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Messages - Woeski

Pages: 1 2 3 4 ... 16
16
Community / Re: Bannerlord: Napoleonic Wars
« on: June 28, 2020, 07:28:55 pm »

17
Best to use the module system files.

Pretty simple to find the key variables. Just seach key_.

18
Community / Re: Bannerlord: Napoleonic Wars
« on: June 10, 2020, 09:36:56 pm »
I can't be the only one actually excited for Battlecry of Freedom ...

19
Modifications / Re: Have a question about Modding? Ask Here!
« on: June 10, 2020, 12:27:46 pm »
How do I change the amount of smoke coming out of a musket and perhaps also a cannon? Not the duration of it only the amount. I have tried to edit the particle systems.txt and scripts.txt but it messes up my game because I do not know what I'm doing.

Would be greatly appreciated if someone could explain it.

I haven't tested this but I believe that if you search game_missile_launch in scripts.txt you can edit the number that by default is 65 to something larger to increase the smoke size. (see picture)
Spoiler
[close]

Also next to the one I marked in the picture there should be another 65 and I think you need to change that one as well.

Let me know if it didn't/did work.

20
Iron Europe / Re: Suggestions
« on: May 13, 2020, 12:39:18 pm »
A issue I have noticed with bots is when they are running out into no man's land they get stuck on the  destructible objects such as the barbed wire fences so make the bots be able to actually destroy the destructible objects please i really like playing with bots but this issue is ruining the fun

Hello Wsam,

Basically the team stopped developing this mod since the last event happened, we are aware of the bots having zero pathfinding skill. The reason why the original Mount & Blade developers didn't spend much attention to this in the first place is that in Singleplayer, the battles are mostly on open maps. This mod used to have more multiplayer activity and that is where the full potential of the mod lies. However the events have stopped since the 7th of April. Occasionally however people host "mod events", which is like an event that tries out a mod for example every week. And this could be Iron Europe.

Thank you for still playing this, the best things you can do are:
- play on a randomly generated map
- make your own map and try to make it so that the bots can navigate
- I tried to do option 2, and my result was the map called "Canal Du Nord (Bot)", you need to play it on "Conquest" in order to have the best version of the map.

21
Mapping / Re: Napoleonic Wars: Mapping Support
« on: May 10, 2020, 07:11:14 pm »
Thanks a lot, sadly I think the module system isn't on 1.2 yet...

Also I was actually more looking for an actual ammo box, since I saw it once on a server where there would  be a box and you could take ammo from it. Could have been custom made though.

22
Mapping / Re: Napoleonic Wars: Mapping Support
« on: May 10, 2020, 01:21:53 pm »
Pretty simple questions I guess, but I was wondering if there is an ammobox in the base Napoleonic Wars dlc where you can get musket ammo ?

23
Modifications / Re: Have a question about Modding? Ask Here!
« on: May 08, 2020, 09:07:19 pm »
I might be completely off here, but did you put the process_ or header_ or ID_ -files in a separate folder ?

24
Modifications / Re: Have a question about Modding? Ask Here!
« on: April 29, 2020, 04:47:40 pm »
I am looking to make a mod where the kill feed would only show your kills. Any way of possibly doing this as a clientside mod? If so, where are the files I must edit?

I searched for a while to even just find where this is coded in, but without any result. I believe it might be cause you cannot actually edit this at all, since it's 'hardcoded' in. I might be wrong but just weird how I couldn't find it anywhere. Again might just be me.

25
Whigs & Tories / Re: Reviving the mod
« on: April 29, 2020, 04:39:05 pm »
With Prime and Load (the standalone game of this mod) I don't see so much point of this revival. Sorry if it may sound a bit harsh.

26
Iron Europe / Re: Iron Europe v2.0 Patch 01 - released!
« on: April 28, 2020, 07:26:13 pm »
If you can't join the servers.

in your module's folder - find the file called module and change the first part from yours to this:
Code
module_name = Iron_Europe 
compatible_with_warband = 1 

# Module versioning
 module_version = 20 # can be used for multiplayer and single player (saved game) module versioning  compatible_module_version = 20 # can be used for multiplayer module versioning  # Warband versioning  works_with_version_min = 1158
works_with_version_max = 1250

Plus, I added a full download link, so beta + patch

27
Modifications / Re: Have a question about Modding? Ask Here!
« on: April 19, 2020, 04:23:07 pm »
I created my own troop on NW and gave it a list of weapons but every time I respawn I stay with the same weapon.
I want the troop to work exactly as partizani in NW

Thanks in advance

So you added several items to the unit in troops.py (like I believe you already did). Now here comes the script part.

Open scripts.py search (ctrl + F) for the comment line '# And randomise your item selection ^^'.
You should see this:
Code
         
(try_begin), # And randomise your item selection ^^
           (player_get_troop_id,":my_troop_id",":my_player_no"),
           (this_or_next|eq,":my_troop_id","trp_russian_partizan"),
           (eq,":my_troop_id","trp_russian_cossack"),
Then you should copy the line '(this_or_next|eq,":my_troop_id","trp_russian_partizan"),' under itself and change the trp_russian_partizan with your unit (remember the trp_ prefix).



What file / setting changes the musket and cannon volume of distant sounds in NW? I want to make them a tiny bit louder so you can hear them in the distance a bit better.

I think maybe in scripts.py at the script:   # script_multiplayer_server_play_sound_at_position

But I don't really know... honestly I never really noticed distant sounds in the game anyway...  :-\

28
Other Games / Re: PRIME & LOAD: 1776--- NEW BLOG - CAV
« on: April 15, 2020, 03:41:40 pm »
Are we going to have the cavarly on the 25th release? Or was the blog #23 just a showcase of work in progress cavarly?

29
Forum & Website / Re: Username Change Requests
« on: April 13, 2020, 07:13:46 pm »
Current Name: Woeski The Husky
New Name: Woeski
One/Two Alternatives: VVoeski

30
Events / Re: Tuesday Event | 8pm CEST [Weekly]
« on: April 08, 2020, 12:50:55 pm »
A N N O U N C E M E N T


After 1,5 years of hosting Iron Europe events, 07/04/2020 was the last event to be hosted by any Woeski-regiment.
We had great events, some were just a mess but really it was good to see this mod still has interest even many years after the release. We even had Iron Europe v2.0 before Bannerlord.

Thank you very much everyone who ever came to this event, only if you were an Nr630 troll. 

Especially:
  • Nr46/III for staying until the last event,
  • IIIBLP for bringing a large amount of people to the mod and really being a nice regiment,
  • 41stC for winning all the time,
  • also CEP for being really friendly and brining many people to the mod.

Big thanks to these people too:
  • 24eRI_Dark "Weyland", for helping me in the early days, 
  • 2Ch_Antonio for taking admin when I couldn't be there, 
  • Great_Leader_Angela_Merkel for being very active 

and how can I forget all of 2Ch.

The message on the Steam group:
Quote from:  2Ch | Woeski
To give you an official message about it: there events are STOPPED, we will no longer host Iron europe events. The server is still up however. As a side note, I am for a lack of something beters to do working on a new mod but I won't go into detail since god knows if it will even be finished


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