Author Topic: [S] Pre-Battle Orders & Deployment (v0.96.3 for Warband 1143+WSE)-patch for 115x  (Read 123802 times)

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Leberecht Reinhold

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See the YouTube Alpha Video: http://www.youtube.com/watch?v=EjfG1XcKpTw
Or on WeGame: http://www.wegame.com/watch/mb-warband-waypoint-orderspathing-alpha/


Woah... You really need more credits for this. This is a huge things for SP battles in WB.

Will this work for sieges? This is, if i manage to sneak in and open the gates, could I set up a waypoint to force them to travel through the gates?

bisthebis25

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When do you release ModMerger version of 0.96.3 ? I'm very impatient :)
(Because of you, i can use ModMerger, 1000 thx Caba'drin :))

Caba`drin

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When do you release ModMerger version of 0.96.3 ? I'm very impatient :)
(Because of you, i can use ModMerger, 1000 thx Caba'drin :))
It is released--it is included in the installer .exe in the "Source" folder when installed.

I've just stopped separating the downloads as it was getting annoying to upload so many files each release...I should probably make that clear somewhere, eh?

See the YouTube Alpha Video: http://www.youtube.com/watch?v=EjfG1XcKpTw
Or on WeGame: http://www.wegame.com/watch/mb-warband-waypoint-orderspathing-alpha/


Woah... You really need more credits for this. This is a huge things for SP battles in WB.

Will this work for sieges? This is, if i manage to sneak in and open the gates, could I set up a waypoint to force them to travel through the gates?
Cheers!
It will not work for sieges in the first release (0.97...whenever 1.15x and WSE are updated) as it is currently tied into the formations code, which isn't active in sieges.

Also, since gates aren't functional Natively it makes it a bit of a moot point...though 1.15x should allow gates to function again. I'll take a look for the version/patch that follows 0.97
« Last Edit: May 21, 2012, 05:53:21 PM by Caba`drin »



bisthebis25

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Ok.  :mrgreen: Thanks !

dia151

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1.15x was sopose to be released last week they said, seems like those were just rumors

Caba`drin

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1.15x was sopose to be released last week they said, seems like those were just rumors
No, they weren't. The devs simply delayed because they discovered a few other things they wanted fixed. They then said today...but...well...apparently they aren't sticking to their schedules. Them not sticking to the schedule they state doesn't equate it to rumor.

Again, I'm not quoting rumor, but what devs state on the BugTracker or in the 1.15x version discussion thread in the Forge.



wildyracing

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... awaiting Warband 1.153 ...

what if i told you 1.153 will never come


You will make a mistake ;)

Hanakoganei

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I have to say, I'm having more fun commanding my troops via the tactical map than actively participating in combat lol. I've been driving light cavalry in wedge formation into the enemy flanks, while my frontline infantry are slowly moving forward, supported by archers, and my heavy cavalry smashing into them if necessary. I suffer minimal losses (often no losses at all) even in large combat of over 200 participants because of intelligent troop movement, which is something I very much enjoy. Very much enjoy indeed.  :D That makes my less combat-oriented (more points in Int and Cha) character a lot more fun to play suddenly.
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Andrei Haiducul

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Noticed a new bug/oversight now that ammo-less troop reassignment works: the ammo-less division defaults to "charge" which leads to dead troops unless you're paying close attention. Ideally,  you should be able to assign an order in the planning stage even if you don't have troops in that particular division, or make the ammo-less group inherit orders (ex: first re-assigned troop sets his original order, at least as far as "hold" goes; "skirmish" could be transformed to "retreat", etc). EDIT: this is, of course, only valid if the ammo-less division was empty before the battle started. Likely applies to all temporary divisions formed during a battle.

Also, I'm not sure if this is a bug or incomplete feature: I've never seen the "Formations AI" take over for my side after I've been knocked out - my troops just carry on with their orders.
« Last Edit: June 21, 2012, 05:04:38 AM by Andrei Haiducul »

English_Knight

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When I order my troops to brace spears, do the ones with spears move to the front line? I'm trying to weigh up whether I should reassign Swadian Footmen to a new group, so I can get a layer of braced spears protecting my infantry from cavalry charges.

Miri it is while ſumer ylaſt wiþ fuȝeles ſon.

Kleidophoros

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When I order my troops to brace spears, do the ones with spears move to the front line? I'm trying to weigh up whether I should reassign Swadian Footmen to a new group, so I can get a layer of braced spears protecting my infantry from cavalry charges.
No. Last time I played rhodok sergeants were trying to brace their one handed weapons in the front line.
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English_Knight

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I have found this out now :P it took me a while to get Swadians with spears, you see.

I am having a problem with the AI though, specifically the khergits. They always arrange into a wedge formation right at the start and they do not move at all. It's so easy to defeat them; just make everyone use shields and charge into their wedge. Perhaps I should turn off the mounted archer fix, but that doesn't solve the problem of movement.

Also, I keep getting script errors on the map (I'm playing native w/ formations because I kept getting even more script errors when playing formations AI): SCRIPT ERROR ON OPCODE -2147483088: Invalid troop ID: 1131120; Line NO: 602: At script [556] npc_decision_checklist_faction_ai_alt.

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Caba`drin

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Noticed a new bug/oversight now that ammo-less troop reassignment works: the ammo-less division defaults to "charge" which leads to dead troops unless you're paying close attention. Ideally,  you should be able to assign an order in the planning stage even if you don't have troops in that particular division, or make the ammo-less group inherit orders (ex: first re-assigned troop sets his original order, at least as far as "hold" goes; "skirmish" could be transformed to "retreat", etc). EDIT: this is, of course, only valid if the ammo-less division was empty before the battle started. Likely applies to all temporary divisions formed during a battle.
Thanks for pointing out the oversight. Will come up with something.

Also, I'm not sure if this is a bug or incomplete feature: I've never seen the "Formations AI" take over for my side after I've been knocked out - my troops just carry on with their orders.
Do you have Formations AI on for the enemy? If not, then it won't work for a KO order. If so...it should. Let me know.

When I order my troops to brace spears, do the ones with spears move to the front line? I'm trying to weigh up whether I should reassign Swadian Footmen to a new group, so I can get a layer of braced spears protecting my infantry from cavalry charges.
No. Last time I played rhodok sergeants were trying to brace their one handed weapons in the front line.
As Kleid said, bracing keeps folks where they are.
It should, however, check that a polearm is equipped before it tries to brace a bot...did the one-handed wielders actually do the bracing animation and stay in place??

I have found this out now :P it took me a while to get Swadians with spears, you see.

I am having a problem with the AI though, specifically the khergits. They always arrange into a wedge formation right at the start and they do not move at all. It's so easy to defeat them; just make everyone use shields and charge into their wedge. Perhaps I should turn off the mounted archer fix, but that doesn't solve the problem of movement.
The mounted archer AI is still receiving some much needed TLC. The weapon use fix won't help their movement, you're right.

Also, I keep getting script errors on the map (I'm playing native w/ formations because I kept getting even more script errors when playing formations AI): SCRIPT ERROR ON OPCODE -2147483088: Invalid troop ID: 1131120; Line NO: 602: At script [556] npc_decision_checklist_faction_ai_alt.
Very odd...what script errors with formations AI on? A full rgl_log.txt after you get those errors would be best. Paste it here in a [code] [/code] block.



Hanakoganei

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You've seen this thread already, but I think I should bring it in here since I suddenly realize it may be a PBOD issue.

Issue with riflemen in "rank" formation. I tested it quite a bit and it's really strange. It doesn't seem to happen in Native for me, as the riflemen automatically use their rifles by default in the Native's crude formations.
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Andrei Haiducul

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Do you have Formations AI on for the enemy? If not, then it won't work for a KO order. If so...it should. Let me know.
Yes, both "Battle continuation" and "Battle AI" are set to "Formations AI". Is there another option? The only effects I've noticed is that "Hold fire" is changed to "Fire at will", and my "Pansies" division (which contains recruits) disbands formation after I get knocked out. Otherwise, troops still hold their position or follow my body.
Also, I keep getting script errors on the map (I'm playing native w/ formations because I kept getting even more script errors when playing formations AI): SCRIPT ERROR ON OPCODE -2147483088: Invalid troop ID: 1131120; Line NO: 602: At script [556] npc_decision_checklist_faction_ai_alt.
Very odd...what script errors with formations AI on? A full rgl_log.txt after you get those errors would be best. Paste it here in a [code] [/code] block.
I get this one a lot on the world map, but with troop ID: -1. Don't think it's PBOD related, but here's the not-very-informative rgl_log.txt:
(click to show/hide)