Jump to content

LordStark

Community Members
  • Posts

    116
  • Joined

  • Last visited

Everything posted by LordStark

  1. When I went to check the error logs they had already been cleared due to me starting the game after deleting the player file. The game is working again, so I made the adjustments again and the second time around the game started but the changes I made does not seem to limit the number of lords I can build. Vassal_b: And player:
  2. Thanks, this didn't work for me - and it actually prevented the game from starting. Can I just confirm that these are the only changes I need to make: So in my Vassal_b units file I put the following code: And then in templates\special\player\player I add: And this will result in me only able to appoint three Vassal Lords at a time? Please note the difference in file path (special/player/player) which I assume is because I have a different version of the game - Alpha 25.
  3. The problem I am having is that I can't find where to create a new class. I already have 9 unique units so if I was to use the default classes I would have very few left for normal units.
  4. Hi team, I have really put a lot of effort in to trying to figure this out myself but I am at a complete loss and suspect what I want to do is impossible with the engine. As far as I can tell you can limit the number of times a unit can be built in a game. You can also make the unit a hero - resulting in it only being able to be built once. But you can't edit "hero" parameters. Even if you could modify hero and set population cap to 5, it would work across all the heros and so would limit you to 5 heros combined - rather than 5 of your particular unit. The problem is, I have the following units that I need to impose limits on: Lord x 1 (represents you, the player). Lessor Lord x 3 Bailiff x 2 Sheriff x 1 Lady x 1 ("marriage" upgrade for female citizen) Marshal x 1 Steward x 1 Master at Arms x 1 Captain of House Guard x 1 I don't mind not having the declared as a hero. I just need to find a way to limit the number of the units and have them able to be retrained if they day (actually all these units are appointed (upgraded) from elite citizens or Men at Arms (which are themselves appointed from citizens). Is there any way to do it?
  5. I pressed ctrl + J and a new error occured: I'm unsure if I can post the model to a public forum because I bought it online - it is not my personal model. Although I am developing my skill in blender (very slowly as also working on learn javascript - which I find a lot easier).
  6. What you linked to means you are working on allowing this feature ingame so I should continue working on my BFME style village idea?
  7. Hey team, I get the following error when I try and look at my castle in the scenario editor: Here is the castle: 3D model medieval castle 2 VR / AR / low-poly | CGTrader I used this guide but changed the name to "castle.dae" instead: Basic3DImplementation – Wildfire Games Very confused by the "too many possible objects to convert"... it is just one castle...
  8. This is exciting, I look forward to hearing more about your additions.
  9. The links all seem to go to the normal milleniumad mod files which I already have - Kievan Russ side is not mention..?
  10. These village models are amazing - have they been made public yet? Where can I find them. Exactly the kinds of buildings I need for my feudal mod.
  11. Oh... wow. I have been busy working on Java. Okay, I will start learning Java script. Thanks for the advice.
  12. Thanks for your reply. So to clarify, what you are saying is that it is possible to have BFME style villages/fortresses in preset places at the start of the game but it is not possible to have it so a unit can build one from scratch?
  13. Hi guys, Some I am learning Blender and Java simultaneously. I'm a slow learner but highly motivated. One of the things I have been working on is a model of a village. I made a flat circle which I plan to texture as "dirt" once i'm finished. Around the circle of "dirt" I have a circle of cylinders that look like upright pencils - which I plan to texture as a palisade wall. From there I wanted to add some of the buildings already in game as props at various points on the "dirt" and from within the enclosure. In my mod you can appoint a bailiff who I intend to give the ability to build this rather large enclosure - a sort of ready made village which can be upgraded with a few houses and a couple of other things. It occurs to me I might run in to the following issues: 1. I realised the game is going to end up treating this village as one large structure - that means that villagers will not be able to walk around inside the enclosure. Because the game will not treat it as an enclosure, but rather one big building. Or could the wall be treated as a prop with its own footprint and still be part of an overall structure. Am I correct in thinking that because the game will think my big village is actually a big structure, it this means I cannot do what I want? 2. Assuming there is a way around issue number 1, would the game be able to recognise each individual piece of wall so that you can attack one part and destroy one part without destroying the entire enclosure/wall? 3. Doing this basic modelling seems surprisingly easy. It did not take me long to figure out how to make an upright "pencil" for the palisade. I also learned how to make a circular array - making a perfectly nice circle. But I had to leave a gap where a gate would be. As i'm a novice at using blender, is it likely that I can easily figure out away to put a gate on the enclosure or is this an especially hard thing to do that requires an expert? The stone castles are build by the noblemen you grant Lordships to. The Bailiffs build the villages and the Lords build castles. This is ultimately the idea I am trying to implement (but with wooden palisade
  14. Thank you, this is amazing. Could these two documents and the path page be stickied? Path page: simulation in ps/trunk/binaries/data/mods/public – Wildfire Games When I came to these forums I read the tutorials that I could find and often use the search function. I really find what I am looking for - but you guys have been amazing. I think these two documents would have substantially helped me and cut down on all my questions (and so saved you all some time). I have decided to learn Java so maybe one day I can help with the game - I am on my second lesson and loving it! Really appreciate all the help.
  15. I tried that code and it didn't work. I thought I had already tried it but just in case I copied and pasted your code exactly - and checked the path directories that there are not spelling mistakes or missing capitals etc etc
  16. I've tried multiple ways, this is the code I currently have for my female worker:
  17. Thanks for your reply. I did not quite understand what you meant - where would I write -building? Also, do you mean that exact code or do you mean <Builder disable=""/> which is the code that I use to completely remove a build option from a unit? How would I change the inheretence? Apologies for all the questions, i'm really trying to figure this stuff out on my own and I often use the search function before asking a question.
  18. Hi everyone, I want my "Lord" unit to be able to build a castle (and only a castle) and my "Vassal" unit to be able to build a Fortress (and only a fortress). But I can't figure out how to give the two units different build queues - any ideas?
  19. So I did the quick blender tutorial where you literally open it up, uv map the default object, save it and then add a texture before putting it ingame. This got me pretty excited as it was very easy to do. So now I want to take one of the towers in the game (or possibly in another mod) and combine it with three others (one of them is different from the other three) - effectively making big 2x2 tower. I successfully imported some models into blender and joined them together (feels like a real accomplishment for me). However, I don't know how to apply the textures. I now have one model but I don't have one text - is there any easy fix for this? Or am I trying to do something that is far too advanced for my skill level?
  20. Sorry, I edited my post. I have been playing the anglo saxon side so much that I forget there are other sides and those fortresses do look somewhat castle like. However, I meant for the anglo saxons - it seems that while William the Conquer built lots of castles after his invasion, my reading on the subject suggests that there were castles before the invasion but that they were not too common. A Comparison of Burhs and Castles | PeakD
  21. This is my favourite mod and to be honest it is basically the only way I played the game. I was wondering if there were any plans to have something that looks like a castle for the anglo-saxons ingame. While castles did not appear until after the timeframe in this mod, it seems that there were buildings that were built of stone that looked like castles - no idea why they are not considered castles. For example: Ribat of Monastir - Wikipedia I would love to see a semi customizable castle/fort where you build the base castle/fort and can then upgrade it with a stable/barracks/tower etc etc. Even if castle-like structures are not implemented, it would be a cool feature if the fortresses were more customisable with different upgrades. It also looks like some burhs were made of stone so that could be a cool upgrade.
  22. Thanks, the other problem I am having is with the upgrades always appears in the top left of the units build queue. In general this is find but I would like to have it so that there are three upgrades and they all appear in the same spot. So for example, if we put them all down in the bottom right it could be: "Switch to sword" (far bottom right) "Switch to spear" (bottom second from right) "Switch to Bow" (bottom third from right) They need to appear in their own separate places so if you select a group of units that are equiped with different weapons you can quickly access the "Switch to spear" option if cavalry are charging.
  23. I gave this a good shot, I even tried playing as the Persians and built each hero to try and find this ability (give soldiers experience) and I had no luck. In the hero_cyrus_ii.xml templates I did find: But when I copied and pasted this text into my civilian woman template (for testing) it came up with an error and woman could no longer be build in the game. I am not actually sure if this tag would give soldiers experience or if it simply decreases their build time... I am modding the millenium mod so my unit is in the anglo side.
  24. Thanks, what would be the code to disable the resource gathering ability? More importantly, how did you know such a code would work?
  25. Thanks, so if I look at this line: If the base unit spread was 3 then I would multiply it by 0.8 once to get the advanced unit spread of 2.4 and then multiply it again to get the elite unit spread of 1.92?
×
×
  • Create New...