do you plan on any other coding projects in the future?
I have idea for global tracking of Calradian population, so that deaths of soldiers in battle mean less soldiers for the next campaign until more recruits train up and birth rate produces new recruits.
sheeeet! do you, like, sit there and just type all that out off the top of your head like a mathematical equation or something. crazy...
once I had the concept in my head, yeah pretty much..
the hardest thing to get was right was the timing of display of health blobs, because the module system commands for particle bursts are a bit strange in their effects. So that took a lot of trial and error.
And also the calcuation of random positions in 1/4th of the field -- because apparently the random number generator is limited to numbers up to 100,000 and position coordinates are sometimes in hundreds, sometimes in thousands -- I don't know why.
I've messaged armagan to take a look at it a couple days ago, before I posted this code.
A couple things I should add,
to make battles better, make the size of battlefield larger (in module_scenes.py), at least up to 300,300 (I use 340,340 because horses are faster in my mod). That way retreating troops have more room to retreat, and there's more room for maneuvers.
and one thing I also did is raise the limit on number of automatic reinforcement waves from 3 (or 2?) to 10. and make them come sooner, when there are less than 12 remaining troops on one side instead of 6 as in Native. For old battlesize of 40 it was better with 6 troops, now with 72 (or more), 12 is better.