Recent content by Kaladin

  1. Modding VC: basic tutorials and Q&A thread

    for newbies like me--
    1- who want to have an old good "jousting lance" in VC-reforged without adding too much item{no mod for it out there} :cry:---
    1-copy weapon_meshes1.brf from CommonRes folder of warband to Resource folder of VC-RE.

    2-copy all the weapon_meshes1.dds & weapons1_*.dds{i.e.any file that has weapon and 1 ,both in it} from Textures folder of Warband to Textures folder of VC-RE.

    3-Open Module.ini file{with notepad} from installation folder of VC-RE & add following command in a new line at the end of "load_mod_resource column"---
    load_mod_resource =weapon_meshes1

    4-Open item_kinds1.txt {with notepad} from installation folder of VC-RE & add 1 to the sum of the digits already present there below line "itemsfile version 3". ex-1264+1=1265
    Copy description of Jousting Lance from item_kinds1.txt file of Modules/native folder to;at the end of item_kinds1.txt of installation folder of VC-RE.

    all done(& no idea that you had everything all along) :grin:,,i take any horse from one of my troops then use lance to hunt down enemy lords.Of course,mostly get my horse killed in the process that's why the spare horse then call my horse by pressing "H" & gallop away to safety of my troop formations. :wink:
    2-Let hero-companions form own warbands, name the party "Heroname's Party", and be able to give them orders (which they will always obey).
    Ex.- They will also join your battles if they are nearby;patrol around your village,can rejoin you and so on.
    Code:
    At the end of header_parties.py, insert the following:
    
    #------LYX-COMPANION-PARTIES----------------------------
    hold_personality = aggressiveness_0 | courage_15
    #------LYX-COMPANION-PARTIES----------------------------
    
    
    
    In module_dialogs.py, after the line...
    
    [anyone|plyr,"member_castellan_talk", [], "[Leave]", "close_window",[]],
    
    ...insert the following:
    
    #---LYX-BEGIN-COMPANION-PARTIES----------------------------------------
      [anyone,"start", [(is_between, "$g_talk_troop", companions_begin, companions_end),
                        (store_encountered_party,"$temp"),
                        (party_get_template_id, ":partytemplate", "$temp"),
                        (eq, "$talk_context", tc_party_encounter),
                        (eq, ":partytemplate", "pt_player_patrol")
                        ],
       "Yes?", "memberparty_talk",[(assign, "$g_leave_encounter", 1)]],
    
      [anyone|plyr,"memberparty_talk",    [],"I have a task for you.", "memberparty_order_ask",[]],
    
      [anyone,"memberparty_order_ask",    [], "What do you wish?", "memberparty_order",[]],
       
      [anyone|plyr,"memberparty_order",   [],"Follow me.","memberparty_follow",[]],
      [anyone,"memberparty_follow",       [],"All right. i'll be right behind you.","close_window",[
                                           (party_set_ai_object,"$temp","p_main_party"),
                                           (party_set_ai_behavior,"$temp",ai_bhvr_escort_party)
                                           ]],
      [anyone|plyr,"memberparty_order",   [],"Wait here.","memberparty_stay",[]],
      [anyone,"memberparty_stay",         [],"Okay, we'll hold this position.","close_window",[
                                           (party_set_ai_behavior,"$temp",ai_bhvr_hold),
                                           (party_get_position, pos1, "$temp"),
                                           (party_set_ai_target_position,"$temp",pos1)
                                           ]],
      [anyone|plyr,"memberparty_order",   [],"Patrol this area.","memberparty_patrol",[]],
      [anyone,"memberparty_patrol",       [],"All right.","close_window",[
                                           (party_set_ai_behavior,"$temp",ai_bhvr_patrol_location),
                                           (party_get_position, pos1, "$temp"),
                                           (party_set_ai_target_position,"$temp",pos1)
                                           ]],
     
      [anyone|plyr,"memberparty_order",   [],"Go to...", "memberparty_order_details_ask",[(assign, "$temp_1", spai_holding_center),]],
      [anyone|plyr,"memberparty_order",   [],"Patrol around...", "memberparty_order_details_ask",[(assign, "$temp_1", spai_patrolling_around_center),]],
      [anyone|plyr,"memberparty_order",   [],"Forget it.", "memberparty_pre_talk",[]],
     
    
      [anyone,"memberparty_order_details_ask", [], "Where?", "memberparty_order_details",[]],
    
      [anyone|plyr|repeat_for_parties, "memberparty_order_details",
       [
         (store_repeat_object, ":party_no"),
         (assign, ":continue", 0),
         (try_begin),
           (eq, "$temp_1", spai_holding_center),
           (try_begin),
             (this_or_next|party_slot_eq, ":party_no", slot_party_type, spt_castle),
             (party_slot_eq, ":party_no", slot_party_type, spt_town),
             (assign, ":continue", 1),
           (try_end),
         (else_try),
           (eq, "$temp_1", spai_patrolling_around_center),
           (try_begin),
             (is_between, ":party_no", centers_begin, centers_end),
             (assign, ":continue", 1),
           (try_end),
         (try_end),
         (eq, ":continue", 1),
         (neq, ":party_no", "$g_encountered_party"),
         (str_store_party_name, s1, ":party_no")
         ],
         "{s1}", "memberparty_order_details_done", [ (store_repeat_object, "$temp_2") ]
       ],
    
      [anyone,"memberparty_order_details_done", [],"All right.","close_window",[
                                                 (try_begin),
                                                   (eq,"$temp_1", spai_holding_center),
                                                   (party_set_ai_behavior,"$temp",ai_bhvr_travel_to_point),
                                                   (party_get_position, pos1, "$temp_2"),
                                                   (map_get_land_position_around_position, pos1, pos1,1),
                                                   (party_set_ai_target_position,"$temp",pos1),
                                                 (try_end),
                                                 (try_begin),
                                                   (eq,"$temp_1", spai_patrolling_around_center),
                                                   (party_set_ai_behavior,"$temp",ai_bhvr_patrol_party),
                                                   (party_set_ai_object,"$temp","$temp_2"),
                                                   (party_set_ai_patrol_radius ,"$temp",1),
                                                 (try_end)
                                                 ]],
    
      [anyone|plyr,"memberparty_talk",   [], "I want to discuss troop-management with you.", "memberparty_troops_done", [
         (call_script,"script_game_get_party_companion_limit",3),
         (display_message, "@allowed party size {reg0}"),
         (change_screen_give_members)
      ]],
    
      [anyone,"memberparty_troops_done", [], "Okay.", "memberparty_pre_talk",[
                                         (store_encountered_party,":cur_party"),
                                         (call_script,"script_cf_fix_party_size",":cur_party",1)
                                         ]],
    
      [anyone,"memberparty_pre_talk",    [], "Anything else you want to discuss?", "memberparty_talk",[]],
     
      [anyone|plyr,"memberparty_talk",   [], "I want to you to join me again.", "memberparty_rejoin",[]],
    
      [anyone,"memberparty_rejoin",      [(party_can_join)], "Very well, it will be nice traveling together again.", "close_window",[(party_join)]],
    
      [anyone,"memberparty_rejoin",      [(neg|party_can_join)], "I'm sorry, but you currently do not have enough capacity.","memberparty_talk",[]],
     
      [anyone|plyr,"memberparty_talk", [], "Nevermind.", "close_window",[]],
    #---LYX-END-COMPANION-PARTIES------------------------------------------
    
    
    
    In module_dialogs.py, after the line...
    
    [anyone|plyr,"member_talk", [], "I'd like to ask you something.", "member_question",[]],
    
    ...insert the following:
    
    #---LYX-BEGIN-COMPANION-PARTIES----------------------------------------
      [anyone|plyr,"member_talk", [(is_between, "$g_talk_troop", companions_begin, companions_end)],
        "I want you to form a warband.", "member_create_party",[]],
    
      [anyone,"member_create_party", [], "Great, but i hope you give me some good troops.","close_window",[
                         (store_conversation_troop,":member"),
                         (remove_member_from_party,":member"),
                         (set_spawn_radius,1),
                         (spawn_around_party,"p_main_party","pt_player_patrol"),
                         (assign, ":party", reg(0)),
                         (party_set_ai_behavior, ":party", ai_bhvr_hold),
                         (troop_set_slot, ":member", slot_troop_leaded_party, ":party"),
                         (party_add_leader, ":party", ":member"),
                         (str_store_troop_name, s5, ":member"),
                         (party_set_name, ":party", "@{s5}'s Party")
                          ]],
    #---LYX-END-COMPANION-PARTIES------------------------------------------
    
    
    
    In module_game_menus.py, search for the line...
    
    "total_victory",0,
    
    ...and in this menu item further down for the lines...
    
              (try_begin),
                (gt, "$g_ally_party", 0),
                (call_script, "script_party_add_party", "$g_ally_party", "p_temp_party"), #Add remaining prisoners to ally TODO: FIX it.
    
    ...immediately below this, insert the following:
    
    #---LYX-COMPANION-PARTIES----------------------------------------------
                (call_script,"script_cf_fix_party_size", "$g_ally_party",0),
    #---END-COMPANION-PARTIES----------------------------------------------
    
    
    Just a bit below, find the lines...
    
              (else_try),
                (party_get_num_attached_parties, ":num_quick_attachments", "p_main_party"),
                (gt, ":num_quick_attachments", 0),
                (party_get_attached_party_with_rank, ":helper_party", "p_main_party", 0),
                (call_script, "script_party_add_party", ":helper_party", "p_temp_party"), #Add remaining prisoners to our reinforcements
    
    ...immediatelly below those, insert the following:
    
    #---LYX-COMPANION-PARTIES----------------------------------------------
                (call_script,"script_cf_fix_party_size", ":helper_party",0),
    #---LYX-COMPANION-PARTIES----------------------------------------------
    
    
    
    
    In module_party_templates.py, after the "looters" party, insert the following:
    
    #-LYX-COMPANION-PARTIES------------------------------------------------
    ("player_patrol","Patrol",icon_gray_knight,0,fac_player_faction,hold_personality,[]),
    #-LYX-COMPANION-PARTIES------------------------------------------------
    
    
    
    
    In module_scripts.py, search for "game_event_simulate_battle". This is a long one. Locate the following lines...
    
                 (try_begin),
                   (ge, ":collective_casualties", 0),
                   (party_clear, "p_temp_party"),
                   (assign, "$g_move_heroes", 0), #heroes are already processed above. Skip them here.
                   (call_script, "script_party_add_party_prisoners", "p_temp_party", ":collective_casualties"),
                   (call_script, "script_party_prisoners_add_party_companions", "p_temp_party", ":collective_casualties"),
                   (distribute_party_among_party_group, "p_temp_party", ":root_winner_party"),
                   (call_script, "script_clear_party_group", ":root_defeated_party"),
    
    
    ...Immediately below those, insert the following:
    
    #---LYX-COMPANION-PARTIES----------------------------------------------
                (call_script,"script_cf_fix_party_size", "p_temp_party",0),
    #---LYX-COMPANION-PARTIES----------------------------------------------
    
    
    
    
    In module_scripts.py, search for "let_nearby_parties_join_current_battle". In this, locate the following lines...
    
              (party_quick_attach_to_current_battle, ":party_no", ":enemy_side"), #attach as enemy
              (str_store_party_name, s1, ":party_no"),
              (display_message, "str_s1_joined_battle_enemy"),
    
    ...immediately below those, insert the following:
    
    #---BEGIN-LYX-COMPANION-PARTIES----------------------------------------
            (else_try),
              (eq, ":dont_add_friends", 0),
              (party_get_template_id, ":partytemplate", ":party_no"),
              (eq, ":partytemplate", "pt_player_patrol"),
              (party_quick_attach_to_current_battle, ":party_no", 0), #attach as ally
              (str_store_party_name, s1, ":party_no"),
              (display_message, "str_s1_joined_battle_friend"),
    #---END-LYX-COMPANION-PARTIES------------------------------------------
    
    
    
    
    In module_scripts.py, search for the following line...
    
    (faction_set_name, "fac_player_supporters_faction", "@{s1} Rebels"),
    
    ...immediatelly below this, insert the following:
    
    #---BEGIN-LYX-Player Kingdomname without "...rebels"---------
                (try_begin),
                  (le, "$supported_pretender", 0),
                  (faction_set_name, "fac_player_supporters_faction", "@Kingdom of {playername}"),
                (try_end),
    #---END-LYX-Player Kingdomname without "...rebels"-----------
    
    
    
    
    
    At the end of module_scripts.py, but before the closing ], insert the following:
    
    #---BEGIN-LYX-COMPANION-PARTIES----------------------------------------
    #identify party as patrol
    #input: party
    #output: reg0
    #0 yes, 1 no
          
       ("cf_is_patrol",
          [
             (store_script_param, ":cur_party", 1),
             (assign,reg0,0),
             (store_faction_of_party,":cur_faction",":cur_party"),
             (eq, ":cur_faction", "fac_player_faction"),
             (party_stack_get_troop_id,":cur_troop",":cur_party",0),
             (neq,":cur_troop","trp_player"),
             (try_for_range,":num",companions_begin,heroes_end),
               (eq,":cur_troop",":num"),
               (assign, reg0,1),
             (try_end),
          ]
       ),
    
    #find all patrols and count them
    #input: none
    #output: reg0
    #amount of existing patrols
    
       ("check_for_patrols",
          [
             (assign,":num",0),
             (try_for_parties,":cur_party"),
               (call_script, "script_cf_is_patrol",":cur_party"),
               (eq,reg0,0),
               (val_add,":num",1),
             (try_end),
             (assign,reg0,":num"),
          ]
       ),
    
    #enforce patrol party size limit
    #it is assumed that the party prisoner limit equals zero
    #except for npc prisoners
    
    #input: party, mode
    #mode 0: delete all troops w/o doing anything else
    #mode 1: all deleted troops are being added to the player party
    
    #output: none (it uses reg0, but the information is useless outside of this script and its recursive brother)
       
       ("cf_fix_party_size",
          [
             (store_script_param, ":cur_party", 1),
             (store_script_param, ":mode", 2),
             (call_script, "script_cf_is_patrol",":cur_party"),
             (try_begin),
               (eq,reg0,0),
               (call_script,"script_game_get_party_companion_limit",3),
               (call_script,"script_cf_fix_party_size_recursive",":cur_party",":mode"),
    
               (assign,":bool",0),
               (party_get_num_prisoner_stacks, ":num_stacks",":cur_party"),
               (try_for_range_backwards,":index",0,":num_stacks"),
                 (party_prisoner_stack_get_troop_id,":cur_troop",":cur_party",":index"),
                 (party_prisoner_stack_get_size,":cur_size",":cur_party",":index"),
                (try_for_range,":num",companions_begin,heroes_end),
                   (eq,":cur_troop",":num"),
                  (assign,":bool",1),
                (try_end),
                (try_begin),
                  (neq,":bool",1),
                   (party_remove_prisoners,":cur_party",":cur_troop",":cur_size"),
                (try_end),
               (try_end),
             (try_end),
          ]
       ),
    
    #a while do loop for cf_fix_party_size
    #don't use it outside of the previous script
       
       ("cf_fix_party_size_recursive", #I am not exactly happy about the recursive
          [
             (store_script_param, ":cur_party", 1),
             (store_script_param, ":mode", 2),
             (assign,":reg0_backup",reg0),
             (store_party_size_wo_prisoners,":num",":cur_party"),
             (try_begin),
               (gt,":num",reg0),
               (neq,0,reg0),
               (store_sub,":delta",":num",reg0),
               (party_get_num_companion_stacks,":num_stacks",":cur_party"),
               (assign, ":to_del_stack",0),
               (assign, ":checker", 100),
               (try_for_range,":index",0,":num_stacks"),
                 (party_stack_get_troop_id,":cur_troop",":cur_party",":index"),
                 (store_character_level,":cur_level",":cur_troop"),
                 (le,":cur_level",":checker"),
                 (assign,":checker",":cur_level"),
                 (assign,":to_del_stack",":index"),
               (try_end),
               (party_stack_get_size,":num_troop",":cur_party",":to_del_stack"),
               (party_stack_get_troop_id,":cur_troop",":cur_party",":to_del_stack"),
               (try_begin),
                 (le,":num_troop",":delta"),
                 (assign, ":delta", ":num_troop"),
               (try_end),
               (party_remove_members,":cur_party",":cur_troop",":delta"),
               (try_begin),
                 (eq,":mode",1),
                 (party_add_members,"p_main_party",":cur_troop",":delta"),
               (try_end),
               (assign,reg0,":reg0_backup"),
               (call_script,"script_cf_fix_party_size_recursive",":cur_party",":mode"),
             (try_end),
          ]
       ),
    #---END-LYX-COMPANION-PARTIES------------------------------------------
    For VC-RE 2.025,use "dont_add_friends_other_than_accompanying" in place of "dont_add_friends" in module scripts.py
    & delete the # in front of relevant lines{with respect to "helper_party" segment} so they are no longer "commented out" in module_game_menus.py
    Add what feature you want and leave rest;not necessary to make every change.
    I have already deleted quite a few things that were not according to my taste and only posted the part of code that i have used/tested i.e. "companion orders"
    whole work belongs to Lyx;i only made/tested VC-RE changes .follow the link below
    https://forums.taleworlds.com/index.php?topic=83415.new#new
    working so far....------------
    Q.----:?:only problem is when companion's troops join me{as they are nearby} in a battle; they are not under my control so how can i act like a marshal for those troops?? which files to change  :?:
    any help is appreciated.. :grin:
    P.s.--do i have to make changes in code "where a party attatches as ally"??
    Edit--posting here as all things above refer to VC-RE,it was hard to figure out how to put a question without reference.
  2. Kit for running own kingdom?

    thanks a lot for your work and i agree with a lot of reasonings behind changes.
  3. Modding Q&A [For Quick Questions and Answers]

    hi,
    want to make a "kill order preset" to be used in battle by Comapnions or Skirmishers.[VC-RE 2.025]
    Ex.- troop level 31>troop level 28 or based on lowest health/highest health.
    Significance--arming few companions or troops with my custom-'Hammerhead crossbow'[rapid shot,blunt damage]  :grin: would help in capturing higher level troops alive.

    Q.-which files do i have to change??
    Any suggestion would be much appreciated.

  4. Quick Questions - Quick Answers Thread

    kalarhan said:
    Code:
                (assign, ":continue_comp", 0),
                (try_for_range, ":companion_candidate", companions_begin, companions_end),
                  (troop_slot_eq, ":companion_candidate", slot_troop_occupation, 0),
                  (troop_slot_eq, ":companion_candidate", slot_troop_cur_center, "$current_town"),
                  (neq, ":companion_candidate", "trp_npc1"), #caio isnt recruitable in taverns, only in Old Roman Quest.
                  (neq, ":companion_candidate", "trp_npc7"), #Dwywei isnt recruitable in taverns, only in Old Roman Quest.
                  (assign, ":continue_storyl", 0),
                  (try_begin), #after storyline, no egil, no reginhard no bodo vc-3258
                    (eq, "$continue_storyline", 1),
                    (this_or_next | eq, ":companion_candidate", "trp_npc2"),#egil
                    (this_or_next | eq, ":companion_candidate", "trp_npc6"), #bodo
                    (eq, ":companion_candidate", "trp_npc8"), #reginhard
                    (assign, ":continue_storyl", 1),
                  (try_end),
                  (neq, ":continue_storyl", 1),
    Grateful :smile:
  5. Quick Questions - Quick Answers Thread

    Hi,
    Just completed story mode and continuing with sandbox mode.Trying to recruit Bodo,Egil,Brunhild ,who left me in story mode.By using tweaks tool,I know their location but I can't find them.
    Ex-Bodo at tunsberg but I can't find him;is it because of negative relationship (-64).
    What to do???Search only mead hall or whole city??
    P.s.-asked a traveler about looking for companions; player automatically gives default response as " never mind".

    Edit-just found Brunhild(positive relationship +65) at a friendly town mead hall.
    "DEAD companions are dead tho, they won't be recruitable later on."
    --Bodo & Egil died in story mode but I got a notice that Egil became an adventurer ,so I reloaded an earlier save and now searching to recruit.could it be done??
  6. Tweaks for Viking Conquest (one for 2.028, others for 2.021, 2.012, 2.010 etc)

    kraggrim said:
    I guess it's changed enough that it's structured differently. In 2.023 it looks like
    2171 2 1224979098644774921 1224979098644774919 2147483680 2 1224979098644774921 18
    I'm afraid it's hard to do when your version is between what the tweak was originally written for and what I have with me.
    A conundrum for me :roll:--
    my game ver. 2.021 which i compiled through a mod sys based on game ver. 2.023. After which i can see game ver. on screen as 2.023; for experiment, i deleted simple triggers.txt and again compiled ,found a fresh copy of simple triggers.txt in installation folder.
    so based on these facts,shouldn't my simple triggers.txt have become same as yours based on ver.2.023??what am i missing??? :???:
  7. SP Native Respec Mod and NPC Import & Export Mod for Warband 1.168

    only one word--"superb" :smile:
    module changes working perfectly with VC-RE{2.021}..
  8. Morgh's M&B WB/WFAS Editor v1.50

    Rarilmar said:
    And the 'missing skills' are:
    Reserved skill 15 = Sea-King
    As seen on MB Barracks Editor
    :meh:was hoping for some cool ,undiscovered,"not-yet-implemented" abilities{ like hardy,sprinter as in silverstag} :smile:
  9. Tweaks for Viking Conquest (one for 2.028, others for 2.021, 2.012, 2.010 etc)

    kraggrim said:
    Link? I tihnk I looked at this ages ago and didn't see an easy way to convert it.
    Link as requested,
    http://forums.taleworlds.com/index.php?topic=305584

    kalarhan said:
    modding VC
    Thanks for your input but gonna be a long journey with my schedule.  :party:
    Author of above mod has already provided with necessary module_*.py changes and so far they are working perfectly with VC-RE.They are also a good example for me to try other changes. "Search is an amazing thing" :smile:
    -------------in the tweak where one can give troops to another lord------
    how about making it a transaction where u get money for troops given and also one can get a higher troop if the lower troop units' worth sum is equal to higher troop units' worth sum. Ex.--unit "A" worth 50= 5 units "D" worth 10.
  10. Morgh's M&B WB/WFAS Editor v1.50

    thanks for your reply,
    another que.--
    when i edit a troops' stats{using morgh} ,it doesn't change in game. ex.-norse warrior archer's ironflesh changed to 10 via editor remains as 6 in game {even after proper "update troops" and "save changes" click in editor}.Is that supposed to happen???Do i need to start a new game for that??
    Rarilmar said:
    Missing skills need to be added
    Don't know what are those but i second that :lol: :lol:
  11. Morgh's M&B WB/WFAS Editor v1.50

    kraggrim said:
    Was this for Viking Conquest?
    Yes..VC-RE(game ver.2.021).
  12. Tweaks for Viking Conquest (one for 2.028, others for 2.021, 2.012, 2.010 etc)

    kalarhan said:
    Kaladin said:
    files that I did manually.

    don't do it manually, use the game source code instead
    :grin: :Expected that,,I am reading but you understated,it takes few days not" few hours". :mrgreen:
  13. Tweaks for Viking Conquest (one for 2.028, others for 2.021, 2.012, 2.010 etc)

    Hi,
    There is a mod on nexus that lets one change troops and companions stats(via export /import character) and inventory by making changes in conversation.txt.Only drawback is,one has to revert back to original conversation.txt every time.
    Would be great if you could do something like that  :smile:

    Since tweaks tool thread is closed so posting here,,every time I compile via tweaks tool;it erases all the tweaks to txt files that I did manually.It's supposed to happen but any work around for that would be great other than saving txt beforehand . :smile:
  14. Morgh's M&B WB/WFAS Editor v1.50

    hi,
    "Error no.#6 occurred in function show troop".
    when i clicked on companions in troop editor; reporting error as directed :neutral:
  15. VC Reforged Mods: Design your own features!

    suggestions--
    (1)player should b able to create trap fields on world map where he can lure big parties or armies for ambush; greater the animosity of party towards player,longer the chase so greater the chance of successfully running into trap field.
    trap fields ---may contain covered trenches with or without spikes based on engineering skill,Hidden makeshift watchtowers for marksman,Collapsible trees to decimate cavalry and so on.
    focus should not be on brute strength but tactics so that if player has 50 elite against 300 army,he can squash them to 100 via raids,skirmishes,trap fields and then get bloody.
    (2)while on world map player should get news only about that region through which he is passing,not the world news like he is carrying a satellite tv. for example
    near bandits group which village they recently harrassed or planning to;;
    near villages abt nearest towns,lords or country ;;
    only near towns he should get cross-country and in the taverns ,tavern keeper can keep kingdom wise/lord wise/date wise version of game log,,thus increasing the role of taverns.
    for players,who don't like it they can build messengers post on point of interests (or can tick check boxes for un modded rumor system,if provided)though there wil b a chance of messangers getting killed on-route abt which player can query at taverns..

    (3)customizable presets of tactical command plan specific for each unit type that can b changed in battle (battle should pause while using view or edit order function----interpretation--protagonist is such a mastermind of strategy that time seems slow when he starts to think????),like----
    -------marksman should target elite first on priority basis
    -------archers should target lowest health enemy on priority
    -------lowest level infantry works as guard for archers
    -------highest level infantry works as vanguard

    troop types can go specific training centres to unlock more tactical options but player can choose only few due to limited tactical slots based on tactics(can b increased later).
    so no special armor,weapon or ability just training and tactics like real life......
    (4) Combo damage--enemy morale + enemy formation--- - if player and marksman take out enemy lords and certain no. of elites within a time limit;enemies break their formation and if morale damage reaches below threshold,,certain no. of their troops flee even before the fight actually begins..
    interpretation-- enemy formation orders were never properly dispatched because their lords and elites got killed b4 that.
    would b nice to have a portrait if not animation where enemy troops r fleeing before protagonist while he is laughing.....????
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