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Messages - Parrot

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31
Blood & Iron / Re: Blood and Iron - Age of Imperialism [3.0 Download]
« on: July 23, 2016, 04:11:29 pm »
btw, there might be a few servers still running the beta version. the only two servers as of this point that are running the released version are the two official servers.

32
Blood & Iron / Re: In Development - B&I 3.0 - Video on page 67!
« on: July 23, 2016, 04:01:53 pm »

33
Blood & Iron / Blood and Iron - Age of Imperialism [3.1 Patch]
« on: July 23, 2016, 04:01:22 pm »


The 1870's was an exciting time period of the world! The French and the Prussians went to war over German unification. The British Empire was in it's prime. The American Civil War left the US Army in turmoil as regiments were disbanded, and the country pushed West, expanding their boarders and swallowing land. And Japan was struggling with the recent overthrow of the Shogun and the increasing Western influence.

Blood and Iron Age of Imperialism focuses on these five factions and their position during this time period.

The mod developers recommend using Large Address Aware to improve your Warband experience, and to enjoy this mod at its fullest! Simply download the program, run it on warband.exe and select the check box to allow warband.exe to use more than 2GB of memory.

If you downloaded and played the beta, delete your Blood and Iron Age of Imperialism folder, download this release version, and reinstall the mod. This is required to benefit from the optimisation that was done to the mod post beta testing!


Features
  • Completely new uniform models and textures
  • New environment
  • Medics restore health and stop bleeding
  • Quartermasters carry ammunition crates (can be deployed once)
  • Fix, unfix bayonets by pressing B
  • Throw your rifle by pressing N
  • Salute by pressing P, if injured saluting will switch to calling for a medic
  • Whole host of new engineer items to build
  • Breech-loading artillery, plus new field artillery pieces
  • Gatling guns
  • Pistol whipping
  • Samurai
  • And much much more...!

Commander battle is where this mod truly shines! Head over to our official commander battle server and give it a go.

Credits
-- Blood & Iron module credits --

Will/Willhelm
   - project founder, creator of B&I
   - Bello Civili assets
   - Anglo Zulu War assets
Parrot
   - B&I 3 developer
   - programmer, graphical artist (models and textures), scene maker
Hinkel
   - donated Docm30's North and South uniforms and base textures
   - permission given to use North and South assets
   - Bello Civili assets
Docm30
   - creator of Hinkel's ACW uniforms used in the mod
   - L'Aigle hussar uniform (5e hussars)
   - Lord of the Ring's Weaponry OSP
Ted
   - scene maker
Wüstenkrieger
   - programming help
   - North and South developer code and commander battle flag carriers and sergeants
USNavy
   - detailed feedback, bug finding
DanyEle, Olafson, Beaver
   - Iron Europe machine gun code
Hairywarhero, Etherton, and the Union Army
   - beta testing and feedback
Phlpp
   - Gekokujo assets
FALX
   - Bunroku assets
Von Afton, DrTomas, Auldman
   - Twilight of the Sun King assets
Yellowmosquito, Highlander, Abominog
   - 1866: Western Mod assets
Mount and Blade: With Fire and Sword
   - With Fire and Sword assets
Mark7
   - Crusaders Way to Expiation OSP pack
Jaakko
   - Italian props OSP
Broken_one
   - New female face models and textures OSP
Shik
   - New female head models, face textures. amd hairstyles OSP
SacredStoneHead
   - SacredStoneHead's samurai armour set OSP
La_Grandmaster
   - La_Grandmaster's tribal props OSP
Jaymosuke
   - New hairs for Warband OSP
stephan_dinavoa
   - 100 new Calrade castles & fortresses OSP
jacobhinds
   - Animation Variety Mod OSP
shaunremo
   - terrain borders OSP
gutekfiutek
   - Polished Landscapes
Goosemaner
   - Rock and Mountain Pack OSP
[close]





Patch (3.1)

Unpack these files to your mod directory and server mod directory

Mediafire Download

MEGA Download

ModDB Download




Installation instructions
  • Run the download .exe file
  • The installer will point you to the directory the mod will be installed to. The installation path should end in \Blood and Iron Age of Imperialm, if this isn't correct, make sure you edit it.
  • Launch Warband and enjoy the mod!


If you're experiencing issues running the module, try the following:
  • increase your graphics settings (HDR to medium and above)
  • run Large Address Aware on Warband.exe
  • replace "postfx.fx" with "postfx - normal.fx" or with the same file from NW

Event tips:

If you're hosting an event, it's wise to remember that this mod is not meant to be played like Napoleonic Wars or North and South! Every unit (including Gatling Guns) is balanced and meant to be used in events.


Videos Featuring The Mod




34
Blood & Iron / Re: In Development - B&I 3.0 - Video on page 67!
« on: July 23, 2016, 03:44:05 pm »
soon...

35
Blood & Iron / Re: In Development - B&I 3.0 - Video on page 67!
« on: July 22, 2016, 10:25:52 pm »
the last animation being made:


36
Blood & Iron / Re: In Development - B&I 3.0 - Video on page 67!
« on: July 22, 2016, 08:08:11 pm »
if all goes well, the mod will be released tomorrow at 3pm GMT (4pm CET, 11am EST, 8am PST)

37
check out Chadman's recording of the beta event! many thanks to him for popping along and filming.



if you like this, and want to see more (chad also does fantastic NaS videos) subscribe to his channel if you aren't already

38
not as many as i'd thought; i've almost completely rewritten the bayonet script, which works properly now with the throwing addition. i've also added a server feature, which displays a chat message when a player joins and leaves a server, it also recognises if the player is an admin (so public server players know when an admin has joined and left - very useful) and if they're a dev or vip, and has appropriate messages for each. this replaces the server log when a player leaves, so your logs become much more detailed. a lot of other bugs have been fixed as well, but none of them are quite as interesting...

39
Modifications / Re: Have a question about Modding? Ask Here!
« on: July 18, 2016, 11:27:33 am »
EDIT: Hi Parrot. Could this problem cause having the "ranked" troops not having the same name as the original?  :D I dont know if you understand so I will post the code from module_troops
You can notice that the first troop is called "Sir William Wallers regiment of dragoons", but the second troop is "Okey's dragoons" and then the third is called "1st KGL Hussars" and so on.

Code
["british_hussar","Sir William Waller's Regiment of Dragoons","Parliamentary Dragoons",tf_mounted|tf_guarantee_all,0,0,fac_britain,
   [itm_newmodeldragoon,itm_yellowcavboots,itm_blackcavboots,itm_bluehat1,itm_bluehat2,itm_bluehat3,itm_cheapsword1,itm_cheapsword2,itm_cheapsword3,itm_firelock_regular_short,itm_firelock_regular_long,itm_bullets,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_dragoon_horse_3,itm_dragoon_horse_4,itm_dragoon_horse_5],
   def_attrib_multiplayer|level(20),wpex(80,5,50,5,150,5),knows_common|knows_riding_6|knows_ironflesh_2|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
  ["british_hussar_officer","Okey's Dragoons","Trumpeter",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
   [itm_yellowcavboots,itm_blackcavboots,itm_newmodeltrumpeter,itm_bluehat1,itm_trumpet,itm_bluehat2,itm_bluehat3,itm_goodrapier1,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_dragoon_horse_3,itm_dragoon_horse_4,itm_dragoon_horse_5],
   def_attrib_multiplayer|level(20),wpex(100,5,150,5,150,5),knows_common|knows_ironflesh_2|knows_riding_6|knows_athletics_1,swadian_face_middle_1, swadian_face_old_2],
  ["british_hussar_bugle","1st KGL Hussars","1st KGL Hussars",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,
   [itm_bluehat1,itm_bluehat2,itm_bluehat3,itm_newmodeltrumpeter,itm_okeyflag,itm_dragoon_horse_1,itm_dragoon_horse_2,itm_browncavboots,itm_blackcavboots,itm_goodrapier1],
   def_attrib|level(20),wpex(160,5,30,5,30,5),knows_common|knows_riding_6|knows_ironflesh_3|knows_power_strike_3,swadian_face_middle_1, swadian_face_old_2],
  ["british_hussar_nco","Okey's Dragoons","Okey's Dragoons",tf_mounted|tf_guarantee_all,0,0,fac_british_ranks,

if these units are supposed to be different units under the parliamentary dragoons, then their names (eg Okey's Dragoons) won't show unless you replace the rank name with the regiment name (Officer -> Okey's Dragoons)
these names don't make a difference to anything other than the string that's shown in the in-game unit menu. the tag that impacts the scripts is trp_british_hussar.



(assign, ":sound_id", -1),
        (try_begin),
          (eq,":gender",tf_male),
          (try_begin),
            (eq, ":command_type", voice_type_cry),
            (try_begin),
              (this_or_next|eq,":agent_troop_id","trp_austrian_arty"), #you don't need this line, remove it: it says "if troop == austrian arty, else troop == austrian arty"
              (eq,":agent_troop_id","trp_austrian_arty"),
              (assign, ":sound_id", "snd_voice_cry_pirate"),
            (else_try),
              (is_between,":agent_troop_id","trp_french_old_guard","trp_french_voltigeur"),
              (assign, ":sound_id", "snd_voice_cry_brit_scot"),
            (else_try),
              (is_between,":agent_troop_id","trp_british_light_infantry","trp_british_rifle"),
              (assign, ":sound_id", "snd_voice_cry_brit_scot"),
       (else_try),
              (this_or_next|is_between,":agent_troop_id","trp_russian_hussar","trp_russian_uhlan"), # if you're not using russia as a faction you can remove these
              (this_or_next|is_between,":agent_troop_id","trp_russian_dragoon","trp_russian_horse_guard"),
              (is_between,":agent_troop_id","trp_austrian_uhlan","trp_austrian_light_horse"),
              (assign, ":sound_id", "snd_voice_cry_russ_ukr"),
            (else_try),

              (eq,":agent_faction","fac_austria"), # specific country shouts
              (assign, ":sound_id", "snd_voice_cry_aust"),
            (else_try),
         (is_between,":agent_troop_id","trp_british_infantry","trp_french_infantry"),
              (assign, ":sound_id", "snd_voice_cry_brit"),
              (val_add,":sound_id",":fac_index"),
       (else_try),
         (is_between,":agent_troop_id","trp_french_infantry","trp_prussian_infantry"),
# remove this whole section, the previous one with the british shouts assigns all faction battle cries. if you want france to use difference battle cries to their faction ones, use the austria battle cry assignment as an example, and place it before the british battle cries/faction shouts.
              (assign, ":sound_id", "snd_voice_cry_fren"),
              (val_add,":sound_id",":fac_index"),

            (try_end),
         
apart from this, don't forget that the ukrainian troops in france use the ukrainian battle cries, austrian troops use a mix of prussian and austrian battle cries, and the french bavarians use prussian shouts. so when you're assigning battle cries, make sure they're nice and neat, well labeled, and that anything left over from nw is removed if it's causing a problem. also don't forget to make changes to the female sounds, there's nothing worse than a female character shouting "long live napoleon" during the english civil war.

40
punjab cavalry

41
here's some screenshots from the event, taken by Sturog of the Union Army.






42
thanks to the Union Army, especially Etherton and his staff, for running and hosting the beta event tonight. Thanks to Chadman who popped along to record the event, keep your eyes on his channel for the video.

if the final bug fixes go well the mod will be released this week.

43
Modifications / Re: Have a question about Modding? Ask Here!
« on: July 15, 2016, 02:54:37 pm »
can you post all of the battle cry assignment code? and perhaps the sound tuples as well. it'll be easier to see what's wrong with them with more than just three lines of code

44
Modifications / Re: Have a question about Modding? Ask Here!
« on: July 13, 2016, 08:49:56 pm »
usually this is because the character uniform is missing meshes or textures

45
that server is running the new b&i, if you use the "compatible mods" filter it shouldn't show up

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