Recent content by cucas

  1. Modding Q&A [For Quick Questions and Answers]

    Namakan said:
    Thanks,once again^^
    The_dragon said:
    Code:
    Flags: only some can be changed like itp_next_item_as_melee, allowing to make some cool items/features/hacks; 
              you can't change the type (it will be very very buggy or it won't work at all)
    So in theory I could add something like a throwable great lance?o_O

    Sure, why not. Whatever rocks your boat! :wink:
  2. Mount & Blade II: Bannerlord Developer Blog 9 - Ethnic Instruments

    zmogusnr1 said:
    cucas said:
    My opinion, leave the original versions and stop spoiling the music with ugly effects! The realistic feeling itself provides ambience! If we want to go to hollywood we can watch those epic movies... If you really wanna throw money at the problem, just hire Jordi Savall!

    Most of the scarce games that actually manage to stick with their own or historical authenticity, like some Paradox Titles, manage to keep their players and expand. Don't make the same mistakes as the Total War series and sell yourselves out. Having said this and with all respect I have for Paradox Titles, I congratulate Taleworlds for following their own path, their own identity and authenticity.

    However, by adding this "epicness" thingy you're really changing exactly what should not be changed: the uniqueness and realism of each cultural piece. If you prefer, call it mastering, westernizing or whatever, but why even bother with all this trouble of putting the ethic feel into it, if you're just gonna ruin it immediately afterwards?! I mean, be rational for a second and think about it. Why toil and sweat to build your own solid castle and immediately tear it down to make it look the same as every other castle? o_O

    Because every other castle on the beach is alot more breathtaking and cooler than your single-scoop bucket castle.

    I beg to differ. I find M&B a lot cooler and more breathtaking that other titles. Although M&B obviously lacks a lot in many fields, no game has ever managed to even start grasping Action, RPG and Strategy elements the way Taleworlds managed in it's unique way and I figure it will only get better, not worse.

    Anyway, why are you even here? Go play in another one of those breathtaking castles you speak of! ;p
  3. Mount & Blade II: Bannerlord Developer Blog 9 - Ethnic Instruments

    My opinion, leave the original versions and stop spoiling the music with ugly effects! The realistic feeling itself provides ambience! If we want to go to hollywood we can watch those epic movies... If you really wanna throw money at the problem, just hire Jordi Savall!

    Most of the scarce games that actually manage to stick with their own or historical authenticity, like some Paradox Titles, manage to keep their players and expand. Don't make the same mistakes as the Total War series and sell yourselves out. Having said this and with all respect I have for Paradox Titles, I congratulate Taleworlds for following their own path, their own identity and authenticity.

    However, by adding this "epicness" thingy you're really changing exactly what should not be changed: the uniqueness and realism of each cultural piece. If you prefer, call it mastering, westernizing or whatever, but why even bother with all this trouble of putting the ethic feel into it, if you're just gonna ruin it immediately afterwards?! I mean, be rational for a second and think about it. Why toil and sweat to build your own solid castle and immediately tear it down to make it look the same as every other castle? o_O
  4. Modding Q&A [For Quick Questions and Answers]

    Say, how do you change party behaviors after they can no longer finish their given command?

    I spawned a leader party and minion parties. I ordered the minions to escort their good leader and they follow the leader just fine and dandy. The issue is that, when their leader dies, they will try to escort (accompany) the player!  :shock:

    So, how do I change their behavior after their leader is dead?

    Here is my code:
    Code:
         (try_begin),
           (store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warlord"),
           (lt,":num_parties",1),
           (store_random,":spawn_point",num_sea_raider_spawn_points),
           (val_add,":spawn_point","p_sea_raider_spawn_point_1"),
           (set_spawn_radius, 25),
           (spawn_around_party,":spawn_point","pt_sea_raiders_warlord"),
           (assign, ":warlordid", reg0),
         (else_try),
           (store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warlord"),
           (ge,":num_parties",1),
           (store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warband"),
           (lt,":num_parties",3),
           (spawn_around_party,":spawn_point","pt_sea_raiders_warband"),
           (assign, ":warbandid", reg0),
           (party_set_ai_behavior, ":warbandid", ai_bhvr_escort_party),
           (party_set_ai_object, ":warbandid", ":warlordid"),
         (try_end),

    I tried messing around and added this to some effect. After the leader dies they will stop escorting stuff. However the problem is that they will go numb now. They will just sit and wait without doing anything a normal AI does, like patrolling :sad:

    Code:
           (party_set_ai_behavior, ":warbandid", ai_bhvr_escort_party),
           (party_set_ai_object, ":warbandid", ":warlordid"),
           (party_set_flags, ":warbandid", pf_default_behavior, 0),

    What I really wanted, was for them to retreat (or at least resume normal behavior) once the leader dies. You know retreating to their landing/lair or patrolling their spawn point. Maybe even escort their new leader again once he spawns, but I figure that, to do this, I would need to learn how search through parties and store them somewhere, before making a trigger to command them to do something... The retreating option sounds better anyway...
  5. One banner per faction?

    grailknighthero said:
    I'm just going to answer here:

    This is the original code.  You will replace it with the code I write after it:

    Code:
    (assign, ":num_khergit_lords_assigned", 0),
          
          (try_for_range, ":kingdom_hero", kingdom_heroes_begin, kingdom_heroes_end),
            (store_troop_faction, ":kingdom_hero_faction", ":kingdom_hero"),
            (try_begin),
              (eq, ":kingdom_hero_faction", "fac_kingdom_3"), #Khergit Khanate
              (store_add, ":kingdom_3_banners_begin", banner_scene_props_begin, khergit_banners_begin_offset),
              (store_add, ":banner_id", ":kingdom_3_banners_begin", ":num_khergit_lords_assigned"),
              (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":banner_id"),
              (val_add, ":num_khergit_lords_assigned", 1),
            (else_try),
              (store_sub, ":hero_offset", ":kingdom_hero", kingdom_heroes_begin),
              (val_sub, ":hero_offset", ":num_khergit_lords_assigned"),#Remove khergits from offset since their banners are assigned above here
              (try_begin),
                (gt, ":hero_offset", khergit_banners_begin_offset),#Do not add khergit banners to non-khergit lords
                (val_add, ":hero_offset", khergit_banners_end_offset),
                (val_sub, ":hero_offset", khergit_banners_begin_offset),
              (try_end),
              (store_add, ":banner_id", banner_scene_props_begin, ":hero_offset"),
              (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, ":banner_id"),
            (try_end),
            (store_character_level, ":level", ":kingdom_hero"),
            (store_mul, ":renown", ":level", ":level"),
            (val_div, ":renown", 2),
            (try_begin),
              (faction_slot_eq, ":kingdom_hero_faction", slot_faction_leader, ":kingdom_hero"),
              (troop_set_slot, ":kingdom_hero", slot_troop_loyalty, 100),
              (store_random_in_range, ":random_renown", 250, 400),
            (else_try),
              (store_random_in_range, ":random_loyalty", 50, 100),
              (troop_set_slot, ":kingdom_hero", slot_troop_loyalty, ":random_loyalty"),
              (store_random_in_range, ":random_renown", 100, 200),
            (try_end),
            (val_add, ":renown", ":random_renown"),
            (troop_set_slot, ":kingdom_hero", slot_troop_renown, ":renown"),
            (store_random_in_range, ":random_readiness", 0, 100),
            (troop_set_slot, ":kingdom_hero", slot_troop_readiness_to_join_army, ":random_readiness"),
            (troop_set_slot, ":kingdom_hero", slot_troop_readiness_to_follow_orders, 100),
            (troop_set_slot, ":kingdom_hero", slot_troop_player_order_state, spai_undefined),
            (troop_set_slot, ":kingdom_hero", slot_troop_player_order_object, -1),
          (try_end),
    
    #Correcting banners according to the player banner
          (troop_get_slot, ":selected_banner_spr", "trp_player", slot_troop_banner_scene_prop),
          (assign, ":end_cond", kingdom_heroes_end),
          (try_for_range, ":cur_troop", kingdom_heroes_begin, ":end_cond"),
            (troop_slot_eq, ":cur_troop", slot_troop_banner_scene_prop, ":selected_banner_spr"),
            (troop_set_slot, ":cur_troop", slot_troop_banner_scene_prop, banner_scene_props_end_minus_one),
            (assign, ":end_cond", 0),
          (try_end),

    replace spr_BANNER_ID = spr_your_banner_id

    I think this will work.  Test it out and tell me what happens.
    Code:
          
          (try_for_range, ":kingdom_hero", kingdom_heroes_begin, kingdom_heroes_end),
            (store_troop_faction, ":kingdom_hero_faction", ":kingdom_hero"),
            (try_begin),
              (eq, ":kingdom_hero_faction", "fac_kingdom_1"), #Swadia
              (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_BANNER_ID"),
            (else_try),
              (eq, ":kingdom_hero_faction", "fac_kingdom_3"), #Vaegir
              (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_BANNER_ID"),
            (else_try),
              (eq, ":kingdom_hero_faction", "fac_kingdom_3"), #Khergit Khanate
              (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_BANNER_ID"),
            (else_try),
              (eq, ":kingdom_hero_faction", "fac_kingdom_3"), #Rhodok
              (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_BANNER_ID"),
            (else_try),
              (eq, ":kingdom_hero_faction", "fac_kingdom_3"), #Nord
              (troop_set_slot, ":kingdom_hero", slot_troop_banner_scene_prop, "spr_BANNER_ID"), 
            (try_end),
            (store_character_level, ":level", ":kingdom_hero"),
            (store_mul, ":renown", ":level", ":level"),
            (val_div, ":renown", 2),
            (try_begin),
              (faction_slot_eq, ":kingdom_hero_faction", slot_faction_leader, ":kingdom_hero"),
              (troop_set_slot, ":kingdom_hero", slot_troop_loyalty, 100),
              (store_random_in_range, ":random_renown", 250, 400),
            (else_try),
              (store_random_in_range, ":random_loyalty", 50, 100),
              (troop_set_slot, ":kingdom_hero", slot_troop_loyalty, ":random_loyalty"),
              (store_random_in_range, ":random_renown", 100, 200),
            (try_end),
            (val_add, ":renown", ":random_renown"),
            (troop_set_slot, ":kingdom_hero", slot_troop_renown, ":renown"),
            (store_random_in_range, ":random_readiness", 0, 100),
            (troop_set_slot, ":kingdom_hero", slot_troop_readiness_to_join_army, ":random_readiness"),
            (troop_set_slot, ":kingdom_hero", slot_troop_readiness_to_follow_orders, 100),
            (troop_set_slot, ":kingdom_hero", slot_troop_player_order_state, spai_undefined),
            (troop_set_slot, ":kingdom_hero", slot_troop_player_order_object, -1),
          (try_end),

    Umm.. I tried this, but it didn't work. I even tried some obvious fixes. The code looks different now, so I figure that that's probably why it didn't work :/

    Did anyone find a way around for 1.158? When lords defect do they keep the old banner or does it update?
  6. OSP Code Optimisation SimpleLoot

    I see. Well, you know what they say, it's the thought that counts! :wink:
  7. Modding Q&A [For Quick Questions and Answers]

    1. How do I enable landless roaming bandit parties (with their own faction) to conquer land autonomously?

    I want to spawn the remains of the roman "ghost legions", so that they reform and try to revive the empire.

    Maybe I could just instruct those parties to target a specific town center or to build one, idk...

    2. How do I enable bandit parties to raid villages?
    Lumos said:
    After that, I deleted the entire game_start, re-wrote it from scratch, and now it takes less than three seconds. There's plenty of room for optimisation, but you should be careful when doing it, as you might miss something small which will later become a great pain in the arse.

    Could you share your game_start with us, Lumos? o:
    I wanna simplify mine as well. Anything I can do to speed things up is always useful :wink:
  8. OSP Code Optimisation SimpleLoot

    I hate when you need delays to get a value that's already there. I hope that's not the case...

    Is this the solution? Is it really unique or unlootable?
    http://forums.taleworlds.com/index.php/topic,296455.0.html

    If so, could you give me an example to make it work for this script, pretty please? I couldn't understand much, save that you made a dummy troop and messed around with the inventory...
  9. Modding Q&A [For Quick Questions and Answers]

    cucas said:
    Hey, I'm trying to set up music to trigger only when you fight as a certain faction or fight against a certain faction. The thing is that it keeps triggering regardless of factions.

    What I'm I doing wrong here?

      ("ambushed_by_sarranid_1", "x.ogg", mtf_culture_6|mtf_sit_ambushed|mtf_sit_siege, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_culture_all),

    ("fight_as_sarranid_1", "xx.ogg", mtf_culture_6|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_culture_all),

    Also, how do I make it work for other factions I created, like romans? This doesnt seem to work:

      ("ambushed_by_romans",  "xxx.ogg", mtf_rome|mtf_sit_ambushed|mtf_sit_siege, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_culture_all),

    I think I figured out why this is happening, now. Apparently, Native assigns bandits to the same culture as the Sarranids o_O

    Can someone confirm if I'm reading this right, please? Why does it work that way? It doesn't make any sense. What kind of crazy voodoo batsh!t is this?! I'm pretty sure I'm missing something important here.

    Anyway, I commented out what made this happened. Hopefully, this wont be a major screw up...
      ("get_culture_with_faction_for_music",
        [
          (store_script_param, ":faction_no", 1),
          (try_begin),
            (eq, ":faction_no", "fac_kingdom_1"),
            (assign, ":result", mtf_culture_1),
          (else_try),
            (eq, ":faction_no", "fac_kingdom_2"),
            (assign, ":result", mtf_culture_2),
          (else_try),
            (eq, ":faction_no", "fac_kingdom_3"),
            (assign, ":result", mtf_culture_3),
          (else_try),
            (eq, ":faction_no", "fac_kingdom_4"),
            (assign, ":result", mtf_culture_4),
          (else_try),
            (eq, ":faction_no", "fac_kingdom_5"),
            (assign, ":result", mtf_culture_5),
          (else_try),
            (eq, ":faction_no", "fac_kingdom_6"),
            (assign, ":result", mtf_culture_6),
    #      (else_try),
    #        (this_or_next|eq, ":faction_no", "fac_outlaws"),
    #        (this_or_next|eq, ":faction_no", "fac_peasant_rebels"),
    #        (this_or_next|eq, ":faction_no", "fac_deserters"),
    #        (this_or_next|eq, ":faction_no", "fac_mountain_bandits"),
    #        (eq, ":faction_no", "fac_forest_bandits"),
    #        (assign, ":result", mtf_culture_6),
          (else_try),
            (assign, ":result", 0), #no culture, including player with no bindings to another kingdom
          (try_end),
          (assign, reg0, ":result"),
        ]),
  10. Modding Q&A [For Quick Questions and Answers]

    Hey, I'm trying to set up music to trigger only when you fight as a certain faction or fight against a certain faction. The thing is that it keeps triggering regardless of factions.

    What I'm I doing wrong here?

      ("ambushed_by_sarranid_1", "x.ogg", mtf_culture_6|mtf_sit_ambushed|mtf_sit_siege, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_culture_all),

    ("fight_as_sarranid_1", "xx.ogg", mtf_culture_6|mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_sit_ambushed, mtf_culture_all),

    Also, how do I make it work for other factions I created, like romans? This doesnt seem to work:

      ("ambushed_by_romans",  "xxx.ogg", mtf_rome|mtf_sit_ambushed|mtf_sit_siege, mtf_sit_fight|mtf_sit_multiplayer_fight|mtf_culture_all),
  11. Modding Q&A [For Quick Questions and Answers]

    Lav said:
    Most likely result of your code is that some town will start following another town. Except since it's static, it won't move. :smile:

    Haha, like this? :grin:
    Code:
         (try_begin),
           (store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warlord"),
           (lt,":num_parties",1),
           (store_random,":spawn_point",num_sea_raider_spawn_points),
           (val_add,":spawn_point","p_sea_raider_spawn_point_1"),
           (set_spawn_radius, 25),
           (spawn_around_party,":spawn_point","pt_sea_raiders_warlord"),
           (assign, ":warlordid", reg0),
           (try_begin),
             (store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warband"),
             (lt,":num_parties",3),
             (spawn_around_party,":spawn_point","pt_sea_raiders_warband"),
             (assign, ":warbandid", reg0),
             (party_set_ai_behavior, ":warbandid", ai_bhvr_escort_party),
             (party_set_ai_object, ":warbandid", ":warlordid"),
           (try_end),
         (try_end),
  12. Modding Q&A [For Quick Questions and Answers]

    Dusk Voyager said:
                (party_set_ai_behavior, [one of the follower parties], ai_bhvr_escort_party),
                (party_set_ai_object, [follower], [leader]),

    :smile:

    Erm, I tried this, but it doesnt work. I mean they spawn, but they wont follow/escort :/

    Code:
         (try_begin),
           (store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warlord"),
           (lt,":num_parties",1),
           (store_random,":spawn_point",num_sea_raider_spawn_points),
           (val_add,":spawn_point","p_sea_raider_spawn_point_1"),
           (set_spawn_radius, 25),
           (spawn_around_party,":spawn_point","pt_sea_raiders_warlord"),
           (try_begin),
             (store_num_parties_of_template, ":num_parties", "pt_sea_raiders_warband"),
             (lt,":num_parties",3),
             (spawn_around_party,":spawn_point","pt_sea_raiders_warband"),
             (party_set_ai_behavior, "pt_sea_raiders_warband", ai_bhvr_escort_party),
             (party_set_ai_object, "pt_sea_raiders_warband", "pt_sea_raiders_warlord"),
           (try_end),
         (try_end),
  13. Modding Q&A [For Quick Questions and Answers]

    Hey, I've got 2 questions.

    1. Let's say that I want those desert bandits to follow another desert bandit party that I just made up as their leader. How do I make these parties follow another party?

    Here is my closest guess
    Code:
         (try_begin),
           (store_num_parties_of_template, ":num_parties", "desert_bandit_leader"),
           (lt,":num_parties",1),
           (store_random,":spawn_point",num_desert_bandits_spawn_points),
           (val_add,":spawn_point","p_desert_bandits_spawn_point"),
           (set_spawn_radius, 25),
           (spawn_around_party,":spawn_point","desert_bandit_leader"),
             (try_begin),
             (store_num_parties_of_template, ":num_parties", "desert_bandits"),
             (lt,":num_parties",10),
             (spawn_around_party,"desert_bandit_leader","desert_bandits"),
    # this here is the issue... I don't know how to order them around
           (try_end),
         (try_end),

    And

    2. How do I make horses level up with battle experience (perhaps battle counts)?
  14. Modding Q&A [For Quick Questions and Answers]

    Can someone help to create fire arrows?

    I've been at it for a while and I even tried the [KIT], but I still couldn't make it work.

    I don't need nothing fancy. No need or want for new textures or anything, just simple fire effects, please :smile:

    Please mind that I'm a really, really noob programmer. Sorry :sad:
  15. OSP Code QoL Randomly unisex troops

    Haha, That's probably why I wasn't able to implement this right. Still seeing weird stuff happening, like balding, rebellious trans units that weren't supposed to, for "some reason" ^.^;
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