Author Topic: [Sub-mod]PoP3.8.4Horse archer AI enhancement for companions and noldors  (Read 21900 times)

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Lag'ier Barlida

  • Master Knight
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  • You may know my previous name, Latis.
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Hi, Dev PMed me for the imformation of horse archer's AI enhancement, so I connected with the author of one AI patch and he kindly designed a script for PoP3.8.4 to improve the AI of horse archers, as in 3.8 horse archers share the same wage with cavaries and in PoP most of horse archers are heavy cavarly as well, I ask the author to make the enhancement works for heroes and noldors only :wink: So you can freely make your companions horse archers and change noldor noble or maiden ranger or Tillight knight with your gem now. :P
The download link: https://mega.nz/#!69smEQzA!B_PNXDt2NLyEWb4ZELjET8LFFjvP0JsRSEiCH8s-USo
Here goes the vedio from author to show that how it affects the troops: And that's why I only ask author to make it work for companions only so that it wont break the balance in PoP.
http://v.youku.com/v_show/id_XMjc0NzIyNzE4NA==.html
http://v.youku.com/v_show/id_XMjcyMjM2NTU2OA==.html(IT'S NOT PLAYER BUT COMPANION :shock:)
The sub-mod has:
1.AI enhance for hero horse archers(wont work for horse Xbowman hero) and noldors
2.battle map always apears so that you wont go to the air wall for dead :dead:
3.Optimize the lancer's script.
The test of 50 noldor nobles VS 150 kierguards:
(click to show/hide)
OP? Nope just clever :wink:
(click to show/hide)
And do not think your leth and ediz can take down a heretic party with their own even they are more accurate now :P
If there are any problems with the sub-mod please post here, and tell me your love to the sub-mod so that it will probably be in next release :mrgreen:
Enjoy!
Original code(HA script, updated 7/22),more info about changelog please check #98.
Code: [Select]
  0.5, 0, 0, [],
  [       
        (set_fixed_point_multiplier, 1000),
        (try_for_agents, ":agent_no"),
            (agent_is_alive, ":agent_no"),
            (agent_is_human, ":agent_no"),
            (agent_is_non_player, ":agent_no"),
            (neg|agent_slot_eq, ":agent_no", 1003, 1),
            (agent_get_horse, ":horse_no", ":agent_no"),
            (assign, ":melee_weapon", -1),
            (try_begin),
                (agent_slot_eq, ":agent_no", slot_agent_is_running_away, 0),
                (gt, ":horse_no", -1),
                (agent_get_team, ":team_no", ":agent_no"),
                (agent_get_division, ":class_no", ":agent_no"),
                (team_get_weapon_usage_order, ":weapon_usage_order", ":team_no", ":class_no"),
                (team_get_movement_order, ":movement_order", ":team_no", ":class_no"),
                (team_get_hold_fire_order, ":hold_fire", ":team_no", ":class_no"),
                (assign, ":thrown_ammo", 0),
                (assign, ":ranged_weapon", -1),
                (try_for_range, ":item", 0, 4),
                  (agent_get_item_slot, ":item_weapon", ":agent_no", ":item"),
                  (gt, ":item_weapon", 0),
                  (item_get_type, ":item_weapon_type", ":item_weapon"),
                  (try_begin),
                    (eq, ":item_weapon_type", itp_type_thrown),
                    (agent_get_ammo_for_slot, ":ammo_for_slot", ":agent_no", ":item"),
                    (val_add, ":thrown_ammo", ":ammo_for_slot"),
                  (else_try),
                    (this_or_next|eq, ":item_weapon_type", itp_type_bow),
                    (this_or_next|eq, ":item_weapon_type", itp_type_pistol),
                    (eq, ":item_weapon_type", itp_type_musket),
                    (assign, ":ranged_weapon", ":item_weapon"),
                  (else_try),
                    (this_or_next|eq, ":item_weapon_type", itp_type_one_handed_wpn),
                    (this_or_next|eq, ":item_weapon_type", itp_type_two_handed_wpn),
                    (eq, ":item_weapon_type", itp_type_polearm),
                    (assign, ":melee_weapon", ":item_weapon"),
                  (try_end),
                (try_end),
                (gt, ":ranged_weapon", -1),           
                (neg|item_has_property, ":ranged_weapon", itp_cant_reload_on_horseback),
                (neg|item_has_property, ":ranged_weapon", itp_cant_use_on_horseback),
                (agent_get_ammo, ":ammo", ":agent_no", 0),
                (val_sub, ":ammo", ":thrown_ammo"),
                (gt, ":ammo", 0),
                (agent_set_slot, ":agent_no", 1003, 2),
                (neg|eq, ":hold_fire", aordr_hold_your_fire),
                (neg|eq, ":weapon_usage_order", wordr_use_melee_weapons),
                (eq, ":movement_order", mordr_charge),
                (agent_get_position, pos50, ":agent_no"),
                (agent_get_speed, pos31, ":agent_no"),
                (position_get_y,":speed_y",pos31),
                (assign, ":distance_closest", 100000),#1000m
                (assign, ":enemies_closest", -1),
                (try_for_agents, ":enemies"),
                    (agent_is_alive, ":enemies"),
                    (agent_is_human, ":enemies"),
                    (agent_get_position, pos36, ":enemies"),
                    (agent_get_team, ":enemies_team", ":enemies"),
                    (teams_are_enemies, ":team_no", ":enemies_team"),
                    (get_distance_between_positions, ":distance", pos50, pos36),
                    (try_begin),
                      (agent_slot_eq, ":enemies", slot_agent_is_running_away, 1),
                      (val_add, ":distance", 10000),
                    (try_end),
                    (try_begin),
                      (agent_get_horse, ":enemies_horse", ":enemies"),
                      (gt, ":enemies_horse", -1),
                      (agent_get_speed, pos32, ":enemies"),
                      (position_get_y,":speed_y_enemies",pos32),
                      (val_sub, ":speed_y_enemies", ":speed_y"),
                      (store_div, ":distance_cavalry", ":speed_y_enemies",5),
                      (val_max, ":distance_cavalry", 0),
                      (val_add, ":distance_cavalry", 500),
                      (val_sub, ":distance", ":distance_cavalry"),
                    (else_try),
                      (agent_get_wielded_item, ":weapon_hold", ":enemies", 1),
                      (neg|gt, ":weapon_hold", 1),
                      (val_sub, ":distance", 500),
                    (try_end),
                    (lt, ":distance", ":distance_closest"),
                    (assign, ":distance_closest", ":distance"),
                    (assign, ":enemies_closest", ":enemies"),
                (try_end),
                (neq, ":enemies_closest", -1),
                (agent_get_position, pos51, ":enemies_closest"),
                (get_distance_between_positions, ":distance_true", pos50, pos51),
                (try_begin),
                  (agent_slot_eq, ":enemies_closest", slot_agent_is_running_away, 0),
                  (gt,":distance_true",200),
                  (agent_set_wielded_item, ":agent_no", ":ranged_weapon"),
                (else_try),
                  (le, ":distance_true", 200),
                  (gt, ":melee_weapon", -1),
                  (agent_set_wielded_item, ":agent_no", ":melee_weapon"),
                (try_end),
                (assign, ":speed_limit", 1000),
                (try_begin),
                    (agent_get_wielded_item, ":weapon_hold", ":agent_no", 0),
                    (gt, ":weapon_hold", 0),
                    (item_get_type, ":weapon_type", ":weapon_hold"),
                    (this_or_next|eq, ":weapon_type", itp_type_bow),
                    (this_or_next|eq, ":weapon_type", itp_type_pistol),
                    (eq, ":weapon_type", itp_type_musket),
                    (agent_get_bone_position, pos53, ":agent_no", 8, 1),
                    (agent_get_bone_position, pos54, ":enemies_closest", 9, 1),
                    (position_has_line_of_sight_to_position, pos53, pos54),
                    (agent_set_look_target_agent, ":agent_no", ":enemies_closest"),
                    (try_begin),
                      (assign, ":shoot_distance", 4000),
                      (agent_get_attack_action, ":attack_action", ":agent_no"),
                      (eq, ":attack_action", 1),
                      (try_begin),
                        (gt, ":distance_closest", 700),
                        (le, ":distance_closest", ":shoot_distance"),
                        (store_div, ":speed_limit", ":speed_y",2000),#
                        (val_max, ":speed_limit", 0),
                      (try_end),
                      (eq, ":weapon_type", itp_type_bow),
                      (try_begin),
                        (le, ":distance_true", ":shoot_distance"),
                        (agent_set_defend_action, ":agent_no", -2, 1),
                        (agent_set_attack_action, ":agent_no", 3, 0),
                      (else_try),
                        (gt, ":distance_true", ":shoot_distance"),
                        (agent_set_attack_action, ":agent_no", -2, 1),
                        (agent_set_defend_action, ":agent_no", 3, 1),
                      (try_end),
                    (else_try),
                      (eq, ":weapon_type", itp_type_bow),
                      (le, ":distance_true", ":shoot_distance"),#
                      (agent_get_combat_state, ":combat_state", ":agent_no"),
                      (neq, ":combat_state", 8),
                      (agent_set_attack_action, ":agent_no", 3, 1),
                    (try_end),
                (try_end),
                (agent_set_speed_limit, ":agent_no", ":speed_limit"),
                (try_begin),
                  (agent_slot_eq, ":enemies_closest", slot_agent_is_running_away, 0),
                  (lt, ":distance_closest", 10000),
                  (try_begin),
                    (get_scene_boundaries, pos2, pos3),
                    (position_transform_position_to_local, pos4, pos2,pos50),
                    (position_get_x, ":left", pos4),
                    (position_get_y, ":down", pos4),
                    (position_transform_position_to_local, pos4, pos2,pos3),
                    (position_get_x, ":map_width", pos4),
                    (position_get_y, ":map_height", pos4),
                    (store_sub, ":right", ":map_width", ":left"),
                    (store_sub, ":up", ":map_height", ":down"),
                    (position_transform_position_to_local, pos4, pos50, pos51),
                    (position_get_x, ":enemies_x", pos4),
                    (position_get_y, ":enemies_y", pos4),
                    (assign, ":effect", 0),
                    (try_begin),
                      (neg|gt, ":distance_closest", 1000),
                      (assign, ":effect", -78000),
                    (else_try),
                      (gt, ":distance_closest", 2000),#
                      (store_sub,":effect", ":distance_closest", 0),
                      (val_mul, ":effect", 5),
                      (val_clamp, ":effect", 35000, 90000),
                    (try_end),
                    (assign, ":distance_to_boundary", 30000),
                    (val_min, ":distance_to_boundary", ":left"),
                    (val_min, ":distance_to_boundary", ":up"),
                    (val_min, ":distance_to_boundary", ":right"),
                    (val_min, ":distance_to_boundary", ":down"),
                    (try_begin),
                      (lt, ":distance_to_boundary", 30000),
                      (agent_slot_eq, ":enemies_closest", slot_agent_is_running_away, 0),
                      (store_div, ":map_middle_x", ":map_width", 20),
                      (store_div, ":map_middle_y", ":map_height", 20),
                      (position_copy_origin, pos4, pos2),
                      (position_move_x, pos4, ":map_middle_x", 1),
                      (position_move_y, pos4, ":map_middle_y", 1),
                      (get_distance_between_positions,":distance_middle", pos4, pos50),
                      (position_transform_position_to_local, pos4, pos50, pos4),
                      (position_get_x, ":map_middle_x", pos4),
                      (position_get_y, ":map_middle_y", pos4),
                      (val_mul, ":map_middle_x", 100),
                      (val_mul, ":map_middle_y", 100),
                      (val_mul, ":enemies_x", 100),
                      (val_mul, ":enemies_y", 100),
                      (store_div,":cos_middle",":map_middle_x",":distance_middle"),
                      (store_div,":sin_middle",":map_middle_y",":distance_middle"),
                      (store_div,":cos_enemies",":enemies_x",":distance_true"),
                      (store_div,":sin_enemies",":enemies_y",":distance_true"),
                      (store_acos, ":angle_cos", ":cos_middle"),
                      (store_asin, ":angle_sin", ":sin_middle"),
                      (store_acos, ":angle_cos_enemies", ":cos_enemies"),
                      (store_asin, ":angle_sin_enemies", ":sin_enemies"),
                      (try_begin),
                        (lt, ":angle_sin", 0),
                        (val_mul,":angle_cos", -1),
                        (val_add,":angle_cos", 360000),
                      (try_end),
                      (try_begin),
                        (lt, ":angle_sin_enemies", 0),
                        (val_mul,":angle_cos_enemies", -1),
                        (val_add,":angle_cos_enemies", 360000),
                      (try_end),
                      (store_sub, ":k2", ":angle_cos", ":angle_cos_enemies"),
                      (val_sub, ":k2", 270000),
                      (val_sub, ":k2", ":effect"),
                      (store_add, ":effect", ":k2", ":effect"),
                      (try_begin),
                        (lt, ":angle_cos", ":angle_cos_enemies"),
                        (val_add, ":effect", 360000),
                      (try_end),
                      (val_clamp,":effect",-210000, 15000),
                      (agent_set_attack_action, ":agent_no", -2, 1),
                      (agent_set_defend_action, ":agent_no", 3, 1),
                    (try_end),
                    (store_cos, ":cos", ":effect"),
                    (store_sin, ":sin", ":effect"),
                    (store_mul, ":k_x1", ":cos", ":enemies_y",),
                    (store_mul, ":k_x2", ":sin", ":enemies_x",),
                    (store_mul, ":k_y1", ":sin", ":enemies_y",),
                    (store_mul, ":k_y2", ":cos", ":enemies_x",),
                    (store_add, ":move_x",":k_x1", ":k_x2"),
                    (store_sub, ":move_y",":k_y1", ":k_y2"),
                    (position_move_x, pos50, ":move_x", 0),
                    (position_move_y, pos50, ":move_y", 0),
                  (try_end),
                  (agent_set_scripted_destination, ":agent_no", pos50, 1),
                (else_try),
                  (agent_clear_scripted_mode, ":agent_no"),
                  (agent_force_rethink, ":agent_no"),
                (try_end),
            (else_try),
                (try_begin),
                  (agent_slot_eq, ":agent_no", 1003, 0),
                  (agent_set_slot, ":agent_no", 1003, 1),
                (else_try),
                  (agent_slot_eq, ":agent_no", 1003, 2),
                  (this_or_next|agent_slot_eq, ":agent_no", slot_agent_is_running_away, 1),
                  (this_or_next|lt, ":horse_no", 0),
                  (this_or_next|eq, ":ammo", 0),
                  (this_or_next|eq, ":hold_fire", aordr_hold_your_fire),
                  (this_or_next|eq, ":weapon_usage_order", wordr_use_melee_weapons),
                  (neq, ":movement_order", mordr_charge),
                  (agent_clear_scripted_mode, ":agent_no"),
                  (agent_set_speed_limit, ":agent_no", 100),
                  (agent_force_rethink, ":agent_no"),
                  (agent_set_slot, ":agent_no", 1003, 3),
                  (this_or_next|eq, ":hold_fire", aordr_hold_your_fire),
                  (eq, ":ammo", 0),
                  (gt, ":melee_weapon", -1),
                  (agent_set_wielded_item, ":agent_no", ":melee_weapon"),
                (try_end),
            (try_end),
        (try_end),
  ])
credit:
JunYue(君悦)
« Last Edit: August 03, 2017, 06:28:50 PM by Latis the Darkgryphon »
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IconracI

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So, what dose this script exactly do?



Lag'ier Barlida

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So, what dose this script exactly do?
Making horse archers(heros, noldors) more accurate(by controlling their speed) and they will keep shoting untill ran out of ammo, they will also keep running so that wont be catched by their enemies, it will obviously increase the kill of mtd-archer heros.
The script also optimizes the lancer's AI by reducing unneccesary calculate.
« Last Edit: June 04, 2017, 03:41:18 PM by Latis the Darkgryphon »
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Articulo34

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...and they will keep shoting untill ran out of ammo, they will also keep running so that wont be catched by their enemies,...
So this is a patch to make horse archers even more obnoxious and tiresome. I had enough of that in 1257AD.
"Hitler ist ein Trottel, Mussolini auch!" - Homer J. Simpson

Lag'ier Barlida

  • Master Knight
  • *
  • You may know my previous name, Latis.
    • Steam - http://steamcommunity.com/profiles/76561198113066720/
    • View Profile
  • Faction: Swadian
  • M&BVCWB
...and they will keep shoting untill ran out of ammo, they will also keep running so that wont be catched by their enemies,...
So this is a patch to make horse archers even more obnoxious and tiresome. I had enough of that in 1257AD.
I have thought about that, so this patch will only work for heros and noldors :wink:
That is your noldor nobles costed your gems will be more useful, and you can freely raise your horse archer companions, ya know without enhancing even twilight knights hardly kill by shoting.
« Last Edit: June 04, 2017, 04:16:19 PM by Latis the Darkgryphon »
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Lazy Buttons

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So it only works on heroes and noldors? Heroes as in party companions, or hero adventurers?
There are so many horse archers in pendor that it seems unfair to restrict such a mod to just two of their kin.
What about Doomguides, Singalians, D'Shar, CKO, mounted crossbow units, etc?
If  anything, I'd rather see weaker, squishier horse archers get this improvement, because Noldor Nobles / TKs and Hero Adventurers can already handle themselves quite well in mass melee.

(click to show/hide)
« Last Edit: June 04, 2017, 04:51:42 PM by Lazy Buttons »

Lag'ier Barlida

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So it only works on heroes and noldors? Heroes as in party companions, or hero adventurers?
There are so many horse archers in pendor that it seems unfair to restrict such a mod to just two of their kin.
What about Doomguides, Singalians, D'Shar, CKO, mounted crossbow units, etc?
If  anything, I'd rather see weaker, squishier horse archers get this improvement, because Noldor Nobles / TKs and Hero Adventurers can already handle themselves quite well in mass melee.

(click to show/hide)
It only works for companions(as well as enemy heroes) and noldors, because this script is so powerful that it will surely break the balance and makes player annoying when fighting with other horse archers.
The improve of all "weak" horse archers can make the game annoying, trust me :dead:
Noldor nobles are powerful, true, but not powerful enough so that 6 of them worth a gem.
I don't want big "improvement" which may break the world balance, I just want this patch to makes horse-archer companions and noldor elite troops more remarkable, noldor can be left even, at least improve the companions so that they will worth their skills for horse archery, this buff is more immersive than simply increase the stats.

Ps: just try it and hire leth, you will be surprised by what he will do :wink:
Hmm... of course I can give more examples.
« Last Edit: June 04, 2017, 05:05:17 PM by Latis the Darkgryphon »
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Lazy Buttons

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The improve of all "weak" horse archers can make the game annoying, trust me

Really? I would never have guessed that improving units whose entire purpose is to harass the enemy from afar might make the game more annoying. What a shock.

Quote
Noldor nobles are powerful, true, but not powerful enough so that 6 of them worth a gem.

That's why I just don't spend gems on them. (and hire Noldor Nobles from prisoners)

But yeah, it's a quaint mod. Interesting.
« Last Edit: June 04, 2017, 05:22:55 PM by Lazy Buttons »

Lag'ier Barlida

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Quote
The improve of all "weak" horse archers can make the game annoying, trust me

Really? I would never have guessed that improving units whose entire purpose is to harass the enemy from afar might make the game more annoying. What a shock.

Quote
Noldor nobles are powerful, true, but not powerful enough so that 6 of them worth a gem.

That's why I just don't spend gems on them. (and hire Noldor Nobles from prisoners)

But yeah, it's a quaint mod. Interesting.
The biggest useage of this patch is to make companion horse archers feels like players, so you neednt worry them to charge into berserks without your order.
With the patch leth can even solo a demon which most players can do and AI fail to it:
(click to show/hide)
And he will be able to beat 5 Gladitors.
(click to show/hide)
Exactly, 10.....
(click to show/hide)
So do you understand why I only ask author to give it to companions and noldors? :fruity:
Of course it can be used for every troops, but there will be two results:
1. Dev refuse to take it due to big balance change, it is not like the situation of lancers as lance melee is annoying and stupid , not using bow or not accurate is not that annoying, just a bit stupid sometimes.
2. Even Dev accept that it will be a pain in the ass to rebalance. And as Articulo said, it will be obnoxious and tiresome.
« Last Edit: June 04, 2017, 06:03:00 PM by Latis the Darkgryphon »
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MrExpendable

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I've seen this submod, or at least something similar to this submod in some other mods.
My general experience with this tweak is pretty positive; horse archers maintain their distance whilst running in circles around the enemy, peppering them with arrows.
It makes horse archer armies less micro-intensive, and therefore a much more viable option.

I've yet to try this out for POP. Indeed, it may cause balancing issues seeing as the POP devs overhauled much of the combat already, and any more combat tweaks could potentially break this balance.
Still, I'm going to download this mod and give it a try tomorrow.

Lag'ier Barlida

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I've seen this submod, or at least something similar to this submod in some other mods.
My general experience with this tweak is pretty positive; horse archers maintain their distance whilst running in circles around the enemy, peppering them with arrows.
It makes horse archer armies less micro-intensive, and therefore a much more viable option.

I've yet to try this out for POP. Indeed, it may cause balancing issues seeing as the POP devs overhauled much of the combat already, and any more combat tweaks could potentially break this balance.
Still, I'm going to download this mod and give it a try tomorrow.
For balance, this sub-mod will only work for companions and noldors. :wink:
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MitchyMatt

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I think the problem with OP/balance lies in testing units in a really specific scenario.

Chances are, when one encounters an army of Ravenstern, whom has a solid amount of Mounted Rangers. With them and the regular Ravenstern roster, I feel like that it would work fine. As the horse archers do their thing (distract/harass/kill/etc), the main armies focus on fighting.

It's better to test in those scenarios instead of specific ones because chances are they will most likely not happen while really playing.

Lag'ier Barlida

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I think the problem with OP/balance lies in testing units in a really specific scenario.

Chances are, when one encounters an army of Ravenstern, whom has a solid amount of Mounted Rangers. With them and the regular Ravenstern roster, I feel like that it would work fine. As the horse archers do their thing (distract/harass/kill/etc), the main armies focus on fighting.

It's better to test in those scenarios instead of specific ones because chances are they will most likely not happen while really playing.
Hmm I thought about this, and the feeling of player as mounted archers can be annoying for player, especially in PoP there are many good horse archers, they performed good even without further buff.
Many players used the sub-mod works for every troops said jatu and Dshar become insane so I think the original patch do not fit the PoP, but the buff can limited to some troops that deserve better performance, like noldor horse archers and companions.
So this sub-mod at the moment works for noldors and heroes only, to buff horse archer companions on AI aspect, and make them remarkable, it will also make enemy heroes more clever so that they can be fearsome Boss not just a unit.

And I hope players used this sub-mod can test how companions can do now(as PoP has a kill can it is easy to see) since I will be busy for my study in the rest of the month :shock:
« Last Edit: June 05, 2017, 06:32:30 AM by Latis the Darkgryphon »
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Egaldor

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Quick questions:
1. Will we get a version of this for 3.8.5?
2. Can i tweak it so it affects all horse archers and not just noldor and companions? I'd like to make my very own horse archer cko :fruity:

Lag'ier Barlida

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Quick questions:
1. Will we get a version of this for 3.8.5?
2. Can i tweak it so it affects all horse archers and not just noldor and companions? I'd like to make my very own horse archer cko :fruity:
1. If dev accept it, otherwise it will appear as a sub-mod when 3.8.5 out.
2. I can share that version, but in this version you can also make your CKO clever by equip them noldor arrow, in fact the script affects troops with noldor arrow and companions  :fruity: So you can make your CKO "learn" from noldor.
« Last Edit: June 05, 2017, 06:54:06 AM by Latis the Darkgryphon »
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