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Topic Started: Dec 18 2008, 04:52 AM (9,857 Views)
+Keedo420+
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Well, I figured I would start a thread to keep people up to date on the work I am doing on the mod. So I will start off with today. This morning I added Kingdom Management, Autoloot, and Patrols features to the mod. I have uploaded the latest version of the mod that includes these changes, and I have been playtesting it since then. So far, the Autoloot and Patrols features seem to work fine. It was a little odd when one of my companions upgraded his helmet, but removed his boots without putting new ones on though. :lol: The Kingdom Management feature does have a rather major bug involving creating parties for newly recruited lords, but I am working on a fix for that. I have posted a screenshot of the error message in the Current Known Bugs thread. If anyone else encounters this error, please let me know. Also let me know if you are not encountering this error, as that might help me to determine the cause.

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+Keedo420+
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I managed to fix the error message I was getting from the player kingdoms when it tried to spawn a recruited lord's party. It was related to the Banners to Lords ratio. I just had to add more banners and now the lord parties are spawning. I will be uploading a new version tonight with the bug fix and a couple of new changes. I renamed the Cultures in the Kingdom Management "Change Kingdom Culture" screen and added the Morte culture to it, if that works as planned, players choosing Morte culture should be able to recruit undead troops from their villages after a day or so. When conquering your first town or castle, recruits in villages will be whatever culture it was before you captured it, even if you change cultures before recruiting. So I'm thinking you have to wait at least a day for recruits to be updated after changing cultures. I also added Rubik's Troop Ratio Bar into battles. In battle, the Troop Ratio Bar displays the amount of troops remaining for each participating side in battle (green for your troops, blue for allied troops, and red for enemy troops.), you can remove the bar by pressing "O" and call up the minimap by pressing "O" again.

I start a new game everytime I make changes, so I'm not sure if you will need to start a new game to see these changes if you download it. I am not sure exactly what time I will be uploading it, so make sure to check the version number before downloading. It will be v1.03.
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+Keedo420+
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Well today was payday, so I didn't get much time to work on the mod today. I renamed some of the native items, renamed the native kingdom troops to match the renamed kingdoms, added Black Armor/Helmet/Boots back to the merchants along with several other non-merchandise armors I noticed. I also restored the Sea Raiders party, and added a few Goblin Looters and Orc Pillagers to the Looters party.
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Jubal
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I haven't had much time to test this yet, but you've stuffed so many aweosme looking features in it's insane, well done...
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I may look like an idiot and talk like an idiot but don't let that fool you. I really am an idiot.

Proud mod leader (and sole modder) of Warhammer; Total War, Mount and Blade; Southern Realms, and Nervillsaga mod.
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+Keedo420+
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Jubal
Dec 20 2008, 09:22 PM
I haven't had much time to test this yet, but you've stuffed so many aweosme looking features in it's insane, well done...

:D Thanks! I'm hoping to add Formations into it as well. Not sure when I'll get around to that though. My next goal is to add in the dark elves faction and a town for them. Once I've got that done, I can start redesigning the map. I think that will be my biggest challenge so far.
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+Keedo420+
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Today I added in the Dark Elves faction, added in all of their troops and lords, and added a new city to serve as their hometown. So currently they have only one town and one village, but this will change once I start redesigning the map. On a related note, I gave control of Chalbek Castle to the Kingdom Of Morte and rearranged Tombstone, Chalbek, and the three nearby villages. So now the Kingdom of Morte has 1 town, 1 castle, and 3 villages, giving them complete control over that little island. I am uploading a new alpha version now. All of the kingdoms are now in place, but keep in mind that the troops are not balanced yet and most of them still need to be given appropriate equipment. Oh, and I almost forgot....I added a new horse...the Zombie Horse! :o You won't find it at the horse merchants, but you will see some undead riding it. The only way to get it is to kill some undead and hope it shows up in the loot. Eventually, I hope to expand the role of the ransom broker named Necronus (found in the Tombstone tavern) so that he can sell Skeletons and all three types of undead horses.
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+Keedo420+
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Today was another slow development day. Had to let my GF use the computer for one of her projects. But I did manage to get some work done. Fixed a game crashing error involving the Elven Arrows, modified the Kingdom Management script to include Dark Elf culture, added 17 new horses, and figured out how to relabel the sliders on the face selection screen when starting a new character, so that when you create a skeleton or ghost character you will know which sliders to use to modify the face. Tomorrow maybe, I will modify the sliders for the elfs, goblins, and orcs.
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Jubal
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I must remember to test this sometime... any more screenies?
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I may look like an idiot and talk like an idiot but don't let that fool you. I really am an idiot.

Proud mod leader (and sole modder) of Warhammer; Total War, Mount and Blade; Southern Realms, and Nervillsaga mod.
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+Keedo420+
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I meant to put up some new screenies yesterday but I forgot. I'll try to get some new ones up tonight showing the dark elves and maybe some of the upper tier undead.
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+Keedo420+
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OK, well it's time to update you on my progress. I've been sort of lazy about this part. :lol: Anyway, Formations have been added to the mod along with a couple of new weapons. Necronus is now a recruitable NPC (though I still need to work on his dialogue). Some of the native companions have had their race changed. Finally fixed the white hair bug and also a misnamed horse mesh that was causing an RGL error.

And I've been promising them for a couple days now, but there are finally some new screenshots. Nothing spectacular but you get a taste of what the Dark Elves look like in battle. I was unable to catch a screenie of their elusive Dragon Warriors though. :angry: Maybe next time.
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Just wanted to say Merry Christmas to all! :D The holidays have made it difficult for me to get any real work done on the mod, but I should be back to work full steam tomorrow or the next day. The next alpha release probably won't be for a couple days, but I will definitely have a new alpha ready before New Year's. :ph43r:
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OK, so today I added in 10 new weapons (7 rapiers, and 3 evil-looking swords for the undead). I also added in two new shields for a new minor faction (not yet added) called Legends Of The Red Dragon. They will be a group of fanatical mercenary knights who claim to trace their lineage back to an ancient order of dragon slayers who are supposedly responsible for the slaying of the last dragon over a thousand years ago. They will be based out of a neutral village which is home to the Red Dragon Inn, a popular waypoint for travellers and those seeking refuge. I will eventually introduce a new NPC to the Inn named Violet, who is a barmaid and will be a recruitable companion. BTW, if anyone gets the references here....you are awesome!!!

Also, I have begun working on a new map for the mod, but it probably will not be included in the next alpha.
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I just posted a preview of my new map in the screenshots thread. The island will eventually connect to the mainland.
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OK, so here's an extended preview of the new map I am working on. The Map Editor crashed on me, so I lost a little bit of time rebuilding what was lost, but it wasn't much. Anyway, here it is. Near the top, you can see the little island I posted pic of yesterday.
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As you can see, most of the towns, castles, and villages have not yet been moved. That will come later as they get in the way of the new terrain.
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tisjoshy
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Sorta noticed that you gave the name:
"Levarian Heavy Infantry"
to a cavalry unit...
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