Recent content by Nicodemus.

  1. Nicodemus.

    Why Is This Forum Section So Toxic?

    Calling Leviathan garbage is a gross understatement, lol
  2. Nicodemus.

    SP - General wife shouldn't be on the payroll

    Those are the sandwich making expenses.
  3. Nicodemus.

    [DISCUSSION] Fan Suggestion Thread

    Horrux said:
    playing as one of his own troops after being taken out
    this has been rejected 38 times (approximate value)
  4. Nicodemus.

    [BUGS] Support Thread for v3.9

    UndeadDuke said:
    Nicodemus. said:
    Sometimes, it goes on perfectly, sometimes I have to issue the order twice or the cavs and and the infs end up empty handed, and sometimes the cavs go normal and the infs go empty handed after issuing the order.
    Try changing in the replace part 2.000000 2.000000 0.000000 to 3.000000 3.000000 0.000000 or 4.000000 4.000000 0.000000 . The code is not perfect but not my fault that Warband devs didn't allow us to totally remake orders from scratch. We can only issue an order, face all of its bugs, and do our best to implement a questionable workaround

    Nicodemus. said:
    And you see, I am a (wo)man of my word. After five years from your, in kinder terms I suppose, "expiration date" we can talk about canonization.
    The perfect reward doesn't exi....
    [/q]
    UndeadDuke said:
    I found that (or atleast so far) waiting a few seconds before issuing the command results in them acting as wanted. tested that in about a dozen battles, and with all of them, had no issues. then I started another battle and immeditely told them to go blunt, then ordered them to charge, and they became braindead, Turns out that was the problem, though in some battles, they won't go braindead when using this procedure. But that does not interest me, I am very pleased to say the least, of this tweak.
    UndeadDuke said:
    The perfect reward doesn't exi....
    I am glad to see that you are pleased with my reward!
  5. Nicodemus.

    [BUGS] Support Thread for v3.9

    UndeadDuke said:
    Nicodemus. said:
    Show us your ways, who knows, you might become the next saint.
    My ways are simple - apply this tweak, and problem solved :smile:
    Open mission_templates.txt, find this part:
    -71.000000 1.000000 0.000000  9 2071 1 1224979098644774912 4 0 31 2 1224979098644774912 9 2133 2 144115188075857290 1 5 0 31 2 1224979098644774912 10 2133 2 144115188075857290 0 3 0 31 2 144115188075857290 1  19 12 1 1224979098644774912 1712 1 1224979098644774912 1704 1 1224979098644774912 1707 1 1224979098644774912 1702 1 1224979098644774912 1706 1 1224979098644774912 2147484193 3 1224979098644774912 15 1 1726 3 1224979098644774913 1224979098644774912 0 2147483680 2 1224979098644774913 -1 2133 2 1224979098644774914 4 6 3 1224979098644774915 0 1224979098644774914 1804 3 1224979098644774916 1224979098644774912 1224979098644774915 32 2 1224979098644774916 0 1570 2 1224979098644774917 1224979098644774916 33 3 1224979098644774917 2 5 2133 2 1224979098644774914 -1 1747 2 1224979098644774912 1224979098644774916 3 0 3 0
    3.000000 0.000000 0.000000  1 31 2 144115188075857290 1  19 12 1 1224979098644774912 1712 1 1224979098644774912 1704 1 1224979098644774912 1707 1 1224979098644774912 1702 1 1224979098644774912 1706 1 1224979098644774912 2147484193 3 1224979098644774912 15 1 1726 3 1224979098644774913 1224979098644774912 0 2147483680 2 1224979098644774913 -1 2133 2 1224979098644774914 4 6 3 1224979098644774915 0 1224979098644774914 1804 3 1224979098644774916 1224979098644774912 1224979098644774915 32 2 1224979098644774916 0 1570 2 1224979098644774917 1224979098644774916 33 3 1224979098644774917 2 5 2133 2 1224979098644774914 -1 1747 2 1224979098644774912 1224979098644774916 3 0 3 0

    it may not fit into the search bar entirely, but look for these 2 lines:
    uITbD2M.png


    And replace them with:
    -71.000000 0.000000 0.000000  2 2071 1 1224979098644774912 31 2 1224979098644774912 9  1 2133 2 144115188075857290 1
    2.000000 2.000000 0.000000  15 31 2 144115188075857290 1 1107 1 0 12 1 1224979098644774912 1702 1 1224979098644774912 1704 1 1224979098644774912 1706 1 1224979098644774912 1707 1 1224979098644774912 2147484193 3 1224979098644774912 15 1 1726 3 1224979098644774913 1224979098644774912 0 2147483680 2 1224979098644774913 -1 1770 2 1224979098644774914 1224979098644774912 1773 2 1224979098644774915 1224979098644774912 1790 3 1224979098644774914 1224979098644774915 10 3 0 1107 1 1  17 12 1 1224979098644774912 1702 1 1224979098644774912 1704 1 1224979098644774912 1706 1 1224979098644774912 1707 1 1224979098644774912 2147484193 3 1224979098644774912 15 1 2133 2 1224979098644774913 4 6 3 1224979098644774914 0 1224979098644774913 1804 3 1224979098644774915 1224979098644774912 1224979098644774914 32 2 1224979098644774915 0 2721 2 1224979098644774916 1224979098644774915 31 2 1224979098644774916 2 1747 2 1224979098644774912 1224979098644774915 2133 2 1224979098644774913 -1 3 0 3 0 2133 2 144115188075857290 0

    There are 10 instances of that code in the file so you should do this 10 times. I also suggest to open ui.csv in languages\en folder and change
    ui_order_button_use_blunt_weapons|Use only blunt weapons
    ui_use_blunt_weapons_e_|%s, use only blunt weapons!

    to
    ui_order_button_use_blunt_weapons|Prefer blunt weapons
    ui_use_blunt_weapons_e_|%s, prefer blunt weapons!
    I investigated this issue a bit deeper, and turns out this bug is present in Native too, and when "charge" is issued after F3-F3 order, cav that doesn't have blunt weapons becomes braindead. I tried several workarounds:
    1) To use PoP workaround code (switching to another melee weapon) in Native = didn't work, and also if we changing "use only blunt" to "prefer blunt" then we should allow switching to anything agent has, not specifically melee
    2) To clear the scripted behaviour of agents with bare fists assuming they will no longer be restricted by that order = didn't work
    3) To give "use any weapons" order to their divisions = well, it worked overall, but the ones who did have blunt weapons also switched to another ones, so the order purpose was actually lost. But I realised from this test that it's the order itself that causes dummy behaviour and the only way to fix it is to give another weapon order
    4) To assign a separate division for them and order it to use any weapon, then revert them to initial ones = surprisingly the same effect as previous one
    5) To give "use any weapons" order without changing anything, but then force the ones who has blunt weapons to equip them = it finally solved the problem

    In mission templates:

      (ti_on_order_issued, 0, 0,
        [
          (store_trigger_param_1, ":eek:rder"),
          (eq, ":eek:rder", 9),   
        ],
        [
          (assign, "$dont_use_fist_enable", 1),
        ]),
       
        (2, 2, 0, # 2 seconds delay before applying the consequences are mandatory due to weapon switch animations
        [
          (eq, "$dont_use_fist_enable", 1),
          (set_show_messages, 0),  # It's better to give new orders silently since they will be issued for every agent with bare fists
          (try_for_agents, ":agent1"),
            (agent_is_alive, ":agent1"), # Agents within try_for_agents loop are always active, no need to check for it
            (agent_is_human, ":agent1"),
            (agent_is_ally, ":agent1"),
            (agent_is_non_player, ":agent1"), 
            (neg|agent_slot_eq, ":agent1", 15, 1),
            (agent_get_wielded_item, ":w_item", ":agent1", 0),
            (le, ":w_item", -1),
            (agent_get_team, ":team", ":agent1"),
            (agent_get_division , ":division", ":agent1"),
            (team_give_order, ":team", ":division", 10),         
          (end_try),
          (set_show_messages, 1),
        ],
        [       
          (try_for_agents, ":agent2"),
            (agent_is_alive, ":agent2"),
            (agent_is_human, ":agent2"),
            (agent_is_ally, ":agent2"),
            (agent_is_non_player, ":agent2"), 
            (neg|agent_slot_eq, ":agent2", 15, 1),
            (assign, ":end", 4),
            (try_for_range, ":slot", 0, ":end"),
              (agent_get_item_slot, ":item", ":agent2", ":slot"),
              (gt, ":item", 0),
              (item_get_swing_damage_type, ":dmg_type", ":item"),
              (eq, ":dmg_type", 2), # if blunt
              (agent_set_wielded_item, ":agent2", ":item"),
              (assign, ":end", -1),         
            (end_try),
          (end_try),
          (assign, "$dont_use_fist_enable", 0),
        ]),
    [/q]
    UndeadDuke said:
    It works! Kind of. I tested it with a band of sheriffs, merc cav, merc cav senior and the morion barclay (the ones you get the at the tavern). and got conflicting results. Sometimes, it goes on perfectly, sometimes I have to issue the order twice or the cavs and and the infs end up empty handed, and sometimes the cavs go normal and the infs go empty handed after issuing the order. I am rather perplexed. Does the rate at which I order them to do a command affects them in any way? Par exemple, If I issue the command in the very beginning of the battle, would this effect them somehow? Since I see some of them replace the weapon they spawn with.
    Anyways, Thanks! And you see, I am a (wo)man of my word. After five years from your, in kinder terms I suppose, "expiration date" we can talk about canonization.
  6. Nicodemus.

    New screenshots on the steam page

    Jonat818 said:
    How do we not know this screenshot might be from 2017?
    So far I found the image in an article approximately 1 year and a month ago.
  7. Nicodemus.

    [BUGS] Support Thread for v3.9

    UndeadDuke said:
    Nicodemus. said:
    it is clear as the sky that it cannot be fixed
    For me it's not that clear. I have a couple ideas and will try to fix it
    Edited my previous comment. Show us your ways, who knows, you might become the next saint.
  8. Nicodemus.

    [BUGS] Support Thread for v3.9

    sher said:
    Vocabulary.
    If you don't know meaning of a word - learn it before usage. With modern tech it takes seconds to find but people still clinging to their delusions.
    Do not know the meaning of a word? Look - I am not the one who seems to have betted some rubles over this argument ending without you admitting that it is a bug. it is clear as the sky that it cannot be fixed by the current dev, that is that the command isn't doing what it is supposed to do, it is called "use blunt weapons" and not "go brain-dead when ordered to charge". Whats so hard to understand?
  9. Nicodemus.

    [BUGS] Support Thread for v3.9

    IconracI said:
    It was implemented in the best possible way taking into account my not perfect coding skills and timeslot.
    Am I aware that is not perfect? Yes, I am.
    Can I improve it in short term? No, I can't.
    I am not berating you at all, but there is no point of his continuous refusal to use the word bug to refer to, well, the bug.
  10. Nicodemus.

    [BUGS] Support Thread for v3.9

    sher said:
    If perfect implementation is not possible
    So it is a bug.
  11. Nicodemus.

    [BUGS] Support Thread for v3.9

    IconracI said:
    Just checked this and cavalry without blunt weapon, asked to use only blunt weapon, will defend themselves in all situations except when "charge" order is issued. "Follow me" or "stand ground" works fine.
    Still better than cavalry hammering enemies with bare fists.
    Well, true. You convinced me. Though you are a lucky person if even a single enemy was hit when the cavalry are following you. At this point you could just order to use any weapons and charge.
    sher said:
    Dev is aware and content with current implementation => it's intended => not a bug (vocabulary).
    Then why don't the devs go on and make the blunt command do the same thing to cavalry as it does to the foot troops? Unless they are special, they can easily deduce it is much better an option than the current situation.
  12. Nicodemus.

    [BUGS] Support Thread for v3.9

    sher said:
    clearly intended
    No.
    sher said:
    No.
    sher said:
    very useful
    And no.


    I am not sure if we are (still) talking about the same subject (that is, cavalry braindead when ordered to blunt) since first of all, Konrad a couple replies ago said this is not intended, and it is certainly not useful, I do not find a command that lets horsemen to not even move a muscle while being slashed with 35 different swords in any way, form, or shape useful. and is certainly not logical.
    sher said:
    If they still can use lethal weapons but only for stationary self defense then it's even better
    Sounds good, except they don't. By completely unresponsive I mean completely - and I repeat: they do not move, block, attack, &c.
    Moving on,
    sher said:
    doesn't exist in this mod.
    Except that it does? if you order your foot troops to use blunt only, they'll start cycling through their weapon inventory, if they do not have a blunt weapon, they then instead choose a weapon of their choice. for whatever reason, this seemed to be impossible to be applied to the cavalry units, so they decided to make the cavalry (with no blunt) to become completely unresponsive after issuing the command.
  13. Nicodemus.

    [BUGS] Support Thread for v3.9

    sher said:
    word "bug" has a certain meaning.
    Then please explain to me what the meaning of the word "bug" is, my All Knowing Lord. in some patch back then they modified the "use only blunt weapons" command so troops without blunt weapons will still use their weapons instead of their fists. this works perfectly for foot troops. However, when it comes to cavalry, they tend to do the same thing as foot troops, but suddenly become unresponsive after that- no attacks, blocks or movement. I hope you don't get offended by this, but I *think* this may be a bug. Who knows?
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