TML Submod 1.21 for Brytenwalda 1.40 (Updated 11/27/2012)

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TheMageLord

The Handyman Can
Knight at Arms
Okay, so Brytenwalda is a pretty epic mod. I've been enjoying it. But there are some errors, and some things I don't love so much. So I've been messing around with the module a bit fixing bugs and changing things to better suit my enjoyment of it, and I figured others might have similar tastes. In some cases things are easier, in some they're harder. Mostly it's just different.

I may find other things I want to change as I play it more, but here's what I have so far.

Lots of little changes. Being the horribly forgetful programmer that I am, I keep a detailed change log of everything.
TML Submod v1.21 Changelog
- Spy spotting bonus bug fix - I noticed an erroneous check for gt 11 above the other checks for gt 9 and gt 4. Got rid of that, now it gives +2 spotting if 10+ or +1 spotting if 5+.
- Decreased elevation at 15.35214 59.85 by 0.27. Din Gonwy had the ground clipping through the icon a bit, now it looks nicer.
- Not sure what happened to 1.2, I didn't change freelancer at all yet it was broken. Re-compiling it magically fixed the problem without even editing any source files. Maybe some kind of error during compile? Never had that happen before. Either that or it could have been an error that restarting M&B fixed since I did that too, but I didn't want to risk it being a problem with 1.20 so I decided to go ahead and replace it with 1.21 even though I hadn't really done anything worth making a new version. In any case, my old save and my new save can now start up being a freelancer without an issue so whatever it was seems to be gone.

TML Submod v1.2 Changelog
- Merged KEHHET's polished map for Brytenwalda from http://forums.taleworlds.com/index.php/topic,249833.0.html into the mod.
- Changed the name of the sea raider spawn from sea raider sp to looking for victims. Mostly because it was low hanging fruit when I noticed the issue of them "patrolling around sea raider sp" and I thought having them "patrolling around looking for victims" was worth doing.
- Added a charge routine to the AI formations. No more standing around in nice evenly spaced blocks or shield walls while the enemy cuts a swath through your line, now they'll break formation and charge once enemies are near. Probably still has issues, as I can't account for every situation with a simple charge if enemies are close code, but in my tests this works much better than them religiously sticking to their formations.
- Fixed the next pay time thing for freelancer - it was just going by the next budget report day, which wasn't always the same as the next pay time.
Compatibility note: Since this moved parties around (bridges, towns) it's not 100% save compatible. I put code into a trigger to move all the parties to their new locations if you're using an older version, but I don't know how to rotate parties on the map so the ones that he rotated significantly for his placement won't look quite right. Most of them still look fine, it's just a few misaligned bridges (and you can still walk across them fine, so it's not that big of a deal). Just start a new game if this bothers you, and rage when you realize you gave up your game just to rotate a few bridges that you probably wouldn't have noticed if I hadn't said anything.

TML Submod v1.11 Changelog
- Made Briton Gwrda troops and mercenary Spearmen guaranteed to have armor. They were the only ones without armor, so it seemed a bit out of place.
- Added 1 agility to the lust for money and power background. All the others gave 1 stat 1 skill, it's the only one that gave you one less stat point.
- Added skill bonuses for the other 3 religious choices (choice 4 had persuasion). Choice one has pathfinding, two has spotting, three has power strike. Don't read too much into these, I just kinda stuck skills onto them arbitrarily since the 4th one had one.
- shaved a point of looting and a point of foraging off the slave background, it had 2 more than all the others. Also took a point of inventory management off the free peasants, and a point of foraging off the poacher. They all had 1 more than the rest. Now total skills you can get from char creation are 28 with 6 int. Native is 20 with 6 int, so it's still 8 points higher.
- Changed the stat gain from height to be +2 str tall, +2 agility short, or +1 agil +1 strength for average (was +1 str tall, +1 agil short, nothing for average). This brings stat to 28 total. native is 34, so that's still 6 points lower.
- Adjusted NPC companion stats and skills to align to this new player standard, except only 20 skills at 6 int (they were set to about what a Native player was, so now they have 6 stat points fewer and mostly about the same skills).
Compatibility note: The guaranteed armor stuff on the troops will work affect save games, but the hero stats and skills won't. You can easily adjust your own and companions stats with the export/import thing though if you really wanted to though, so it's not really breaking save compatibility.

TML Submod v1.1 Changelog
- Multiplied melee fight rewards by 5. 1250 for a total victory now, 300 if you manage to beat 20 of them. 25 for beating 3.
- Removed the check that makes infantry use square formation above all others if more than 46 infantry are present.
- Changed freelancer reward for leaving service to depend upon your service length. You get 50 xp and 10 scilingas for every day you spent in service. If you stay 25 days or more you get +5 to relations with the lord you were working for plus an extra 4 for every 25 additional days (it rounds down, so 25-31 days would be 5, 32-37 days would be 6, 38-43 would be 7, etc.)
- Reduced the penalty on having troops in the supply wagon, salt mine, your lair, or mercenary parties from 12 scilingas per week to 3. So now you only pay an extra 3 for each troop in those places instead of 12. It's supposed to represent food cost, but food doesn't cost that much. Troops consume 1 unit per day, bread only costs 20 for 150 units - so that's a mere 1 scilling for the week. If you fed them a mix of bread and fish it'd be around 2.5. Bread and meat would be around 4. I figured 3 was a safe bet, assuming they're eating a mix of things.
  - Made troops in your lair act as garrison troops for wage (half cost).
  - Made troops in a mercenary band cost salary again (was a bug preventing them from showing up in your budget)
  - Made it so that the salt mine, lair, mercenary band, and supply wagon don't show in the budget unless you're actually paying them.
  - Rewrote slave labor code for salt mine. It was kind of awkward, giving 10 for each prisoner and taking 10 for each guard - even though you were paying separately for all the guards in your budget. And the prisoners had really high escape rates even with lots of guards, so it never really earned you anything. Now it evaluates the guards based on type, with them able to guard troop tier +1 prisoners effectively (2 for the lowest tier, 6 for the tier 5 heavy infantry, with a bonus for the elite infantry some factions get allowing them to guard 8 ). It then takes that guard strength divided by the total prisoners. If you have double the guard strength as prisoners, escape chance is 0. 99% or above their strength has a 1% escape chance. Anything below 99% has an escape rate of 100 minus the ratio, so double the prisoners than guarding capacity (in the case of tier 1 troops that would be 4x as many prisoners as guards) would have a 50% escape rate. Each prisoner is evaluated separately, and if one escapes the rest of the ones who weren't checked yet have 1% added to the chance of escape - so if you lose one you have a slightly increased chance of losing others. This way the larger your operation is the larger the chance of losing prisoners becomes, unless you keep the guards at double strength. And if you have no guards, all the prisoners will run off. Regardless of how many prisoners you have there, you lose 2 honor a week for keeping slaves at the salt mine. Also added a note to the salt mine menu telling you the escape chance of your prisoners there, so you know when you need to add more guards.
  - Changed the salt mine so that it no longer drops your morale every time you get to the main menu of it. Now it only drops morale if you go to put guards on duty there, and only once per visit. Also made the penalty for adding prisoners only hit you once per visit. Added a pair of global variables for this to work, when you leave the salt mine they are reset to 0 and the next time you visit you can lose morale/honor again.
  - Fixed the salt mine wander around option so that it lets you leave (it was missing a variable required for the mission, so that if you went in you were stuck and had to quit and reload.).
  - Changed troop upgrade path orders around (not the actual path, just if it's the 1st or 2nd choice) to make it play nicer with the scripts that upgrade troops. Only one I actually changed to a diff troop was the elite infantry line of the Britons, I moved the elite line over to the Pedyt and the Uchelwyr over to the Gwrda - that way the Pedyt is a dedicated elite infantry line while the Gwrda gets the mid range infantry and the elite cavalry. This allows an upgrade troop script that wants to focus on infantry to always pick the first one and get the best infantry of every faction, and if it's focused on archers/cavalry it can pick the 2nd one and either get archers for upgrading the first tier troops or cavalry if it starts with 2nd tier infantry.
  - Rewrote trigger for constable training. It can now train troops all the way from tier 1 to tier 5. Base amount is 10 tier 1->2, 8 tier 2->3, 5 tier 3->4, or 2 tier 4->5. Player's personal training skill boosts this by 10% per level, up to double at 10 skill. Using the improved training adds 50% on top of this number at the cost of 10% more expensive upgrading. Max training with 10 trainer skill and using improved training is 30 tier 1 troops, 25 tier 2 troops, 15 tier 3 troops, 6 tier 4 troops. Not extremely fast, but a nice passive training bonus. I incorporated the "realism upgrade" option into this too - what that option actually does is make the final upgrade tier, from 4 to 5, cost 50% more xp (nothing like the description, I know) so to keep it consistent I made the same change here, so tier 4 troops has a max of 4 now, with an initial training amount of 1.33 (so basically 1 until you get trainer skill up to 5 or use improved training, at which point you get 2).
  - Changed the description on the realism option. It didn't do what it said, so I changed what it said to what it actually does.
  - Changed the constable training option dialog for the "focus on archers" option to include cavalry, since what the option actually does now is pick archers if the troops are fresh recruits (tier 1) or pick upgrades leading to cavalry if the troops are tier 2 or higher along the tree that has cavalry as an option.
  - Made the 500 scillingas bet for arenas only available if you're in expert mode. Expert mode defaults to off now, you can turn it on in the arena options. Technically you could turn it on, place a bet, then turn it off before you actually fight in the arena - but if a player goes to that extent to abuse it he may as well just cheat money in.
  - Upped the horses stocked at stables to 10 from 5. Now you'll see a bit more variety in horses available at any given time.
  - Made it so you can forage on plains. I believe it was intended, as the check was is_between steppe and plains, and the way is_between works it takes the second one and subtracts one, and steppe is one down from plains, so it's effectively a check for if it IS steppe.
 
TML Submod v1.0 Changelog
- Fixed troop tree display (some were buggy and unclickable due to a coding error)
- Fixed realistic casualties and removed the option since it didn't really make sense to me to be able to disable it.
- Adjusted NPC heroes to have the same # of skills
- Adjusted troop power strike to be a bit more in line with their type (peasant women no longer have more power strike than tier 2 warriors, elite get 4 instead of 3) Also reduced troops with >5 power strike down to 5. Pict elites were the only regular troop with it above 5, so I set them to 5 and gave them 3 points of ironflesh to make up for it. Lords were mostly 10, dropped them to 5 too. If the player is limited to 5 the troops probably should be too.
- Fixed loot wagon/gift caravan conflict - loot wagons will no longer be erased from the game if you send them after you hire a chancellor.
- Reduced hillyness on random scenes
- Reduced elevation of the map to help limit hillyness on random scenes. Still really hilly near the areas with mountainous land, but some of the big open high elevation areas actually generate reasonably flat battlefields now.
- Removed restriction on castles making them very poor income earners. Also buffed blacksmith building a bit too. Combined with reduced wages, castles might actually be able to pay their troop wages now. Maybe.
- Fixed a few minor dialog things - a gender issue in ladies talking about female relations (no more He when referring to a woman), couple extraneous punctuation marks. Not a big deal, but it was an easy fix.
- Adjusted troop levels to be more consistent along upgrade path and between different cultures.
- Adjusted troop wages down, especially for the higher tier troops. Recruits cost 10 now, top tier elites 40. Was 14 and 80.
- Adjusted troop recruitment costs - decreased low tier recruits, increased top tier recruits, mid level about the same. Removed extra cost for mounted troops, they cost the same to upgrade so it seemed wrong for them to cost triple to join you. They still cost more to upkeep. Actual costs are similar to the new upgrade costs, with a little extra tacked on for their preexisting experience.
- Reduced troop upgrade costs.
- Made recruiting higher tier troops from villages cost the total it would require to upgrade them to that level from the basic villager, not including the 10 denar for hiring a basic villager. Hiring higher tier troops from villages still saves a lot of training time, but is no longer an obscenely cheap way to get high tier troops.
- Upped the maximum bet on arena fights to 500. Wager your way to riches! Just don't lose.
- Upped leg armor on the med/heavy armors. Didn't seem right that shooting troops in the feet did noticeably more damage than the body. This probably has the effect of making cavalry harder to kill, but killing them by stabbing them in the toe doesn't seem right either. Ow, my toe! *keels over*
- Changed viking lamellar to medium armor instead of heavy. Also upped its protection value from 42 to 45. You can only get it from fighting franks or buying it from the special blacksmith merchants, so it seemed like it should be better.
- Made all the 350 hp 9 resistance round shields 400 hp 9 resistance like the celtic round shields. They are all round shields that look nearly identical and cost the same, so it seemed they should be equal in terms of utility. Also boosted the heraldic round shield to the same.
- Increased sword thrusting damage by about 15-25% (mostly 3-4 points more). This makes them a bit more dangerous when both troops are heavily armored, since the armor piercing thrusts hurt more now. Cut damage unchanged.
- Reduced one handed axe damage by about 10% across the board (mostly 3 points less). They still pierce armor extremely well, but maybe now swordsmen can compete a bit. Hopefully. I left two handed axes alone - a troop carrying one is already vulnerable, and I figure if you're hit by a big axe like that it should hurt no matter the armor you're wearing. Plus I want to encourage players to run around with big two handed axes. Raaaaargh!
- Removed the 5 relation requirement from the freelancer join dialog. You still need at least 0, but now you can go join whatever army you like right off if you want to.
- Reduced penalty for low trade skill on trade goods a little bit (20 down from 23, -2 per trade skill, so the benefit maxes at 10 instead of 11.5 - but I doubt many if any people actually get 11 or 12 trade skill anyway). Native is 12 with -1 per trade skill, so to be like Native 0 you still need 4 and skill 8 here is now the same as skill 8 in native.
- Completely Rewrote loot wagon selling code to behave as if the player sold the items and the prisoners himself, except using the party member's trade skill who you sent on the mission instead of the whole party's (so no player bonus if you have your own trade skill). It was just a straight item value with a bunch of strange calculations and a bonus for trade skill, which gave mixed results. It didn't take item modifiers or trade prices into account and applied the trade skill bonus even to selling prisoners - so in some cases gave you more money than you could get yourself, other cases much less. For instance, load wagon full of cracked and rusty and such items and sell with wagon and you get values as if the items were normal. Sell trade goods that the town is totally overstocked with and get average value instead. Or sell a lordly/masterwork item with it - d'oh there goes 90% of my money. It also generated revenue for towns, which could be abused by sending it to your own town repeatedly. Now it's just like the npc went in town and sold all the stuff like a player would, with everything that entails.
- Fixed bounty hunter quests from sometimes showing multiple names and glitching out, the dialogs were missing a check to make sure the quest was active - thus putting messages from previously completed bounty hunter missions on the current one if the troop type matched up.
- Reduced relation penalty for bounty hunting missions. -10 seemed a bit extreme for hunting down and attempting to apprehend (not your fault they always try to kill you intead of coming peacefully!) a criminal, even if he had relatives there - you get the same relation penalty for ENSLAVING ten of them or robbing the entire village. Now it only gives -1, the same as if you had robbed and enslaved one of them.
- Reduced the renown requirement for purchasing items from the special smith shops from 700 to 500. 700 just seemed a bit too steep. Many of the lords only have around 500.
- Upped the minimum prisoner limit from 15 to 20, so you can hold a few extra men with a small party. Just for reference, the limit is increased by 10 every 50 men you have, up to 110 at 450 men.
- Halved the effect of player level on the party_get_ideal_size adjustment. Previously it gave them an extra 10% for every 8 levels of the player, so a level 25 player would face parties 30% larger. Now it's 5% for every 8 levels, so a level 25 player only faces parties 15% larger. I never liked level scaling - was going to remove it completely, but I thought some people might like to see the parties grow a little bit over time.

Haven't had a chance to really dig into it yet to see if I want to change more things, so I might make a new version of it later. Everything works, and in my minimal testing the sword wielding troops do a bit better against the axe wielding troops. But it's hard to really determine balance with the way their equipment is so random - one axe wielding guy might drop in one sword slash to the head because he's wearing a cloak instead of a helmet, while another shrugs it off because he has a helmet and kills the sword guy.

It's not fully save compatible (definitely not save compatible with the "unofficial patch" heh, that thing is rather buggy for a patch - it has a duplicate troop that throws things off and at least some of the fixes it says it fixed aren't actually fixed, never could find any issue with land income that it claims to fix - but I might have overlooked it, so if you find an issue with land income let me know). Might be mostly compatible with the base version though, I *think* warband actually updates regular troops straight from the files every launch - so you'd probably only miss out on the hero and lord changes.

Download here:

Newest Version (1.21)

Version 1.11

Version 1.1

Version 1.0

And source files (these are just the ones I edited, still need rest of Brytenwalda source):

Source Version 1.21

Source Version 1.1

Source Version 1.0

Note that for the sources, everything I added has a comment and the letters TML by it (except the stuff in items and troops, I didn't bother commenting everything there) so you can search through the files for TML to see my changes.

If anyone had suggestions of something they wanted to see changed in Brytenwalda feel free to say so, I might just agree with you and do it  ;D


As of version 1.2 my mod now contains KEHHET's polished map for Brytenwalda from http://forums.taleworlds.com/index.php/topic,249833.0.html. I took all the town and bridge locations he changed and added them to my source and edited his map to have my altitude adjustment. So thanks to him for the nice visual changes to the map.
 
Several of the things you changed were done that way on purpose. For example the leg armor was low purposely because well leg armor sucked back then. People were so concerned with protecting their head and body that they skimped off on what was down below. Does it affect gameplay, sure, but since the point of the mod was to be as realistic as possible, that's just the way it is.

Increasing the max bet for the tournaments to 500 is just lame, tournaments are already extremely easy to win with Expert mode of, even with it on they're still quite winnable. Considering most of the people in the tournament are just normal warriors and not all lords/kings having a prize of like 10k+ denars to the winner on top of the chance of getting a special reward is just ridiculous.

As for the troop costs, they were high on upkeep for a reason, to prevent the player from running around with 200+ top tiered units. Again the point was to be realistic where the majority of an army was just fodder and armed peasants.

There are other things that irk me about it as well, you can't really expect this to be released as a "patch" sorry. You've made too many changes to the gameplay for that. Perhaps if you only did the bug fixes and display fixes it could be but several of the changes you made were just to suit your own preference. Which is fine of course, you're the one taking the time to make the changes, however I personally won't be trying it out. Not worth starting a new game over knowing I'll be back where I was in under half the time now.
 
Never said it was a patch. It's a submod, it's meant to change things, and I know some folks won't agree with it. Like I said, made the changes for personal enjoyment :smile: Try or don't try, you won't hurt my feelings.

The leg armor may have been intended  to be realistic, but getting shot in the foot generally won't kill you right away either. Troops dieing to two arrows in the foot when if they were shot to the chest they'd just barely wound them was a bit too silly for my tastes. If M&B handled leg wounds differently (significantly reduced instant damage, maybe some bleed damage and a slow effect) having weak foot armor would be cool. The way it was made me aim for the feet of enemy cavalry instead of their heads, and them just keeling over after getting shot in the boot just felt wrong.

As far as the troop upkeep costs - they were limited to the player, which I found rather unbalanced. Enemy parties are still running around with elite troops, castles and cities have garrisons that at the rate the player pays would cost far more than they generate in income, etc. If the NPCs ran around with mostly fodder that would be fine, but they don't - so it was just unbalanced against the player. For instance, generally lord parties spawn in at the start with around 10% tier 1 troops, 20% tier 2, 40% tier 3, 20% tier 4, and the other 10% in archers. As the game progresses you often see big groups of the tier 5 units in some parties. And the high upgrade costs just made me do things to get around upgrading them, like farming villages for tier 3-4 recruits and paying a mere 10 each for them.

The game isn't hard at all with the high costs, I just ran around with a few hundred tier 2 troops recruited straight from villages and watched them mop the floor with tier 4 and 5 troops because they wielded the almighty Hand Axe and on the off chance that any of them died I just went to another friendly 100 relation village and bought 50 more for 500 scillingas, easily covered by the 5,000+ scillingas earned from the troops I'd ransom after every lord battle. With the lower costs I can stop using surgery skill and treat my troops as a bit more expendable too (I was actually going to disable the surgery skill, but I figured that would really turn people off from it lol).

And the arena bet change was mostly a "Why not?" thing. You can bet 2000 scillingas on the flip of a coin with a mere tavern keeper, so why only 100 scillingas on an arena match?
 
Hey nice work TML  :grin:
I agree with Kinsume that Brytenwalda was purposely made a lot harder to play and that was one of its many great features compaired to other mods but I see that your changes/improvements are quite small percentage wise and are mainly balance issues, plus you've sorted a few buggy issues so fair play to you.
I'm looking forward to flatter battle fields and heraldic shields.

One thing you could add :lol: could you raise the arena rewards plz, I do like arenas but the 5,10,20 rewards for killing 20 opponents seems to make it redundant. It needs at least a 0 on the end of them. 

Thx for all your hard work and helping to improve this great mod.

With your permission I may have to use your Mod as the base for the Companion Mod  :wink:
 
Alfred of Gloucester said:
Hey nice work TML  :grin:
I agree with Kinsume that Brytenwalda was purposely made a lot harder to play and that was one of its many great features compaired to other mods but I see that your changes/improvements are quite small percentage wise and are mainly balance issues, plus you've sorted a few buggy issues so fair play to you.
I'm looking forward to flatter battle fields and heraldic shields.

One thing you could add :lol: could you raise the arena rewards plz, I do like arenas but the 5,10,20 rewards for killing 20 opponents seems to make it redundant. It needs at least a 0 on the end of them. 

Thx for all your hard work and helping to improve this great mod.

With your permission I may have to use your Mod as the base for the Companion Mod  :wink:

If you want to, sure.

Here are the source files I edited if you want them. I think I have all the changes I made commented except the ones in the item file, I did that on one long splurge and didn't note any of the changes since it was changing big swathes of the file. Just search for TML in the files. Other folks might want these too I suppose, in case they want to implement a fix I made without all my unfortunate changes :lol:

If nothing else, you can find problems with my code and laugh at them. I enjoy poking through other people's coding, coding mistakes can have hilarious results sometimes. Like the original realistic casualties code - it was taking one third of all the troops killed and attempting to wound them in the total enemy casualties party, which is only really used for loot and prisoners, so if you brought a bunch of britons to fight britons and a bunch of your guys got killed you would get more prisoners through the unholy power of human sacrifice. Or something like that, maybe my surgeons were using my own troops' organs to save the enemy wounded. Or maybe they were just rounding up ALL the wounded and imprisoning them, even my own guys. "But I'm on your side! I fought beside you!" "Get back in line, prisoner!"

https://docs.google.com/uc?export=download&id=0Bw4jSI5meNgsSTBuMzIzMHFwRU0

Includes everything but the map file, since that one doesn't have a source file (I changed it using OpenOffice Calc).
 
Just found another thing I've been wanting to change.

I kept wondering why large battle size kept making troops behave idiotically, forming big widely space squares and just kinda bumping against each other and barely fighting. It made my armies wipe the floor with them because mine were tight formations and they were just scattered. I finally found it in team_field_melee_tactics, comparing the number of infantry against a constant set to 48 and setting their formation to square, overriding the nice faction specific formations. So any infantry > 48 and you get the blarg squares where the guys in back just kinda stand around twiddling their thumbs while the guys in front die. Square might work against cavalry, but two big squares of infantry fighting just isn't very exciting.

I think I'll just comment that bit out  :wink:

Giant shield walls ahoy!

Just tried a big battle without it, 300 battle size with me as a regular infantryman (a big fat regular infantryman!) in a lord's army, both sides having over 500 troops. That was fun, two big shield walls collided and troops died by the dozen. My side won, and their troops started retreating. Then we marched across the field after them and met a re-formed line and had another big skirmish, this time my side took heavy losses and started falling back to get more troops, but we got overrun by the enemy side's reinforcements and most of us killed (including me, poor tier 1 troop all it gave me was a staff). Then I watched a reformed line from our side march across and wipe out their new line, then break formation and charge to chase down the remaining stragglers.
 
No, all I did was remove an arbitrary restriction that whoever adapted Motomataru's script for Brytenwalda added. It hardly looks like Motomataru's code anymore with so many changes heh.

So now it's functioning more like his formation script. Still different since it's been changed so much, but I don't know if it's better or worse since I haven't really dug through it to see what all is functionally different. I can tell a lot has been changed though, it's waaaaay different from Motomataru's original battle formations.
 
It's the same way they do in groups smaller than 46, which varies depending on the situation. If facing a mostly cavalry force they'll form a box, if facing mostly infantry it depends upon the faction - some of them form shield walls, others form ranks.

All I did was remove a thing that said If infantry > 46 form square no matter what, now large army fighting behaves the same as small army fighting.

I was with one of the Jute armies fighting against a Saxon army, both of which are shield wall forming factions - so it was two big shield walls about 3 men thick and 50 men across I believe (I'd have to pay more attention next time I get in a battle, heh).

The square thing was a big widely spaced 12x12 block and when the armies met only the first two rows actually fought, the rest just kinda stood there in a staring contest or threw throwing weapons. I never really realized how silly it was until I gave freelancer a try and watched two fully AI armies duke it out (before it had always been me charging into their blocks, so my guys would close the distance). The AI armies just kinda bumped the squares into each other repeatedly and reformed the blocks as they lost men and it took ages for one side to win. I think it's because the square AI is designed to combat cavalry, so moving around in a big square and letting the cavalry run into you and get stopped in between troops and killed among the mob. I don't think the formation script was ever designed to pit two squares of infantry against eachother.
 
TheMageLord said:
Giant shield walls ahoy!

Just tried a big battle without it, 300 battle size with me as a regular infantryman (a big fat regular infantryman!) in a lord's army, both sides having over 500 troops. That was fun, two big shield walls collided and troops died by the dozen. My side won, and their troops started retreating. Then we marched across the field after them and met a re-formed line and had another big skirmish, this time my side took heavy losses and started falling back to get more troops, but we got overrun by the enemy side's reinforcements and most of us killed (including me, poor tier 1 troop all it gave me was a staff). Then I watched a reformed line from our side march across and wipe out their new line, then break formation and charge to chase down the remaining stragglers.

Oh wow, that sounds amazing! :mrgreen:
I can't wait to try that out!
 
As it seems I will be restarting anyways when will ye put up that version where troop training is fixed so I can start anew?

I really want to see them shieldwall fights instead of box of terror amies :mrgreen:
 
I suppose I could put it up now.

I've been experimenting with changing the map mountains to desert and adjusting the desert image to be mountain. Since the map has very very little desert terrain, all you'd lose is a little teensy speck of desert near Alt Clut.

The problem is, mountain terrain just blends differently than desert terrain. Changing it to desert makes the map really ugly because desert blending overrides more of the surrounding area. Would have to redo a big chunk of the map to get it to look good. And I'm not really a good map maker, my old mod's map was really simple in comparison to Brytenwalda's beautiful map.

Shame, because it fooled the game into generating much less hilly maps when you're near the mountains, making combat near mountains (which is practically everywhere in Brytenwalda) much more playable.

 
In a few minutes. Had the final build done ~30 mins ago right after I made that last post, just testing some of the stuff I added to make sure they work. So far everything looks good, so I'll go ahead and upload it. I changed a lot of stuff, including a completely rewrite of a couple things, so I wanted to make sure my code was functioning properly. This was the first time I actually fired up the game to try it the mod out since I did most of this stuff. :smile:

Here's the change log for 1.1. Will have the download up in the OP in a couple minutes.
TML Submod v1.1 Changelog
- Multiplied melee fight rewards by 5. 1250 for a total victory now, 300 if you manage to beat 20 of them. 25 for beating 3.
- Removed the check that makes infantry use square formation above all others if more than 46 infantry are present.
- Changed freelancer reward for leaving service to depend upon your service length. You get 50 xp and 10 scilingas for every day you spent in service. If you stay 25 days or more you get +5 to relations with the lord you were working for plus an extra 4 for every 25 additional days (it rounds down, so 25-31 days would be 5, 32-37 days would be 6, 38-43 would be 7, etc.)
- Reduced the penalty on having troops in the supply wagon, salt mine, your lair, or mercenary parties from 12 scilingas per week to 3. So now you only pay an extra 3 for each troop in those places instead of 12. It's supposed to represent food cost, but food doesn't cost that much. Troops consume 1 unit per day, bread only costs 20 for 150 units - so that's a mere 1 scilling for the week. If you fed them a mix of bread and fish it'd be around 2.5. Bread and meat would be around 4. I figured 3 was a safe bet, assuming they're eating a mix of things.
  - Made troops in your lair act as garrison troops for wage (half cost).
  - Made troops in a mercenary band cost salary again (was a bug preventing them from showing up in your budget)
  - Made it so that the salt mine, lair, mercenary band, and supply wagon don't show in the budget unless you're actually paying them.
  - Rewrote slave labor code for salt mine. It was kind of awkward, giving 10 for each prisoner and taking 10 for each guard - even though you were paying separately for all the guards in your budget. And the prisoners had really high escape rates even with lots of guards, so it never really earned you anything. Now it evaluates the guards based on type, with them able to guard troop tier +1 prisoners effectively (2 for the lowest tier, 6 for the tier 5 heavy infantry, with a bonus for the elite infantry some factions get allowing them to guard :cool:. It then takes that guard strength divided by the total prisoners. If you have double the guard strength as prisoners, escape chance is 0. 99% or above their strength has a 1% escape chance. Anything below 99% has an escape rate of 100 minus the ratio, so double the prisoners than guarding capacity (in the case of tier 1 troops that would be 4x as many prisoners as guards) would have a 50% escape rate. Each prisoner is evaluated separately, and if one escapes the rest of the ones who weren't checked yet have 1% added to the chance of escape - so if you lose one you have a slightly increased chance of losing others. This way the larger your operation is the larger the chance of losing prisoners becomes, unless you keep the guards at double strength. And if you have no guards, all the prisoners will run off. Regardless of how many prisoners you have there, you lose 2 honor a week for keeping slaves at the salt mine. Also added a note to the salt mine menu telling you the escape chance of your prisoners there, so you know when you need to add more guards.
  - Changed the salt mine so that it no longer drops your morale every time you get to the main menu of it. Now it only drops morale if you go to put guards on duty there, and only once per visit. Also made the penalty for adding prisoners only hit you once per visit. Added a pair of global variables for this to work, when you leave the salt mine they are reset to 0 and the next time you visit you can lose morale/honor again.
  - Fixed the salt mine wander around option so that it lets you leave (it was missing a variable required for the mission, so that if you went in you were stuck and had to quit and reload.).
  - Changed troop upgrade path orders around (not the actual path, just if it's the 1st or 2nd choice) to make it play nicer with the scripts that upgrade troops. Only one I actually changed to a diff troop was the elite infantry line of the Britons, I moved the elite line over to the Pedyt and the Uchelwyr over to the Gwrda - that way the Pedyt is a dedicated elite infantry line while the Gwrda gets the mid range infantry and the elite cavalry. This allows an upgrade troop script that wants to focus on infantry to always pick the first one and get the best infantry of every faction, and if it's focused on archers/cavalry it can pick the 2nd one and either get archers for upgrading the first tier troops or cavalry if it starts with 2nd tier infantry.
  - Rewrote trigger for constable training. It can now train troops all the way from tier 1 to tier 5. Base amount is 10 tier 1->2, 8 tier 2->3, 5 tier 3->4, or 2 tier 4->5. Player's personal training skill boosts this by 10% per level, up to double at 10 skill. Using the improved training adds 50% on top of this number at the cost of 10% more expensive upgrading. Max training with 10 trainer skill and using improved training is 30 tier 1 troops, 25 tier 2 troops, 15 tier 3 troops, 6 tier 4 troops. Not extremely fast, but a nice passive training bonus. I incorporated the "realism upgrade" option into this too - what that option actually does is make the final upgrade tier, from 4 to 5, cost 50% more xp (nothing like the description, I know) so to keep it consistent I made the same change here, so tier 4 troops has a max of 4 now, with an initial training amount of 1.33 (so basically 1 until you get trainer skill up to 5 or use improved training, at which point you get 2).
  - Changed the description on the realism option. It didn't do what it said, so I changed what it said to what it actually does.
  - Changed the constable training option dialog for the "focus on archers" option to include cavalry, since what the option actually does now is pick archers if the troops are fresh recruits (tier 1) or pick upgrades leading to cavalry if the troops are tier 2 or higher along the tree that has cavalry as an option.
  - Made the 500 scillingas bet for arenas only available if you're in expert mode. Expert mode defaults to off now, you can turn it on in the arena options. Technically you could turn it on, place a bet, then turn it off before you actually fight in the arena - but if a player goes to that extent to abuse it he may as well just cheat money in.
  - Upped the horses stocked at stables to 10 from 5. Now you'll see a bit more variety in horses available at any given time.
  - Made it so you can forage on plains. I believe it was intended, as the check was is_between steppe and plains, and the way is_between works it takes the second one and subtracts one, and steppe is one down from plains, so it's effectively a check for if it IS steppe.
 

-edit- There we go. Edited the OP with links to version 1.1. Put the source files up too in case anyone wants those.
 
Hi,

I play with 72 companian submod - can I use yours and theirs - like the changes - thanks a lot sounds very promising!

Maybe you can help Vympel in his submod Imperium Romanum :wink:
 
steelwarrior said:
Hi,

I play with 72 companian submod - can I use yours and theirs - like the changes - thanks

Would have to merge the two mods. Are the source files for the companion submod available? I didn't see them when I looked before, but I didn't look that hard. Or was that one done with the text files?

I felt the 72 companion thing unbalanced things a bit, which is why I didn't try incorporating it harder. Having that many companions that you can equip and have as immortal troops is extremely powerful :lol:
 
Yeah is tough on the AI - but gets rid of trying to get other Lords to join me which is so annoying - when i want to conquer Brytenwalda completly :wink:
 
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