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  • 用户:Hsuan
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  1. Have spear-armed troops spawn with spear 100%?

    kalarhan 说:
    Recent versions of the engine included a new flag:

    插入代码块:
    tf_guarantee_polearm          = 0x08000000

    You will need to update to 1.168 and include that on your header_troops.py, then you can use it on your troops. Check VC code for more details.

    woah thanks so much for this, would you be happy to provide me the link or a tutorial on how to put this into the game?
  2. Make troops always spawn with spear?

    Kragen 说:
    http://forums.taleworlds.com/index.php?topic=105928.0.html

    yes yes, I do use this to correct some bug/aethestics of the game, but can't seem to find a way to make spear-armed troops spawn with spear as secondary weapon 100% of the time
  3. Make troops always spawn with spear?

    Are there any ways to make all the spear-armed (that is, troops with spear in their inventory) troops spawn with spear all the time, through troop editor, etc? (am using floris mod and haven't found a solution to this just yet) any advice is appreciated!
  4. Have spear-armed troops spawn with spear 100%?

    I've notice that only about 30-50% of the times do my I5-7s Rhodok infantry spawn with spears, are there anyways to make them spawn with spears always through troop editor, etc?
  5. Mods to Increase Knockout Rate of Enemy Soldiers? (Instead of killing them)

    Woyeyeh 说:
    Hsuan 说:
    like how the player's own soldiers doesn't always get killed but sometimes knocked out.
    hruza 说:
    Enemy troops can get unconscious rather then dead even if you hit them with non blunt weapon. How exactly it works, what the rate is, I don't know.

    This is because one or more heroes including you in your party has surgery skill and isn't injured. Same goes with the enemies, but lords rarely have more than 1, if any, surgery skill, and bandits don't have a leader at all so they have no surgery skill.

    But to answer your original question, you could try to give lords surgery skill with
    Alene 说:
    but it caps at 10 which gives the enemy troops a 40% fixed chance to survive cut or pierce damage.


    This is an interesting solution but Im hesitant to do that because it might disturb the dynamic of the war. I'm wondering if I can mod my game's kill rate like viking conquest though (so that I could take prisoners without having an all-manhunter army)
  6. Floris Evolved (Sub Mod - Released)

    Compatibility Issue with TweakMB/Troop Editor: Flooding Notifications:

    The game runs fine without any modifications with tweak mb and troop editors, but after i've changed several names of troops (to convert into english), the game starts flooding me with

    "Unrecognized opcode"

    One example being:
    "Unrecognized Opcode 4701.; LINE NO:3:
    At Mission Template mst_meeting_merchant trigger no:15 consequences.
    At Mission Template mst_meeting_merchant trigger no:15 consequences."

    This happens right after I start the game and go past the merchant screen, where it floods the message log with it and disallows any other message from appearing ever (waited 10+min to see, still no messages). The Clear message log function at the mod option at camp doesnt work either.

    Any solutions?
  7. Mods to Increase Knockout Rate of Enemy Soldiers? (Instead of killing them)

    @alene - I thought about that but that would make all of the enemies I kill prisoners and I only want to make it so that there's a chance

    @hruza - How does it work in VC? I don't own the DLC
  8. Mods to Increase Knockout Rate of Enemy Soldiers? (Instead of killing them)

    Just wondering if there's a mod that allows for a chance for enemy soldiers to be knocked unconscious rather than killed when killed with non-blunt damage, like how the player's own soldiers doesn't always get killed but sometimes knocked out. It's quite hard to capture prisoners with those full...
  9. Enable Crosshair

    reinstall
  10. Are there any other benefits to hiring Sigmund?

    he trains your troops
  11. No upgrade option to Nord Kappi from Innaesmaen using the Reworked Troop Tree?

    you can modify this using morgh's mb editor
    on a completely unrelated topic, nord needs a buff in their raw stat (high autocalc strength but really bad stats when controlled by/going against the player)
  12. Bandits always attack me ?!

    if you do reset module, or re read module, or reload module data  or whatever that is on your setting screen  (when you're playing, and you go on the bar on top right, in windowed mode), all bandits suddenly are attracted you.
  13. I can't get any lady to like me. All "Ardent Admirer" options fail.

    You don't have enough money to buy their hours
  14. Trying to install the killer regeneration 1.1 mod onto floris expanded 2.54

    VARIABLES.TXT
    1) Add the following global variables:
    g_wp_player_hr_active # Set to 0 to prevent player regeneration. 1 to activate.
    g_wp_ai_hr_active # Set to 0 to prevent AI regeneration. 1 to activate.
    g_wp_difficulty # Changes whether the regeneration is better or worse.

    - doing this will cause save game incompatibility

    so I tried to do this

    OR add (assign, "$g_wp_player_hr_active", 1), and (assign, "$g_wp_ai_hr_active", 1),
    to the end of the "game_start" script in "module_scripts.py" file.

    can't find moule_script.py anywhere, searched for hours, still can't find it
  15. Trying to install the killer regeneration 1.1 mod onto floris expanded 2.54

    yeah, i just spend 2 hours trying to do all the merging of mods and stuff
    still doesn't work even though i followed all the steps

    conclusion:
    if you're not a modder, don't touch the files.
  16. Troop Tree Survey

    expanded + modded troops and numbers
    buffed nords, manhunters as they're way too weak even when upgraded,
    buffed archers to make it as good as the mounted ones and the crossbows,
    buffed high level crossbow to make upgrading them actually do more damage (more damage and less speed as you upgrade = damage stays the same)
    nerfed the horse's hp to make them not a meat shield (1 mounted guy is harder to kill than 3 dismounted)
    also, i gave all the Tier 1 stones and gaurentee ranged for them so they won't be as useless
  17. King Harlaus is a complete loser

    The battles up at the north seems to finish really quickly, either nord dominate vaegir, and khergits comes to take a castle or town (never more than that)
    and apparently, swadian vs khergit is pretty evenly fought out, their border remains constant until nord or rhodoks come

    The only reason dhirim is there for swadia is to lose to nord or khergit (always the first to be taken)
  18. Effective Light Cavalry Strategies?

    The simple thing about floris, and even native is that there is no good "light cavalry"
    there is no incentive to build light other than running a bit faster

    Why leave yourself vulnerable when you can suit up to be able to take twice as much damage before being knocked unconcious, with nearly no penalty?

    Some fun things to do are:
    crossbow only army
    manhunter only army (gets you lots of money too)
    elephants only army (vs nords = domination)
  19. Archer AI not working properly

    on higher tier infantries, their shield is usually either large enough or their shield skill is high enough (4-6 for I5s i think) to block things going toward their head
    but on the other hand, all the crossbows with the piercing damage can go through shields if you have enough numbers
    arbalest have a high chance of piercing shields but bows does it less often (and only the best bows can pierce shields)

    which is why bows are so great against low levels and unshielded while crossbows are great against small number of elites

    on the side note, T6 rhodok crossbows are better than T7, simply because they shoot much slower in the upgraded version (and this bug prevents them from killing people)
  20. Archer AI not working properly

    I thought it was just the crossbows being misaimed
    but after seeing my 20 A7s unabling to hit a footman after 2 volleys (moderate distance), I noticed this too
    I tested this out with a 3000 speed musket and used the command cheat that made the AI take command of me

    Apparently, the ais are designed to shoot people in the head, with superb gravity calculation that made their accuracy inhumanely good
    I modded a 3000 speed with the guns and equipped it, and control + f5'd me with cheat mode activated
    turned out that the AI specifically aims for the head and nothing else, and when they use something that is affected by gravity, they try to raise their aim but often fails to do so and results in shots flying above their target's head

    the ranged units seems to absolutely murders group but can't kill someone alone

    I think the Ais should be changed to targetting torsos and not heads (every time my crossbowmen  kills someone, the victim is shot in the face/back of the head)
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