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Messages - Winter

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61
Discussion / Re: Definitive Array Scripts
« on: March 08, 2008, 06:35:37 AM »
ugh...OnR has over 100 trade goods, which totally blows away this silly limit

Ever noticed that your scripts in that area mysteriously failed or just didn't work?

Try reading your final 10 trade goods from those slots, and they should come up empty.

62
Storymod / Re: Storymod Chapter 2: v0.2 -- Status
« on: March 06, 2008, 05:54:12 PM »
Any kind of ETA on a release for chapter 2?

I'm afraid not, some other M&B work has come up, so I'm all tied up until 1.0 goes gold . . .

63
Discussion / Re: Definitive Array Scripts
« on: March 06, 2008, 03:21:36 PM »
256 slots max? Native uses more than that in the slot_center... slots, with the trade good prices and productions

No, it doesn't. There are only 16 trade good items, so the highest numbered slot used in those calculations is 224.

64
Discussion / Re: Ask Winter
« on: March 06, 2008, 11:53:34 AM »
I have another one. Ill explain.

As I mentioned before, I had parties commanded by custom, named troops, npcs wannabes if you will. I didn't want them to get killed or captured, so i tried the unkillable and no_capture_alive flags, but they didn't seem to do anything. Why not just make them npcs? because I have enabled the posibility of lord capture, and the script works on them too, so they get captured, a new party spawns (since they use regular party templates, like bandits for example), and suddenly I got two guys who are supposed to be the same. I added a dialog so that automatically talk to the player and escape after beaten by him, but they get defeated by other parties as well, so its still a problem. Any ideas?

unkillable doesn't work, no_capture_alive just means that the troop will always die rather than be captured.

You'll have to make your troops into heroes, and include code in your new party spawning to remove the troop in question from the party after spawn.

65
Discussion / Re: Definitive Array Scripts
« on: March 04, 2008, 07:51:41 PM »
Would it get around the bug that limits number of possible upgradable troop types?  (Is that bug still in .90x?  I haven't heard.)

Because that was killing projects to re-arrange the troop trees in TLD.
 

. . . I can safely say that my plan has absolutely nothing to do with that. Though you could fairly easily mod in a manual troop upgrade system through dialogue if you so desired.

66
Discussion / Definitive Array Scripts
« on: March 04, 2008, 07:01:30 PM »
Hey guys.

I'm thinking of creating a definitive set of array scripts with infinite storage capacity, spawning new arrays and linking them in a chain to get around the old '256 slots' limit.

Would there be any demand for it? What are the functions that you would really want in such a system? Let me know!

Regards,
Winter

67
Discussion / Re: Ask Winter
« on: March 03, 2008, 02:05:32 PM »
Is there any way to make sure that a troop uses the reinforced version of an armor/helmet?

Give the troop the reinforced version and only the reinforced version of the item. Otherwise, no way to do it.

Although I suppose you could write a nasty custom script to strip out normal items and give them the modifier you want, but like I said, that's really nasty.

68
Discussion / Re: Ask Winter
« on: March 01, 2008, 07:00:50 AM »
Does it randomly add points for every level like that?  I thought the opening attributes applied to whatever level they were set to.

It adds 1 point to attributes and skills for every level of the character, in addition to the base attributes.

69
Discussion / Re: Ask Winter
« on: March 01, 2008, 04:43:39 AM »
You've made your troops too high-level and set their starting attributes too high, they're ending up with more skill and attribute points than the game will allow.

70
Discussion / Re: Ask Winter
« on: February 26, 2008, 05:46:53 PM »
Thanks, that worked, althoug I had to edit it a bit. Anyways. Another one. Im trying to increase the size of lord parties, they currently spawn with 50 to 70 soldiers, I want that to be around 120 for common lords. Increasing the reinforcement party templates only seems to affect the garrisons. I have also tried this small piece of code from BOW, that goes in "script_party_get_ideal_size":
Code: [Select]
###################################################################################
# Modified Party Size Scripts for Band of Warriors v903a100
###################################################################################
(val_mul, ":limit", 2.5), #BoW: party sizes x1.5
(val_div, ":limit", 2), #BoW: party sizes x1.5
###################################################################################
# End Modified Party Size Scripts for Band of Warriors v903a100
###################################################################################
When I tried it, not much changed, so I increased the multiplier and then some lords got bigger parties, while others stayed the same. So, I want to know what do I have to edit to increase lord parties?

Add more reinforcement party templates to the kingdom hero parties in the script where they're spawned.

71
-Armorer in Zendar sells hardened light leather boots with differing stats: , one pair +12 foot armour, the other +18. Same price and weight.

Fixed!


Quote
-Character starting attributes are surprisingly high, but I guess that is down to the choices I made at character creation.

Doesn't bother me, honestly.


Quote
-Crashes to desktop when fighting at arenas (excluding Zendar), usually in 5-20 seconds after start of fight.

Not Craftmod's fault.


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-Attempting to craft Composite bow (Khergit) results in a conversation awaiting input "Choose the material you want to craft this item out of", but no options to choose from. I was carrying Wood, Ash, Yew and Tools. Fletching skill was 62% and Bow difficulty is 55.

Fixed -- there was no check for lacking additional resources in the materials menu, only main resources. There is now.


Quote
-If fletching and woodcutting use the same skill, should the skill name reflect that? Flecthing/Woodcutting like Mining/Smelting.

Sure, fine. Done.

72
Craftmod Testing Board / Re: My reports of testing craftmod #3
« on: February 22, 2008, 05:35:26 AM »
1) After creating pike head and fretching polearm stick.  I tried assembling them, I kept getting "I am not experienced enough" through menu when i tried assembling them.  (comfirmed, I reviewed my skills and every of my skills is at 100 percent, and yet I can't assemlby pike yet using wooden pole and pikehead.)

All the polearms didn't have their slots properly assigned. Fixed for the final.

73
Discussion / Re: Ask Winter
« on: February 21, 2008, 07:39:55 PM »
I have a question. I have many non-lord parties a la old war parties, commanded by heroes. I have been trying to give each one custom dialogs, but they always just yell the generic "you have no chance against us, surrender blah blah" and "you rascal, youll pay for this". I have tried many times, using the vanilla dialogs as a base, but I just can't seem to get it right. Can anyone help me? I want the "formula" for custom dialog when the party attacks the player, when the player gives the ultimatum, and when the party encounters the player after having fought in the past.

I ran into this with Storymod C2, and ended up having to write a custom script that ensures you speak to the highest-level member troop of any party.

You may have to adapt it to your own needs, seeing as it's designed to be called from a game menu, but here it is:

Code: [Select]
(party_get_num_companion_stacks,":num_stacks","$g_encountered_party"),
(assign,":current_level",0),
(try_for_range,":range",0,":num_stacks"),
(party_stack_get_troop_id,":troop","$g_encountered_party",":range"),
(store_character_level,":level",":troop"),
(gt,":level",":current_level"),
(assign,":current_level",":level"),
(assign,":meeting_troop",":troop"),
(party_stack_get_troop_dna,":dna","$g_encountered_party",":range"),
(try_end),
(call_script,"script_setup_troop_meeting",":meeting_troop",":dna"),

74
Craftmod Testing Board / Re: My reports of testing craftmod #3
« on: February 21, 2008, 07:34:44 PM »
1) After creating pike head and fretching polearm stick.  I tried assembling them, I kept getting "I am not experienced enough" through menu when i tried assembling them.  (comfirmed, I reviewed my skills and every of my skills is at 100 percent, and yet I can't assemlby pike yet using wooden pole and pikehead.)

Okay, I'll look into that.


Quote
2) After using blacksmith to create watered-steel damascene steel two-handed broadsword (thank to this craftmod, found one of my favorite 2 handed sword), I tried upgrading it to heavy version of this blade.  It doesnt' let me to upgrade, where menu said I probably didnt have enough gold.  I have over 8 miliion or billion coins (for testing purpose only, with my tweaked character), and I am still not able to upgrade these blade.

That is because 'heavy' is a STEP DOWN from 'watered steel' on the modifier list. The upgrade script won't let you worsen your weapons. So, NOT a bug.


Quote
3) Saddle are nowhere to be found when it come to buying item from person in horse-farming.  Where can Saddle be found?  (I am not using 'test' character at this moment, in order, to test this mod in another way as if I were one one 'public that creates character normally.)

You can craft saddles in the tannery, and the tanner should also sell a small number of saddles.

75
Craftmod Community Expansion Project / Re: Cymro's list o'bugs
« on: February 21, 2008, 03:21:03 PM »
That's what I was asking - in the last version you just stood there and clicked, no swinging involved.  One thing though, you can chop wood or mine with anything, including bows.

I know. As long as you have a proper pickaxe equipped, the code will accept it. Because the PROPER Native operations which I WANTED to use for this crash the game whenever you try to call them.

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