Author Topic: Diplomacy+Pre-Battle Orders & Deployment (Diplo v4.2+PBOD v0.96.3) for 1.143+WSE  (Read 101384 times)

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Kleidophoros

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Nothing in wse_log
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[23:14:44]WSE v2.5.2 by cmpxchg8b (Build date: Feb 18 2012 16:54:08)
[23:14:44]WSE path: C:\Program Files\Steam\steamapps\common\mountblade warband\Modules\Diplo+PBOD\WSE\
[23:14:44]WSE netcode version: 5
[23:14:44]Warband version: Steam

Just checked the shortcut, does this seem odd?
Code: [Select]
Target: "C:\Program Files\Steam\steamapps\common\mountblade warband\Modules\Diplo+PBOD\WSE\WSELoader.exe" -p "..\..\..\mb_warband.exe" -m "Diplo+PBOD"


Start in: "C:\Program Files\Steam\SteamApps\common\mountblade warband\Modules\Diplo+PBOD\WSE"

Save game is gone, boo.
"Al esfuerzo y al heroísmo de una revolución. ¡No los queremos! ¡No los necesitamos!"
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Caba`drin

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You could try removing '-p "....mb_warband.exe"' and see if that is somehow confusing to the launcher with Steam, but it should just be helping the WSELoader find the main Warband executable.



Kleidophoros

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Nope, still two launchers. Weird thing is it doesn't always happen; maybe 3 times out of 10. I don't know how it's possible but there you have it.
I must have started the game via the launcher without the WSE at some point. Or something.
"Al esfuerzo y al heroísmo de una revolución. ¡No los queremos! ¡No los necesitamos!"
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Caba`drin

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Nope, still two launchers. Weird thing is it doesn't always happen; maybe 3 times out of 10. I don't know how it's possible but there you have it.
I must have started the game via the launcher without the WSE at some point. Or something.
So, I went to the source:
I think I know what might be causing two launchers, and WSE not being active is likely because he used the wrong launcher out of the two (no way to know which one is the one with WSE). Tell him to try with this loader, should eliminate the two launchers bug: http://dl.dropbox.com/u/30551702/WSELoader.exe



Kleidophoros

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Cheers mate, I will try that new loader when I get back home. I will cheat my way to some siege and whatnot to see what happens.

I did try; didn't work out. Posted in the other thread you linked.

Edit: One more thing; I can't seem to use shield bash with a Thick Hide covered round shield". Don't have the regular version of the shield yet.
« Last Edit: March 23, 2012, 11:26:14 PM by Kleidophoros »
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Andrei Haiducul

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and the choose your deployment screen definitely shouldn't be dropping any members--squashed that as a problem many moons ago
I've noticed that Jeremus sometimes disappears from my party... and just verified that "Choose who will join you" is the cause! I've uploaded savegames from before & after a large siege defense, where I chose Jeremus & Ymira to stay out. At the end of the battle, they're out of my party, but I can get them back by checking companion missions - they show up as "attempting to rejoin" and eventually come back. Think the companions rejoining is just a bug from native actually - if you lend a companion to a lord, and then check "companion missions", that companion will always return prematurely.

I always get extra troops in a siege defense, and I'm sure they're not just allied troops re-assigned to my team. In that last siege, I had 200+ troops and I lost at least 30 knights, but only 2 from my real troops. Don't remember if this happened in native as well.

Caba`drin

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Edit: One more thing; I can't seem to use shield bash with a Thick Hide covered round shield". Don't have the regular version of the shield yet.
Shield bash only works with shields that are large enough. I don't believe most round shields are large enough.

and the choose your deployment screen definitely shouldn't be dropping any members--squashed that as a problem many moons ago
I've noticed that Jeremus sometimes disappears from my party... and just verified that "Choose who will join you" is the cause! I've uploaded savegames from before & after a large siege defense, where I chose Jeremus & Ymira to stay out. At the end of the battle, they're out of my party, but I can get them back by checking companion missions - they show up as "attempting to rejoin" and eventually come back. Think the companions rejoining is just a bug from native actually - if you lend a companion to a lord, and then check "companion missions", that companion will always return prematurely.
Hurumph. What the devil did I re-break then? And when? Will look into.

EDIT - Just tried your save. I started the battle with none of your companions selected to spawn, then retreated, and all companions were in-party afterwards. Did it again, but this time let the fighting go on a bit and reinforcements spawn. Cheated the battle to a close and two companions were missing: Firentis and Alayen. Le Sigh. No clue what's up. Or why letting reinforcements spawn would change the result.

I always get extra troops in a siege defense, and I'm sure they're not just allied troops re-assigned to my team. In that last siege, I had 200+ troops and I lost at least 30 knights, but only 2 from my real troops. Don't remember if this happened in native as well.
This sounds right. In sieges, all defending troops are on the player's team to be ordered around. Unless you are sure they were from your party--they had your gear heraldry on or the other defenders definitely didn't have any knights--I'm not going to look into this as it should be working fine.

EDIT - in testing for the above 'loss of companions', there's clearly something amiss here. Either the casualty/debrief screen is lying, or troops aren't getting wounded correctly. Will need to check if calculations on casualties, etc are done differently for sieges than field battles or what is up. Guess that's what I get for assuming that sieges would work the same as field battles. Thanks for bringing this stuff up. (It's definitely a bit frustrating that these are features I haven't touched in months and months and no one's noticed/mentioned before, so I assumed they were working and finished....but it is good to know)

EDIT 2 - added debug messages, so far without help. My code is working exactly as it always had. No troops are getting dropped at mission-start. But the problems described are still there--and can show up in field battles, too. Looking if they changed casualty calculations, etc and trying to find where this happens (likely at battle end, where my code doesn't change anything?)

EDIT 3 - found both of them in the same source...hopefully all of it. Was the code I'd added to prevent using the choose who deploys feature from re-ordering your party list. Apparently was totally screwing with the game applying casualties to the party. Double-checking that casualty tracking is working with the change.
« Last Edit: March 25, 2012, 11:30:23 PM by Caba`drin »



Caba`drin

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'Patch' v0.96.2
  • New Orders: Add one rank & Remove one rank (under F2 Formation orders)
    Allows the Ranks (infantry and archers) and Shieldwall (infantry) formations have variable number of ranks (from 2-5)
  • Bugfix: pre-battle deployment bugs with companions and casualties corrected



Singleton

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Hey guys, idk if this has been asked many times before, but how would I go about merging this mod with Anno Domini 1257? I am kinda new to modding and PC all around :\ thanks in advance if anybody helps!

Caba`drin

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Hey guys, idk if this has been asked many times before, but how would I go about merging this mod with Anno Domini 1257? I am kinda new to modding and PC all around :\ thanks in advance if anybody helps!
Unfortunately there isn't a way to do so without using the source code "Module System", which 1257AD doesn't release...so the 1257AD team would need to merge this into the mod themselves.



Singleton

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Aww well thanks i appreciate it

Caba`drin

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'Patch' v0.96.3
  • Warband Script Enhancer updated to 2.6.2
  • New Orders: Volley by Rank and by Platoon (under F3 Fire orders)
    Allows archers/crossbowmen to vary their volleys either by ranks/rows (if in formation: ranks) or by 'platoon'/thirds (firing left, center and right in turn)
  • New Hot-keys: Call/Whistle for Horse doubles as 'Horse Rear'; Crouch doubles as 'Cheer' after the end of a battle
  • Using positioning flag to target divisions, particularly archers, should be more accurate; also holding "Action" (default F) at the start of using the positioning flag will prevent the flag from being used to target enemy divisions (it will only give the place order)
  • Bugfix: order menu glitches introduced in patch 2 corrected
  • Bugfix: archers out of ammo/dehorsed cavalry will reassign to alternative divisions appropriately if they were in formation before

Order screen back to working again. Also to 2 new "volley fire" variations for testing included and all volley orders are moved to the F3 - Fire order menu.
« Last Edit: March 31, 2012, 10:30:03 PM by Caba`drin »



Donkey Army

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When i download this and try to open the file i get a error massage saying that the files is either broken or a unknown format. Never had this problem with any mod and my friend installed it the other day. I have 1.143, winrar, many other mods installed, i can open other files. I tested downloading just Diplomacy 4.2, worked perfectly. I also tried to download just the PBOD but got the same message.

Caba`drin

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When i download this and try to open the file i get a error massage saying that the files is either broken or a unknown format. Never had this problem with any mod and my friend installed it the other day. I have 1.143, winrar, many other mods installed, i can open other files. I tested downloading just Diplomacy 4.2, worked perfectly. I also tried to download just the PBOD but got the same message.
You downloaded from the Nexus site linked? It is an .exe installer and I can confirm that it uploaded and downloads fine and installs without issue. Re-download.



Donkey Army

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I downloaded from nexus, got a .rar file that is 4 3 mb. Redownlaoded about 10 times.


I solved it. I got the download in a .rar file, no idea why, my friend got a .exe. so i changed the file to a .exe and it worked.
« Last Edit: April 01, 2012, 07:56:12 PM by Donkey Army »