Recent content by Thorberg

  1. ON HOLD - Pike & Blade Merged v3.3.2 (Needs to be updated to 1.143/DP 4.1)

    I'm afraid I've been too busy to actually do much testing this week. I'll try to find some time after the weekend but I'm gonna be pretty swamped for the foreseeable future  :sad:

    Congratulations for getting the code working, though. What little free time I have had has been eaten up trying to figure out how to make that work; learning by trial-and-error is all well and good but you can't learn until you actually get it to run.

    EDIT: Oh yeah, did putting the script call after the banner stuff preserve all the heraldic items?
  2. OSP Code Combat Script to guarantee all melee weapons (1hand, 2hand + polearms)

    The ti_on_agent_spawn triggers should be in module_mission_templates.py somewhere. The way I eventually got it working (with the neg|troop_is_hero or whatever it was) was to insert it into the common_battle_init_banner function near the top of the file, so
    Code:
    common_battle_init_banner = (
      ti_on_agent_spawn, 0, 0, [],
      [
        (store_trigger_param_1, ":agent_no"),
    
        (agent_get_troop_id, ":troop_no", ":agent_no"),
        (call_script, "script_troop_agent_set_banner", "tableau_game_troop_label_banner", ":agent_no", ":troop_no"),
      ])
    became
    Code:
    common_battle_init_banner = (
      ti_on_agent_spawn, 0, 0, [],
      [
        (store_trigger_param_1, ":agent_no"),
        (call_script, "script_force_weapon", ":agent_no"),
        (agent_get_troop_id, ":troop_no", ":agent_no"),
        (call_script, "script_troop_agent_set_banner", "tableau_game_troop_label_banner", ":agent_no", ":troop_no"),
      ])

    Note that if you just add the force weapon script to the call already in there it'll return an error after trying to use the troop_no as the agent_id or something similar; doesn't work and spews errors in damned weird places.

    Doing it this way saves adding it individually for every game mode you want it in but it'll affect the item_kinds1.txt entries for heraldic items, so you'll have to use the file it produces or copy the shields and heraldic mails over.
  3. ON HOLD - Pike & Blade Merged v3.3.2 (Needs to be updated to 1.143/DP 4.1)

    Sweet, I'll start playing the new version on monday and get back to you. It'll be nice to give the new (or old?  :razz:) horses a look, though I do hope I haven't pushed you into changing the Nords to be too effective anti-cav with the stat changes in. I really like the idea of more bandits aswell; there was a horrendous shortage of them a month in to the campaign, I was lucky to find a single band in a full-circumference trade route and I'd only found three camps since I started playing.

    Also, since I'm not sure I've remembered to say it in amongst all nitpicking, I really like the direction you're going with this. Some of the tweaks in NMC are really nice to have combined with P&B inspired troops and I really appreciate all the work you've put in.

    imgran said:
    BTW I'd welcome someone's perspective on whether the Rhodoks are a bit overeffective.  For some reason I can't handle 'em lol.
    Shall I start a campaign with them and let you know, or would you rather hear what they're like to face?

    imgran said:
    Still contemplating going back to NMC-Lite, working PBOD in, and finding a way to nerf the Rangers.  It's a better program for the Diplomacy mod lovers because it's closer to what that mod was going for..
    It's no use to you at the moment, what with being under constant development and not having the source released, but the Mercantilism Mod might make a good base when it's wrapped up.
  4. ON HOLD - Pike & Blade Merged v3.3.2 (Needs to be updated to 1.143/DP 4.1)

    Kogara said:
    Respect for the detailed historically sourced post....lol.

    I know it's all very fuzzy, thanks. I wasn't trying to create a historically perfect list, just gather a few ideas for my own, personal use. It wouldn't have made it anywhere near the forum except that imgran asked if I had any ideas  :roll:

    imgran said:
    Aeon edited horses to make them faster and less armored than Native.  Right now the mod uses the Native values.  It wouldn't be that hard to restore Aeon's numbers to the new mod.

    The changes were actually pretty varied and constituted a colossal nerf without totally ruining the Khergits. I think it's probably safe to say most of us who play P&B think the native horses are quite seriously overpowered.

    imgran said:
    BTW I'd welcome someone's perspective on whether the Rhodoks are a bit overeffective.  For some reason I can't handle 'em lol.

    I'm afraid I've not fought against the Rhodoks yet but I'll get back to you when I can. I'm still trying to gather companions and stabilise my finances.

    EDIT: Eugh, I forgot in all the replies to mention that, as far as I've been able to try it out, I like the changes you made, imgran. Skirmishers are no longer shock troops but true skirmishers again, and the Fyrdman line works very nicely with the spears; again, a more solidly defined role. Cavalry are still trouble, as they should be really, but it's not the abject massacre it would've been before.
  5. ON HOLD - Pike & Blade Merged v3.3.2 (Needs to be updated to 1.143/DP 4.1)

    I'm sorry I missed your request for ideas and the update, I'll give it a whirl and get back to you.

    I've also got even more respect for what you've pulled off after spending nearly all day trying to implement the force_weapon script into P&B+Diplomacy+PBOD. I swear, my attempts at module system editing are driving me mad.


    On the topic of ideas for the Nord tree, I actually spent most of yesterday evening researching the Anglo-Saxon professional and semi-professional soldiers the troops are named after. I've got equipment lists for most of the troops based on second-hand interpretation of historical texts which you're welcome to if it interests you at all.

    My main problem with the Nord tree was that it was a bit of a one-trick pony - axes, axes and more axes - which wasn't really either practical or culturally convincing. Thrown weapons were typically "javelins" (though the term then meant something more like the war darts in game) and the main weapon carried by all fyrdmen was a spear, maybe with a sword as a side-arm.

    Huscarls (and, I think we can assume for this purpose, Thegns) might have had a spear but certainly weren't required to, as were the fyrdmen. They were expected to own a sword (a very fine sword, according to the texts - something about hilts inlaid with gold) and shield, in addition to their mail and helm, but the weapon they were known for was a 2-handed axe. The information I found also specified them as the ones known to carry the javelins.

    The men making up the armies all seemed to be expected to have a horse but only for the purposes of travelling, not for fighting upon.

    There aren't really any historical troops I found mentioned as skirmishers but lithsmen and butsecarls were talked about as specialist ship's crews who were often hired as mercenaries. It seems they didn't fight literally at sea but would almost always drive their enemies to the shore and fight there. Given that they spent most of their time aboard boats it seems likely they'd wear armour that wouldn't drag them immediately to the bottom, should they fall overboard, and carry a decent supply of bows or javelins to harry opponents which makes them a reasonable point of inspiration for the skirmisher line.

    There was also a brief mention of the sort of weapons used by townspeople forced to defend their homes (a good start for the recruits) but the list is, unsurprisingly, just tools of their trades pressed into service as weapons; hunting spears, hunting bows, wood axes, knives etc.

    Sorry for going on at such length, I'll get back to you about the adjustments.

    EDIT: Oops, one last thing I forgot. Part of the issue facing down cavalry was the horse stats; I assume you already know, and have a reason, but you've got native horses rather than Aeon's P&B versions which makes an immense difference.
  6. OSP Code Combat Script to guarantee all melee weapons (1hand, 2hand + polearms)

    Oops. Interesting, but oops. I suppose I must've muddled mods somewhere along the line because I've managed to get it (apparently) working in a mod just messing about with txt files. Sorry, I'll see if I can figure out what I've done tomorrow after some sleep.

    Sorry again for all the nonsensical babble I dumped in here.. I'm very gradually dragging my way towards some understanding.
  7. OSP Code Combat Script to guarantee all melee weapons (1hand, 2hand + polearms)

    Well that's very embarassing..  :oops: I really did load a different module to the one I edited; so sorry.

    Sorry to bump the thread but, in case it's of any use to anyone, Caba`drin mentioned a small modification in another thread that applies the script to all non-hero troops, without needing to specify them individually. I know there are a lot of cases in which that's far from ideal but it does mean the entry written to scripts.txt can be copied out and applied to any module without use of the module system, ideal for txt-file modders.

    As far as I know it should work anywhere in the file; just copy the following into scripts.txt and add one to the total at the top.1

    Code:
    force_weapon -1
     19 23 2 1224979098644774912 1 4 0 1073742241 0 2147484067 0 1702 1 1224979098644774912 1707 1 1224979098644774912 1718 2 1224979098644774913 1224979098644774912 2147485155 1 1224979098644774913 1540 2 1224979098644774914 1224979098644774913 6 3 1224979098644774915 0 1224979098644774914 1541 3 1224979098644774916 1224979098644774913 1224979098644774915 30 2 1224979098644774916 0 1570 2 1224979098644774917 1224979098644774916 30 2 1224979098644774917 2 2147483680 2 1224979098644774917 4 2147485377 2 1224979098644774912 1224979098644774916 1779 2 1224979098644774912 1224979098644774916 3 0 3 0

    So
    Code:
    scriptsfile version 1
    631
    would become
    Code:
    scriptsfile version 1
    632
  8. ON HOLD - Pike & Blade Merged v3.3.2 (Needs to be updated to 1.143/DP 4.1)

    That's fair enough, if it all fits with your vision. It's pretty much nitpicking and personal preference but, as an almost-exclusive Nord player I don't think it's really a troop tree I could stick with long-term, sorry.
  9. ON HOLD - Pike & Blade Merged v3.3.2 (Needs to be updated to 1.143/DP 4.1)

    Having some serious trouble against cavalry as the Nords. I'm thinking it'd be really useful to give the Fyrdman line spears probably instead of one-handed axes* and possibly reintroduce a line of shock troops with one- and two-handed axes, a small shield and some light or medium armour. Alternatively,  a Berserker line might work in that role, with light armour (if any) but very high strength and ironflesh to compensate, assuming that would actually work out in practice.

    I've been thinking about the skirmishers a little aswell and I'm starting to think they're just a little over-equipped. The mail on the veterans certainly improves their survivability in melee but sticking with light armour (or maybe medium) would leave them faster on their feet. Allied to that, a thrown weapon with lower Power Throw requirements and larger stacks would help their accuracy and overall effectiveness; it's pretty difficult to level them up without using them as shock troops, which feels pretty weird. With orders to skirmish (Avoid Melee in PBOD) they have very little impact on a fight.

    *Actually, in place of the two-hander would be better to retain a clear role (the shield line that forms the army's backbone) and possibly reduce the number of thrown weapons they carry, aswell. One stack of throwing axes or war darts would be enough and they'd wouldn't be stepping quite so heavily on the skirmishers' toes.
  10. ON HOLD - Pike & Blade Merged v3.3.2 (Needs to be updated to 1.143/DP 4.1)

    Downloading the new version now, I'll give it a go tonight and/or tomorrow and let you know how it goes. And, as Caba'drin said, congratulations on your first foray into MS editing!


    [Update] I've been playing around with it today and I really like it. I can only speak for the Nords but everything seems to be working as intended on the equipment front, which makes training troops up a hell of a lot less irritating and significantly reduces attrition aswell.

    It's all been bandits and trading up to this point so I'm not sure how it'll work out in a real battle. I'm a little concerned that there might not be enough types of troop to fill all the necessary roles (without holding some back at lower tiers, at least) but I'll have leave that question for someone with an exported character they can use to test it.

    There's one small error in the Nord troop tree, meaning that a Nord Skirmisher upgrades into a Swadian Militia Pikeman, but having corrected that I see that it's just a typo or misclick; the Nord Vet. Skirmisher is at 997 and the Swad. Militia Pikeman at 998.
  11. ON HOLD - Pike & Blade Merged v3.3.2 (Needs to be updated to 1.143/DP 4.1)

    imgran said:
    There's a small ongoing problem where every troop doesn't seem to be going into battle with a full kit of weaponry.  I mean the soldiers to have sword, mace, shield and spear, and some of them are missing some bits.

    While browsing the forum I bumped into a relevant post;

    Caba`drin said:
    Knight0815 said:
    Help:
    I need to know how to give units like the normans sword and speer on the battlefield. Sometimes they got only a sword or a spear. but i want that they got both always on the battlefield. Please help me and tell me how to setting it.
    There is no tf_guarantee_* for specific melee weapons, unfortunately. One workaround people have tried is to give the troop multiple copies of the same weapon in their inventory. This (may) make the game engine more likely to give the spawned agents that weapon.

    The other (sure) way is to actually do Module System coding that captures an agent on spawn, checks what troop type it is and what weapons it has spawned with, and if missing certain weapons, gives that agent the appropriate equipment. See this thread in The Forge for details: Script to guarantee all melee weapons (1hand, 2hand + polearms).
  12. Nude Constable

    Oh well, sorry I couldn't be any help. Hopefully someone who knows better will spot your thread  :wink:
  13. ON HOLD - Pike & Blade Merged v3.3.2 (Needs to be updated to 1.143/DP 4.1)

    I'm trying to download I've downloaded it now ready for when I get home. The version you're considering is the combination I'd prefer but I'm reluctant to give you any more work before I've given it a shot  :razz: For the time being, it's down to whether you want to do it or not.

    edit: Oh yeah, congratulations aswell, as I meant to say. You've done really well to get this far regardless of the content  :smile:
  14. OSP Medieval 3D Art Pino's armor pack

    I know it's not an issue at the moment but, as the category fills up, it's going to get harder and harder to  track down the right pack in the list. It'd be handy to change the link to; http://www.mbrepository.com/file.php?id=2834.

    I can't check the armours out yet but I'm looking forward to seeing them when I get home, thankyou for the upload.
  15. B Fantasy [WB] GRIM AGE - Skirmish MOD is CLOSED

    That's absolutely mind-blowing, Furok. Stunning work  :eek:
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