ZantaRagna的最近内容

  1. Some screenshots from Chinese M&B site

    What a day...

    I haven't play M&B for...a year and a half? Life's been harsh and busy.
    Just wanna check out Warband, grab some good-ol'-mods, take a little peak at The Last Day's progress, and perhaps immense myself in virtual-blood-bath if there's some new interesting mods...

    Damn, I still love M&B. It's the-one-game that keeps me coming back, even with all those big titles single-pc games and AAA MMORPGs out there.
    I never think-twice in supporting entertainment industry, especially such a unique and shining gem like M&B. Considering that most MMORPGs costs $15 per month, gosh, this was the most worthy $18 I ever spent...


    And then I noticed this thread when I check my posting history, trying to pick up from where I left since...
    Oh, this thread...this stupid thread...it never fails to remind me about how naive and *brave* I was back then.
    I don't take M&B as solely a Medieval Battle Simulator, as the majority of players do (is it still the case now? Whatever.) I have always hoped for more fantasy mods, magic/spell effects, and magical/fantasy armors+weapon.

    I wish to see not only arrows and javelins flying, but also fireballs and icebolt hurling over the battle field, with occasional thunderclaps.
    A lot of times, I wish not to ride only horse or wolf, but also basilisk and heck, even flying dragons.

    Back then, I can't get enough of such stuff from the Mods here. The closest I can find, and a great mod it is, the famed "The Last Days". Alas, the version for 1.011 is not yet released.

    And then, once upon"that" time, someone posted something fantasy-themed from the chinese M&B site (sigh, can't remember exactly what it was about already...something about undead, glowing skeletons, plus unicorn and "chainmail bikini"? forget...). I started to take interest about the culture of mods there, and there, I started digging...the next thing I know: I am little Alice in the Wonderland.

    How I envy them...How I wish we could have more fantasy-styled armors/weapons/mods/etc over here...
    I don't give much damn about realistic or not, as long as it is fun and entertaining -> that's why game is made for, after all. If I want reality, I just shutdown my rig and head outside, there's a big harsh reality waiting right out there; heck, I can even join the medieval fan club down the neighbourhood for some good-ol' medieval sports.
    Chainmail bikini is wrong? Tell that to Conan, he isn't wearing much either. Or remind me again, when I can swing my sword in any direction and any way humanly possible; or when I can swim; or when I can sprint, not just run in M&B; and how about running/galloping all day long, doesn't bleed to dead, swords that don't hurt teammates, etc etc etc...
    I am not against M&B being a true Medieval Battle Simulator, not at all. I myself enjoyed vanila M&B, plus a fair share of true medieval mods such as Band of Warriors, Eagle and Radiant Sword, Rome Total War and the likes...in fact, other than The Last Days, all the rest of the mods I played were pretty much historically-based mods.
    I also understands that one man's meat could be the other's poison, and I respect each individual's perspective/preference about gaming. I just wish to see it expand in the other directions/dimension, which I believe is also beneficial (or at least not deteriorative) to M&B as a whole...but of course, that's not something I have the right to judge. I merely stating my intention.

    Anyway, I failed very miserably. A thread started to spark more interest and urge in creating more fantasy-based mods, is showered with all kinds of negativities...which is not unexpected. However, now that I looked back, I realized I was very naive...or perhaps my boldness is rooted from the confidence I had on the quality of community? Yet, I must admit, the quality of community of M&B forums, is the 2nd-best I have observed in all online gaming forum...the best goes to a close-knitted elitist Ultima Online players forum. Oh btw, I really enjoyed reading about the HOBOs in this forum, you guys are HOBOWNING in your very own HOBOWAY, so keep it HOBOCOMING!

    This thread caused more bad than good, swayed too far from its initial intention, and demeaned some personals I would otherwise have more respect for (I, ZantaRagna. Act as I am named, speak as I am called...I don't suffer from Multiple Personality Disorder, nor as shallow enough to create multiple account forr some virtual identity's affair...plus, I am not in total agreement of "my dub"s' opinions.)

    As such, it is only logical for me, and my responsibility, to end what I started, and do the community this one last favor: Thread locked. I aplogize and regret for being the last necromancer.

    Until we meet the next time...perhaps in Warband.
  2. The best combat build?

    The best combat build has been discussed bazillion times in this forum.

    If we are going to include player's skill, preference or "compactibility" (such as player A sucks with bow but good with crossbow) in such discussion, it will either never ends, or everyone can simply shut-up and say "there's no best build but only best player".

    And then of course, there's argument about "situations". Such as: "Horse archer sucks when the enemy is a legion of footsoldiers with large shields", or "Mounted Swordsman sucks when enemy is full of spearsmen". Such discussion will get even messier if you put "Player's skill and compactibility" and "NPC's AI" on top of it, because everyone is different: some horse archers can take out a legion of footsoldiers with large shield before version .808, some just can't in later version (while some, still can  :cool:).

    ---------------
    Side notes:
    Before version .808 when archery has not yet been nerfed, a good horse archer can solo a legion as long as he has enough arrows stored in his baggage.
    In .808, Archery is nerfed and AI (except archers) are pumped-up. Since then, much more points in Power Draw, Archery AND Horse Archery are needed to achieve high enough accuracy for a horse archer to be as formidable as in pre-.808.
    If we only talk about Vanilla (not any mods), in early game, crossbows can be more powerful and more accurate than bows. But as a player progress in the game, by the right build, bow can outdamage crossbows due to the attribute and skill bonuses that crossbow does not enjoy.
    ---------------

    So, in the end, what's the best combat build? or is there even any?

    To know what's the best combat build, we must first know what "the best combat build" can do, or more precisely: "What objectives it must achieve to be considered the best?"

    For each person, the best answer is his own.

    For those who enjoy forming, commanding, and fight alongside his army throughout the game, he must assume some roles that normal soldiers/AI/NPCs cannot: intelligence, charisma, first aid, tactics, pathfinding, etc. But I guess this is not what we are interested in in this thread. This thread is more like asking: "What is the best solo combat build?". We can leave all those supportive skills to our companions, and try to make ourselves the ultimate killing machine on battlefield.

    BUT, mind you that, those supportive skills of your companion will not work to their fullest potential if you yourself lacks the skill, there's penalty, which you can easily learn by searching this forum.
    Also know that, such build willl not have an easy early game, for it requires higher levels (to build up attributes) and good equipments before it becomes formidable.
    And, do NOT assume that once your build is completed, you will always rule the battlefield...well, you will rule most of them, but there's one such battle that you will most likely always suffer greatly: Offensive Siege battle, you will need enough soldiers to breach the wall and share the enemy's missles.

    You will love such a solo character, for your battle will be very intense, the triumph you feel willl be very immense, especially when you regained yourself from your bloodlust and find nothingelse but you alone standing last on the battlefield with heaps of corpse of friends and foes alike. I first started M&B as purely a commander of army (lancer + supportive skills), taking pride in victory when the army I command wins with very few casualties but high kill-counts. Then I became a horse archer because killing with lance is becoming too easy that it is very boring. After archery is nerfed in .808, I became a mounted swordsman with javelins for just a very short while...why just a shot while?

    That day, I fell from my horseback when my loyal desstier tore by a rhodok's spear. I am forced to fight on foot like any footmen with just a trusty sword and shield. It is only then that I discovered the true excitement of battlefield cannot be achieved by merely commanding army and fighting a battle like a calm strategist, or shooting from afar while staying away from enemy. There's not much fun defeating AI army with a human-brain commanded army, or bullying those AI footsoldiers on a heavy armored horse with lance (which, in reality, should not be usable anymore after jousted the 3rd enemy at most...). The thrill of battle emerges when my feet itself is marching on the soil, and my adreline rushes as I exchange swords blows with my enemy, parrying axe chops, while my shield on my back taken a few enemy's filthy arrows. Drown in the cries of my companions, the mourn of my enemies, ("and smell of the blood and torn flesh"...yea right...it's in computer), I have fallen from a calculating strategist, a calm commander into a mere beast, a killing machine...crap, let's get back to topic:

    Where were we? Oh, ultimate killing machine...Ehem, to construct such a machine, we must first grab some nuts, nails, screwdrivers, and a hammer...JK.


    A chinese saying goes: For a good crafter to produce any good craftings, he must first excel in using his tool, (as well as sharpen it). So, we must first consider our choice of weapon.

    Before we go through the list of weapon choice, we must first list our restrictions if there's any:
    1) we have 4 slots for weapons + ammunitions to take along into the battlefield. (duh)
    2) we can ride a horse...but remember that we can be dismounted (but it doesn't mean we should not consider the times when we are mounted), whether we like it or not. And most of the time, once we dismount and engage in combat, it is usually very hard to mount a horse again.
    3) we have a baggage, yes, but it is possible that we don't have much chance to use it in the heat of battle (but it doesn't mean we shouldn't take advantage of it). Here, I will list several such situation:
    - you are unmounted, and far away from baggage. Usually happens when you started an offensive battle, but dismounted in battle far from your starting position.
    - you are in a defensive battle, but too many friends and foes around that you don't have the chance to use it. Usually happens when you are in defensive position, using heavy footmen to block cavalries.

    So, the build we devise must not be the one that heavily depends on horse, or baggage. However, we should consider taking horse and baggage as an added advantage to our build, so that we can always be "In superior condition <-> Normal", rather than "Normal <-> handicapped". This is especially true if we build our combat character around being solely a good lancer, because lancer heavily depends on horse.



    Now, we know our restrictions, we know half of ourselves. A chinese saying also goes "Know yourself, you won half the battle; Know yourself and your enemy, you always overcome your opponent". So now, we need to know what kind of enemy we might be facing. Remember that VERSATILITY is very important, as you may not always have the chance to choose your enemy... It is ONLY after we know our enemy, we can choose finally choose our weapons.
    (Ah, and some might ask "What if both you and your enemy knows themselves and each other well? Who might win the battle then?". For that, there's another chinese saying that follows...which we will just ignore today because it is not pertain to our topic.)

    For all our enemies, these AI characteristics remain true (remember, they are AI, they can be as smart as human, but we will only talk about their CURRENT intelligence):
    - They will not change weapon...more precisely, they will not pick up weapons from the ground. Example, an AI archer will use bow when you are far away from it, but pull out melee weapon when you are near. But that AI archer will never pick up more ammunition from the ground. Similarly, a soldier whose shield is broken will not pick up another shield from ground.
    - Thus, their ammunition can be depleted. Their shields, once broken, will never be replaced until the next battle. So, if you are good at riding and if you are shielded, when enemy's archers are at defensive, you can deplete their arrows to make them completely worthless later.
    - Other characteristics are trivial...such as non-mounted units will never mount a horse and etc.
    (Someday in the future, these characteristic might change, but it is important to list these characteristics for now.)

    Next, we need to know these comparision between you and your enemy (either "one of you", "both are", or "equal") which is very important for deciding our combat build:
    1) Damage
    2) Mounted
    3) Weapon reach
    4) Faster attack speed (swing faster)
    5) Move faster on foot
    6) Armor type (some armor type renders you more vulnerable to certain type of damage)
    7) Shielded (especially important against missiles)

    These are all very important factors in deciding the outcome of combat. Here, I will illustrate with an example:
    - you build yourself as a lancer with a sword in 1 slots (to battle when dismounted) and javelins occupying 2 other slots...you are dismounted by enemy in a lancers vs lancers charge, and now after you killed most of your enemy, what's left on battlefield are 5 swadian crossbowyer or Vaegir marksman...you are very likely dead before you manage to pick-up a shield from the battlefield. But if you equipped a shield in one of your slots, it can help in both attacking/approaching those archers, or retreating to find some ranged weapons (or even more shields! or grab a horse!) to overcome them.

    Any type of enemy, be it Horse Archer, Lancer, Shielded Heavy Infrantry, can all be represented by these characteristics. These characteristics interact with each other, and the outcome of battle will favor those who uses their advantages well, while preventing their enemy from striking at their weaknesses. This is why we use shielded cavalry against archers, and Horse Archer uses hit-and-run tactics.



    Now that we know our possible enemies, we can start planning our build. What's a "build"? It's a combination of
    A) Attributes
    B) Skill points distribution
    C) Equipments
    D) Battle tactics

    A build will not be successful if it doesn't excel in all of these.
    The overall strategy is as follow:

    The best combat build must be able to fight on all kinds of situation (be it mounted or unmounted), and triumph (i.e. have advantage) against most type of enemy.
    As such, it must:
    - have 2 types of horse, as explained in Section C. One for catching up mounted archers, the other for other common uses.
    - *uses the 4 slots available to optimal versatility with the help of baggage*

    How to achieve this?
    Use the baggage to store:
    - 2 type of different horses (one of them very fast, the other heavily armored with high charge)
    - a bastard sword (or any sword which can be used as both 1h and 2h)
    - a 2h sword
    - a lot of shields with high coverage value (size) just for blocking missiles.
    - a bow, and about 3-4 stack of arrows.
    - optional: a lance (for mowing down infrantries or even some cavalries)
    - optional: a blunt weapon (for some quest when you need to knock someone out for capturing)

    See:
    - when you get ganged, a shield with high resistance will not do you much good. If you keep defending, the shield will break eventually...manuavability is the key to keep you alive and remember that "the best defense is offense". If you kill and move fast enough, you will not get ganged. So only prepare shields that can help when you need to protect yourself against "missile rain". With 2 shields and a good horse, it should be enough to last before you exhaust enemy's missiles by circling them in zig-zag.
    - a 1h sword won't enable you to kill fast enough when you fight against higher tier troops, 2h swords are the ones that help. Plus, pure 1h swords are short, you will be in danger of getting ganged if you keep using one throughout battle because you can't kill fast enough with shorter weapon reach. So don't even think about 1h swords for solo killers.
    - When you use a bastard sword with a shield (thus acting like a 1h sword), you lose 25% of damage and speed, but that's enough for you to approach and kill ranged units. Bastard swords can also be used as 2h weapon when you keep your shield at your back (thus helping defense too), it is really a good choice for added versatility.
    - A good 2h weapon is a neccessity for you to rule the battlefield, almost chopping down an enemy with every strike. A 2h sword is recommended because it has no weakness in speed, damage or weapon reach...although not excel in any, it gives huge allowance in mistakes.
    - the bow by far is the best ranged weapon because it has longest range, very high damage and good accuracy. Although it uses 2 slots, the remaining 2 slots should enable you to equip other weapons (or shield) to overcome anything else that a bow and arrow can't kill. You shouldn't use bow against those who has shield, or you are really just wasting arrows. Other than shielded enemy, nothing you can't kill if you are on a fast horse, plus it is almost a neccessity if you are fighting against horse archers.
    - You do not need to especially focus in obtaining Polearm proficiency...as long as you get a good horse and good lance, the damage of your joust is enough to kill any enemy eventhough your proficiency is low. Proficiency of polearm is only important if you plan to use polearm to fight on foot...which is really not recommended.

    In early game:
    - focus on melee combat, because you will not gain enough accuracy to effectively use ranged weapons yet. But, start to invest in ranged combat skill points because they will pay-off later starting mid-game, and become very powerful late-game (yes I am talking about bow).
    - use whatever you can find on enemy, and do not spend too much denars on purchasing equipment yet. You need a lot of denars later for good equipments.

    Middle game (about lv16-20):
    - your melee combat prowess should enable you to defeat most units in game already, except those highest tiers one.
    - train-up your archery proficiency whenever possible. Melee combat should still be your bread and butter.
    - focus on gettin good armors and melee weapons only. Do not spend denar on ranged weapon yet.

    Tips:
    - To train up your archery proficiency is unlike melee proficiency, where you can just gain proficiency by hitting enemy and do damage.
    - Training archery proficiency requires you HIT and enemy AT LONG RANGE, i.e. it depends on the score you get every time you hit an enemy.
    - Better bows will actually making it harder to train, due to the higher power draw requirement will reduce your accuracy. So just use bows with lower power draws to train.

    About lv25,
    - Once you get your power draw up to 6, trained up your archery proficiency about 250, buy a War Bow and you will be able start your slaugthering even before you reach your enemy.
    - Focus on equipping yourself, getting the best armors, filling your baggage with backup shields and arrows, as well as good horse for different situation and proposes.


    A) Attribute

    What good is a heavy punch if it cannot touches your enemy?
    What good is a fast sword if it cannot even scretches your enemy's armor?

    Speed and Strength must exist altogether to be powerful/useful.

    STR and AGI will be your 2 most important attributes. But which is more important than the other? Are they equal? Certainly not!

    For a killing machine, you often find yourself doing "1 vs many". It is very important for you to kill fast, BUT remember you can only kill one at a time!
    "Two arms are hard to beat 4 palms". You must avoid getting yourself surrounded or "gang-banged". There's an old japanese saying "Victor in a sword fight is the one who can manuever faster."
    AGI is the stat for you to pump up your movement speed, which is very important whenever you are on foot. Also remember to check your encumberance (which is highly related to the weight of the armors you put on yourself) so that you are not moving too slow when you are on foot.

    STR cannot boost AGI, but AGI can boost damage (STR)! How? There's speed bonus attached with every strike you did on your enemy. If you are moving towards your enemy when you land your swing, you will gain speed bonus onto your damage, or vice versa.

    According to my experiance, before your AGI reaches 21, it is best to have just enough STR to fulfill the weapon/armor requirements. Pump up your AGI first until it reaches 21.
    I usually leave CHA at 9, and only have enough INT for any book that I find useful. Do not afraid to invest in INT, as it gives you extra skill points that will improve your battle prowess too (as long as you have high enough STR/AGI so that your skills are not "capped").
    After your AGI reaches 21, increases your STR and AGI according to your feeling:
    - if you found that you always getting gangbanged, pump some AGI.
    - if you found that enemy won't die in 1 hit (if they don't die fast enough, you will still end up being ganged), pump some STR.
    BUT REMEBER: raise them 3 points in a row, so that you can remove the cap on skill point, else will find that some skills point will be unused.


    B) Skill Points

    You can always choose to go hybrid (investing some in supporting skills, such as Wound Treatment and etc), which is good for most beginners. But if you are going solely after an ultimate killing machine, then:
    - try to max these skills first (i.e. raise them up to the skill cap as soon as you can):
    Athletics (most most most important thing)
    Horse Riding (another very very important thing)
    Weapon Master (seriously, they should remove this skill...but before it is removed, max it)

    - Power Strike (just enough for you to kill most of your enemy in 1 or 2 hits. According to my experiance, about 4-5 should be enough, with a good weapon)
    - Power Draw (after you invested enough in Power Strike, up this)
    - horse archery (focus power draw first, then only this)

    Only invest in these after you done all above:
    - Iron flesh
    - Shield

    C) Equipment

    It is very important that you fill up all 4 of your slots smartly, and versatilely.

    To fight versatilely, there are 3 things you should never ignore:
    A) Shield
    B) Ranged Weapon
    C) Horse

    For Shield, it is always a good idea to bring at least one. And store more in your baggage in case one of them broke! Against enemy with a lot of archers, it is usually a good idea to equip 2 shields. The unused shields will be protecting your back in case there's any missiles coming from behind, plus it is likely that one of your shield will break before you exhausted enemy's missiles.

    Always store 3-5 more stacks of ammunition in your baggage. They are extremely handy especially when you are fighting against an army of mounted archers (you know who...).

    About Horse, it is best to have 4 horses:
    - A fast and good manuvering horse with feasible armor (otherwise it will be very hard for you to catch up those annoying mounted horse archers, or don't you even think of hitting them...)
    - A heavily armored horse with good charge value
    - plus one backup for each of above, a total of 4.

    In the future when they start to implement possibility of lance breaking after charging an enemy, you might need to start storing up lances too!

    Remember, the best fighter is never a one-trick-pony! And baggage is your best friend to help you achieve optimal versatility.


    D) Battle Tactics

    Battle tactics itself can be a long essay if written. The best build can be the worst if you do not equip the right thing, or use it against the wrong enemy.
    I do not have enough time to elaborate on this, but I am sure that, if you have prepared all the equipments I mentioned, and think actively about on who and when you should use them, you will learn all you need know about battle tactics eventually about fighting (I am not talking about commanding an army here...).



    So, with such build in mind:
    When you are on your horse, you are a very formidable horse archer.
    When you are dismounted, you are a foramidable warrior. (I love to play like this the most, I love foot battle much more than on horseback.)
    With the proper equipments (shields and armors), you can 1 vs many in any given situation, against any type of enemy.
    With the proper backup items in your baggage, and minimal soldiers as your support, you can be the god of war.

    But again, a reminder: with your poor number of soldiers, you will find it hard to take on an offensive siege by yourself. However, you should find it very easy to gain reputation point as you can take out a lot of enemy with only a few number of soldiers. Reputation points will grant you extra slots for soldiers. The large experiance shared among only few soldiers will make them rank-up faster. You can invest points into charisma or leadership anytime you feel comfortable, without compensating your battle prowess.


    Enjoy.
  3. Mount&Blade Version 1.011 is ready

    Ah, the milestone thread...gotta leave a mark here somewhere.

    Been here lurking since .7xx back when it's 18 USD, so many things changed since then...but one thing has remained the same: I still love this game :smile:

    My utmost grattitude for Armagan and the team, as well as those mod developers out there who keep this game interesting.
  4. Dionisia (Custom Order Equipment, +) for 0.960 Updated: Mon, July 7

    silverkatana 说:
    • Toggle snow battles on and off.  If you never go anywhere near Curaw because you think glaciers are freaking ridiculous, here you go.  The world map will still look "snowy", but the game will think snow=grass when it comes to missions.  Note this will not change snowy scenes.

    The way you make "the game think snow=grass" is interesting. I am just wondering whether you can make a toogle so that the the game think "horse=food" (or horse=[type "etc"], such as the item "tools"/"spice" sold in merchant shops).

    I enjoy "Foot&Blade" much more than "Mount&Blade" for the difficulty and excitement it offers. Each individual is entitled to their own opinions, I know, so make it a toogle just like most of your features.
    It is very tiresome to manually edit the item_kinds.txt versions after versions, modules after modules. A method that can fool the game to think "horse=food" will be very much appreciated.

    What I know is,
    - By changing horse type to food type, all AI units will not mounted in battles anymore. Of course, you will never be able to equip a horse item in the horse slot after this modification, BUT any horse equipped prior to this modification will still functioning until unequipped.
    - The horse merchant will still selling "horse", and
    - All quest requiring N number of horse will still function properly.

    Other than those listed above, any other effect this toogle might bring to the game is on top of my head...at least I didn't notice any error/abnormaly so far, and I have been doing this for almost a year already, on almost all versions and modules I played starting .8XX.

    Even if you decided not to include this as your feature, but if you know the method to fool the game thinking "horse=food", please share with me.

    Thank you!
  5. M&B Superhero-style...anyone?

    Ah, sorry, typo. But somehow I remember there's actually 4 chests scattered in 3 cities. One of the city contains 2 chests, but they are actually the same...forget which version or whether this is true, but that's not the main issue anyway...
  6. M&B Superhero-style...anyone?

    Here's one way of playing M&B that I started to use since 0.808, everytime after I get bored playing the Native the normal way: 1) Gather all the "Strange Armors" scattered in 4 cities. 2) Get myself a Bastard Sword, preferably Heavy Bastard Sword, or Balanced Heavy Bastard Sword if in v.950...
  7. Problem: Adding Items into ComRes and Textures

    After some observation, it seems that "materials.brf" inside the "ComRes" folder is the database where all "native" materials are stored...however, BRFedit 0.8.3 always fail at opening this file...

    Does anyone know of any other software I can use to edit this "materials.brf"?
  8. Problem: Adding Items into ComRes and Textures

    Greetings, I have a lil' problem here about adding an item into M&B through the ComRes and Textures under <M&B install path>. I know the way to add items into a module (I searched and followed the tutorials in this forum), but it seems that it is quite a different story to add them to the...
  9. Some screenshots from Chinese M&B site

    KON_Air 说:
    Other peoples works that are meant to be used that way is not ripping off, but put them up as "I did it!" is just low.

    Yet again, you showed precisely this kind of attitude: Accusing other people before you even find out what's actually happening...thinking that they must be "ripping off" and "put them up as their own work", etc...
    This arrogant and ignorant attitude that have caused so many false accusation on them...you guys never even ask, or try to find out the truth before you make such accusation.

    Here, I'll translate that original thread (the link that I provided right above that screenshot):

    步兵方阵代码(附图)。多谢kanesunny老大的步弓线阵代码

    参照kanesunny老大帖子里提供的资料,我尝试编写了步兵方阵的代码,经检验有效。
    kanesunny老大的原贴http://bbs.mountblade.com.cn/viewthread.php?tid=17016&extra=page%3D2

    不过问题还是存在:
    因为我不懂程序语言啥的,下面的代码几乎都是用现成的东西拼凑而成。因此在这里向kanesunny老大继续请教一下,布阵是没有问题了,只是按x却无法解除。。。
    请kanesunny老大帮忙纠正一下小菜的错误,也顺便造福广大骑友,多谢多谢!!

    (Translation:smile:
    Square Formation Code for infantry (picture attached). Many thanks to "kanesunny" for the Line Formation Code.

    By referring to "kanesunny"'s original thread, I tried and coded the Square Formation Code for Infantry, proved efficient.
    "kanesunny"'s original thread: http://bbs.mountblade.com.cn/viewthread.php?tid=17016&extra=page%3D2

    But there's still some problem:
    Because I am not good in that language, almost all of the code below is just a combination of already-existing codes. Thus, I am here to request guidance from "kanesunny": to make the formation is not a problem, but I can't cancel it with X...
    "kanesunny", please help me to rectify this problem, for the benefit of all M&B players, thank you very much!!
    (End Translation)

    Now, if you follow that link the author provided, you will find it leads to a chinese thread by "kanesunny", which is a chinese guide to teach the chinese coders about coding formation.
    This thread has link to 2 threads:

    Thread 1: http://bbs.mountblade.com.cn/viewthread.php?tid=17020&extra=page%3D1
    This is the formation code with chinese description beside it.

    Thread 2: http://forums.taleworlds.com/index.php/topic,8652.135.html
    This is from HERE, THIS FORUM. READ IT.

    Now...did the author "ripping off" without citing source? Did the author claims that this is something entirely "I did it!" by himself?
    HELL NO. He stated exactly what he did:
    因为我不懂程序语言啥的,下面的代码几乎都是用现成的东西拼凑而成。
    Because I am not good in that language, almost all of the code below is just a combination of already-existing codes.
    AND he cited where he obtained it...

    "Rip off" is a slang, which carries the negative meaning of theft/swindler:
    rip off, Slang.
    a. to steal or pilfer.
    b. to rob or steal from.
    c. to swindle, cheat, or exploit; take advantage of: phony charity appeals that rip off a gullible public.
    which is very different from refer/copy...now don't tell me you can't differentiate those words...the author definitely DID NOT intended any thievery of claiming the code as totally his own, and you guys keep making such accusation without even reading the source. I am asked to attach a link below every screenshots, and I did, but the same old ignorant and arrogant accusation keep happening...before claiming it as a rip-off, you guys didn't even try to ask/find out.

    Here, another false accusation of yours:

    KON_Air 说:
    And yeah, I don't think I will miss seeing models ripped off of retarded anime games. Good luck.

    I am speechless. Just how many of their models you know to make such conclusion? or is that somehow your eyes choose to see only those which are "ripped off" by them, but not others which are of their own creation? What's that if it's not prejudice/stereotyping?
  10. Some screenshots from Chinese M&B site

    Yoshiboy 说:
    Merlkir 说:
    it's nice, but I somehow hate seeing TLD shields in a custom module...

    Don't worry. The formation code is probably ripped from mine or highlander's code as well anyway.

    What a great mind and attitude you have up there. This time, I won't waste time arguing. You just reminded me about my stupidity of sharing all those stuff.
    Somehow this kind of attitude remind me about the arrogant and ignorant China of several hundreds years ago (couldn't recall very well about the exact period or the name of dynasty), when they thought they are the center of the world, everyone else and their culture are barbarian/inferior.

    As for my last post in this thread, allow me to show
    Mirathei's code:
    The efficient, improved formation code:

      ("formation",
      [(get_player_agent_no,reg(10)),
        (agent_get_position,1,reg(10)),
        (assign,":collumn",1),
        (position_move_x,1,100),
        (try_for_agents,reg(5)),
          (agent_is_ally,reg(5)),
          (agent_is_alive,reg(5)),
          (agent_is_human,reg(5)),
          (agent_set_scripted_destination,reg(5),1),
          (position_move_x,1,100),
          (try_begin),
              (eq,":collumn",10),
              (position_move_x,1,-10*100),
              (position_move_y,1,-100),
              (assign,":collumn",1),
          (else_try),
              (val_add,":collumn",1),
          (end_try),
        (end_try)]),

    Red: distance between agents left and right.
    Blue: distance between agents front and back.
    Green: number of men in one row.

    and theirs:
      "lead_charge",mtf_battle_mode,charge,
        "You lead your men to battle.",
        [
        (1,mtef_defenders|mtef_team_0,0,aif_start_alarmed,12,[]),
        (0,mtef_defenders|mtef_team_0,0,aif_start_alarmed,0,[]),
        (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,12,[]),
        (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,0,[]),
        ],
        [
                (0, 0, 0,
          [(key_clicked, key_e),          #检测是否按了e键
            (get_player_agent_no,":player_no"), #获得玩家编号
          (agent_get_position,pos1,":player_no"), #获得玩家位置A
          (assign,":collumn",1),
          (position_move_x,pos1,200),  #A右移200cm
            (try_for_agents,":agents"),  #agent的循环 (注1:战场上的所有人都是agent,注2:每个agent都有编号,这个循环是把所有的agent循环一遍)
                        (agent_get_class,":class",":agents"),  #得到agent的种类
                        (eq,":class",grc_infantry),  #agent是步兵
                        (agent_is_ally,":agents"), #agent是玩家部队中的(即:非敌军)
                        (agent_is_alive,":agents"), #agent是活着的
                        (agent_is_human,":agents"), #agent是人(不是马,也不是骑手)
                        (agent_set_scripted_destination,":agents",pos1), #让agent走到A位置
                        (position_move_x,pos1,120),#A位置右移120 (因为是循环的,下一个agent比上一个更靠右120cm)
                        (try_begin),
                        (eq,":collumn",10),
                        (position_move_x,pos1,-10*120),
                        (position_move_y,pos1,-120),
                        (assign,":collumn",1),
                      (else_try),
                        (val_add,":collumn",1),
                      (try_end),
              (try_end),#循环结束
            ], []),

        (0,0,0,
          [(key_clicked,key_x), #检测是否按了x键
            (try_for_agents,":agents"), #agent的循环
                        (agent_get_class,":class",":agents"),
                        (eq,":class",grc_infantry),
                        (agent_is_ally,":agents"),
                        (agent_is_alive,":agents"),
                        (agent_is_human,":agents"),
                        (agent_clear_scripted_mode,":agents"),#解除agent的操纵(agent解除一字阵)
              (try_end),        ],[]),   
          (ti_tab_pressed, 0, 0, [],
          [
  11. Some screenshots from Chinese M&B site

    Square Formation codes for infrantry:

    http://bbs.mountblade.com.cn/viewthread.php?tid=17083&extra=page%3D2


  12. Some screenshots from Chinese M&B site

    Majority of these are in the Tripartition Mod, which is yet to be released in english. You will have to wait for quite some time.
  13. Some screenshots from Chinese M&B site

    Magic:
    http://bbs.mountblade.com.cn/viewthread.php?tid=15790&extra=page%3D1&page=1

    Picture of M&B creators (Armagan and Ipek):
    http://bbs.mountblade.com.cn/viewthread.php?tid=16974&extra=page%3D4
  14. Some screenshots from Chinese M&B site

    Translation:

    Particle Effect by skranger

    Add these code into particle_systems.txt (can be found inside your module-specific folder)
    psys_ice_fire 12818 prt_mesh_fire_1  100 0.350000 0.200000 0.030000 10.000000 0.000000
    0.500000 0.800000  1.000000 0.000000
    0.500000 0.100000  1.000000 0.900000
    0.500000 0.100000  1.000000 0.300000
    0.500000 1.000000  1.000000 0.000000
    0.000000 0.150000  1.800000 1.300000
    0.040000 0.040000 0.010000  0.000000 0.000000 0.500000  0.000000
    200.000000 0.500000
    psys_poison_fire 12818 prt_mesh_fire_1  250 0.350000 0.200000 0.030000 10.000000 0.000000
    0.500000 0.800000  1.000000 0.000000
    0.500000 0.200000  1.000000 0.900000
    0.500000 1.000000  1.000000 0.300000
    0.500000 0.100000  1.000000 0.000000
    0.000000 0.150000  1.800000 1.300000
    0.040000 0.040000 0.010000  0.000000 0.000000 0.500000  0.000000
    200.000000 0.500000
    psys_blood_fire 8704 prt_mesh_blood_1  250 0.500000 6.000000 0.500000 0.000000 0.000000
    0.100000 1.000000  1.000000 0.000000
    0.100000 0.600000  1.000000 0.600000
    0.100000 0.500000  1.000000 0.500000
    0.100000 0.400000  1.000000 0.400000
    0.000000 0.050000  1.000000 0.050000
    0.000000 0.500000 0.000000  0.000000 -1.000000 0.000000  1.500000
    0.000000 0.000000
    psys_moon_fire 8466 prt_mesh_moon_beam  50 0.100000 1.200000 0.000000 0.000000 0.000000
    0.500000 1.000000  1.000000 0.000000
    0.000000 0.400000  1.000000 0.400000
    0.000000 0.500000  1.000000 0.500000
    0.000000 0.600000  1.000000 0.600000
    0.000000 2.000000  1.000000 2.200000
    1.000000 1.000000 0.200000  0.000000 0.000000 -2.000000  0.000000
    100.000000 0.500000
    psys_splash_fire 12802 prtcl_splash_b  300 0.400000 0.700000 0.500000 10.000000 0.000000
    0.300000 1.000000  1.000000 0.300000
    1.000000 1.000000  1.000000 1.000000
    1.000000 1.000000  1.000000 1.000000
    1.000000 1.000000  1.000000 1.000000
    0.000000 0.250000  1.000000 0.700000
    0.400000 0.300000 0.100000  0.000000 1.300000 1.100000  0.100000
    50.000000 0.500000
    psys_ice_fire_2 12818 prt_mesh_fire_1  10 0.010000 0.200000 0.030000 10.000000 0.000000
    0.500000 0.800000  1.000000 0.000000
    0.500000 0.000000  1.000000 0.000000
    0.500000 0.000000  1.000000 0.000000
    0.500000 1.000000  1.000000 1.000000
    0.000000 0.150000  1.800000 1.300000
    0.040000 0.040000 0.010000  0.000000 0.000000 0.500000  0.000000
    200.000000 0.500000
    psys_rain_fire 274 prtcl_rain  500 0.500000 0.330000 -2.000000 10.000000 0.000000
    1.000000 0.300000  1.000000 0.300000
    1.000000 1.000000  1.000000 1.000000
    1.000000 1.000000  1.000000 1.000000
    1.000000 1.000000  1.000000 1.000000
    1.000000 1.000000  1.000000 1.000000
    8.200000 8.200000 0.200000  0.000000 0.000000 -10.000000  0.000000
    0.000000 0.500000

    After that, open the item_kinds1.txt.
    Replace the last 0 with the effects coded below. Example:
    itm_strong_bow Strong_Bow Strong_Bow 2  strong_bow 0  strong_bow_case 3458764513820540928  6357000 37312532480 337 10 1.250000 100 0 0 0 3 0 94 55 0 0 279 0
    Change that last 0 to one of the following:
    1
    -51.000000  16 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 6 3 285212673 0 50 721 2 9 200 1969 3 234881071 9 100 3 0

    1
    -51.000000  26 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 6 3 285212673 0 50 721 2 9 200 1969 3 234881024 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 722 2 9 20 6 3 285212673 0 100 722 2 9 1 1969 3 234881024 9 100 3 0 3 0
    1
    -51.000000  16 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 6 3 285212673 0 100 721 2 9 100 1969 3 234881069 9 100 3 0
    1
    -51.000000  26 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 6 3 285212673 0 50 721 2 9 200 1969 3 234881068 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 722 2 9 20 6 3 285212673 0 100 722 2 9 1 1969 3 234881068 9 100 3 0 3 0
    1
    -51.000000  84 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 6 3 285212673 0 50 721 2 9 30 1969 3 234881067 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 721 2 9 5 6 3 285212673 0 50 721 2 9 30 1969 3 234881067 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 721 2 9 -5 6 3 285212673 0 50 721 2 9 30 1969 3 234881067 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 722 2 9 -5 6 3 285212673 0 50 721 2 9 30 1969 3 234881067 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 722 2 9 5 6 3 285212673 0 50 721 2 9 30 1969 3 234881067 9 100 3 0
    1
    -51.000000  246 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 721 2 9 -25 720 2 9 80 6 3 285212673 0 20 721 2 9 -30 1969 3 234881066 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 725 2 9 30 721 2 9 -25 720 2 9 80 6 3 285212673 0 20 721 2 9 -30 1969 3 234881066 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 725 2 9 60 721 2 9 -25 720 2 9 80 6 3 285212673 0 20 721 2 9 -30 1969 3 234881066 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 725 2 9 90 721 2 9 -25 720 2 9 80 6 3 285212673 0 20 721 2 9 -30 1969 3 234881066 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 725 2 9 120 721 2 9 -25 720 2 9 80 6 3 285212673 0 20 721 2 9 -30 1969 3 234881066 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 725 2 9 150 721 2 9 -25 720 2 9 80 6 3 285212673 0 20 721 2 9 -30 1969 3 234881066 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 725 2 9 180 721 2 9 -25 720 2 9 80 6 3 285212673 0 20 721 2 9 -30 1969 3 234881066 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 725 2 9 210 721 2 9 -25 720 2 9 80 6 3 285212673 0 20 721 2 9 -30 1969 3 234881066 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 725 2 9 240 721 2 9 -25 720 2 9 80 6 3 285212673 0 20 721 2 9 -30 1969 3 234881066 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 725 2 9 240 721 2 9 -25 720 2 9 80 6 3 285212673 0 20 721 2 9 -30 1969 3 234881066 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 725 2 9 270 721 2 9 -25 720 2 9 80 6 3 285212673 0 20 721 2 9 -30 1969 3 234881066 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 725 2 9 300 721 2 9 -25 720 2 9 80 6 3 285212673 0 20 721 2 9 -1 1969 3 234881066 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 725 2 9 330 721 2 9 -25 720 2 9 80 6 3 285212673 0 20 721 2 9 -1 1969 3 234881066 9 100 3 0
    1
    -51.000000  163 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 720 2 9 -20 6 3 285212673 0 20 721 2 9 -30 3 0 1969 3 234881065 9 100 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 720 2 9 -20 6 3 285212674 0 15 721 2 9 -25 722 2 9 -10 1969 3 234881065 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 720 2 9 -20 6 3 285212675 0 10 721 2 9 -20 722 2 9 -15 1969 3 234881065 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 720 2 9 -20 6 3 285212675 0 5 721 2 9 -15 722 2 9 -20 1969 3 234881065 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 4 0 31 2 285212672 2 722 2 9 270 5 0 31 2 285212672 0 722 2 9 170 3 0 6 3 285212673 0 20 721 2 9 100 1969 3 234881065 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 724 2 9 -45 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 721 2 9 -25 720 2 9 80 6 3 285212673 0 20 721 2 9 -30 3 0 1969 3 234881065 9 100 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 724 2 9 -30 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 720 2 9 80 6 3 285212674 0 15 721 2 9 -25 722 2 9 -10 1969 3 234881065 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 724 2 9 -45 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 720 2 9 80 6 3 285212675 0 10 721 2 9 -20 722 2 9 -15 1969 3 234881065 9 100 3 0 1700 1 16777227 1772 2 285212672 16777227 1709 2 10 16777227 1710 2 9 16777227 718 2 9 10 724 2 9 -45 4 0 31 2 285212672 2 722 2 9 250 5 0 31 2 285212672 0 722 2 9 150 3 0 720 2 9 80 6 3 285212675 0 5 721 2 9 -15 722 2 9 -20 1969 3 234881065 9 100 3 0
  15. Some screenshots from Chinese M&B site

    Dindi 说:
    now that is nice particle system, how did the maker make it?

    The method to add these effect is described below.
后退
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