Author Topic: [S] Native Mod Compilation - NMC 1.153 beta2 released  (Read 189838 times)

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Bismarck

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #30 on: July 31, 2010, 11:27:16 PM »
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It seems that enemies only stand in place when fighting if you are controlling your own player.Whenever I choose someone of my companions to control,enemies act like they should.
Really? I've just played the game for a while and the enemy's troops behaved correctly. However, the static enemies are a problem of the formations mod, but it seems that someone is already testing an improved script for formations which tries to get rid of these flaws.

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Special enemy bandits still have too much health, just like in custom commander. And there was a nice thing in CC, showing you the exact date of paying wages and getting money when you go to reports. I don't see it in this mod.
I am using the newest version of CC, but I didn't implement the script to show wages as the diplomacy mod has already changed the code. I will try to add it.

My newest experiment: I'm trying to give the player_supporters_faction my custom troops as kingdom troops.
It seems as if my lord Firentis has hired my men after I've chosen "Player Faction" as my kingdom's culture via the minister, but I am wondering where he got that Swadian troops from.


A small success, I guess.

Geroro

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #31 on: July 31, 2010, 11:52:25 PM »
Ok, just had a battle against 49 Khergits whose leader was Alagur Noyan.
So, its still the same for me.Only Alagur charged at us,while everyone else was standing still.I was in a duel with him and knocked him out easily with 1 hit(got -2 relations for doing it myself,nice idea to implement that).Then as we charged at the standing army they had like 200 health or so, it was impossible to win.So it seems pretty unplayable now as it is.I think the health error is from Custom Commander.When i hit them hard once and deal for example,100 damage, I get experience for killing them,although they are still alive and there is no message saying I killed them.So i get double experience for every enemy I kill, but its very hard to kill him. Also, it looks like they only have huge amount of health when they have a leader,in this case Alagur. When im fighting bandits without leader,they have normal HP. But when fighting bandits with leader( for example sea raider Milo,Milo's Party) they have a lot more.

Bismarck

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #32 on: July 31, 2010, 11:57:48 PM »
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* The leadership skill of party leader will effects the extra HP of regulars. For player's party, the morale value will be also effects the extra HP of regulars. The regulars which in player's party will get full extra HP when the morale is 99. The regulars in parties which havn't a leader will get none extra HP.
Maybe I should deactivate this. Equipment and tactics should be the key to success and not absurd amounts of HP. Now I understand why my strong custom troops were slaughtered so easily during a siege.

Geroro

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #33 on: August 01, 2010, 12:02:49 AM »
Yes,especially playing on full damage.It would be impossible to win any battle.
We(sarranids)just sieged Narra and i was so pissed at allied soldiers that they couldnt break the wall defences and go up.I guess its because the defenders had too much HP.
« Last Edit: August 01, 2010, 12:06:23 AM by Geroro »

SCLurker

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #34 on: August 01, 2010, 12:07:23 AM »
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* The leadership skill of party leader will effects the extra HP of regulars. For player's party, the morale value will be also effects the extra HP of regulars. The regulars which in player's party will get full extra HP when the morale is 99. The regulars in parties which havn't a leader will get none extra HP.
Maybe I should deactivate this. Equipment and tactics should be the key to success and not absurd amounts of HP. Now I understand why my strong custom troops were slaughtered so easily during a siege.

Oh good god, yes! PLEASE! This alone is pretty gamebreaking since I have to unload a volley of arrows into one regular guy's face. That and like someone mentioned earlier about the units staying in the same place...it sort of ruins it. Example : A battle against an enemy lord with 7 different lords and their armies on my side. At the beginning, only one lord on each side charges at each other and that's it; everyone else is stuck at the starting position. It leaves me at no choice either to die trying to kill their 100+ troops with insane HP or to retreat.

Though I do love the mod for what it does work out for. :] keep it up!

Geroro

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #35 on: August 01, 2010, 12:11:42 AM »
instead of adding HP,maybe it can add something else up,like proficiencies or something like that.
for every 1 leadership point, +1 proficiencies.

Zangi

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #36 on: August 01, 2010, 01:53:47 AM »
instead of adding HP,maybe it can add something else up,like proficiencies or something like that.
for every 1 leadership point, +1 proficiencies.

Instead of adding insane amounts of HP: +1 HP and +1 Proficiencies?  Or just leave it at +1 HP...



Also, fun times, I added a zero at the end of max number of bandits per party via tweak, especially when a bandit boss shows up...

SCLurker

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #37 on: August 01, 2010, 03:04:18 AM »
Played with it a little more and decided to try some more options - the banner system doesn't work correctly. It's mostly a texture problem as the flag meshes show up but instead of being overlayed with your banner (or any other for that matter), it shows up pure white.

Just to gauge the HP of the enemies that have leaders with them, I slapped on a bow that does 255 Damage and arrows that do 255 damage along with some +200 armor gear. It took me two shots to the head of the trash enemies to kill them while it took only one shot anywhere else on their body to take down the leader. I was also taking considerable damage with the huge armor increase. Just thought I'd like to share that with you since it is pretty OP'd.

Anyone have any luck finding the values for leadership and HP increase in the source files? I'm flipping through the CC thread trying to find a lead.

Once again, I do appreciate all you are doing for the community and hope I can be of help.

CryptoCactus

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #38 on: August 01, 2010, 05:59:56 AM »
Played with it a little more and decided to try some more options - the banner system doesn't work correctly. It's mostly a texture problem as the flag meshes show up but instead of being overlayed with your banner (or any other for that matter), it shows up pure white.

Came here to report the same thing. Also, it seemed to cause a crash any time I went to battle with a companion in my party (I had the "heroes only" option turned on). Perhaps it was because I didn't have a banner yet myself though, I dunno.
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Folkzweise

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #39 on: August 01, 2010, 07:11:14 AM »
the option heroes only let enemy lords wear a banner at their back so you can identify and kill them quickly.
also that's the option i choose and i have no problems so far beside the massive amount of HP for increased leadership.
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zodden

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #40 on: August 01, 2010, 09:09:10 AM »
massive HP on trash enemies for me too

Bismarck

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #41 on: August 01, 2010, 11:03:37 AM »
Some of the hp stuff can be found in module_mission_templates.py. I've commented it out and will test it this afternoon. Hopefully, that should do the trick.

SCLurker

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #42 on: August 01, 2010, 12:10:24 PM »
Some of the hp stuff can be found in module_mission_templates.py. I've commented it out and will test it this afternoon. Hopefully, that should do the trick.

Thank you Bismark! I've actually tried my hand at correcting this issue as we speak and i'm about to start testing. I took out a few lines in the module_scripts.py relating to leadership and HP values (although you probably have the REAL coding i'm looking for which is where you said it was).

Well, 10 minutes after I wrote and left this post here without submitting it, I have successfully corrected the massive HP issue. For those who want a quick fix now, you can open up module_scripts.py and delete this entry in there -

(click to show/hide)
You can find this entry by using the Find function in your document viewer/editor and copy pasting a line from this entry in there. Just make sure it matches up.

Then recompile the mod. I got errors during compilation and so I just copied whatever file it did not create over from my non edited OSPW mod. Units died as they should with a well placed shot between the eyes. Tested by fighting Vaegir lords and 2 bandit lords on both original OSPW and the edited OSPW. I have no knowledge of python coding so this is only a temporary fix for people wishing to further test this mod for Bismark.

Thanks again Bismark! I appreciate you addressing our problem so soon.

EDIT -

Hey Bismark, I was reading and just analyzing module_scripts.py when I came across the values script_game_get_party_speed_multiplier. I compared it to native and noticed native only draws upon one instance of this whereas the OSPW calls upon two different ones, one from diplomacy and one from Custom Commander. Just thought i'd share this with you since they both seem to be calling on the same code with different values.
« Last Edit: August 01, 2010, 01:54:46 PM by SCLurker »

Geroro

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #43 on: August 01, 2010, 12:14:06 PM »
When you're done editing it,please release the fix so i can continue playing.

CryptoCactus

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Re: [S] Open Source Project Warband - Native 1.127
« Reply #44 on: August 01, 2010, 03:46:02 PM »
the option heroes only let enemy lords wear a banner at their back so you can identify and kill them quickly.
also that's the option i choose and i have no problems so far beside the massive amount of HP for increased leadership.

Oh, I just assumed it was any tf_hero troop. Cheers then, I don't know why it was crashing.
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