Pacific_Salmon: Now there's a wish list, hah. Let's see...
1. This works a little better with the troops in lines and issuing a charge order once they're close (doing it in next version). This way the lords join in the fight among their troops.
2. Haven't even really tried working on sieges yet. Making AI that works well in sieges is a difficult thing. I might take a look at it later and see if I can do anything, but I'm not very experienced in making AI for M&B. So far my edits to the formations script are 1) simply removing a limitation that was added (commented out a couple lines, heh) and 2) adding in a check that says if enemies are close by, issue charge order. Not all that complex, and I'm probably 'dumbing down' the AI a bit since I'm effectively overriding the infantry formation AI when they get in close, but the formation AI wasn't working so well in large scale infantry battles anyway. They still keep to their formations up until they get to the charge, and it keeps them together so that when they do start charging they're a cohesive unit - but they can get scattered out a bit during the actual fighting if given a charge order, and other than having them reform the line every couple seconds (which is what it does now) I'm not sure how to keep them together throughout the fight.
3. I've seen that too, not sure what causes it. If I knew what was causing it I might be able to fix it, but I wouldn't really know where to start looking. I've never even tried altering the combat AI before.
4. I haven't looked into the cavalry AI yet. Haven't really set up any good cavalry battles to see what they're doing. When I get around to it I'll set up some cav battles and get an idea of what they're doing and if I see issues try to fix it.
6. Surgery skill doesn't affect enemy teams at all. Any enemy troop killed with pierce/cut damage in a battle is automatically removed from the enemy party. Friendlies (allies and your own troops) are the only ones who even benefit from surgery. It's a limitation of the standard M&B game. I did a bit of code to work around it, though - my realistic casualties fix has the game change 1/3 of the enemy casualties from killed to wounded after the battle is over while it's calculating the casualties for display. It adds wounded troops back to the parties that lost them, although that will only matter if the player loses the battle. If you win you get them as prisoners, so it doesn't help the enemy lord that his troops survived as your prisoners. If you lose though, or are forced to retreat, 1/3 of the enemy troops will be placed back into the party as wounded. I could up this to half or two fifths or whatever if you guys think more than 1/3 should survive.
8. I've seen it happen a few times. Could be something to do with shoot speed of the heavier throwing weapons? They don't always throw into the ground, though - In my testing I saw a few throwing axes get chucked into the enemy archers while the infantry were advancing on them. I'll have to play around with it later and see how often it happens and if the low shoot speed is to blame.
5 and 7 are both just adding new content. It can definitely be done, but before I get to doing that I'll be working out the kinks of regular game play. Having some extra quests might be fun, though - every mod could use new content
Seve82 said:
The line battles are awesome. Tho in my experience the lines tend to move in quite slowly as if they were waiting for me to make the fist move towards the enemy which would lead me to become hedgehog of arrows sticking from my way overkilled char
. All I really try to do is to stay on fringes and backstab or shoot arrows at big enemy concentrations hoping to get some hits.
I think that in line battles troops should stick closer to each other. I tend to use stand closer once or twice to form my shield walls tho it might be preference thing.
Part of messing with the formations has the troops a little bit closer together, and once they get in close they break formation and charge. It seems to work better to me, although I'll leave that up to you guys once I release my next version. I pretty much have it finalized now, just playing with a few other things before I release a new version.
I also went ahead and incorporated that polished map into my next version. I added a trigger to move all the parties into position if you are using an old save game, so it's mostly compatible. Only issue is I don't know how to rotate parties on the world map, so the rotation of rath celtair and some of the bridges isn't quite right if you load a save from a previous version. If anyone knows how to rotate parties on the world map I could add that in too, but it isn't really that big of a deal - you can still cross the bridges, a few of them just look a bit odd being turned the wrong way.
Hopefully the author of polished map doesn't mind me slapping his work into my mod. I sent him a message about it and am going to credit him, but I kind of jumped the gun and did it already haha