with @Froggy at the helm? I would say absolutely yes… ![]()
no pressure, mind you…
with @Froggy at the helm? I would say absolutely yes… ![]()
no pressure, mind you…
To be honest I expect we’ll see Radiant Entertainment doing very similar things to @Froggy’s work as well. Be interesting to compare the two
.
That’s exactly the ethos of my mod. I mod in content that I want to see in the game now.
If I create a model, or a json file that they can use in the game, hopefully they will grab it and I will have saved them some time. Same with any code errors I find while dissecting their code (like the combat zerg and silkweed growth…although ancient juniper tree is still wrong! tut tut)
Version 6 will be out later today with some exciting new features, as well as fixing the new_game_call_handler.luac issue that is causing issues in Version 5 (already fixed on my machine).
Errors are one thing, but legally speaking Radiant have to be quite careful in how they add other people’s work into their game. If you’re serious about this, I expect Radiant will want you to sign something official - think contract to pay you for your work, or a statement signing away your rights to said work - basically so they can use it without the threat of you turning around next year and suing them.
Amazing!
But had to be on the same day that my holiday ends
… sombre violin music starts to play
good point… I find it unlikely that Radiant would directly import a players model (or other asset) into the game… it would more likely be a “close approximation”… ![]()
still, perhaps there might be some sort of modding clause that interested folks could use? surey there are other examples we can draw from in the industry?
This is probably as good a time as any to link to this. WRT @Froggy’s work here, take particular note about the bit regarding the Manticoran uniform patch. The rest is mostly concerned with making mods with someone else’s IP.
Bit of a wall of text, and it’s mostly from the POV of someone in the film industry, but worth looking at. In short, it concerns a Honor Harrington mod for the Homeworld 2 game (although a similar thing happened with a Command & Conquer Generals - to - Halo total conversion mod, as that ghastly console-only Halo Wars game was under development / planned at the time
). On the other hand, there’ve been loads of Star Trek / Star Wars mods for various games out there that have never been troubled by LucasArts etc.
TL;DR - You can make a total conversion / mod until you get a cease & desist letter in the mail.
Maybe interessting for you, your mod with the latest version (127) does make the Menu buttons useless (main menu) if they are new (game mode for example) and carpenders/weavers does not setup the workbench.
And yes I know its a untested alpha and this mod does not support this
just a “hint”
Yeah, it was mentioned by @Silas further up.
It’s because my mod uses a new_game_call_handler.luac mod. The new_game_call_handler has been updated with version 127 and is working on my machine (Version 6a)
Version 6 will be released as soon as possible. I want to make sure that all the new features that have been added work properly and don’t cause any issues.
Version 6a is up. This is an early release as I will not have as much time to work on it tonight as I had hoped.

This hasn’t gone through the full testing that I would have liked to, so please let me know if anything is playing up
Omg, I also made new roofs with stone yesterday, before seeing this post. 
And also walls, but I haven’t tested the floors yet.
I really like the colors of those roofs or maybe it’s because the screenshots have high quality 
I wonder what can be done for the columns 
Thanks! I selected the colours as a close approximation to the concept city screenshot
once again, you fail to adhere to my personal work schedule… for shame
and yet… squeeee! ![]()
the more the merrier! ![]()
Your mod is just awsome!
Nothing more to say…
+100 internet points. Really impressive stuff @Froggy - it’s good to have you active around the place again 
Will definitely have to give this a try later today. What’s next on the agenda? Or do you want to keep it a surprise?
First thing is animate my new double doors and potentially fix the picket fence gate.
Next is to add a quarry asset as a means of getting stone until terrain deformation is in then add stone walls and roads / paths. I’m making blacksmith and mason items on the side so that I can implement them when the professions are in (I don’t want to create unnecessary professions)
Scenarios are proving problematic - the game_master appears to be able to only have one faction assigned to it and an attempt to create game_master2 with another faction fails. When the game_master is called by a scenario it checks the faction and creates the mobs. Subsequent scenarios check to see if the game_master is running and then skips the faction if it is. Perhaps Team Radiant could shed some light? Ideally each scenario should check for a faction even if the game_master is running as at the minute it would appear we can only have one faction to fight.
@Froggy Please up link download (Last version) wsbmod_v52 and wsbmod_v6.
I’m play r127.
Thank you.
Welcome to Rabbit. THE only place to survive the zombie apocalypse.
Version 6 for R130 tested. No bugs found. Enjoy!
once again, the shear awesomeness that is your modding (and building) prowess, makes me feel slightly emasculated…
oh well, i’m still a shade bit more masculine than @Geoffers747! ![]()
beautiful stuff @Froggy! ![]()
Added a wooden spoon! Amongst other things.
Version 7:
The carpenter can now craft a wooden spoon. Additional crops can be farmed - Carrots, Potato, Wheat.
Wooden Spoon can be used to create a Cook. Cook can process wheat in order to create flour.
The cook can create more satisfying food from ingredients
Don’t let your villagers go hungry!
There is still a lot of work that I intend to do on this class, least of which is a stirring animation. I also need to tweak the growth rates.