Recent content by Savhos

  1. Savhos

    Resolved Game crashes in world map "Null reference exeption: object reference not set..." error message

    Summary: After a certain time the game crashes automatically no matter what I do in world map How to Reproduce: Passing a short time in world map after loading the save Quest/Settlement Name (if related): Media (Screenshots & Video): https://ibb.co/qJgNmjy Version: 1.1.2 Installed community-made...
  2. Savhos

    SP - General Siege Defence battles never happened in 200h+ of gameplay

    Has anybody managed to ever get into a siege defence? I haven't played in a proper one in 200h of gameplay, it's far more rewarding to just let them lose troops in autocalc and attack the AI once it's done destroying the militia+garrison or joining a not so realistic field battle with the...
  3. Savhos

    What's your favourite weapon?

    Crafted Glaive with max length tip and shortest handle. When it's crafted with stat buff it's better than the Romphalia, but due to a bug the stat buffs get reset after a while and it becomes kind of slow, but still effective at mass murder
  4. Savhos

    What's your favourite weapon?

    Noble bows for sniping all the things.

    Don't really have a preference for melee weapons but the Rhomphaia is pretty neat. Problem with weapons with long length though is they're almost useless during sieges as they constantly hit nearby terrain and get caught on your own troops.
    Not so useless if you manage to sneak behind the shield wall in front of the gate and slice them up from a safe distance (avoiding fresh spawns to surround you)
  5. Savhos

    Bartering marriage for 3 settlements

    On version 1.0.11 when I ask Rhagaea to marry Ira I get to conclude the barter by asking 1 - 3 settlements she owns which she gives me for free instead of paying some gold to her
  6. Savhos

    One guide to kill them all.

    Blunt tip lances are great, but I can't find any as usual. Last time I played I only found one practice lance somewhere. Is there a way to see them more often in stores? As well as doom maces
  7. Savhos

    Perisno 0.9 - The Main Thread (HF6 - February 04, 2019, 08:10:15 PM)

    Hey! Game's crashing during battles, even small ones. Doesn't usually happen with other mods nor with perisno older versions. What could it be?
  8. Savhos

    [LEGACY] Quick Questions // Quick Answers

    Hello guys, before founding the Ebouny Gauntlet chapter I had 45 relations with noldor, now I have 25, but I've lost access to their city and I cannot seem to be able to attack them, and I cannot make comments about their ears to that guy in their city.

    How can I regain access to Elcrai if I can? How can I drop relations with noldor?
  9. Savhos

    Noldor relations after founding Ebony Gauntlet chapter

    Hello guys, before founding the Ebouny Gauntlet chapter I had 45 relations with noldor, now I have 25, but I've lost access to their city and I cannot seem to be able to attack them, and I cannot make comments about their ears to that guy in their city. How can I regain access to Elcrai if I...
  10. Savhos

    [Sub-mod]PoP3.8.4Horse archer AI enhancement for companions and noldors

    Latis the Darkgryphon said:
    Code:
    [       
            (set_fixed_point_multiplier, 1000),
            (try_for_agents, ":agent_no"),
                (agent_is_non_player, ":agent_no"),
                (agent_is_alive, ":agent_no"),
                (agent_is_human, ":agent_no"),
                (neg|agent_slot_eq, ":agent_no", 1003, 1),
                (agent_get_horse, ":horse_no", ":agent_no"),
                (try_begin),
                    (neg|agent_slot_eq, ":agent_no", slot_agent_is_running_away, 1),
                    (gt, ":horse_no", -1),
                    (agent_get_team, ":team_no", ":agent_no"),
                    (gt, ":team_no", -1),
                    (agent_get_division, ":class_no", ":agent_no"),
                    (gt, ":class_no", -1),
                    (agent_get_combat_state, ":combat_state", ":agent_no"),
                    (team_get_weapon_usage_order, ":weapon_usage_order", ":team_no", ":class_no"),
                    (team_get_hold_fire_order, ":hold_fire", ":team_no", ":class_no"),
                    (agent_get_ammo, ":ammo", ":agent_no", 0),
                    (assign, ":thrown_ammo", 0),
                    (assign, ":ranged_weapon", -1),
                    (assign, ":ranged_weapon_tipe", -1),             
                    (try_begin),
                      (try_for_range, ":item", 0, 4),
                        (agent_get_item_slot, ":item_weapon", ":agent_no", ":item"),
                        (gt, ":item_weapon", 0),
                        (item_get_type, ":item_weapon_tipe", ":item_weapon"),
                        (try_begin),
                          (eq, ":item_weapon_tipe", itp_type_thrown),
                          (agent_get_ammo_for_slot, ":ammo_for_slot", ":agent_no", ":item"),
                          (val_add, ":thrown_ammo", ":ammo_for_slot"),
                        (try_end),
                        (try_begin),
                          (eq, ":ranged_weapon", -1),
                          (this_or_next|eq, ":item_weapon_tipe", itp_type_bow),
                          (this_or_next|eq, ":item_weapon_tipe", itp_type_thrown),
                          (this_or_next|eq, ":item_weapon_tipe", itp_type_pistol),
                          (eq, ":item_weapon_tipe", itp_type_musket),
                          (assign, ":ranged_weapon", ":item_weapon"),
                          (assign, ":ranged_weapon_tipe", ":item_weapon_tipe"),
                        (try_end),
                      (try_end),
                    (try_end),
                    (gt, ":ranged_weapon_tipe", -1),                
                    (neg|item_has_property, ":ranged_weapon", itp_cant_reload_on_horseback),
                    (assign, ":have_arrow", 1),
                    (try_begin),
                        (store_sub, ":arrow", ":ammo", ":thrown_ammo"),
                        (eq, ":arrow", 0),
                        (agent_set_speed_limit, ":agent_no", 1000),
                        (assign, ":have_arrow", 0),
                    (try_end),                
                    (eq, ":have_arrow", 1),
                    (gt, ":ammo", 0),
                    (agent_set_slot, ":agent_no", 1003, 2),
                    (neg|eq, ":hold_fire", aordr_hold_your_fire),
                    (neg|eq, ":weapon_usage_order", wordr_use_melee_weapons),
                    (agent_get_wielded_item, ":weapon_hold", ":agent_no", 0),
                    (gt, ":weapon_hold", 0),
                    (item_get_type, ":weapon_type", ":weapon_hold"),                
                    (try_begin),
                        (agent_ai_get_look_target, ":look_target", ":agent_no"),
                        (gt, ":look_target", -1),
                        (agent_is_human, ":look_target"),
                        (agent_is_alive, ":look_target"),
                        (agent_get_team, ":look_target_team", ":look_target"),
                        (gt, ":look_target_team", -1),
                        (neg|teams_are_enemies, ":team_no", ":look_target_team"),
                        (agent_set_look_target_agent, ":agent_no", -1),
                        (agent_force_rethink, ":agent_no"),
                    (try_end),
                    (assign, ":speed_limit", 1000),
                    (agent_get_position, pos50, ":agent_no"), 
                    (position_move_z, pos50, 250, 1),
                    (assign, ":distance_closest", 100000),#1000m
                    (assign, ":enemies_closest", -1),
                    (team_get_movement_order, ":movement_order", ":team_no", ":class_no"),
                    (eq, ":movement_order", 2),
                    (try_for_agents, ":enemies"),
                        (agent_is_alive, ":enemies"),
                        (agent_is_human, ":enemies"),
                        (agent_get_position, pos36, ":enemies"),
                        (agent_get_team, ":enemies_team", ":enemies"),
                        (gt, ":enemies_team", -1),
                        (teams_are_enemies, ":team_no", ":enemies_team"),
                        (get_distance_between_positions, ":distance", pos50, pos36),                                       
                        (try_begin),
                           (agent_slot_eq, ":enemies", slot_agent_is_running_away, 1),
                           (val_add, ":distance", 10000),
                        (try_end),
                        (assign, ":distance_cavalry", 0),
                        (try_begin),
                            (agent_get_horse, ":enemies_horse", ":enemies"),
                            (gt, ":enemies_horse", -1),
                            (store_div, ":distance_cavalry", ":distance", 3),
                            (val_mul, ":distance_cavalry", 2),
                            (val_min, ":distance_cavalry", 2000),
                            (val_sub, ":distance", ":distance_cavalry"),
                            (assign, ":distance_1", ":distance_cavalry"),
                        (try_end),
                        (neg|ge, ":distance", ":distance_closest"),
                        (assign, ":distance_closest", ":distance"),
                        (assign, ":enemies_closest", ":enemies"),                   
                    (try_end),
                    (neg|eq, ":enemies_closest", -1),
                    (agent_get_position, pos51, ":enemies_closest"),
                    (try_begin),
                       (agent_get_horse, ":enemies_closest_horse", ":enemies_closest"),
                       (gt, ":enemies_closest_horse", -1),
                       (store_add, ":distance_true", ":distance_1", ":distance_closest"),
                       (position_move_z, pos51, 250, 1),
                    (else_try),
                       (assign, ":distance_true", ":distance_closest"),
                       (position_move_z, pos51, 140, 1),
                    (try_end),
                    (try_begin),
                      (agent_slot_eq, ":enemies_closest", slot_agent_is_running_away, 1),
                      (val_sub, ":distance_true", 10000),
                    (else_try),
                      (gt,":distance_true",300),
                      (agent_set_wielded_item, ":agent_no", ":ranged_weapon"),
                    (try_end),             
                    (try_begin),
                        (this_or_next|eq, ":weapon_type", itp_type_bow),
                        (this_or_next|eq, ":weapon_type", itp_type_pistol),
                        (eq, ":weapon_type", itp_type_musket),
                        (agent_get_attack_action, ":attack_action", ":agent_no"),
                        (position_has_line_of_sight_to_position, pos50, pos51),
                        (agent_set_look_target_agent, ":agent_no", ":enemies_closest"),
                        (try_begin),
                            (eq, ":attack_action", 1),
                            (try_begin),
                              (eq, ":movement_order", 2),
                              (agent_get_speed, pos31, ":agent_no"),
                              (position_get_y,":speed_y",pos31),
                              (try_begin),
                                 (gt, ":distance_closest", 700),
                                 (lt, ":distance_closest", 6000),
                                 (store_div, ":speed_limit", ":speed_y",300),
                                 (store_sub, ":speed_limit_distance", ":distance_closest", 2500),
                                 (val_div, ":speed_limit_distance", 20),
                                 (val_max, ":speed_limit", ":speed_limit_distance"),
                                 (val_max, ":speed_limit", 1),
                              (try_end),
                            (try_end),
                            (eq, ":weapon_type", itp_type_bow),
                            (lt, ":distance_true", 4000),
                            (agent_set_attack_action, ":agent_no", 3, 0),
                        (else_try),
                            (eq, ":weapon_type", itp_type_bow),
                            (lt, ":distance_true", 4000),
                            (neq, ":combat_state", 8),
                            (agent_set_attack_action, ":agent_no", 3, 1),
                        (try_end),
                    (try_end),                
                    (agent_set_speed_limit, ":agent_no", ":speed_limit"),                
                    (try_begin),
                        (agent_is_non_player, ":agent_no"),
                        (neg|eq, ":ranged_weapon_tipe", itp_type_thrown),
                        (gt, ":enemies_closest", -1),
                        (try_begin),
                          (eq, ":movement_order", 2),
                          (this_or_next|agent_slot_eq, ":enemies_closest", slot_agent_is_running_away, 1),
                          (lt, ":distance_closest", 10000),
                          (try_begin),
                            (get_scene_boundaries, pos2, pos3),
                            (position_get_x, ":tip_left_x", pos2),
                            (position_get_y, ":tip_left_y", pos2),
                            (position_get_x, ":right_down_x", pos3),
                            (position_get_y, ":right_down_y", pos3),
                            (position_get_x, ":agent_no_poi_x", pos50),
                            (position_get_y, ":agent_no_poi_y", pos50),
                            (position_copy_origin, pos52, pos2),
                            (store_sub, ":left_x", ":agent_no_poi_x", ":tip_left_x"),
                            (store_sub, ":up_y", ":agent_no_poi_y", ":tip_left_y"),
                            (store_sub, ":right_x", ":right_down_x", ":agent_no_poi_x"),
                            (store_sub, ":down_y", ":right_down_y", ":agent_no_poi_y"),
                            (val_abs, ":left_x"),
                            (val_abs, ":up_y"),
                            (val_abs, ":right_x"),
                            (val_abs, ":down_y"),
                            (store_sub, ":map_middle_x", ":right_down_x", ":tip_left_x"),
                            (store_sub, ":map_middle_y", ":right_down_y", ":tip_left_y"),
                            (val_div, ":map_middle_x", 20),
                            (val_div, ":map_middle_y", 20),
                            (position_move_x, pos52, ":map_middle_x", 1),
                            (position_move_y, pos52, ":map_middle_y", 1),
                            (get_distance_between_positions,":distance_middle", pos52, pos50),
                            (position_transform_position_to_local, pos52, pos50, pos52),
                            (position_transform_position_to_local, pos4, pos50, pos51),
                            (position_get_x, ":map_middle_x", pos52),
                            (position_get_y, ":map_middle_y", pos52),
                            (position_get_x, ":enemies_x", pos4),
                            (position_get_y, ":enemies_y", pos4),
                            (assign, ":effect", 0),
                            (try_begin),
                              (neg|gt, ":distance_closest", 1000),
                              (store_sub,":effect", ":distance_closest", 1500),
                              (val_mul,":effect", 60),
                              (val_max, ":effect", -80000),
                              (assign, ":effect", -80000),
                            (else_try),
                              (gt, ":distance_closest", 2500),
                              (store_sub,":effect", ":distance_closest", 0),
                              (val_mul, ":effect", 5),
                              (val_clamp, ":effect", 35000, 90000),
                              (try_begin),
                                (gt,":enemies_closest_horse",-1),
                                (val_sub,":effect",20000),
                              (try_end),
                            (try_end),                       
                            (assign, ":distance_to_boundary", 30000),
                            (val_min, ":distance_to_boundary", ":left_x"),
                            (val_min, ":distance_to_boundary", ":up_y"),
                            (val_min, ":distance_to_boundary", ":right_x"),
                            (val_min, ":distance_to_boundary", ":down_y"),
                            (try_begin),
                              (lt, ":distance_to_boundary", 30000),
                              (lt, ":distance_closest", 1500),
                              (agent_slot_eq, ":enemies_closest", slot_agent_is_running_away, 0),
                              (agent_force_rethink, ":agent_no"),
                              (val_mul, ":map_middle_x", 100),
                              (val_mul, ":map_middle_y", 100),
                              (val_mul, ":enemies_x", 100),
                              (val_mul, ":enemies_y", 100),
                              (store_div,":cos_middle",":map_middle_x",":distance_middle"),
                              (store_div,":sin_middle",":map_middle_y",":distance_middle"),
                              (store_div,":cos_enemies",":enemies_x",":distance_true"),
                              (store_div,":sin_enemies",":enemies_y",":distance_true"),
                              (store_acos, ":angle_cos", ":cos_middle"),
                              (store_asin, ":angle_sin", ":sin_middle"),
                              (store_acos, ":angle_cos_enemies", ":cos_enemies"),
                              (store_asin, ":angle_sin_enemies", ":sin_enemies"),
                              (try_begin),
                                (lt, ":angle_sin", 0),
                                (val_mul,":angle_cos", -1),
                                (val_add,":angle_cos", 360000),
                              (try_end),
                              (try_begin),
                                (lt, ":angle_sin_enemies", 0),
                                (val_mul,":angle_cos_enemies", -1),
                                (val_add,":angle_cos_enemies", 360000),
                              (try_end),
                              (store_sub, ":k2", ":angle_cos", ":angle_cos_enemies"),
                              (val_sub, ":k2", 270000),
                              (val_sub, ":k2", ":effect"),
                              (store_add, ":effect", ":k2", ":effect"),
                              (try_begin),
                                (lt, ":angle_cos", ":angle_cos_enemies"),
                                (val_add, ":effect", 360000),
                              (try_end),
                              (val_clamp,":effect",-210000, 15000),
                              (agent_set_attack_action, ":agent_no", 3, 1),
                            (try_end),                        
                            (store_cos, ":cos", ":effect"),
                            (store_sin, ":sin", ":effect"),
                            (store_mul, ":k_x1", ":cos", ":enemies_y",),
                            (store_mul, ":k_x2", ":sin", ":enemies_x",),
                            (store_mul, ":k_y1", ":sin", ":enemies_y",),
                            (store_mul, ":k_y2", ":cos", ":enemies_x",),
                            (store_add, ":move_x",":k_x1", ":k_x2"),
                            (store_sub, ":move_y",":k_y1", ":k_y2"),
                            (position_move_x, pos50, ":move_x", 0),
                            (position_move_y, pos50, ":move_y", 0),                       
                          (try_end),
                          (agent_set_scripted_destination, ":agent_no", pos50, 1),
                        (else_try),
                            (agent_clear_scripted_mode, ":agent_no"),
                            (agent_force_rethink, ":agent_no"),
                        (try_end),                    
                    (try_end),
                (else_try),
                    (try_begin),
                      (agent_slot_eq, ":agent_no", 1003, 0),
                      (agent_set_slot, ":agent_no", 1003, 1),
                    (else_try),
                      (agent_slot_eq, ":agent_no", 1003, 2),
                      (this_or_next|eq, ":ammo", 0),
                      (this_or_next|neg|gt, ":horse_no", 0),
                      (this_or_next|eq, ":hold_fire", aordr_hold_your_fire),
                      (eq, ":weapon_usage_order", wordr_use_melee_weapons),
                      (agent_force_rethink, ":agent_no"),
                      (agent_clear_scripted_mode, ":agent_no"),
                      (agent_set_speed_limit, ":agent_no", 1000),
                      (agent_set_slot, ":agent_no", 1003, 3),
                    (try_end),
                (try_end),
            (try_end),
      ]
    Here goes the code of the horse arhcer AI itself only, however need to add the determine for wanted troops so that it wont work for every troops but some speical troops like heros and noldors to make the script enjoyable. :wink:
    Have a look if you are free and interested  :grin:(ps: ignore the chinese words if I fail to delet all of them, those was for the learning of our moders :facepalm:)
    @K0nr@d @MitchyMatt @Snouz

    Ok thanks, I'm not that good with scripts though. It's ok for me to have it just for heroes and noldors, what should I do with it?
  11. Savhos

    [Sub-mod]PoP3.8.4Horse archer AI enhancement for companions and noldors

    Love the mod, but makes my text crash and it's really annoying because I have to restart the game.

    What are those coloured dots that appear on the right?
  12. Savhos

    Should I upgrade my cpu\gpu?

    Hello guys, I've got a fx-6300 and a radeon sapphire 7800hd, which one is most likely holding me back in big sized battles? Frames drop a lot when i increase the Battle size. Both are overclocked at 4.3ghz the cpu and 1050 the gpu. I was thinking of getting the new amd rx 480x but maybe the...
  13. Savhos

    SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Sergio_Morozov said:
    Savhos said:
    Hello I'm at day 200 and The lannisters, dorne and stannis are almost defeated, the iron island were crushed at day 100.

    My question is, after these rival factions are destroyed, and the reach, stormalnds, riverlands and north are left alone in westeros, are they going to fight eachother or will they just stand still getting fat and rich?

    Fat, rich, peaceful and prosperous, yes.

    Until some Essos faction declares war on them.

    What about the Vale? they're so boring.. will they ever do something ? where's littlefinger when we need him!
  14. Savhos

    SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

    Hello I'm at day 200 and The lannisters, dorne and stannis are almost defeated, the iron island were crushed at day 100.

    My question is, after these rival factions are destroyed, and the reach, stormalnds, riverlands and north are left alone in westeros, are they going to fight eachother or will they just stand still getting fat and rich?
  15. Savhos

    SP Fantasy Warsword Conquest - New Opening Post

    I was sailing without looking around because i thought the sea was pretty safe for a 150+ men party, then a 1000 men undead pirate party engaged me.

    I managed to witness the most bugged sea battle ever, with ships teleporting everywhere like dragonball z fights while men stood still, floating in the air or walking in the bottom of the ocean... I mean if the beta version of warsowrd conquest had pretty buggy seabattles these are just KING SIZE BUGGED

    Can you change the kingdom color? I settled in the kislev/sylvania/empire area and i got chaos north that looks just like me...

    Also I get the mercenaries bugged x9 spammed in chat as well as those annoying red script errors all the time

    And siege of Tabelheim Is SO bugged, troops get stuck before climbing the siege tower... and in some cities goblins can't climb stairs
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