Can I make the soldiers dance instead of fight? and kinda have a dance off instead of fighting, and when ones loses they go unconscious?
Carlos Danger said:Can I make the soldiers dance instead of fight? and kinda have a dance off instead of fighting, and when ones loses they go unconscious?
Traceback (most recent call last):
File "process_init.py", line 2, in <module>
from process_operations import *
File "C:\Users\Andrew\Documents\redwars\Module System\process_operations.py",
line 18, in <module>
from module_parties import *
File "C:\Users\Andrew\Documents\redwars\Module System\module_parties.py", line
112, in <module>
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, f
ac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
NameError: name 'icon_castle_rhodok' is not defined
Traceback (most recent call last):
File "process_global_variables.py", line 12, in <module>
from process_operations import *
File "C:\Users\Andrew\Documents\redwars\Module System\process_operations.py",
line 18, in <module>
from module_parties import *
File "C:\Users\Andrew\Documents\redwars\Module System\module_parties.py", line
112, in <module>
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, f
ac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
NameError: name 'icon_castle_rhodok' is not defined
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
File "process_map_icons.py", line 6, in <module>
from process_operations import *
File "C:\Users\Andrew\Documents\redwars\Module System\process_operations.py",
line 18, in <module>
from module_parties import *
File "C:\Users\Andrew\Documents\redwars\Module System\module_parties.py", line
112, in <module>
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, f
ac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
NameError: name 'icon_castle_rhodok' is not defined
Exporting faction data...
Exporting item data...
Traceback (most recent call last):
File "process_items.py", line 66, in <module>
from process_operations import *
File "C:\Users\Andrew\Documents\redwars\Module System\process_operations.py",
line 18, in <module>
from module_parties import *
File "C:\Users\Andrew\Documents\redwars\Module System\module_parties.py", line
112, in <module>
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, f
ac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
NameError: name 'icon_castle_rhodok' is not defined
Exporting scene data...
Traceback (most recent call last):
File "process_scenes.py", line 15, in <module>
from process_operations import *
File "C:\Users\Andrew\Documents\redwars\Module System\process_operations.py",
line 18, in <module>
from module_parties import *
File "C:\Users\Andrew\Documents\redwars\Module System\module_parties.py", line
112, in <module>
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, f
ac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
NameError: name 'icon_castle_rhodok' is not defined
Exporting troops data
Exporting particle data...
Traceback (most recent call last):
File "process_scene_props.py", line 7, in <module>
from process_operations import *
File "C:\Users\Andrew\Documents\redwars\Module System\process_operations.py",
line 18, in <module>
from module_parties import *
File "C:\Users\Andrew\Documents\redwars\Module System\module_parties.py", line
112, in <module>
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, f
ac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
NameError: name 'icon_castle_rhodok' is not defined
Traceback (most recent call last):
File "process_tableau_materials.py", line 8, in <module>
from process_operations import *
File "C:\Users\Andrew\Documents\redwars\Module System\process_operations.py",
line 18, in <module>
from module_parties import *
File "C:\Users\Andrew\Documents\redwars\Module System\module_parties.py", line
112, in <module>
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, f
ac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
NameError: name 'icon_castle_rhodok' is not defined
Traceback (most recent call last):
File "process_presentations.py", line 8, in <module>
from process_operations import *
File "C:\Users\Andrew\Documents\redwars\Module System\process_operations.py",
line 18, in <module>
from module_parties import *
File "C:\Users\Andrew\Documents\redwars\Module System\module_parties.py", line
112, in <module>
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, f
ac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
NameError: name 'icon_castle_rhodok' is not defined
Exporting party_template data...
Traceback (most recent call last):
File "process_parties.py", line 5, in <module>
from module_parties import *
File "C:\Users\Andrew\Documents\redwars\Module System\module_parties.py", line
112, in <module>
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, f
ac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
NameError: name 'icon_castle_rhodok' is not defined
Exporting quest data...
Exporting info_page data...
Traceback (most recent call last):
File "process_scripts.py", line 7, in <module>
from process_operations import *
File "C:\Users\Andrew\Documents\redwars\Module System\process_operations.py",
line 18, in <module>
from module_parties import *
File "C:\Users\Andrew\Documents\redwars\Module System\module_parties.py", line
112, in <module>
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, f
ac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
NameError: name 'icon_castle_rhodok' is not defined
Traceback (most recent call last):
File "process_mission_tmps.py", line 8, in <module>
from process_operations import *
File "C:\Users\Andrew\Documents\redwars\Module System\process_operations.py",
line 18, in <module>
from module_parties import *
File "C:\Users\Andrew\Documents\redwars\Module System\module_parties.py", line
112, in <module>
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, f
ac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
NameError: name 'icon_castle_rhodok' is not defined
Traceback (most recent call last):
File "process_game_menus.py", line 8, in <module>
from process_operations import *
File "C:\Users\Andrew\Documents\redwars\Module System\process_operations.py",
line 18, in <module>
from module_parties import *
File "C:\Users\Andrew\Documents\redwars\Module System\module_parties.py", line
112, in <module>
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, f
ac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
NameError: name 'icon_castle_rhodok' is not defined
Traceback (most recent call last):
File "process_simple_triggers.py", line 5, in <module>
from process_operations import *
File "C:\Users\Andrew\Documents\redwars\Module System\process_operations.py",
line 18, in <module>
from module_parties import *
File "C:\Users\Andrew\Documents\redwars\Module System\module_parties.py", line
112, in <module>
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, f
ac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
NameError: name 'icon_castle_rhodok' is not defined
Traceback (most recent call last):
File "process_dialogs.py", line 9, in <module>
from process_operations import *
File "C:\Users\Andrew\Documents\redwars\Module System\process_operations.py",
line 18, in <module>
from module_parties import *
File "C:\Users\Andrew\Documents\redwars\Module System\module_parties.py", line
112, in <module>
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, f
ac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
NameError: name 'icon_castle_rhodok' is not defined
Traceback (most recent call last):
File "process_global_variables_unused.py", line 3, in <module>
from process_operations import *
File "C:\Users\Andrew\Documents\redwars\Module System\process_operations.py",
line 18, in <module>
from module_parties import *
File "C:\Users\Andrew\Documents\redwars\Module System\module_parties.py", line
112, in <module>
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, f
ac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
NameError: name 'icon_castle_rhodok' is not defined
Exporting postfx_params...
______________________________
Script processing has ended.
Press any key to exit. . .
("castle_1","Fort_Culmarr",icon_castle_rhodok|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-101.3, -21),[],50),
("castle_2","Fort_Mayalurg",icon_castle_khergit|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(97.5, -2.2),[],75),
("castle_3","Bulugha_Fort",icon_castle_vaegir|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(47.5, 111.3),[],100),
("castle_4","Fort_Raghodir",icon_castle_vaegir|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(13.84,72.2),[],180),
("castle_5","Fort_Tehlrog",icon_castle_nord|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-20.8, 71.7),[],90),
("castle_6","Fort_Tilbaut",icon_castle_swazi|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(37.6, 17.1),[],55),
("castle_7","Fort_Sungeteche",icon_castle_vaegir|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(109.5, 41.5),[],45),
("castle_8","Fort_Jeirbe",icon_castle_vaegir|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(35.2, 89),[],30),
("castle_9","Fort_Jamiche",icon_castle_rhodok|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-7.5, -82.6),[],100),
("castle_10","Alburq_Fort",icon_castle_nord|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(26.85,80),[],110),
("castle_11","Fort_Curin",icon_castle_nord|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-27.50, 83.46),[],75),
("castle_12","Fort_Chalbek",icon_castle_nord|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(10.03, 75.77),[],95),
("castle_13","Fort_Kelredan",icon_castle_swazi|pf_castle, no_menu, pt_none, fac_neutral,0,ai_bhvr_hold,0,(-10.6, 17.6),[],115),
("castle_swazi",mcn_no_shadow,"map_castle_swazi", 0.35,0),
("castle_nord",mcn_no_shadow,"map_castle_nord", 0.35,0),
("castle_balion",mcn_no_shadow,"map_castle_balion", 0.35,0),
("castle_khergit",mcn_no_shadow,"map_castle_khergit", 0.35,0),
("castle_sarranid",mcn_no_shadow,"map_castle_sarranid", 0.35,0),
("castle_helvetia",mcn_no_shadow,"map_castle_helvetia", 0.35,0),
("castle_vaegir",mcn_no_shadow,"map_castle_vaegir", 0.35,0),
("castle_rhodok",mcn_no_shadow,"map_castle_rhodok", 0.35,0),
("choice_27_2",[],"Offer them a place in your warband.",
[
(display_message, "@He joins you."),
(party_add_members, "p_main_party", "trp_event_religious_fanatic_oldtown", 5),
(change_screen_return),
]
),
("choice_27_2", [(party_get_free_companions_capacity, ":free_capacity", "p_main_party"),
(ge,":free_capacity",5), # as you have 5 members being added
],
"Offer them a place in your warband.",
[(display_message, "@5 Men join you."),
(party_add_members, "p_main_party", "trp_event_religious_fanatic_oldtown", 5),
(change_screen_return),
]
),
("choice_27_2b", [(party_get_free_companions_capacity, ":free_capacity", "p_main_party"),
(lt,":free_capacity",5), # as you have 5 members needing added
],
"Leave (you dont have enough room for 5 men in your party )",
[(change_screen_return),
]
),
The_dragon said:@ScreamingCommietry double clicking on process_map_icons.py and after that run build_module.bat. (normally you should add map_icons, then compile, then add the parties that uses that map_icon)
EDIT: comment out your parties that uses that map icon, then compile the module, then uncomment those parties. If you are using those parties in scripts(and commenting them will make new errors), then change the map icon to a native one, then compile, then change them back to your map icons.
...that'll work nicely...ScreamingCommie said:Carlos Danger said:Can I make the soldiers dance instead of fight? and kinda have a dance off instead of fighting, and when ones loses they go unconscious?
what the ****
You could replace the punching animations with dance moves, and remove all weapons from soldiers. But I'd seriously dl that mod.
Not by much according to my own compiler profiling results. Though to be fair, I've stuffed a lot of extra functionality in it that Native compiler doesn't have. At my estimates it could be at least 50% faster without all the fancy stuff, maybe even twice as fast.The_dragon said:Question: Couldn't the module system compile much much faster if there would be only one file that will call all compile functions? In this way getting rid of loading/saving all global vars/quick strings (loading/saving between each process) and also less parameters to call functions (most of them has variable_list and quick strings)?
Actually I have to take my words back - measured vanilla and my own compiler and it's 24.9 seconds for a batch file with a bunch of python scripts vs 6.25 for a single python script. Heh, didn't even know I did such a good job.Lav said:Not by much according to my own compiler profiling results. Though to be fair, I've stuffed a lot of extra functionality in it that Native compiler doesn't have. At my estimates it could be at least 50% faster without all the fancy stuff, maybe even twice as fast.The_dragon said:Question: Couldn't the module system compile much much faster if there would be only one file that will call all compile functions? In this way getting rid of loading/saving all global vars/quick strings (loading/saving between each process) and also less parameters to call functions (most of them has variable_list and quick strings)?
IIRC attack speed is governed by weapon speed and troop's weapon proficiency. So there are two options:Damian97 said:Hello, is there a way to reduce an agent's attack speed? I have been working with agent_set_damage_modifier and agent_set_speed_modifier, but I still haven't found a way to reduce the attack speed.
Lav said:IIRC attack speed is governed by weapon speed and troop's weapon proficiency. So there are two options:Damian97 said:Hello, is there a way to reduce an agent's attack speed? I have been working with agent_set_damage_modifier and agent_set_speed_modifier, but I still haven't found a way to reduce the attack speed.
1. Create several weapon duplicates with different speeds and replace them (quite a cumbersome solution).
2. Change troop proficiency during mission (not sure if it'll help though and it will affect all agents of the troop in question).
(try_begin),
(eq,"$background_type",cb_belorussian),
(troop_add_item, "trp_player","itm_mosk_armyak",0),
(troop_add_item, "trp_player","itm_ukrine_prosta_shapka",0),
(troop_add_item, "trp_player","itm_bread",0),
(troop_add_item, "trp_player","itm_dried_meat",0),
(troop_add_item, "trp_player","itm_cabbages",0),
(troop_add_item, "trp_player","itm_cabbages",0),
(else_try),
(eq,"$background_type",cb_westerneu),
(troop_add_item, "trp_player","itm_evropa_odejda_sela_b",0),
(troop_add_item, "trp_player","itm_evropa_shlapa_b",0),
(troop_add_item, "trp_player","itm_bread",0),
(troop_add_item, "trp_player","itm_bread",0),
(troop_add_item, "trp_player","itm_smoked_fish",0),
(troop_add_item, "trp_player","itm_dried_meat",0),
(try_end),
(
"choose_skill",mnf_disable_all_keys,"You spot a battle-ready men in the distance.",
"none",
[(assign,"$current_string_reg",10)],
[
("begin_adventuring",[],"See what trouble is afoot.",[
(set_show_messages, 0),
]),
]
),
Hmm, good idea, if agent stats get cached at spawn it might work. Though I would still rather modify weapon proficiency instead of agility - no side-effect of slowing down agent movement.Dusk Voyager said:You can also reduce the troop agility on spawn to slow down the attack speed of the next agent.
You can always compensate by increasing their speed modifier (assuming the latter only affects their movement). Besides, lowering weapon proficiencies also has the side effect of reducing damage and accuracy by your logic (which can also be negated, but still).Lav said:Hmm, good idea, if agent stats get cached at spawn it might work. Though I would still rather modify weapon proficiency instead of agility - no side-effect of slowing down agent movement.