Author Topic: The Peasants' Rebellion: Warhammer Battles p13-16: 4 units in a battle line p16  (Read 35934 times)

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grailknighthero

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Re: The Peasant's Rebellion: Warhammer Battles p13-15
« Reply #225 on: July 01, 2008, 10:03:26 pm »
Ya definitely not the best, and I can say that for sure.  I have huge competition that I cannot match.  The other Warhammer mod will be better than mine, Im pretty sure of that.  Then there's also EGII, Hegemony, 1866, Warrior of Eternity might be out by then, Holy War, and last but definitely not least, TLD, probably the most anticipated mod for 1.0.  Not to mention story mod, craft mod, ONR, and others.  All of those mods have people with far greater skill than me.

If you are a modder and have experience with code and want to help fix my problem, head over here:
http://mbx.streetofeyes.com/index.php/topic,1415.0.html
« Last Edit: July 02, 2008, 12:42:43 am by grailknighthero »
The Peasants' Rebellion: Warhammer Battles - a custom battle mod featuring TW/Warhammer style formations/battles for M&B - currently in development.

Pagan

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Re: The Peasant's Rebellion: Warhammer Battles p13-16
« Reply #226 on: July 02, 2008, 05:59:18 pm »
Don't sell yourself short there Grailknighthero. "Horses for courses" as we aussies say. 'The Best' mod is a personal thing. If someone is a brettonian freak and longs to experience things through the eyes of one of his minatures, then how can the other mods ever compete. If all those proposed things are implemented, or even most of them, i can see this mod having a VERY good following.

Just looking at all those mods you named, and thats not the half of them... i can say one thing with grim certainty. we're a spoilt bloody bunch. More so folks like me who can't mod.  :mrgreen:

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pentagathus

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Re: The Peasant's Rebellion: Warhammer Battles p13-16
« Reply #227 on: July 02, 2008, 07:06:20 pm »
He be right, I don't even play brettonians but I feel like being one for some reason (hmmm army of peasant bowmen and men at arms.)
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ghosttiger13

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Re: The Peasant's Rebellion: Warhammer Battles p13-16
« Reply #228 on: July 02, 2008, 11:19:07 pm »
I was waiting to be marauders and Vampire lords

EDIT:

speaking of, you should try to add, if you have time, separate affiliations for each chaos god for the marauders, and different skill sets for each one, like the nurgle worshipers would have high Iron skin and Khorne would give high power strike, I'm not familiar enough with Slaanesh and Tzeentch to know what'd make sense for the, maybe engineering for Chaar the eagle and weapon master + high weapon skills for Slaan? and letting the player choose a mark (which would give one of those benefits) when they're accepted as a vassal on the marauder faction would be awesome

also you probably already threw this in or at least thought about it but for the undead faction having Necromancer NPCs that suck in combat but do your whole raising dead thing after battle, and Vampire NPCs that don't have necromancy but are awesome in combat
« Last Edit: July 02, 2008, 11:29:37 pm by ghosttiger13 »

grailknighthero

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Re: The Peasant's Rebellion: Warhammer Battles p13-16
« Reply #229 on: July 03, 2008, 12:03:17 am »
I was waiting to be marauders and Vampire lords

EDIT:

speaking of, you should try to add, if you have time, separate affiliations for each chaos god for the marauders, and different skill sets for each one, like the nurgle worshipers would have high Iron skin and Khorne would give high power strike, I'm not familiar enough with Slaanesh and Tzeentch to know what'd make sense for the, maybe engineering for Chaar the eagle and weapon master + high weapon skills for Slaan? and letting the player choose a mark (which would give one of those benefits) when they're accepted as a vassal on the marauder faction would be awesome

also you probably already threw this in or at least thought about it but for the undead faction having Necromancer NPCs that suck in combat but do your whole raising dead thing after battle, and Vampire NPCs that don't have necromancy but are awesome in combat


I've been thinking about the above for the undead, but I will have to think more about it once I get to actually working on the "main part of the game" once version 1.0 comes out.  I want to do that, but I am not sure about the coding aspect.  I have a few ideas about how to get new skills in the game and if it works Ill add in a necromancy skill, although the problem with that is that a non-vampire player could get the skill.  I can always throw in a cation, do not advance in this skill unless you are a vampire message and then have a trigger check to see if  a non vampire advanced in that skill and take the skill point away.

I do have necromancers in the game though, that is how the undead hire mercenaries, you pay a necromancer to "raise" them.

I'll do the stuff suggested for Chaos if I have time, which means it will probably be in at some point in time.

Anyway, progress!



I specifically told each of those units where to go.

However, there are still a few bugs and the unit closest to the player always moves to the spot that you tell a unit to hold, even if they are not selected.  I tell the Men-at-arms to hold someplace, they move there along with them.  I tell one of the other peasant bowmen units to move some place, they move there as well.  There is also now a player unit for some reason even though there shouldnt be.  One of the peasant bowmen units arent showing up in the unit selector and instead it says player unit...

Edit:


Not sure how I did it, but I fixed the problem with the unit following you.  I still have the problem of the last unit being called player unit.



What Ive done today:
Fixed most of the problems with the unit selector
Fixed code and made it more efficient.  Cut the size of a couple of functions in half and they work even better.
Told 4 units where to go individually and made a sort of battle line.
« Last Edit: July 03, 2008, 01:02:22 am by grailknighthero »
The Peasants' Rebellion: Warhammer Battles - a custom battle mod featuring TW/Warhammer style formations/battles for M&B - currently in development.

Suspect-Device

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BUT YOU SIR HAVE REVOLUTIONIZED M&B's COMBAT!

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Nice!

I would like to see a quest in which you need to take something (or somebody) somewhere, with no weapons and only a light (or none) armor, while being harassed or attacked by some top-quality horseman, as in the LOTR. Trees & obstacles would be also a nice challenge.

Maybe this mod is a good opportunity to do so.

grailknighthero

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Some high quality pics from my brothers comp.  Mirathei has given me some suggestions which I will try to impliment today so it means some more rewriting, but it shouldn't be that much hassle and will save me big time down the road.











The Peasants' Rebellion: Warhammer Battles - a custom battle mod featuring TW/Warhammer style formations/battles for M&B - currently in development.

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 :shock: DUDE that's totally awesome

They even stand in the correct (tight) formation. instead of the loose formation in vanilla.

I like!!

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Short reply to those pictures,...... GREAT  8-)
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Now that is what I call worth of the Warhammer gods!
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grailknighthero

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Good news:
I've rewritten the code to fit Mirathei's suggestions.
I have it so units can advance 10 paces.  Charging, falling back, etc won't be too hard to code.  The commands are basically already in game, so saves some time.
I have it so units can have a champion, standard bearer, and musician now.

Bad news:
It's more of a hassle than I thought. 
Im back to only one unit taking commands but I should figure it out and fix it within the next few days.
This allows for 5 units of each class type (cav, infantry, archers) max.  At max 15 units, but you can't have more than 5 infantry units, more than 5 archer units, more than 5 cav units.  This should only affect those with awesome computers.  It just means that you wont be able to have as many soldiers as I was planning for those with super computers.
My unit selector still shows Player unit for the last unit!  This is annoying the hell out of me lol.
The Peasants' Rebellion: Warhammer Battles - a custom battle mod featuring TW/Warhammer style formations/battles for M&B - currently in development.

grailknighthero

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Good news!  Ive fixed the problems.  I just need to add more commands, get the mini map to work, and then start on the ai.

4 Men-at-arms units, 1 Peasant Bowmen units, and a lone knight hold off the most recent unorganized wave of Marauders.






The Peasants' Rebellion: Warhammer Battles - a custom battle mod featuring TW/Warhammer style formations/battles for M&B - currently in development.

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Now, this IS impressive!  :shock:

Just one doubt: will the management of a large number of units still be practical? I mean, imagine giving order to, say, 4 infantry units, 4 ranged units and 1 cavalry unit.
Will it work smoothly, in gameplay terms, or will it be an headache to manage?