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 -
("get_troop_backup_hp_times_factor",
[
(store_script_param, ":troop_no", 1),
(store_character_level, ":troop_level", ":troop_no"),
(store_mul, ":backup_hp_factor", ":troop_level", 4),
(assign, reg0, ":backup_hp_factor"),
]),
("get_agent_backup_hp_times_factor",
[
(store_script_param, ":agent_no", 1),
(agent_get_party_id, ":party_no", ":agent_no"),
(try_begin),
(le, ":party_no", -1),
(assign, ":backup_hp_factor", 0),
(else_try),
(party_stack_get_troop_id, ":leader", ":party_no", 0),
(troop_is_hero, ":leader"),
(store_skill_level, ":leadership_level", "skl_leadership", ":leader"),
(store_mul, ":backup_hp_factor", ":leadership_level", 6),
(try_begin),
(eq, ":party_no", "p_main_party"),
(agent_get_troop_id, ":troop_no", ":agent_no"),
(call_script, "script_game_get_morale_of_troops_from_faction", ":troop_no"),
(assign, ":troop_morale", reg0),
(val_clamp, ":troop_morale", 0, 100),
(val_mul, ":backup_hp_factor", ":troop_morale"),
(val_div, ":backup_hp_factor", 99),
(try_end),
(else_try),
(assign, ":backup_hp_factor", 0),
(try_end),
(assign, reg0, ":backup_hp_factor"),
]),
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.
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.