Serious Occult Meddling Discussion (formerly Yard1's Serious Occult Meddling)

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Yard1 said:
Me, writing something? LOL. All I did is copy paste few OSP scripts and used Morgs editor. Don't even think I'm capable of something like this.

Very funny, MV. Very funny. :roll:

I'm started just like that in PHP too. Now I can write my own code, even some crazy BB based RPG game.

I think you can do it.

I'm learning in modding too, but right now I just can do a little thing like make it so all Noldor unit can capture and recruit. Because I don't get it, why not? There must be some corrupted Noldor that willing to change their side, Right?

But I change success rate of recruit to that Noldor Twilight Knight can recruit at 1% and Noldor Warrior at 3%, though.

Some of my idea may be easier than others
Like...training your own army, I don't know if you can use native training ground function?
 
  So, about this Lancer fix, I can understand that it will act like this:

1. The spawn system will first choose the unit's weapons.
2. If the unit is cavalry, so it will always choose a lance. (Is this right? I dont like the situation that some will fight with lances, some with swords)
3. After the spawn system had chosen weapons, if there are still slots, so the [Guarantee melee script] will sure to add a one/two hander. If no slot left, nothing happen.
4. And in the battle, if the unit is in the position as the script of Caba'drin says, it will switch from a lance to one/two hander or bow whatever in their slots. In other circumstances, they will always use a lance ( right? this may cause the HA only switch to bows when in close combat !!!)

 
I don't think it's that big of an issue. In a group of HAs, a few of them will have lances. Some of them will definitely get kills, often in situations where a sword wielding one wouldn't. Sure, there might come moments when they're not making an ideal decision but they do serve there purpose on the battlefield. I think a mixture of lancers and sword swingers is really good. They complement each other.

Besides, the problem with lancers is when they're not on the move. But cavalry should always be on the move and one should try to direct battles that way.
 
hello! (my very first post)

I'm making some sort of a mod(more like native with tweaks) and will try to explain how(observation from my tests) the AI is using lances and other weapons.

First when on horse the AI chooses the best weapon and my best guess is the following formula; speed*(length+50)*damage. For damage both blunt and piercing are multiplied by 1.3 and only the higher value attack is considered. Speed and damage penalty for 2H and bastard weapons aren't counted as well as any other beneficial or harmful effects the weapon might have.

If this weapon is the lance then the AI will never switch to any other weapon. If it's not the lance (for POP that would be claymore vs knight's lance) and the lance has more than 1/2 of that's weapon score the AI will somewhat randomly(very much like with ranged weapons) switch to lance. Very likely there is some logic behind but haven't figured it out... yet!

On foot the AI seems to ignore the length of a weapon completely as well as any polearms(or there might be some limit on those?). However when agent is far from enemy the AI switches to a weapon that enables them to wield a shield(the enemy might need to have ranged weapon?) including the lance. When facing cavalry the AI will switch to a polearm if they have one(guess that's the stop horse thing that the polearms have).

For my mod I decided to rebalance the lances(had to remove the penalty with the shield and overswing polearm flags so they're not useless for stabbing). It eats less resources than the script and feels more natural for me...

by the way love POP by far the best mod!!!
 
That would explain why companions with the Knight's Lance never switch to their sidearm even if it's a balanced ebony longsword, but the Maiden Nobles seem to switch sometimes from their Lance to their ebony swords.  The Knight's Lance is so much longer than the Lance, and too long for the sword to stand a chance.
 
zeppelin said:
  So, about this Lancer fix, I can understand that it will act like this:

1. The spawn system will first choose the unit's weapons.
2. If the unit is cavalry, so it will always choose a lance. (Is this right? I dont like the situation that some will fight with lances, some with swords)
3. After the spawn system had chosen weapons, if there are still slots, so the [Guarantee melee script] will sure to add a one/two hander. If no slot left, nothing happen.
4. And in the battle, if the unit is in the position as the script of Caba'drin says, it will switch from a lance to one/two hander or bow whatever in their slots. In other circumstances, they will always use a lance ( right? this may cause the HA only switch to bows when in close combat !!!)

As from Caba`drin comment in the original code
http://forums.taleworlds.com/index.php/topic,128605.msg3197289.html#msg3197289

# Check to make sure there are no lance users on foot, if so force them to
# switch to their sword. This should also affect troops that were NEVER mounted,
# but are still equipped with lances, such as Taiga Bandits.
# For mounted lancers affect their Decision on weapon use, based on if the
# closest 3 enemies are within 5 meters and if currently attacking/defending.

So I think all Foot lance unit will change to close range weapon when enemy is closer than 5 meter and in combat state, But not for Horse lancer, They have different rule.

You can check his code though, This nice guy write down a comment in almost every line.
 
So, if I only want Caba'drin's lancer fix, can I skip the changes to mission_templates.txt and only do the ones to scripts.txt?  Do I then also change the 697 to 700?
 
No, it's more complicated as both scripts are in mission_templates and scripts.

I could do a version with only lancer fix later, right now I'm really busy.
 
I've been playing vanilla PoP and raising a bunch of Rouge Knights of all color. That's the moment when I realised, they are poking too much. Somehow even Ansen does a better job with a lance than those rainbow knights.
 
Hey everyone,
I've added the lancer combo fix 2.0, and it hasn't seemed to do much good:

To Yard1's credit, my horsemen don't use their lances when on their horses. They simply get off, and continue their poking (if I leave them on their own for long enough, making them follow will keep them on their horses).

At the start and end of battles, I get odd messages: at the start, I'm not supposed to cross some line, but the point doesn't count.
At the end, my troops are charging! (It says exactly that: Your troops are charging!)

I'm not faulting Yard1 for this, as I am an idiot, and I've likely screwed something up by laziness: I haven't started a new save.
Could this be fixed? I would just start a new save, but I like my old one, and I'm reluctant to get rid of it.

Edit: Starting a new save didn't work, took on a band of Jatu, and they just jabbed at me with their lances. Odd messages were still there  :sad:. Gunna revert to an old scripts and mission templates file for the time being.
 
So I put on every single tweak except new troops and then the Snake Cult Shrine was in Fierdsvain lands and also this happened
http://cloud-2.steampowered.com/ugc/613902049833886014/D9B5266E6C31C944635B224E850B8C966AB697E0/
The hideout is not enterable and the quest is non-completable as attempting to enter it causes the regular pre-battle screen to show up, which leads to a regular battle with no enemies.

I can only assume I ****ed up a number somewhere.
 
A simple tweak to make all foot archers that run out of ammo join your infantry group

First have a look at this post to see how you do it: http://forums.taleworlds.com/index.php/topic,121103.msg3882038.html#msg3882038

and use the text below instead

Code:
-58.000000 0.000000 0.000000  0  26 2072 1 1224979098644774912 30 2 1224979098644774912 0 1570 2 1224979098644774913 1224979098644774912 1073741855 2 1224979098644774913 8 31 2 1224979098644774913 9 2071 1 1224979098644774914 1712 1 1224979098644774914 1702 1 1224979098644774914 1707 1 1224979098644774914 1727 3 1224979098644774915 1224979098644774914 0 2147483680 2 1224979098644774915 0 1714 2 1224979098644774916 1224979098644774914 31 2 1224979098644774916 -1 2133 2 1224979098644774917 1 4 0 1073742365 3 144115188075856278 0 3 541 3 144115188075856278 0 2 1770 2 1224979098644774918 1224979098644774914 1073741855 2 1224979098644774918 144115188075856381 31 2 1224979098644774918 144115188075856381 2133 2 1224979098644774917 0 3 0 31 2 1224979098644774917 1 1735 1 1224979098644774914 1783 2 1224979098644774914 0 505 3 1224979098644774914 46 0 
-25.000000 0.000000 0.000000  0  2 2071 1 1224979098644774912 505 3 1224979098644774912 46 -1 
1.000000 0.000000 0.000000  0  9 12 1 1224979098644774912 1712 1 1224979098644774912 565 3 1224979098644774912 46 0 1702 1 1224979098644774912 1773 2 1224979098644774913 1224979098644774912 2147484193 3 1224979098644774912 46 1224979098644774913 525 3 1224979098644774914 1224979098644774912 46 1783 2 1224979098644774912 1224979098644774914 3 0

This works with version 3.611 of POP
Don't use this in "castle_attack_walls_defenders_sally" it will crash your game
--------------------------
added agent_clear_scripted_mode in the first line
now works with formations VI
 
So, this is allowed now by the team making PoP? I think I recall a while ago they got angry at someone for changing some things, but im glad you could post these as I like ALL OF THEM.
Uuuh, could I request freelancer to be added? Its one of my favorite mods for warband :oops:
 
Tried the lancer fix, while the cavalry does change weapon, the unit will change back to lance right after.
Then it will change to its side arm, then to lance, on and on and on.
I would recommend against using the lancer fix, but de-horsed cavalry switching to side arm seems neat.
 
Yeah the lancer "fix" doesn't really do anything. It seems like part of the time, maybe 1/10, it works as you would expect. Imagine your typical pile of calvalry stuck in a bunch of infantry units, but instead of leaving their lance out poking they just constantly change weapons. Botched, double checked my install twice and no errors. Just doesn't work.
 
well I see that, but that doesnt help others.
his additions were pretty well liked, just the lancer wasnt working.
baaah, I really wanted some help adding some other minor mods to this game, but oh well I guess.
 
Yeah Sir Rayne is pretty meh too. Donovan gets there but his health, powerstrike, etc. for a trainer are really low - he takes a while to get there. It's weird he argues with Leslie since she's from Barclay as well. I always try to find armor for companions where they are from so I can identify them on the field...Diev has dragon knight schtuff, julia has empire gear, leslie and don with the barclay uniforms etc.
 
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