Cheers mate! Will have a look into this.
Cheers mate! Will have a look into this.
Are you seriously still this upset that I disagreed with you on Reddit?
WHOA, he did!? That's huge news! Cheers for the heads up.
Yeah, it's kinda ******, I just don't know where to get some decent victory shouts from. Will take suggestions.
That would be super cool, but merging it with other mods requires source code, which the ACOK developer has not made available. Even when it is available, it's pretty tough work (something I'd like to make easier in future).
Item modifiers. If you select Heavy, it will show items with the Heavy modifier, which in the case of armour would have higher armour values but be significantly more expensive. They're very useful if you have a 1 tier troop tree and are trying to get some really good **** for your 7th tier troops. For lower tier troops the increased expense probably makes it not worth it.
Oh, really? That's an interesting side effect, definitely not something I intentionally added.
I suppose it could be done, but how would you recruit them if you don't have fiefs of your own kingdom? Mercenaries?
Hmmmm, would be an interesting thing to add.
The same way as always, at villages.
I would consider it if I was spending more time on the mod, but I have almost no time for modding in general these days and other projects I want to spend what little I do have on. Sorry. Source is up though and everybody is welcome to try.
Changing those values don't do anything if you don't have Python installed and compile the mod after making changes. You would want to read this: Forums.taleworlds.com
You're very welcome to do so, the source is already included.
Perhaps you unpacked it wrong. You should have a Custom Troop Trees folder in the same place as your Native and Diplomacy folders, then in the launcher it'll show as Custom Troop Trees. Did you maybe extract the text files directly into Modules?
I'm not working on any more updates at this time and don't know when I'll get back to it, but it'll be a long time. I guess you can call that dead. Source code is all there though and I fully encourage anybody who's interested to have a go at updating or improving it.
Happy Halloween everybody! I actually finally got around to an update, it's not huge but I had to do SOMETHING for this time of year. Main things are just that the player is now a zombie, the intro actually mentions what the mod is instead of being the Diplomacy intro and skeletons aren't totally useless anymore! The main thing I spent my time on was getting it so that skeletons now equip whatever weapons they had when they died, which adds a fun bit of variety without them being split up into different troop stacks. Otherwise, it's about the same experience. Hope you have fun with it!
That isn't even an error. If you merge it with something that doesn't include Diplomacy, that message is normal.
Try using compile instead of build_module.
Not much I can do about the combat AI I'm afraid.
It's already included in the download! Just look for the "Source Files" folder within the "Custom Troop Trees" folder.
Not particularly, just because I have too much on my plate, but I encourage others to play around with it. If somebody did add it I'd be happy to include their version here.
I believe you need to wait a month before you can change it. This is a Diplomacy feature that I haven't modified in any way.
You need the source code for the other mods. At a bare minimum, you should be able to successfully compile the mods from their original source code before attempting to merge (see Forums.taleworlds.com for basics of using the module system). You then need to install modmerger if it's not installed already and add the cstm_ files. If you're very lucky, that'll be enough for it to work, but in a lot of cases there will be extra work needed to make them compatible, which requires experience with the module system.
In the next version I'll try throwing in some cheat options, including to have unlimited funds.
Thanks! I've had this suggested and tried to do it once, but the reliance on WSE was causing difficulties. I believe some mods have managed to integrate it without WSE so it's something I'll have to investigate further.
Yeah, modmerger is a lot more complicated than the name might suggest and is actually only a tool for mod developers, not regular users.
I had a go at merging with Freelancer, give it a try: Moddb.com
It's clearly explained in the FAQ how to make new items appear. Maybe you should try reading more closely.
MitchPTI
Mitchell joined
I make mods and shit.