Still present in 1.5.5 dlls (have been present since release I think) are the JoustingTournamentGame, HorseRaceTournamentGame, FightTournamentGame (this the one that's used currently) and ArcheryTournamentGame classes. There are a bunch of other classes related to these ones but it seems the other tournament types have either been dropped or are simply not finished yet. Using the mod tools or messing with some code it appears the arena scenes (at least some) still have assets for archery and jousting.
public override int GetCharacterSergeantScore(Hero hero)
{
int num = 0;
num += hero.Clan.Tier * ((hero == hero.Clan.Leader) ? 100 : 20);
if (hero.Clan.Kingdom != null && hero.Clan.Kingdom.Leader == hero)
{
num += 2000;
}
if (hero.PartyBelongedTo != null)
{
if (hero.PartyBelongedTo.Army != null && hero.PartyBelongedTo.Army.LeaderParty == hero.PartyBelongedTo)
{
num += hero.PartyBelongedTo.Army.Parties.Count * 200;
}
num += hero.PartyBelongedTo.MemberRoster.TotalManCount - hero.PartyBelongedTo.MemberRoster.TotalWounded;
}
return num;
}
private Formation ChooseFormationToLead(IEnumerable<Formation> formationsToChooseFrom, Agent agent)
{
bool hasMount = agent.HasMount;
bool hasRangedWeapon = agent.GetHasRangedWeapon(false);
List<Formation> list = formationsToChooseFrom.ToList<Formation>();
while (list.Any<Formation>())
{
Formation formation = list.MaxBy((Formation ftcf) => ftcf.QuerySystem.FormationPower);
list.Remove(formation);
if ((hasRangedWeapon || (!formation.QuerySystem.IsRangedFormation && !formation.QuerySystem.IsRangedCavalryFormation))
&& (hasMount || (!formation.QuerySystem.IsCavalryFormation && !formation.QuerySystem.IsRangedCavalryFormation)))
{
return formation;
}
}
return null;
}
Character level is based on the raw xp gained, it is in no way affected by learning rates.
That's the problem, mods can't do anything about it.
public override void OnGameInitializationFinished(Game game)
{
typeof(GameModels).GetProperty("PartyWageModel").SetValue(Campaign.Current.Models, new CustomPartyWageModel());
}
public int TroopWageFunction(CharacterObject co)
{
if (co.IsHero)
{
return 2 + co.Level * 2;
}
int result = 26;
if (co.Tier == 0)
{
result = 1;
}
else if (co.Tier == 1)
{
result = 2;
}
else if (co.Tier == 2)
{
result = 3;
}
else if (co.Tier == 3)
{
result = 5;
}
else if (co.Tier == 4)
{
result = 8;
}
else if (co.Tier == 5)
{
result = 12;
}
else if (co.Tier == 6)
{
result = 18;
}
return result;
}
public class TSubModule : MBSubModuleBase
{
public static void TroopWageFunction(ref CharacterObject __instance, ref int __result)
{
__result = 10000;
}
protected override void OnSubModuleLoad()
{
base.OnSubModuleLoad();
Harmony h = new Harmony("mod.Testing");
MethodInfo original = typeof(CharacterObject).GetProperty("TroopWage").GetGetMethod();
MethodInfo postfix = typeof(TSubModule).GetMethod("TroopWageFunction");
h.Patch(original, postfix: new HarmonyMethod(postfix));
}
}
While I have not tested myself, from what I've seen every one that increases battle size report reduced performance pretty much linearly until the combined agent count (human + horse) reaches 2000 (most likely 2048 due to programming conventions) at which point the game immediately crashes. Some have very playable performance close to the limit but then crash as soon as the agent count goes over the limit.
Why bloat patch note threads with questions about game mechanics unless it was specifically changed in that patch? 10) should be: search for a thread related to the question and ask there.
Yes I think, not sure what happened in warband but at 63 it breaks in bannerlord, the total xp required for level 63 exceeds the maximum value an integer can hold and so the required xp makes no sense from that point onwards.
The mod author must have calculated more than vanilla. The game calculates required xp for levels 0-100. Unless you have a mod that keeps you from reaching 100 (or calculates for higher levels) you will crash since there is no safeguard against checking the required xp for level 101 which causes a crash due to an out of range exception (Also very easily fixable by devs/mod).
Could have at least waited till it leaves Early Access, until then what you listed is to be expected. If it had those issues at full release and it wasn't significantly improved during your 500 hour playtime maybe, just maybe I could understand it as a protest move but that's not the case. You spent 500 hours playing the game so obviously you enjoyed it. Then you refund it because it has issues in early access, not even giving it the chance to fix it before release. IMO steam should not be granting a full refund or even grant it at all.