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  1. OSP Code Combat Updated: Tournament lancers: Use the right weapon.

    Hey, that's really neat. This opens up a lot of possibilities such as troops using one handed weapons in sieges but 2handed/polearms in open field battle, or switching on player command. Thanks ! :smile:
  2. How do I make troops use a specific weapon more often?

    It's strange that this is broken because mounted troops used to be able to switch between their lance and their sword just fine in regular m&b...  :???:
    They'd automatically switch to their sword if they were stopped/not moving quickly enough.
    Now they behave just like footmen : put those polearms on your back and never touch them... :neutral:
  3. Diablo VS MnB

    Errr... what ?  :shock:
    Your brother is a troll, right ?
  4. Crossbows or Bows

    So far, crossbows seem really bad to me...
    My main gripe about them is the accuracy. I thought they were much more accurate than that in the single player m&b, it might be that the crossbowmen lack crossbow proficiency. Anyway, IMO there is no way a crossbowman can win a sniping duel with an archer right now, not only do bows fire incredibly fast, they are also very accurate and can hit a target from very far.  :???:
  5. What counts as an 'army'?

    The lord's party needs to have at least a certain number of men to count as an army. It's a percentage of the maximal number of men they can lead (which increases as your charcter levels up). I could search through the module system to tell you exactly but I can't be bothered :p
  6. King Yaroglek or Prince"the bastard"

    Usually you'll want to stick with the king for some time, get along with a handful of lords (doing quests for them, helping them in battle)...
    When you feel strong enough to take castles or cities on your own, and the king gives them to another lord, us it as an excuse to rebel, and go get the bastard at this point. It should make things relateively easy and you will of course gain a lot more fief than you would if you had to share it with 20 lords.
  7. Cattle and village prosperity

    I think I remember seeing that cattle increases 'ideal prosperity' of a village (just like the mill), so it will influence actual prosperity once every 15 days
  8. Why Is It...

    If you really badly want to make peace with one faction a the guild masters of your towns only propose you to escort caravans and other bull****, don't hesitate to ask the guildmasters of enemy towns for jobs, too...  :wink:
  9. News on multiplayer for M&B, and Expansion details

    bgfan 说:
    Ummm...I'm 13 and and I must inform you I'm definately not stupid, I have an IQ of 127(although I'm closer much to 14)

    Your IQ has nothing to do with it (and the fact that you feel the need to refer to it sort of proves the point he was making...).
    No matter who you are, you're always someone else's "stupid" anyway.
  10. Champion Steepe Horse

    You didn't read the topic, did you ?  :roll:
  11. Python - Reg<no> and "Agent"

    I don't hink more than 10 are ever used in native though, and nor more than 20 string registers used either. If you need lot of variables, it's sometimes better to use a troop's slots like an array.
  12. Multiplayer will be...

    I predict lag will make horse archery impracticable and we'll all be better for it  :lol:
  13. New screenshots - what do they show?

    It has to be a Vaegir Knight... They look pretty much like huscarls on horses but aren't quite as awesome as it sounds.
  14. Python - Reg<no> and "Agent"

    My current understanding of it :

    regX are for storing integers, they're global which is why they're usually used to get the result from calls to other scripts or functions built-in the engine


    (try_begin)/(try_end) : basically it's a little like an if statement.
    If there is any instruction between the (try_begin) and the (try_end) that fails, it will branch to the next (else_try) or to the (try_end)

    (try_begin),
              (eq, ":is_unique", 1),
              (troop_set_slot, "trp_random_town_sequence", ":cur_town_no", ":random_no"),
              (val_add, ":cur_town_no", 1),
    (else_try),
              (val_add, ":num_iterations", 1),
    (try_end),

    This could be translated as :

    if ":is_unique" equals 1
            set troop_slot ":cur_town_no" of troop "trp_random_town_sequence" to ":random_no"
            add 1 to ":cur_town_no"
    else
          add 1 to ":num_iterations"
    end of if statement

    - ":variable" is a local variable (can't be reused outside of its script/whatever block, becaus it will be 'destroyed')
    - "$variable" is a global variable (can be initialised in a script and reused in another script or in a dialog for example)

    (assign, ":num_iterations", ":num_towns"),
    puts the value of the variable ":num_towns" int the variable ":num_iterations"

    For a somewhat exhaustive description of all functions available in the module system, refer to header_operations.py ...
    If you've never ever done any programming at all you may want to pick up a book though...
  15. Blocked/parryed attacks should stun

    Err... I totally disagree. The attacker should get even more penalty for having his attack blocked in my opinion. I don't really see any incentive to block in the first place, striking first seems to yield the best results (of course, you need the longer reach but two handed weapons provide just that + great damage = 1 hit-chain-kills). If blocking adds more penalty then you may as well forget about blocking.
  16. I started a new game, but imported my old stats, which faction to attack now?

    Make an army of Vaegir infantry backed up by nord archers and make your own kingdom from that.  :grin:
  17. Manors: False Advertising?

    Hmmm no. It has this_or_next before, so it actually checks for centers with a manor (villages) or any castle or town.
    So it should work, the error is somewhere else... :?:
  18. Swapping out merchant items

    Nah, it does not exist at all in native.
    You can pretty much do anything you want with the mrechants inventory though, but it will take a bit of work.
  19. More strategic AI in battles would perfect this game

    > This might be a hard one to accomplish.

    It's all doable with the module system...

    > 1 Raiders

    Currently, only lords use any battle AI, I'm not sure why but it's easy to change

    > 2 AI armies will get in a defensive position when outnumbered

    They sort of do this already, though the conditions are slightly more specific, and random too, so you don't see it happen all the time even if it should.

    3, 3 bis and 4 are all doable as well, and in fact already done in a number of mods...

    5 is tricky, heroes can't level up unless the player does it by hand, like you do for companion NPCs. But you could increase individual lords' skills, attributes and proficiencies through triggers, all with the module system.

    6 is indeed problematic, and we can't 'fix' the individual soldier's AI, or weapon distribution. Formations can be done but it does not totally help, because polearm infantry AI does not handle cavalry very well (they tend to strike too late, to swing rather than thrust, and to turn their back on the enemy... and as you mentioned, they aim for the rider, not the horse)
  20. Replace individual lords with family trees!

    Actually there are remnants of something like that in the module system but it seems it was never fully implemented (ladies are wives and daughters to some lords, but there are slots for fathers, sons and lovers too). I guess there just wasn't enough time and it was rightfully considered not prioritary.
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