Tell me what you think, what's missing, etc.įremen sietch - each entrance is guarded.
Ok, since I can't code while at work, though I have some time free right now, I'm sketching the rough plans for the most common locations on the map:įremen sietch, peon village, smuggler outpost and military fort. HokieBT, Swyter, SheriffTheAvenger, MadVader and Slawomir of Aaarrghh for the "attack people in town" script. Gutekfiutek for some awesome textures I used as base for new ones Xenoargh for the pistol and crouch codes Just be warned that the tutorials haven't been updated since 2008. I'm still trying to figure out why some things work and why others won't. If any of you have experience with the Python code you'd be very helpful. If any of you want to try this out go to. With some help from the modding community there I might be able to do a lot more, just they're a bit slow to answer or, in my case, the questions a too much of a noob to be worth answering.
The official tutorials fall short exactly on how to add a menu and scene (interior) to a place on the world map (town, village, castle). There's still a lot I don't know how to do. and for the time I had on my hands and my absolute lack of knowledge of Python code I managed to add a new faction to the game (Fremen) add a "Sietch Tabr" place on the map using some "bandit cave" icon that really looks like a Dune1 sietch and put that sietch under fremen control: I started playing around with the SDK from Warband. fix the start sequence: start from Arrakeen or Chartag spaceport. have Gurney Halleck as arena tournament master. fix the city guards so they appear according to their faction. add recruit option in town (besides mercs). fix recruit ment problem (high-tier troops). created "discoverable" map icons for the Fremen and Smuggler factions. redo start game to point to Arrakeen and Chartag spaceports. added Harkonnen Infantry Helmet (urban paint scheme). added Fremen Crysknife (needs reworking). added Sardaukar Khukuri (needs reworking). convert some villages into spice refineries. added world map with faction borders (credits Rubik). added code for "crouch animation fix" and "pistol" (credits Xenoargh) DONE 12th march 2013ģ6. fixed an indictment code for lords in game (credits Zsar) DONE 12th march 2013ģ7. switched Botanical Station back to "castle" status and under Harkonnen control.
fixed error on castles lacking villages (prosperity calculation script). inserting script for attacking people in towns, villages and taverns (start brawl script). fixed Harkonnen Gladius scabbard animation. Sardaukar Maula Pistol DONE 19th june 2013Ĥ2. added custom Arrakeen world map icon (inspired by Cryo's Dune). added player party world map icon as a quad atv. new environment textures (ground, desert and spice) DONE 21st april 2013Ĥ5. energy shield (credits Lumos) DONE 19th june 2013Ĥ6. name for the mod: The Desert Dancer from arabic Ar-rāqiṣ meaning the dancer more info here DONE 21st april 2013ĥ0. Clear night skydome DONE 7th August 2013ĥ1. Clear day skydome DONE 7th August 2013ĥ3. Dusty day skydome DONE 7th August 2013ĥ4. The work is going steady but a bit slow because I'm working alone and I still have to got to work and have a life :D I'll keep you posted on how the whole thing is going.
So, I am trying to do a full mod of Mound&Blade Warband in order to redo and possibly go beyond Cryo's Dune game. I decided to modify a bit the first post so people reading this first would find it easier to understand what this is all about. Experiencing problems with my website where the screenshots are stored.