Pillas,Triangular Throwing Spear and Jagged Throwing Spear

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LDominating

Regular
Why are these weapons the same yet only 1 of them works?
Menavlions,Legionaries,Imp Veteran Infantry,Desert Bandit Boss and Darkhans all have a spear that can be switch to throwing.
Yet THEY never throw it,they used to in the earlier stages of the game,I 'member!
But they don't do anymore.

But Khuzait Spear Infantry(T4) has the Jagged Throwing Spear and they actually throw it?!
Is there some magical mambo jambo that doesn't allow the others to throw their spears but it allows this one weapon to actually work as intended?
Is this a spaghetti code or what?

This isn't the 1st time this discussion has been brought up,it's just that I thought it was a bugged soon to be solved,well 1 or 2 years later and it isn't solved?!
 
I've looked throgh the code to fix them before, and afaik it's to do with the code dictating the specific armour pieces these weapons are made out of. This tricks the troops holding them into thinking that the weapon isn't throwable, even though it is. This is the relevant piece of code for the Pilum:

Code:
<CraftedItem
        id="imperial_throwing_spear_1_t4"
        name="{=rkqaCud5}Pilum"
        crafting_template="TwoHandedPolearm"
        culture="Culture.empire"
        modifier_group="polearm">
        <Pieces>
            <Piece
                id="spear_blade_38"
                Type="Blade"
                scale_factor="90" />
            <Piece
                id="default_polearm_guard"
                Type="Guard"
                scale_factor="100" />
            <Piece
                id="spear_handle_14"
                Type="Handle"
                scale_factor="90" />
            <Piece
                id="default_polearm_pommel"
                Type="Pommel"
                scale_factor="100" />
        </Pieces>
    </CraftedItem>

Afaik, ALL melee weapons in Bannerlord are created out of individual parts, using the smithing system. Specifically, I believe the problem is in the weapon part spear_blade_38. Relevant code:

Code:
<CraftingPiece
        id="spear_blade_38"
        name="{=nr3K4od2}Pilum Head"
        tier="4"
        piece_type="Blade"
        mesh="spear_blade_38"
        length="23.7"
        weight="0.0744"
        excluded_item_usage_features="swing">
        <BladeData
            stack_amount="2"
            physics_material="wood_weapon"
            body_name="bo_spear_b"
            holster_mesh="throwing_spear_quiver_3_2"
            holster_body_name="bo_throwing_spear_quiver_3_2"
            holster_mesh_length="96.8">
            <Thrust
                damage_type="Pierce"
                damage_factor="2.5" />
        </BladeData>
        <Flags>
            <Flag
                name="BonusAgainstShield" />
            <Flag
                name="NotStackable"
                type="ItemFlags" />
        </Flags>
        <Materials>
            <Material
                id="Iron3"
                count="1" />
        </Materials>
    </CraftingPiece>

And here's the code for spear_blade_35, which is used for the Jagged Throwing Spear:

Code:
<CraftingPiece
        id="spear_blade_35"
        name="{=ZUp9mm79}Jagged Spear Head"
        tier="3"
        piece_type="Blade"
        mesh="spear_blade_35"
        length="41"
        weight="0.3056"
        excluded_item_usage_features="swing">
        <BladeData
            stack_amount="4"
            physics_material="wood_weapon"
            body_name="bo_spear_b"
            holster_mesh="throwing_spear_quiver_5_1"
            holster_body_name="bo_throwing_spear_quiver_5_1"
            holster_mesh_length="96.7">
            <Thrust
                damage_type="Pierce"
                damage_factor="2.0" />
        </BladeData>
        <Materials>
            <Material
                id="Iron3"
                count="3" />
        </Materials>

I believe the problem lies in the Flag <name="NotStackable">. The Pilum has this flag and does not work, the JTS doesn't have it and works properly. Removing this flag from the Pilum Head and the Triangular Throwing Spear head seems to fix the bug. You can do that yourself, by going into crafting_piexes.xml.
 
I've looked throgh the code to fix them before, and afaik it's to do with the code dictating the specific armour pieces these weapons are made out of. This tricks the troops holding them into thinking that the weapon isn't throwable, even though it is. This is the relevant piece of code for the Pilum:

Code:
<CraftedItem
        id="imperial_throwing_spear_1_t4"
        name="{=rkqaCud5}Pilum"
        crafting_template="TwoHandedPolearm"
        culture="Culture.empire"
        modifier_group="polearm">
        <Pieces>
            <Piece
                id="spear_blade_38"
                Type="Blade"
                scale_factor="90" />
            <Piece
                id="default_polearm_guard"
                Type="Guard"
                scale_factor="100" />
            <Piece
                id="spear_handle_14"
                Type="Handle"
                scale_factor="90" />
            <Piece
                id="default_polearm_pommel"
                Type="Pommel"
                scale_factor="100" />
        </Pieces>
    </CraftedItem>

Afaik, ALL melee weapons in Bannerlord are created out of individual parts, using the smithing system. Specifically, I believe the problem is in the weapon part spear_blade_38. Relevant code:

Code:
<CraftingPiece
        id="spear_blade_38"
        name="{=nr3K4od2}Pilum Head"
        tier="4"
        piece_type="Blade"
        mesh="spear_blade_38"
        length="23.7"
        weight="0.0744"
        excluded_item_usage_features="swing">
        <BladeData
            stack_amount="2"
            physics_material="wood_weapon"
            body_name="bo_spear_b"
            holster_mesh="throwing_spear_quiver_3_2"
            holster_body_name="bo_throwing_spear_quiver_3_2"
            holster_mesh_length="96.8">
            <Thrust
                damage_type="Pierce"
                damage_factor="2.5" />
        </BladeData>
        <Flags>
            <Flag
                name="BonusAgainstShield" />
            <Flag
                name="NotStackable"
                type="ItemFlags" />
        </Flags>
        <Materials>
            <Material
                id="Iron3"
                count="1" />
        </Materials>
    </CraftingPiece>

And here's the code for spear_blade_35, which is used for the Jagged Throwing Spear:

Code:
<CraftingPiece
        id="spear_blade_35"
        name="{=ZUp9mm79}Jagged Spear Head"
        tier="3"
        piece_type="Blade"
        mesh="spear_blade_35"
        length="41"
        weight="0.3056"
        excluded_item_usage_features="swing">
        <BladeData
            stack_amount="4"
            physics_material="wood_weapon"
            body_name="bo_spear_b"
            holster_mesh="throwing_spear_quiver_5_1"
            holster_body_name="bo_throwing_spear_quiver_5_1"
            holster_mesh_length="96.7">
            <Thrust
                damage_type="Pierce"
                damage_factor="2.0" />
        </BladeData>
        <Materials>
            <Material
                id="Iron3"
                count="3" />
        </Materials>

I believe the problem lies in the Flag <name="NotStackable">. The Pilum has this flag and does not work, the JTS doesn't have it and works properly. Removing this flag from the Pilum Head and the Triangular Throwing Spear head seems to fix the bug. You can do that yourself, by going into crafting_piexes.xml.
Bless you,mon ami!
Why don't the Developers do this aswell?
 
I thought that weapons like pilum, throwing spears, etc. not being throwable by units was a design decision rather than a bug. Not that I agree with the decision, if the devs really insist on units not throwing their final throwing spear, they could just have easily given the unit a stack of 2 throwing spears.
 
If they all throw that away, Khuzait and empire AI armies would lack the ability to counter cavalry. It's not easy for AI deciding when to use them in melee and when to throw them away.
 
They are throwable for a reason, to be thrown when needed.
The only reason a unit shouldn't throw the last throwable they are holding (aside from being already engaged in melee at that point) is if they have no other melee weapon equipped or if such weapon performs worse that the throwable used as a melee weapon, in which case the problem is that unit design and its equipment.
 
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