Author Topic: Warband version...  (Read 28169 times)

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Offline Venomous

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Re: Warband version...
« Reply #15 on: June 30, 2011, 09:04:51 pm »
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fu steam, you ruined counter-strike now you ruin m&b :<

Offline gazda

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Re: Warband version...
« Reply #16 on: June 30, 2011, 09:05:18 pm »
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God damn, happen'd to me too :/

Damn you warband developers and your patchs, LEAVE WARBAND ALONE! *crys*

yea, and what should they develop, wfas , please ....
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Offline Diomedes

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Re: Warband version...
« Reply #17 on: June 30, 2011, 09:05:43 pm »
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Folks, there's some good news in all this:

Quote from: Steam Update
- Some operations for modders are now "fully operational".

- Plenty of new operations and features have been added to aid our amazing mod community.

EDIT:  Ignore me - I'm stupid.
« Last Edit: June 30, 2011, 09:11:05 pm by Diomedes »

Offline ThePoopy

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Re: Warband version...
« Reply #18 on: June 30, 2011, 09:06:49 pm »
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happend in a middle of scim with SoA  :mad:

Offline bosco

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Re: Warband version...
« Reply #19 on: June 30, 2011, 09:07:19 pm »
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Diomedes, that indeed sounds good!

PS:

Time to play HA in WFAS :twisted:

Offline Callan

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Re: Warband version...
« Reply #20 on: June 30, 2011, 09:07:30 pm »
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- Some operations for modders are now "fully operational".

- Plenty of new operations and features have been added to aid our amazing mod community.

You do know this is the 2010 update list don't you....
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Offline keta

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Re: Warband version...
« Reply #21 on: June 30, 2011, 09:15:00 pm »
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I need my dose!

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Offline Chasey

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Re: Warband version...
« Reply #22 on: June 30, 2011, 09:20:28 pm »
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same for me :(
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Offline Elio

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Re: Warband version...
« Reply #23 on: June 30, 2011, 09:20:42 pm »
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Quote from: MountBlade: Warband updated 1.142
ValveSix new Steam achievements...
Several new operations added for use by modders.
Sarranid Archer and Sarranid Master Archer no longer have jarids.
Mounted units cannot spawn on walls
3d mouse on map window for 3dvision;
3d vision convergence has been decreased;
ti_on_agent_hit position is moved down a bit in order to give the correct damage value, and it now uses the trigger result as the dealt damage if it is greater than or equal to zero.
mayor_politics_assess_realm dialog having no options after all factions are defeated bug is fixed.
party_count_members_with_full_health no longer counts player as a regular troop. needs some testing on battles and sieges.
qst_troublesome_bandits no longer gives reputation penalty when it is aborted due to someone else destroying the party.
Shield no longer gets damaged when the attack is chamber blocked.
process_text now encodes for url if requested. therefore url strings will only encode the tokens like {s0} {s1} etc for url.
show_item_details_with_modifier operation is added for showing item details which have modifiers (unlike the original operation).
several wrong operation condition checks are corrected.
Font is now reloaded when player switches to a new module without closing the application.
module_version, compatible_module_version, compatible_savegame_module_version keys are added to module.ini
become_knocked_down works for mounted agents too (but they don't get knocked down with an animation, they just continue ighting).
healing of wounded troops of parties are now related to wounded troop ratio in that party and 50% slower also it is a bit related to campaign ai.
overlay_set_container_overlay, agent_get_ammo_for_slot, scene_prop_set_prune_time operations are added
agent_unequip_item and agent_equip_item operations now have new parameters
ti_on_player_exit trigger is added
mission_object_prune_time is added as a key to module.ini
savegame checksum calculation no longer requires megabytes of memory (which causes the CTDs during saves).
restore module objects is removed from ctrl + m
equipping unequipping agents after they are spawned had several visual bugs. they are all fixed.
Crash when exiting dedicated server (bugid:3431) fixed;
new sound system is redone, and working fine under both old and new versions
ti_on_scene_prop_hit: set_trigger_result sets the damage dealt, just like the new feature for ti_on_agent_hit.
scene_prop_set_cur_hit_points is added
agent_equip_item and agent_unequip_item bugs are fixed (minor)
Various minor item stat fixes
Rhodok infantry troops dont have battle forks and military sycthes anymore
Long axes and great axes now have proper "unbalance" penalty
Minor balance bug .. Rhodok Multiplayer_ai items changed (was clone of nords scout)
inventory infinite ammo bug is fixed
client side fixes for agent ragdoll effects;
dedicated server fixes;
tableau fixes for new 3d vision drivers

Source

Offline polkafranzi

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Re: Warband version...
« Reply #24 on: June 30, 2011, 09:22:43 pm »
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[21:20] <wolves_tuete> so whjat do you think, how long will it need that crpg will work again?
[21:21] <@Shik> http://bugs.taleworlds.com
[21:21] <@Shik> wolves_tuete we aren't porting it
[21:21] <mustafa> lol
[21:21] <@Shik> you will have to download the full 1.134 installer
[21:21] <@Shik> to play cRPG
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Offline Tears of Destiny

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Re: Warband version...
« Reply #25 on: June 30, 2011, 09:23:44 pm »
+1
[21:20] <wolves_tuete> so whjat do you think, how long will it need that crpg will work again?
[21:21] <@Shik> http://bugs.taleworlds.com
[21:21] <@Shik> wolves_tuete we aren't porting it
[21:21] <mustafa> lol
[21:21] <@Shik> you will have to download the full 1.134 installer
[21:21] <@Shik> to play cRPG

So... how do I convince Steam to do this and leave it alone?  :?
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Offline polkafranzi

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Re: Warband version...
« Reply #26 on: June 30, 2011, 09:24:39 pm »
+1
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Offline Iymore

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Re: Warband version...
« Reply #27 on: June 30, 2011, 09:29:45 pm »
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« Last Edit: June 30, 2011, 09:32:50 pm by Iymore »

Offline Digglez

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Re: Warband version...
« Reply #28 on: June 30, 2011, 09:30:15 pm »
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So... how do I convince Steam to do this and leave it alone?  :?

wont fix it if you updated, but will prevent it in future and for other games (have to do them individually)

Goto Steam 'Library'
right click M&B > properties
Update tab
drop down > do not automatically update this game

Offline VVarlord

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