This is Python/Warband source code of Paradigm Worlds Final Version Ultima Thule - Update 1 - work in progress. It is fully playable.
Paradigm Worlds 1.99.XX source code
This is download site for most recent version of Paradigm Worlds code. It is open source project, you are free to use it in anyway you want. You will need at least basic understanding of modding Warband to have any use of it.
This archive contains also most recent versions of Paradigm Worlds. This is late stage of mod, when most complex features where added.
Mod versions:
1.10 release - 2018 till current 1.99.XX
HOW TO USE IT?
- if you want to improve Paradigm Worlds Warband mod 1.99.XX, than I am always happy to add your work to main project and credit your work with respect
- if by any chance you know about coding more than me (that's the easy part) and you are an angel (that is still the easy part) and you like challenges (same...) than you may try to find out what is causing stutters on world map. I tried to fight it for over 2 years. I couldn't find any true, solid pattern. I tried finding answer on TW forum many times, and a lot smarter people than me suggested that it is caused by amount of parties on map. There is a way to prove that is not true issue. If you check cheats, and then activate cheats from mods menu, you will gain access to command that erases 90% of parties on map. And still I had reports from players, that stutter makes mod unplayable at some point. I play-tested that many times, and reduced issue at some point, but never really find explanation what is source of problem. So, that is the hard part. *Note: I still work on this problem. Other modders suggested to get rid most party iteration in the code, so I reduced in to minimum in triggers module, and that absolutely was an improvement. But that did not fix issue in 100%. My idea is to rework system in how parties are spawned. But still there is no guarantee that it will 'repair' PW. And I would compare it to surgical operation where each activity might worsen state of patient. Any help appreciated here!
- You can compile recent version to gain access to new features, which are factions 7, 8, and 9. That part is coded, so they work in game, however lords and ladies from factions have just new names, but are clones of existing faction lords. Factions names and relations are done.
- You can also reverse engineer mod / code for checking how specific features have been designed. Combat simulation, experience, party spawns, ai, items, menus, mutation system, faction editor, orders to world-map parties, diplomacy with minor factions... you have access to it, you can play with it, or help improve it
nice!
When using this and when following scrips has called: init_item_accuracy, init_item_shoot_speed, init_item_speed_rating game shows this error:
SCRIPT ERROR ON OPCODE 507: Invalid Item Kind ID: 2924; LINE NO: 2924:
At script: <any of the three scripts>
At <where it is called>
Usually occurse when looking at ranged weapons in inventory and at the start of battle.
Original mod with hotfix doesn't have this error.
Also, don't know about game with hotfix but this in courtship_event_troop_lady script game periodically shows this error:
SCRIPT ERROR ON OPCODE 1073742364: Invalid Troop ID: -1; LINE NO: 87:
At script: courtship_event_troop_court_lady
At script: courtship_event_troop_court_lady
SCRIPT ERROR ON OPCODE 1073742364: Invalid Troop ID: -1; LINE NO: 88:
At script: courtship_event_troop_court_lady
At script: courtship_event_troop_court_lady
SCRIPT ERROR ON OPCODE 540: Invalid Troop ID: -1; LINE NO: 89:
At script: courtship_event_troop_court_lady
At script: courtship_event_troop_court_lady
At script: courtship_event_troop_court_lady
Allright. First was pretty easy, but really don't know what to do with second problem.