Good info and thanks. I think I know where this came from. It was during attempts to correct bodysliding-related wounding issues where people were coming out of a fight and all of their troops were wounded.Shakalis said:The joy of modding
I did a bit more testing concerning the health bug and here is what I found:
-Whatever your percentage of health the game is telling you on the campaign map, when you go on the battlefield you will always spawn with 100% health.
-If you get knocked out during a fight, retreating from that fight allows you to join in again with full, and you can do that as much as you want (If you are alone vs 200 sea raider you can simply kill 1 or 2, get knocked incouncious, retreate, continue to kill them untill none remains).
-Impossibility to loose a battle and so impossible to be taken as prisonner.
-Also happens for your companions, even they are concidered as too wounded to join the fight they will still spawn with full health.
Shakalis said:I just noticed that no AI (either friendly or foes) are sprinting, could it be related to the Stamina error we are getting ?
Yes, the AI will use sprinting exactly the same way as you do. They primarily use it to close the distance to an opponent that they feel is within their sprinting range. This has no interaction with the stamina bar though. They use a stamina system, but it isn't displayed in the same manner.Shakalis said:I just noticed that no AI (either friendly or foes) are sprinting, could it be related to the Stamina error we are getting ?
You are correct in your assessment. I'd been going through this during the development phase trying to fix it in the same manner as you've described even. The issue lies in that the stamina bar needs to appear across numerous other UI's so instead of being its own interface it "piggy backs" on the interfaces of others. So it has a function to draw the stamina bar and one to update it. The update shouldn't work unless it has already been drawn (on the interface). This generally works fine except when the screen is changed. So I went through looking for ways the player might change the screen (character log, quest log, etc...) and made it so when those happened to block further updates until it can be redrawn. The only real problem is that I had forgotten to account for a number of these exceptions like the inventory baggage (I never use this) and field commands for your army. I should be able to get it much smoother in the next patch. Great report btw.Ictiv said:What all of this tells me, is that the issue is probably the following:
Your mod innitiates the stamina bar on the UI, when something else is innitiated for combat by the game. (Maybe it's the health bar, I don't know about your code.) However, some things in the game reset the UI, such as when a menu/convo screen is opened and the battle UI is turned off, when you open a command list and the UI is restructured to accomodate it, when you select a new regiment, and the highlights over their heads are updated.
The value of the prizes has been cut back by a substantial amount. Black armors were a commonly given "limit item" worth about 60k in previous versions. That was never intended, but without breaking saves there wasn't much to be done to correct that side of the economy.TheLunaticFringe said:I am not really certain what purpose the tournament reward modification serves, though. I thought the idea was to make money harder to obtain? Restricting prizes to the winner helps with that (a little). but how does the selection screen?
No worries. Feedback is valuable and greatly appreciated.Reviewing this, it sounds very critical. I apologize - silverstag is definitely the best mod around and I really appreciate the work you have put into it.
That would be a neat temporary solution for the time being =)jeoffreyjapie said:Can the stamina bar be disabled in the options? This patch would be pretty awesome if not for the stream of opcode errors during battles. [...]