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Sorry for posting here so much, I have a different workshop opened up for Paradigm Chronomancer.
It is still coming up to speed, 10 days after public opening, but it will get there.
More importantly, it will get more of the original content from Paradigm Worlds incorporated over the next few weeks. I am still fixing some of my own bugs before going back to features from here, so bear with me.
Just wanted to mention there is a YouTube video where MadGuarang shows his face and voice, in English, not AI reading from a script. It is fascinating to me. I am happy to call him my friend.
https://steamcommunity.com/sharedfiles/filedetails/?id=3549426341&tscn=1757297075
Depends on how much I can clean up and merge this week.
I cut a lot of corners to hurry up and get a framework running, skipping most of the unique mechanics that put the heart and soul of Paradigm Worlds into the original mod.
Auto-Fire (burst fire for submachine guns, assault rifles, and heavy machine guns), negotiations, sniper (zoom) mode, rage, critical hits, Robin Hood book read, and even all the various microchips have yet to be merged. I'll try to get some of these in this week.
Pick pocketing was skipped and will NOT be returning.
There remains some cleanup needed for the Phantasy Calradia 2025 layer as well, especially for Rigale guilds and harvesting. When it is live I am sure you'll know.
https://timigi.com/Stuff/Archive/paradigmworlds/index.html
I found a good description of the different eras, some info on mutations, and some other topics that were not immediately obvious from the source code. Instead of capping on MadG, try that site.
As for AI generated content, well it sounds like you want to volunteer to write for MadG. How about submitting your rewrite to me here as a PM and I can get it to him. Or is this a case of an internet e-peen much much larger than willingness to contribute to an open source project, which I totally understand...
So you can either accept it is as it is, sit and wait patiently (and quietly) for a real remake, or go try some other mod where your idea of how to present things gains more traction. I don't have access to remake the description here nor would I want to. I have enough to do on my OWN workshop.
Since the source is open though, you could go make your own submod and describe it until you feel satisfied, in your words, instead of taking cheap shots at someone else that labored 5 years to get a mod presented, so you could dump on it.
My remake status, one week after my last post, is the remake is coming along well enough but I keep finding things to fix or a quality of life that needed adding in. That is exactly why I still have it Steam friends only. I think a public visibility is a week to 10 days away.
I know where the 0 damage came from and have a fix for that that still keeps the spirit of MadGuarang's original. I'll have autofire working probably Friday; body building is now working as I intend it to. I can have much of the original look and feel working next week. It's starting to be a campaign for my test character. I still find things to note, like elven druid armor does not fit correctly on human female skin. I do have some improvements in over the original code.
Not really ready for the kind of harsh review the community has for anything unfinished but getting close to something I can post as a separate workshop for MadG and some fearless pioneers to at least see the changes. I will put up source as well, in a folder under the workshop (since the source is tiny - 1/2 of 1% by download size).
I could probably spend 1-2 months more cleaning it up so anything I post this week would be temporary for modders and translators to spend a few minutes inspecting different layers, not really for making long term playthroughs. I probably have less than 30 minutes actual game time so far in it.
Did work on menus and character creation. There is a great deal still to do, even though I wanted to show something for full moon, it is better to show something a little closer to a working mod than Frankenstein's monster still on the operating table... Lightning will come, sooner or later.
I normally blog my progress in Whats-cooking, which is not just my favorite curry recipes.
I don't blog to blow my horn, I blog because I can't remember what I did 5 minutes ago and sometimes need to record something for notes, or to find my place the next day.
Not everyone is happy I ignored Phantasy Calradia the last 5 months, but to be direct, I am trying to make a hybrid that helps both mods. The hybrid is really rough right now, and still several weeks from being smooth. But there are things that Paradigm Worlds could not do that I introduce, like a heads up tactical display, magic that does not use staves and ammunition, and a whole layer of dodge, timed effects like poison, interrupts/stuns if WSE2 is running, a slightly retooled and maybe fixed martial arts system compared to Phantasy Calradia, encumbrance, and some better optimization. But its really raw.
Compared to the original, there are a few new features, mostly undocumented right now because I don't have time. These should be fairly intuitive if you have time on Phantasy Calradia (even 2024), but its not actually the 2024 version, its a hybrid from the 2025 version. It won't accept savegames from Phantasy nor Paradigm Worlds. The data model is completely different. It also has about 3 times as much metadata inside so it takes longer to generate the character and save games. We'll see when.
So, I found I could not just dynamite the mod and backfill it with Phantasy Calradia 2025. Instead, I went way over time budget to save the gems I found in the original source and then replace 3/4 of it from a well working mod. But I do things differently than MadG, and this sometimes needed some deep changes. For lack of time, some pockets of original mod are not hand tuned; some are still being fused in. Some are half working but need further tweaking.
But it is more for walking through menus and looking at how the puzzle pieces fit together, not so much ready to make a kingdom and do normal gamer stuff. I'm happy to run 30 minutes in game and see some of the utilities working, but that isn't the same thing as a mod ready to let gamers go amok in.
Still, I would like to show something to MadG for the full moon, which does not leave me much time, but really the mod could use a few more weeks in the kitchen to be more like gamers expect. The Source is included and is OSP. I don't expect anything that needs to not be OSP before campaign coop, which is a long, long, long ways away still.
I think someone is looking into that for me. I need to finish building my remake so they can translate it.
But bro we need chinese very much please
First full compile yesterday, after many months, skipping battle and dialogs but getting most of the other changes in the compile. That is not the same as a ready to play mod, just that now I can focus on specific sections and constantly recompile until I feel like playing it.
I wanted to add some utilities but right now there are many pockets of what I would call problem code, some from the original and sometimes things I caught from the Phantasy Calradia 22025 code injection. It's a bit frustrating to see how many times I have to go back and remake a section but that is progress too.
I think I am still on for a second week August launch.
That would be a month from July 10th. I may as well not put up a test before I leave, too much is not ready yet. I'll be gone a week and then put in the layers needed to play a campaign.
Have not looked at the map, doing that last. There are too many other things to fix first.
There should be a little more disease mechanics, mounts that sometimes make noises and don't glide everywhere like star wars skimmers; a little more finesse for explosions in terms of cover, faster handling for morale in battle from damage, and so on. This last is something I wrote in April for Phantasy 2025 (Chiaroscuro) mod, so it is relatively fresh. I want some time to tune a crafting system that is cheaper and for essentially making companion gear, rather than focused on high end items. It still is a struggle to get a first test up, but I am closer.
I am certain I will have it working this month (July), but I am taking a week off next week so it will finish up late July. There are quite a few changes; this is not just a quick tweak of the existing Paradigm Worlds. I expect full diplomacy, scaleable battle size to smoothly support in excess of 250 agents per side that the user can throttle down to match their PC's performance without editing module.ini or disturbing their settings on other mods. I expect fairly deep changes to many mechanics, most quests working, and some capabilities not previously seen in Paradigm Worlds, such as poison over time effects from spider bites and poisoned hand crossbows.
For now there are so many inter-dependencies I am not ready to put up a test for Paradigm Chronomancer ("really early" edition).
It should have at least a few new features over the original, but every change brings its own basket of dependencies...
Knowing armor material lets me normalize weights and passive resists for electricity, heat, cold, etc and controlling weights better allows encumbrance to play a major role. There are also improvements in bandwidth use, poison over time, heal over time, better undead handling, tweaks on wages, most of diplomacy, better gender handling, and other changes. All of these require deep code surgery.
When I have enough to test battles I will present a slideshow of where I am with frame rates for different battle sizes, etc. I have probably 10 pages of notes, at least, on the patch merge that I should tidy up sometime.
Phantasy Calradia 2025 (Chiaroscuro) and Paradigm Chronomancer are intended to support interchangeable parties, so the data model went through heavy changes. As items and factions are very different, consider the scripting a generic framework which I can use to performance tune and inject new capabilities.
I respect that nobody here is an idiot, but just in case, I won't put up an early test. Especially when every week or so I need to break save games to move or adjust items, troops definitions, maps, or scenes. It would have been nice to share but at this point I get more benefit from not having to deal with people too damned stubborn to read the notes. When I do have a mod that is so finished it cannot be mishandled, I'll post it as a different workshop. In the meanwhile, I'll make a workshop just for translators and Steam friends. I'd rather have 10 people that are not idiots than 10,000 of unknown credentials, when I am doing DEVELOPMENT.
https://discord.gg/uksGG9HVP7
except if you lazily click the "link" steam shows, Steam has changed the link to add its own info and Discord won't accept it. You need to actually type it yourself, character by character, in your favorite internet browser, because Steam in their haste to mention it is an external link changes the link from what is shown to something they made up!
This discord is shared with another mods, but the two cross communicate, meaning changes for one impact development at the other.
I am at item 1445 of 2960 right now, and it is slow going. I need to re-do the items before i can overwrite the combat code with Phantasy 2025 equivalents. I'm not looking to salvage the existing code per se, for tactical battles at least.
This tells you what Morlok Rabble can become, following which upgrade branch.
For Morlok Political Commander, these need to be rescued when captives of ANOTHER party, so that on defeat of that other party you can recruit their freed prisoners. That would be standard Warband behavior, since they aren't upgrades for normal troops at villages.
I'll redo all of that after re-sorting items, which is a very slow process so it won't happen (better town recruiting options) until next month.
I'll trim my targets to get something I can test with in July. It will be a difficult push, because so many things need changing.
I was planning to have Paradigm Chronomancer ready by now but got delayed 6 weeks with the map at Phantasy 2025 (Chiaroscuro). As I was gone a week I have not had a chance to look into server disconnects for Discord. I had a shared Discord for Phantasy and Paradigm Chronomancer but I don't have time to babysit it right now. Give me a few days to get up to speed again, as I just returned a few minutes ago after 8 days away.
Having burned out on Phantasy Calradia 2018 and leaving for some time before returning with Phantasy Calradia 2024 exactly one year ago, I know how that gets. Since then he made several new projects, outside Warband, and continueing the theme he started. I won't remake it "his" way, nor even "your" way. I will make it "my" way, and provide full source (at least until true coop).
I expect the rebuilt mechanics to look much like Chiaroscuro, and perhaps the map too.
When I have a remake I will set it as a different Steam workshop, and not offer it to Moddb for a few months while it gets frequent updates, so that I can be certain users have all the correct patches and stay up to date.
MadGuarang is not me. BUT he does support my plan to build Paradigm Chronomancer, my way. So chill until mid summer.
I was pulled into fixing scenes at workshop Chiaroscuro (Phantasy 2025) and expect that to need the next 3 weeks. After that Paradigms remake is expected to need another 5 weeks, at least.
Considering it was last touched in 2021 and then sat untouched 4 years I'd say that is fairly good timing, but as for snapping my fingers and immediately giving you dopamine, no it doesn't work that way. I intend a deep rewrite, not just the minimum needed to compile a sort of working mod.
I did see quite a few errors I could clean up at the 3 day mark, but that isn't something I feel like releasing - a half assed, partial repair. Instead, I'll let you sit for a bit and wait for a proper repair.
Otherwise when I do have an update it will blow away your session, as the changes will break savegame.
The good news is WSE2 was specially modified just for me with v. 1.1.3.5 supporting writing from one mod's lua folder to another mod's lua folder, the lua folder being underneath Windows Documents folder to not be blocked by Win 10/11 when steam uses default directories. The lua under WSE2 can only write in text mode and only to the "WSE" folder under Mount&Blade Warband WSE2 folder.
I started a PW focused mod today and expect to be able to show results by month's end.
Last month was getting the data layout done and utilities needed for access.
As for me, sometimes it is hard to get started and other times it is hard to stop. I document my progress daily at my discord (shown below). I think I am making progress fairly quickly but there is a huge amount to do. I am not content to do some minimal compile and consider the project 'done". Instead I am focused at building one "layer" at a time, so the first "PWtest" will not SEEM like much changed, when in fact some layers are completely remade. I will have a hard time getting a remake even test-able with limited capabilities, considering how much needs rework.
There is much more than minimum effort needed, as the code as given to me is not suitable for re-use without added effort. I'll share my remade 1st stage (single player mode) source; coop "campaign" may stay private awhile.
I suppose I could add a Paradigm Worlds channel. I am still digesting PW, I have about 3 weeks so far into its rewrite and expect to need another 8 to 12 for a deep remake to actually resemble a "deep remake". I will have "something" good enough for a proof of concept test in half that but only by leaving much of PW as it is now, and to me many of its systems are "under done".
https://discord.gg/xDGqgZcmmf
very awesome. big fan. looking forward to the future development. hope you two don't get burnout!!!!!
I’ll tell you this—if all we got was just a boosted and merged version of Paradigm Worlds + Phantasy Calradia, that alone would be EPIC. But that’s not even the half of it.
Phosphor1, whom many of you know as @gsstar, is about to bring us something truly groundbreaking. This isn't just a simple mod merger. With insane attention to detail, deep lore integration, and a fusion of techno-magic mechanics, this is going to be a full-on explosion of creativity and innovation.
All of these issues—past, present, and future—are being systematically tackled by gsstar. We’ve exchanged tons of insights about both mods, and how the merging process will unfold.
You can check out the full details here:
🔗 Chronomancer Roadmap https://www.moddb.com/mods/paradigm-worlds/features/paradigm-chronomancer-roadmap-to-the-future
✔ Buffing the Tao Order with pure vegetarian bonuses 🌱
✔ Adjusting Djinn factions to avoid alcohol-based items 🍶
This isn’t just about combining mechanics—it’s about merging entire worlds into one. From micro to macro scale.
🔥 Check out the 10 most important things you need to know about Paradigm: Chronomancer! 🔥
🔗 10 Key Features
https://www.moddb.com/mods/paradigm-worlds/features/10-most-important-things-you-need-to-know-about-paradigm-chronomancer