Author Topic: [S] Pre-Battle Orders & Deployment (v0.92 ported to WFaS 1.143) - Update 20 Jan  (Read 16381 times)

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Csatádi

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-'Expanded' PBOD features (some of which may not be the best for the WFaS context): lancer/pike weapon usage fixes, damage tweaks, weather-based ranged proficiency losses, bodyguard companions, new battle orders: weapon type/shield usage, skirmish mode, volley fire, pike bracing, etc
Is there a possibility to skip not suitable features when installing it to my mod?

Anybody has any experience if any features bring bugs? I would skip them, too.

For example what he said:
1) When I give my companions a Dismount command in Tactics, they do so in the battle, but then most of them immediately mount up again.

2) The Hold Fire command in Tactics, doesn't work on any unit. Everyone just starts shooting like mad as usual when battle starts. Shouldn't this serve the same function as giving a "Fire At My Command" command?

I've also noticed that hitting Escape while you're in combat, and have the command window open, that is, the box that shows all the F1, F2, F3, etc. commands, Escape should close that, but instead it brings up the game menu.

Also, while the strategy window is up during combat (the one with the minimap), selecting a group with the number keys automatically closes the strategy window, and opens up the command menu.

Relatively small, but irritating things.

I see a lot of bugfix in the warband thread version 0.96.  Are those bugs still in this wfas version? I ask because wfas version is just 0.92
« Last Edit: June 30, 2012, 09:03:02 PM by Csatádi »

Jah92

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Does this mod work with Gaunt's mod? sorry i am forgetting what it is called.

Gaunts mod really only tweaks features of the game and adds in new ones. I dont think this mod will conflict with Guant's mod but i want to make sure.

Thanks,
Jah92

Caba`drin

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Does this mod work with Gaunt's mod? sorry i am forgetting what it is called.

Gaunts mod really only tweaks features of the game and adds in new ones. I dont think this mod will conflict with Guant's mod but i want to make sure.

Thanks,
Jah92
It won't work by merging the .txt files, no. You'd need to merge the source codes...though PBOD's do kind of "auto merge", I'm not sure if Gaunt has released his source.



lolwarrior

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Caba, how does the ai work. Does editing text files like the troops and parties mess them up because I dont see the ai using formations even though I have the options set to formations.

The_Hussar

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The mod is very good and brings the game to a new level. But I have some strange bug : when I attempt to enter a tavern in a town or fortress via the menu I enter a scene of fortress which wall has a whole made by explosives. ( the same you may enter if you siege a fortress and choose the option to detonate explosives ) The tavern keeper and the merceneries are on the right of the city gate. The very same scene occures when I start a new game instead of the Cossack village in the tutorial. So when I start a new game I have to exit the tutorial before the game crashes.
 Another weird bug is occuring when I have fortified myself and I am being attacked. Then the action takes place in a city instead in the field. My party is spawning between houses. May be this is a scene from Crimean fortress.

These bugs don't occure on Native or other WFAS mods.

I have copied the scenes from Native and replaced them with these on your module even though I think they are the same.
I deleted the entire module and installed it again.
I think these bugs have to do something with menus.txt and the scenes they are reffered to.
I am playing WFAS 1.143 on Windows XP if this has any matter...
Any suggestions?