DJenxu的最近内容

  1. Warband Script Enhancer 2 (v1.1.0.5)

    What is your module? It may be its fault.
    I switched to Native to test, the second case (strange shadow) no longer occurs, I think it may be because I modified the map, but the first and third problems still exist, the warning message becomes this:
    The three problems still exist, and the warning message becomes this:
    mb1.png

    Are special actions required to avoid these?
  2. Warband Script Enhancer 2 (v1.1.0.5)

    1. Every time I start to load the game there will be some error messages, though it doesn't affect the game
    mb1.png


    2. And more, every time after loading the save, there are strange shadows on the big map, but after entering a new scene and then returning to the big map, it will disappear
    mb2.png


    3. I also found that there is a beep sound when I get cheated Ctrl+X to add money, but there is no beep sound when I gain money or lose money in other cases, am I setting it wrong?
  3. Warband Script Enhancer 2 (v1.1.0.5)

    It is not a fault of WSE2 but of your module. Make a dummy script like that in module_scripts.py if you possess your module's source code: ("game_missile_dives_into_water", []),.

    ?
  4. Warband Script Enhancer 2 (v1.1.0.5)

    This message appears whenever shoot into the water:

    SCRIPT ERROR ON OPCODE 23: Invalid Scrpit Parameter ID: 3 LINE NO: 3
    At script: game_missile_dives_into_water .
    SCRIPT ERROR ON OPCODE 23: Invalid Scrpit Parameter ID: 4 LINE NO: 4
    At script: game_missile_dives_into_water .
    SCRIPT ERROR ON OPCODE 23: Invalid Scrpit Parameter ID: 5 LINE NO: 5
    At script: game_missile_dives_into_water .
  5. Warband Script Enhancer 2 (v1.1.0.5)

    Are you talking about WSE2? Send rgl_log.txt
    My fault, I don't know when I set rgl_log.txt to read-only. It's working now.
  6. Warband Script Enhancer 2 (v1.1.0.5)

    Whenever I start the game with WSE, I can't save the display settings. When I open the display settings interface, even if the settings are not changed, but click close, it will crash without any prompt. Saving settings on the game launcher does the same. Why is this so?
  7. Making a game simple doesn't make it better neither accessible

    In warband, you never know ahead of time where new companions are, you encounter them randomly, while in Bannerlord, you can know where everyone is by simply checking the encyclopedia.

    The convenience of an encyclopedia while greatly reducing the element of exploration, I think.
  8. Warband Script Enhancer 2 (v1.1.0.5)

    在200vs200定制战斗中,我们看到帧速率增加了20%,但是当看到结束后聚集的胜利呼声时,帧速率急剧下降是有问题的。仅仅看了很多,帧速率就下降了。这在香草中是看不到的。wse2的首要任务是错误删除和多核优化。其他的是次要的。
    由于错误优化,我不愿意将其应用于mods。
  9. Here's a solution to endless enemy armies (army blobs) which makes big battles feel pointless.

    NPC is insufficient in humanization. Let's think about some problems sensibly.
    War is cruel, but most people want to live. If lords know that they would suffer from long imprisonment or beheading after being captured, they would be more cautious about the battlefield. If lords doesn't want to die, surrender or retreat will be the two most likely options, unless the enemy is their father murderer. Small clan mercenaries are less likely to fight to the end, because living is more important than money.
    In warband, when you ask what lords are doing, lords may answer that they are pursuing a lady, or collecting taxes in villages, or resting in the city, or patrolling nearby... Check the list of conversation events of Lords, and you will find that they have plenty of things to do. At present, in bannerlord, they are almost only seen recruiting new soldiers, plundering enemy villages or following in the army.
    I don't want to say any more. The experience of bannerlord game is very different.
  10. About Parties' AI Pathfinding Algorithm for Games

    Each navimesh box contains a number to represent the terrain. I don't remember if this number is for terrain penalty or to decide which map to load, or both. But I think it can be programmed in for ai to mainly choose the plain navimesh number. This should also be decided based on unit type and personality type. Vlandia's cavalry would most likely not pick the forest while the Brotherhood of the Boars and forest bandits would choose forest type terrains. And there should be severe penalties in cases that vlandia's cavalry decides to chase mobile foot soldiers into the forest.
    If it's really like what you said, it shouldn't be difficult to enhance AI pathfinding. Of course, this is just a personal view.



    It is necessary to increase the terrain punishment. Imagine that when the logistics team needs large carriages to transport huge supplies, it can almost only move along the road. The more soldiers, the more baggage they need. If they want to pass through the steep terrain, they must give up a considerable part of their supplies. This is gambling on the lives of soldiers.
    Although there are no such things in the game, other punishments can be implemented to force players and lords to march normally.
  11. About Parties' AI Pathfinding Algorithm for Games

    It's unreal that parties always don't take terrain into account when moving on the campaign map. It was impossible for a large army of ancient times to pass through difficult terrain casually when marching. Check out this article: Why did ancient armies seem to-avoid forests for battles...
后退
顶部 底部