Recent content by sjblack2014

  1. Prevent AI cavalry from raising their shields against missiles

    Thanks for replaying. Is there no way to directly modify the AI behavior? The "state" that I'm thinking of is whenever they're under missile threat but not under melee threat. They could be couching or preparing a stab, don't want them to raise the shield and break this, but do want them to raise shields during this against melee attacks like they currently do.
  2. Prevent AI cavalry from raising their shields against missiles

    As the title says, I'd like to change the AI cavalry behavior, so they do not raise shields against potential missiles, instead they should keep their couched lance state or do whatever they would otherwise do. This would help a lot with cavalry effectiveness in the mod I'm making. Any help...
  3. How to disable to the bobbing of the couched lance?

    The AI needs to perform couched charges better, and one way to increase accuracy is to remove the lance bobbing up and down after a few seconds of couching, which I observed to apply to both players and the AI. I'd like to remove said bobbing, thanks in advance!
  4. Do captain perks still apply after a formation is split?

    I dont even know how you get a companion to lead a formation in this game. Please explain yourself!
    In the Party screen you assign a companion to a formation. The top companion (as in the order in the Party screen) of that formation is the captain of said formation and applies his captain perks to the formation.
  5. Do captain perks still apply after a formation is split?

    Say I have a Companion leading the Cavalry formation (formation 3) in my party. At the beginning of the battle, I transfer half of the cavalry formation into a new formation (formation 5). Do the companion's captain perks still apply over both formations, or only the formation he happens to be...
  6. How to make the AI shoot from further away?

    Try with reduced values (lower than the default <2.5) in the <native_parameter id="ranged_target_radius_multiplier" value="X"/> line of native_parameters.xml
    Thanks, this is the value that worked!
  7. How to make the AI shoot from further away?

    The range that the AI soldiers start shooting their crossbow/bows seem to be related to the accuracy value of these weapons. I lowered the accuracy of all crossbow/bows by 40, which gave me the results that I wanted, but now the AI refuses to shoot unless the range is close. I'd like them to...
  8. Spears are weak.

    SandboxAgentApplyDamageModel should have an overrideable method called CalculateCouchedLanceDamage which I believe is what you'd want to override in your own damage model.

    Thanks, but I'm not trying to mod the damage. I made a lance that has a lot of reach but can only be couched (no active stab), and I'm trying to get the AI to use it well. Right now the AI uses it pretty well against infantry, but against cav, they'd switch to their secondary weapon and never switch back after the first charge. They'd even switch to *fists* if I remove their secondary, which is quite funny to see.

    To fix this I'm thinking reducing the speed requirement for couching, or reinstating the active stab, but give it a conditional move_diff that makes the active stab reach no further than the couch.
  9. Spears are weak.

    It was made for 1.2.1, yes. But it shouldn't have any conflicts with 1.3.0 unless they made any changes to how behaviours are loaded. :xf-smile: Did you manage to achieve what you wanted to?
    Yes I got the damage tweak done, thanks a lot for that. However, like you, I'm trying to make the a new custom damage model.
    I'm also trying to mod couch lancing with no luck.
  10. Spears are weak.

    Sure! It's an early prototype just for playing around, but should be enough for what you want to do. I've gone ahead and added an if statement to check if the hit agent was just a normal infantry for you.

    I'll probably be leaving this as-is for a while since I've got some other experimenting I want to do now, so don't expect any frequent updates to it. :xf-wink:

    Source Code

    Forgot to ask, is this code based on 1.2.1 or 1.3.0? I was assuming it was 1.2.1, but today I'd have to update to 1.3.0 and wonder if there won't be any problems.
  11. Spears are weak.

    Repeatedly claiming that Musashi said that spears were better for battlefield combat when he specifically stated that long or heavy weapons (read: spears are long) lose to dual katana/ katana and waz. Claiming that he lived in a time of peace (which wouldn't necessarily have any bearing on his skill or knowledge) when he lived half of his life in the most war-torn era of Japanese history, i.e. the Warring States Era. You've become joke tier, friend.

    During the Sengoku Jidai, the samurai carried the yari in battle as their primary weapon. It's only during the later Edo peace time that the katana became their iconic weapon. There's no question that the spear was the king of the battlefield.

    I imagine that in 500 years there'll be people claiming that the Gulf War was won by US soldiers armed with desert eagles.
  12. Spears are weak.

    Even in the early period Roman legion post Marian reforms, there's a good argument to be made about how the pilum was actually the primary weapon instead of the gladius. Late period Roman legion adopted the spear like everyone else.
  13. Spears are weak.

    Again, spears have very strong niche uses. They're never going to be, and should not be, as strong as swords or axes at infantry combat. Just as swords and axes are never going to be as strong as spears against cav or used by cav.

    This is terrible logic. On the battlefield the spear is king, it is better than swords or axes against infantry. Swords are niche secondary weapons used in other situations, like when you lose your spear, when indoors, in a city, etc.

    One on one unarmored duel wise, sword+shield is superior to spear+shield, but sword without shield is worse than spear without shield.

    Your balance shouldn't come from cav>sword inf>spear inf>cav. It should come from other sources, such as tactics, formations, positioning, etc.
  14. SP - General Council of the Commons Policy is Too Powerful

    Also in my experience it's still possible to be assigned significant holdings with Council of the Commons. My Vlandia playthrough (only just Clan Tier 4) had Derthert assigning 4 cities and 4 castles to me, his primary vassal of the South (notably, I can't get anything north of Tubilis Castle - faction leaders take geographic proximity very seriously when contemplating candidates). I'm really not experiencing any downsides from Council of the Commons, and it's guaranteeing the complete dominance of my faction.

    Wait till Derthert has 10k influence. He will overrule the vote on every new conquest that borders his fiefs, which expands his fiefs even more. It wouldn't matter that you have 30k or 50k or 100k influence to his 10k, you cannot use those influence points to stop him in any meaningful way.
  15. SP - General Council of the Commons Policy is Too Powerful

    I made a mod that removes the influence gain from Council of the Commons since it completely breaks the influence system.


    Unzip to your Mount and Blade II\Modules directory and make sure to unblock the .dll file.

    Thanks! Is this for 1.2.1 or 1.3.0?
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