Astarael的最近内容

  1. Astarael

    Variable troop tree - Modifying upgrade(troop)?

    xenoargh 说:
    Yeah; those fields can be set to 0 and then you can push values into them via the upgrade / upgrade2 operations later.

    Anyhow... if you want random upgrading, that's straightforward, if a bit of work.  Just get rid of all of the regular upgrade trees, and code up a system, where at the end of a battle or after a certain amount of time or whatever, troops have a random upgrade chance, and will upgrade to a semi-random choice, by removing X numbers of the lower-level Troop and then putting X number of the new Troop into the Party.  There is absolutely no reason why you have to use the upgrade system for anything but the Companions, basically.
    Yeah I will be looking into writing a system like that, I've started on the script which decides what troop to upgrade to (the easy part), I tried finding something in module_presentations and some other files which would allow me to play a script 'on troop upgrade' or something, but I didn't find it. Does something like that exist? There's ti_on_presentation_event_state_change but I don't think that works, I remember reading the whole party interface is in the game engine? I was hoping to use the upgrade system for choices, for example, for the Swadian Militia > Skirmisher/Footman is done normally, and the script then checks for the resulting troop and replaces it. Another option would be to have all troops you can directly upgrade to automatically replaced with another (random) troop as soon as you get them. Would it hurt performance a lot to check for those troops in every party quite often?

    Also thanks xenoargh and Somebody for explaining the index thing :smile:. Out of curiosity, would anyone happen to know what the 'reserved' field does (field 6)? Just being reserved for future use?
  2. Astarael

    Variable troop tree - Modifying upgrade(troop)?

    MadVader 说:
    Astarael 说:
    Edit: It seems NPC lords have xp for the party as a whole rather than for separate stacks, which suits me fine.
    NPCs (or hero troops in modsys speak) have their own XP, unrelated to their parties if they lead one. The parties themselves don't have XP levels. XP can be added to a party to upgrade it, but that's it.
    The party xp isn't stored, I presume that if it can't be used to upgrade anything, it's useless?

    This is in header_troops:
    插入代码块:
    def upgrade(troops,troop1_id,troop2_id):
      troop1_no = find_troop(troops,troop1_id)
      troop2_no = find_troop(troops,troop2_id)
      if (troop1_no == -1):
        print "Error with upgrade def: Unable to find troop1-id: " + troop1_id
      elif (troop2_no == -1):
        print "Error with upgrade def: Unable to find troop2-id: " + troop2_id
      else:
        cur_troop = troops[troop1_no]
        cur_troop_length = len(cur_troop)
        if cur_troop_length == 11:
          cur_troop[11:11] = [0, 0, 0, troop2_no, 0]
        elif cur_troop_length == 12:
          cur_troop[12:12] = [0, 0, troop2_no, 0]
        elif cur_troop_length == 13:
          cur_troop[13:13] = [0, troop2_no, 0]
        else:
          cur_troop[14:14] = [troop2_no, 0]

    Could anyone explain what the [14:14] etc. is? Is it a way to standardize the length of the troop entry? I've removed the check for cur_troop_length == 11 in process_troops (starting the if at 12), and it apparently did nothing.

    I also added troop_no = troop2_no + random.randint(0,1) just after the first else (also import random at the beginning), but that expectedly didn't work out to a random in game (fun results though, Nord warriors upgrade into huscarls and Swadian recruits into footmen). I suppose you could use it to create a slightly more random game start, but that's not what I want :razz:.

    Header_troops doesn't allow store_random_in_range, neither does module_troops, so a script is required? But it seems no scripts are concerned with upgrading troops. It seems you are right about it being unfeasible :sad:. As a last resort I suppose you could entirely remove the normal upgrade function and replace it with a new system, but that's going a bit far.
  3. Astarael

    Variable troop tree - Modifying upgrade(troop)?

    How would a more elaborate troop tree be anything like what I want to make? I do not want more different troops - Native troop trees cover all the varieties I need. I want troops to upgrade less incrementally and more randomly. Simply adding more upgrades would not bring the randomness into upgrading, nor the variety in top-tier troop stats, nor the level-limited upgrade path.

    It's not really useful to tell people they shouldn't try stuff or make stuff. It is still my mod, so it is my call on whether it's worth doing or not.

    But thank you for telling me that the game does not track non-hero xp in non-player parties, that means a separate system for NPCs is required (or more easily made). I believe NPC troop upgrades are scripts, I can probably modify those more easily. Thanks.

    Edit: It seems NPC lords have xp for the party as a whole rather than for separate stacks, which suits me fine.
  4. Astarael

    Variable troop tree - Modifying upgrade(troop)?

    The idea is the following: Recruits are recruited at levels 2-5. Level 2 recruits have lower stats than level 5 of course. Each upgrade adds 2-5 levels - there is a troop at every level. A level 2 recruit could, even upgraded once, be worse than some of your other recruits. You can keep...
  5. Astarael

    +100 party size for Player's Faction

    CBWarDog 说:
    Well, i know that renown also increases your party's size. So... where is this multiplier located? because i want to make every party (mine and AI's) bigger.
    For players, it's all in the game_get_party_companion_limit script:

      ("game_get_party_companion_limit",
        [
          (assign, ":troop_no", "trp_player"),

          (assign, ":limit", 30),
          (store_skill_level, ":skill", "skl_leadership", ":troop_no"),
          (store_attribute_level, ":charisma", ":troop_no", ca_charisma),
          (val_mul, ":skill", 5),
          (val_mul, ":charisma", 1),
          (val_add, ":limit", ":skill"),
          (val_add, ":limit", ":charisma"),

          (troop_get_slot, ":troop_renown", ":troop_no", slot_troop_renown),
          (store_div, ":renown_bonus", ":troop_renown", 25),
          (val_add, ":limit", ":renown_bonus"),

          (assign, reg0, ":limit"),
          (set_trigger_result, reg0),
      ]),

    Red is the base amount (30).
    Blue is the number of troops per leadership point (5).
    Green is the amount of renown required for +1 party size (25).
    (val_mul, ":charisma", 1), is a line you can add if you want to have more than one troop per point of charisma.

    For npcs, there's party_get_ideal_size which also has the king/castle/marshal bonus as well as the multiplier for player level.

    If you are going to buff sizes a lot (as in, double or treble them), you might want to adjust morale and/or map speed as well.
  6. Astarael

    Official 3D art thread - Warband

    Austupaio 说:
    3,000 faces? That's ridiculous, that's pretty much unusable in Mount and Blade, unless only a select few troops will have them.
    amade 说:
    3000 faces means a hell lot of verts to animate, and with BRFedit being recalcitrant in appending models for vertex animation it's best if you can keep the numbers low. Less verts to animate means less chance for BRFedit to mess it up.

    Also, your bow string should be divided in the middle for the part where the character draws the string.
    I know 3000 faces is far too much (it's 6000 after triangulation). I'm working on that, merging lines etc. It's boring though. Still, I'm the only one in-game who ever uses strange equipment, so I can be a little above the norm.

    Austupaio 说:
    Nice representation of the Yumi though.
    amade 说:
    If you're just modeling for fun, ignore my comments. It's a good bow.
    Thanks!

    I like the moustache on the Ottoman Soldier. Very real.
  7. Astarael

    Official 3D art thread - Warband

    Then rondels were used in axe-fights? (Guy lifts huge axe to deal death-blow, you stab his armpit, he drops axe, you chop him)

    To start a completely different thing: a speed yumi. That is, a "strange bow".. I made this using Bezier curves and a background image; it took about half an hour. It isn't textured but colored, as I'm no good at texturing (yet). And it has 3000 faces after conversion to a mesh.

    yumi_screenshot.jpg

    yumi.jpg

    The handle may seem small, but this bow is about 7 ft. tall.
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