i'm not mistaking its for version 0.903.
Title: Re: Peasants v.1
Post by: hockertj on January 21, 2009, 09:44:50 AM
Thanks! ....Blast, now I have to download .903... meh
Title: Re: Peasants v.1
Post by: emperor Alexius2 on January 31, 2009, 08:17:21 PM
there needs to be a crusade to revive the mbx forum. you can even get a reply in 1 day
Title: Re: Peasants v.1
Post by: kasp3094 on April 23, 2009, 10:00:36 AM
plz help me

i download the file put it into the modules folder and i go into the game... BUT then when it load so i can get into the game i stand "unable to open the file: CommonRes/horse_meshes.bf"   plz help me guys

I LOVE THIS GAME

but will some one help me? email: kasp3094@hotmail.com


ps: i have the starwars modules... it is not so good, but it is funny to battle on the space ship  :lol:
Title: Re: Peasants v.1
Post by: SGTdanolo on May 13, 2009, 01:11:49 PM
Hey, do u know if this mod also work for version 1.011? and if it works, could you hepl me with this problem? always i try to start it it appear error and says : unable to open file
thank and this mod looks really cooll
Title: Re: Peasants v.1
Post by: rydmer on May 14, 2009, 04:04:29 AM
Hey, do u know if this mod also work for version 1.011? and if it works, could you hepl me with this problem? always i try to start it it appear error and says : unable to open file
thank and this mod looks really cooll
plz help me

i download the file put it into the modules folder and i go into the game... BUT then when it load so i can get into the game i stand "unable to open the file: CommonRes/horse_meshes.bf"   plz help me guys

I LOVE THIS GAME

but will some one help me? email: kasp3094@hotmail.com


ps: i have the starwars modules... it is not so good, but it is funny to battle on the space ship  :lol:

For both of you read things where are on the same page before posting, emperor77 said it is for 0.903.
Title: Re: Peasants v.1
Post by: draconis on December 02, 2009, 10:04:18 AM
It would be cool if this was for v1.011 since is was a really great mod.

And yes I know I necroed a topic but i just wanted to say what I needed to say.
Title: Re: Peasants v.1
Post by: Jman999 on April 30, 2010, 10:44:56 PM
 :?: I tried to start the mod, but a warning cme up. Unable to open file: CommonRes\horse_meshses.brf
 I am wondering why this happened.