Author Topic: Custom Commander v1.230 update on 11/4/2010 (full source code is included)  (Read 115626 times)

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Sir Garon

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Re: Everyone Can Be The Leader ported to M&B V1.010/V1.011 updata to V0.61
« Reply #30 on: December 16, 2008, 12:35:11 AM »
Ok...I know the 1st post says something like this but let me get it straight.

Can you have companions act as lords and give them troops?
yes he has done that long time ago.


When I say "companions" I'm referring to the 16 companions in the game such as Rolf and Artimenner. So are you sure that you can have them form a patrol?
« Last Edit: December 16, 2008, 12:37:26 AM by Sir Garon »

WilliamBerne

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Re: Everyone Can Be The Leader ported to M&B V1.010/V1.011 updata to V0.61
« Reply #31 on: December 16, 2008, 01:21:09 AM »
Ok...I know the 1st post says something like this but let me get it straight.

Can you have companions act as lords and give them troops?
yes he has done that long time ago.


When I say "companions" I'm referring to the 16 companions in the game such as Rolf and Artimenner. So are you sure that you can have them form a patrol?
who can be the one to lead troops exclude the player and the lords? of course I meant those companions too. Yes I'm pretty sure.

Sir Garon

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Re: Everyone Can Be The Leader ported to M&B V1.010/V1.011 updata to V0.61
« Reply #32 on: December 16, 2008, 01:31:15 AM »
Ok...I know the 1st post says something like this but let me get it straight.

Can you have companions act as lords and give them troops?
yes he has done that long time ago.


When I say "companions" I'm referring to the 16 companions in the game such as Rolf and Artimenner. So are you sure that you can have them form a patrol?
who can be the one to lead troops exclude the player and the lords? of course I meant those companions too. Yes I'm pretty sure.

Well...there are mods that enable you to have troops in your party become lords but not the companions I'm talking about. So I think it's a valid question...(downloading) :D

EDIT: Yup...they can lead their own party. Sweeet!
« Last Edit: December 16, 2008, 03:55:52 AM by Sir Garon »

Shik

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Re: Everyone Can Be The Leader ported to M&B V1.010/V1.011 updata to V0.61
« Reply #33 on: December 16, 2008, 08:02:05 PM »
Why did you remove the option to order your troops to attack without you?

Sometimes it is too troublesome to attack a small enemy with a massive force. (50 soldiers vs. 4 looters)
Or, if all of your companions and yourself are wounded, but you still have 50 soldiers, why do I have to run away? Why can't I just send my men into battle without me?

I think it was a useful feature. Please add it back in.

rubik

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Re: Everyone Can Be The Leader ported to M&B V1.010/V1.011 updata to V0.61
« Reply #34 on: December 17, 2008, 01:01:21 PM »
Why did you remove the option to order your troops to attack without you?

Sometimes it is too troublesome to attack a small enemy with a massive force. (50 soldiers vs. 4 looters)
Or, if all of your companions and yourself are wounded, but you still have 50 soldiers, why do I have to run away? Why can't I just send my men into battle without me?

I think it was a useful feature. Please add it back in.

The option "Order your troops to attack without you." is always there, I didn't do any change of it, I just add a option to allow you reselect a unwounded companion as the commander for the coming battle. Then you can control this companion to fight, and the "player" which one you created will do as a npc for the moment.

solecist

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Re: Everyone Can Be The Leader ported to M&B V1.010/V1.011 updata to V0.61
« Reply #35 on: December 31, 2008, 05:06:46 PM »
The leader changing feature sounds most interesting...is there any chance of getting a light version without all of the other stuff? Perhaps in python form? I really really want to put that into my personal mod. I apologize if that's way too much to be asking for haha :P

Pode

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Re: Everyone Can Be The Leader ported to M&B V1.010/V1.011 updata to V0.61
« Reply #36 on: January 02, 2009, 03:31:39 AM »
I'm getting penalties to my skills: -1 to power draw, -1 to riding, and -2 to Horse Archery.  As I'm playing a horse archer, this is pretty painful.  I'm at 85% health, is it because I'm injured?  I've got 36 lbs of gear and athletics 2, am I too encumbered?  Or did I just apply one of the tweaks that doesn't play nice with the proficiency bonus scripts?

Edit: No, I didn't break anything, this is a feature that's been added since the changelogs were translated.  I'm using Google machine translation of the Chinese thread here
http://bbs.mountblade.com.cn/viewthread.php?tid=42017&extra=page%3D1
and what seems to be a subforum dedicated to this mod here
http://bbs.mountblade.com.cn/forumdisplay.php?fid=37&page=1

It seems a new (not savegame compatible) version was released today, so I'm having a hard time figuring out what features are in the last translated version and what ones are in the new (untranslated?) one.  In any case, here's my stab at translating the new feature list since the first post ITT.

- A fatigue system for PCs and companion NPCs.  Fatigue points come from elapsed time on the battlefield combined with encumbrance, plus a point for each kill.  Some skill, presumably first aid, will reduce fatigue by 6% of the fatique points earned in the last round of combat.  A yellow fatigue meter has been added under the health bar.  When you become completely exhausted, further fatigue points take away hitpoints instead.  "Physical skills" (Athletics? Ironflesh? Wound treatment?) help cure fatigue on the main map, and resting doubles that rate of recovery.  A report has been added to show the fatigue of each character.  Nothing so far on how much fatigue costs you how many skill points off what skill, although it seems from my example to be related to the skills you use in combat.

- Chel's morale system has been incorporated.  Pressing T in battle gives a report on health and morale of both sides' troops.  Y rallies troops that are wavering and has them close ranks.  U calls in reinforcements (I guess if your troops panic they aren't technically dead, so no help comes in even though you need it and this is a workaround)

- Bonus skills from proficiencies above the skill limit don't count, but some skills have had their cap raised to 15 instead of ten

- Armor can be deformed or destroyed on the battlefield

- Skill penalties for encumbrance

- "15. All soldiers can respond to long-range munitions once (only once)."  Huh?  Everyone gets one round of ranged weapon fire even if they don't have a ranged weapon?

- "17. 打晕players or 16NPC was after the loss or the current need to experience this level of 2% ~ 5% of the experience"  Another huh?

- Converting prisoners 50 times adds 1 to persuasion skill, up to a total of 5 bonus persuasion from this source

- Charisma adds 3 morale per point and adds a cap of 10 time charisma as a morale cap.  So at CHA 3 you get 9 morale bonus but your maximum morale is only 30.  I think.

- Weapon and Armor merchants can repair (remove negative prefixes from) gear (one prefix per 24 hours).  So cracked becomes rusty, rusty crude, and crude normal, for example.

- Taxes are automatically collected from all your fiefs

-Top-end troops that get enough experience get a further upgrade in the form of gear with good prefixes
« Last Edit: January 02, 2009, 05:49:33 PM by Pode »

rubik

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Re: Everyone Can Be The Leader update to V0.69
« Reply #37 on: January 10, 2009, 08:03:26 AM »
Update to V0.69 .
« Last Edit: January 10, 2009, 08:13:37 AM by rubik »

Shik

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Re: Everyone Can Be The Leader update to V0.69
« Reply #38 on: January 10, 2009, 05:43:17 PM »
Excellent!

Suggestion: Have you thought about adding Fisheye's customizable troops feature from Band of warriors? (Rangers)
« Last Edit: January 10, 2009, 05:46:10 PM by Fei Dao »

Pode

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Re: Everyone Can Be The Leader update to V0.69
« Reply #39 on: January 10, 2009, 06:04:16 PM »
Update to V0.69 .

Cool!.  I hope Google and I did a decent job on the feature log translation  :oops:  I think it works as an advertisement for the new version, but for documentation I'd rather someone who knows correct it.

I should mention, I've determined that the encumbrance penalties kick in at 30 lbs of gear and cost one power draw, 2 horse archery, and 2 riding.

Janek

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Re: Everyone Can Be The Leader update to V0.69
« Reply #40 on: January 22, 2009, 11:53:32 AM »
Nice work can't wait to get started

Domanz

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Re: Everyone Can Be The Leader update to V0.69
« Reply #41 on: February 06, 2009, 12:09:25 AM »
Don't know if following is a bug in your mod or if it is caused by text file tweaking, but after battle when I can choose to recruit former prisoners and recruit prisoners from the defeated party, if I don't take them (or not all off them) and click "done", I nevertheless take all of a class I don't already have, e.g. if I could recruit a merc cavalry and I ALREADY have some I don't take them automatically, but if I DON'T have that class represented I take them automatically after clicking "done" Even if it exceeds the limit.

TeeDotSexy

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Re: Everyone Can Be The Leader update to V0.69
« Reply #42 on: February 19, 2009, 08:04:05 PM »
HEYYYY RUBIKK !! this idea really gd  but when i sent my NPC to the World Map and i ask them to patrolling around Uxkhal they say That( im sorry,its possible for us to do that) and they goin to Amere to recruit soldier and they just stand there 24/7  even where they have 80-100 troops i ask them to the same thing but they dont do it they just go and recruit or resting in the castle 24/7 CAN U FIX THIS PLEASE ?? :shock: :cry:
« Last Edit: February 20, 2009, 12:48:55 AM by TeeDotSexy »

rubik

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Re: Custom Commander update to V0.697(auto-sell added)
« Reply #43 on: February 27, 2009, 06:25:19 PM »
Updated.






Pode

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Re: Custom Commander update to V0.697(auto-sell added)
« Reply #44 on: February 28, 2009, 08:43:43 AM »
With auotsell will they sell the stuff they have equipped or just things in their inventory?  Great idea, especially for this mod where you could easily forget who had what on them