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  1. Woyeyeh

    Warband Script Enhancer 2 (v1.1.0.5)

    I did but sadly it seems that putting in the steam_api.dll from WSE2, while it does allow WSE2 to work, causes the vanilla launcher to always crash with the same error. So it's either one or the other. I'm a map maker and I can't get the map editor to work on WSE2 so I regrettably have to choose vanilla over WSE2. A shame because the previous version (1.0.9.6 i believe) worked for both
  2. Woyeyeh

    Warband Script Enhancer 2 (v1.1.0.5)

    when i updated it to 1.0.9.9 the game refuses to launch and just gives the "the procedure entry point steamgameserver_init could not be located" error, please help me, it worked fine before 😭
  3. Woyeyeh

    Patch Notes v1.2.3 ...?

    Oh god i was dozing off as i was reading this and i thought it was the actual patch notes until i got to the end :sad:
  4. Woyeyeh

    Bannerlord Full Release Date Updates

    let's gooooo this is exciting news

    only thing to do now is wait and see whether the release crashes and burns or revitalizes bannerlord, either way i get to say i was here when history was made :grin:
  5. Woyeyeh

    What Are You Hoping Will Be In The Next Update?

    Marshals who have the king's authority to gather armies. If you're not the marshal, you can only assemble armies out of your own clan armies or friendly lords.

    Instead of costing influence to summon lords to your army, it should just be a yes/no decision depending on how much they like you, your reputation, their personality, whether you're the marshal or not, whether they have enough troops, whether they have enough food, how long they've been in the field and if they need to rest (in warband lords had to rest in cities/castles after being in the field for too long), etc.

    And of course if you're the king you automatically have marshal powers too
  6. Woyeyeh

    medium late game in 1.8

    look at all those burning villages hahaha how is anyone still alive in there
  7. Woyeyeh

    attributes becomes S.P.E.C.I.A.L.

    i think you should have a big experience gain bonus when you're young, let's say 18-25 and then it slowly tapers off to the normal rate once you get to 50 years old. that's probably what they were going for way back when levelling up made you gain experience slower, but that method was super dumb because it penalized you for making progress, but if it was instead decided by age people would be encouraged to get out there in the world and do different things to take advantage of the xp gain bonus. and it just makes more sense that young people learn faster. This would also make your starting age lead to different styles of playthroughs. Instead of just trading life expectancy for more or less stats, you'd be more locked into your starting choices the older you start out as, while if you start out younger you have less stats but more flexibility to train in skills other than what you picked at the start
  8. Woyeyeh

    Why Bannerlord Voting is Broken, and How To Fix It

    i dont think a lord having good relations with you should mean that they automatically support your policy proposals. for example if you're trying to pass a policy and there's a lord who is fundamentally opposed to it but likes you, you should be able to choose whether or not to call in a favor and get them to vote differently, at the cost of some relation points. so if you keep calling in favors without improving your relations you will eventually fall out of the friendship zone and can't call in any more. this can also work for lords who both support your policy and like you, if you don't do anything they'll support it slightly but you can convince them to support it even more if you call in a favor from them
  9. Woyeyeh

    Sandbox Different Age Starts: Young Adult, Adult, Middle-Age, Elderly. (Clan tier -1 for Young Adult?)

    An age slider would be nice instead of having to start at 20, 30, 40, 50 etc
  10. Woyeyeh

    Mount and Blade Bannerlord lore meme (youtube video)

    enjoy and have a laugh eh? take your mind off things for a while, the world is pretty depressing and i find solace in making funny memes and videos, i hope you do in watching them too :)
  11. Woyeyeh

    Forced peace if 75% of enemy lords are in captivity

    maybe not forced automatic peace, but make it so that clan leaders who are captive, or have a significant portion of their clan members (who can lead armies, so this doesn't include children) imprisoned (50%+) always want to vote for peace, so that if you capture enough of them, they'll be willing to pay YOU tribute for peace

    also tribute calculations should take mobile strength (soldiers out in the field led by lords) way more into account than garrison strength. it makes no sense that a powerful faction with 4000 garrison strength but only has 200 mobile strength because they just suffered a huge defeat against a smaller faction who has 2000 in garrison strength and 1000 in mobile strength wants the smaller faction to pay tribute for peace?! it should be the larger faction that wants to pay tribute so that they can recover from their devastating loss and avoid the smaller faction pressing the advantage to snatch a castle or city away from them, in the knowledge that they can build up a bigger army and strike back later when they're ready
  12. Woyeyeh

    Leveling skills is tedious and unbalanced

    @Helerek yeah, i totally agree with just getting more xp when you kill higher level enemies

    i think tactics skill should get leveled up a lot when you win a battle where you had the disadvantage, whether that be autoresolved or manually fought, with experience gained increasing as you are more disadvantaged. if you can win a battle you weren't supposed to win then it clearly shows you know a thing or two about tactics

    also i think there was a mod that makes the leveling curve less steep, so that it was easier to gain higher skill levels, i really liked it. because right now the experience needed for a single skill point goes up very exponentially the more skill points you already have which leads to things like needing to kill 2 million peasants or something to get max roguery

    because the few trainer perks for heroes (you and companions) quickly lose effectiveness past the few dozen skill points, what if every day all heroes in a party slowly shared their skills over time without needing perks to all other heroes until they reach, say, half of their skill level. if i had some old veteran dude travelling with me with 200 one handed skill then i would slowly gain one handed experience every day until i reached 100 one handed skill, as if i was training with him. and then if old veteran dude dies to an arrow to the face after i get 100 one handed skill and i get a new companion or my son comes of age i can train them until they reach 50 one handed skill. probably too ambitious but maybe someone is looking for some modding ideas here :wink: anyways this trickle down system would be really cool especially right now since training noncombat skills is, as the title says, tedious and unbalanced. so if i were smart i could grab an engineer companion and have them teach me their engineering skills, and i would actually have a reason to keep them alive beyond just making them build catapults for me because if their skills improve they can train me to a higher standard than someone i just grabbed off the local tavern
  13. Woyeyeh

    Leveling skills is tedious and unbalanced

    Arena lvling rate is reduced for some reason. Place meant for training has a penalty for training...
    I think we should flip this on its head and it would make everyone happy. Skill gain when fighting in the arena should give you the current normal rate of experience gain, but fighting in "real" battles (including alley fights, village fights, prison breaks, anywhere with real consequences) gives you double experience

    combat exp gain could also be adjusted based on the level of the enemy you killed, for example if your level is half the level of an enemy you hit/kill, you gain double experience. and if your level is double the level of an enemy you hit/kill, you gain half experience. though i think i wouldn't do the latter where you reduce exp gain for hitting/killing weak enemies, because a lot of the troops you fight throughout the game are low tier. i would just do the former where you gain more experience if you hit/kill tougher enemies
  14. Woyeyeh

    [UNOFFICIAL] Bannerlord Dedicated Server Mod

    dang this is amazing i knew modders can make amazing mods but this is whole new functionality, and the combat is so smooth too, i'm gonna watch this progress with great interest

    no private servers?
    modders:
    thanos-fine-ill-do-it-myself.gif
  15. Woyeyeh

    Any news on PW or PK thats really all that matters.

    guys i'm confused, if there are no multiplayer private servers as you said, then how does the mmo "bannerlord online" mod work? can't people just do what they did? why is "bannerlord online" the only multiplayer mod standing right now?
  16. Woyeyeh

    PYTHON SCRIPT/SCHEME EXCHANGE

    a very cool script that diversifies the troop types in a tournament, it can choose participants from among the garrison as well as the player's party, but it leaves at least 8 slots for commoners, if there are more than 8 left it fills the rest of the slots with more random commoners, manhunters, and mercenaries. there is a maximum of 8 per troop type drawn from the garrison or the player's party, and the more of a troop type there are, the more likely it will appear in the tournament, capping at 100 at which point 8 of the troop's type will always join. you could remove the limit but i added it to increase diversity and prevent the player from completely rigging the tournament by bringing huge hordes of peasants :grin: the garrison troops also get priority over the player's troops because i thought that made the most sense (dibs for living and garrisoning the town)

    插入代码块:
      # script_fill_tournament_participants_troop
      # Input: arg1 = center_no, arg2 = player_at_center
      # Output: none (fills trp_tournament_participants)
      ("fill_tournament_participants_troop",
        [(store_script_param, ":center_no", 1),
         (store_script_param, ":player_at_center", 2),
         (assign, ":cur_slot", 0),
    
         (try_begin), # player companions
           (eq, ":player_at_center", 1),
           (party_get_num_companion_stacks, ":num_stacks", "p_main_party"),
           (try_for_range, ":stack_no", 0, ":num_stacks"),
             (party_stack_get_troop_id, ":cur_troop", "p_main_party", ":stack_no"),
             (troop_is_hero, ":cur_troop"),
             (neq, ":cur_troop", "trp_kidnapped_girl"),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", ":cur_troop"),
             (val_add, ":cur_slot", 1),
           (try_end),
         (try_end),
    
         (party_collect_attachments_to_party, ":center_no", "p_temp_party"),
         (party_get_num_companion_stacks, ":num_stacks", "p_temp_party"),
         (try_for_range, ":stack_no", 0, ":num_stacks"), # center lords
           (party_stack_get_troop_id, ":cur_troop", "p_temp_party", ":stack_no"),
           (troop_is_hero, ":cur_troop"),
           (troop_set_slot, "trp_tournament_participants", ":cur_slot", ":cur_troop"),
           (val_add, ":cur_slot", 1),
         (try_end),
        
         # arena champions
         (try_begin), # xerina
           (store_random_in_range, ":random_no", 0, 100),
           (lt, ":random_no", 50),
           (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_xerina"),
           (val_add, ":cur_slot", 1),
         (try_end),
         (try_begin), # dranton
           (store_random_in_range, ":random_no", 0, 100),
           (lt, ":random_no", 50),
           (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_dranton"),
           (val_add, ":cur_slot", 1),
         (try_end),
         (try_begin), # kradus
           (store_random_in_range, ":random_no", 0, 100),
           (lt, ":random_no", 50),
           (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_kradus"),
           (val_add, ":cur_slot", 1),
         (try_end),
        
         (try_for_range, ":stack_no", 0, ":num_stacks"), # center soldiers
           (party_stack_get_troop_id, ":cur_troop", "p_temp_party", ":stack_no"),
           (neg|troop_is_hero, ":cur_troop"),
           (party_stack_get_size, ":stack_size", "p_temp_party", ":stack_no"),
             (try_for_range, ":unused", 0, 8), # max 8 of each troop type
               (lt, ":cur_slot", 56), # at least 8 slots reserved for commoners (but the garrison gets dibs over player soldiers)
               (store_random_in_range, ":random_no", 0, 100),
               (lt, ":random_no", ":stack_size"),
               (troop_set_slot, "trp_tournament_participants", ":cur_slot", ":cur_troop"),
               (val_add, ":cur_slot", 1),
             (try_end),
         (try_end),
        
         (try_begin), # player soldiers
           (eq, ":player_at_center", 1),
           (party_get_num_companion_stacks, ":num_stacks", "p_main_party"),
           (try_for_range, ":stack_no", 0, ":num_stacks"),
             (party_stack_get_troop_id, ":cur_troop", "p_main_party", ":stack_no"),
             (neg|troop_is_hero, ":cur_troop"),
             (party_stack_get_size, ":stack_size", "p_main_party", ":stack_no"),
             (try_for_range, ":unused", 0, 8), # max 8 of each troop type
               (lt, ":cur_slot", 56), # at least 8 slots reserved for commoners
               (store_random_in_range, ":random_no", 0, 100),
               (lt, ":random_no", ":stack_size"),
               (troop_set_slot, "trp_tournament_participants", ":cur_slot", ":cur_troop"),
               (val_add, ":cur_slot", 1),
             (try_end),
           (try_end),
         (try_end),
    
         (assign, ":begin_slot", ":cur_slot"), # random peasants, manhunters, and mercenaries
         (try_for_range, ":cur_slot", ":begin_slot", 64),
           (store_random_in_range, ":random_no", 0, 100),
           (try_begin), # expanded list of tournament troops
             (le, ":random_no", 3),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_peasant_woman"),
           (else_try),
             (le, ":random_no", 8),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_farmer"),
           (else_try),
             (le, ":random_no", 12),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_caravan_master"),
           (else_try),
             (le, ":random_no", 20),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_manhunter"),
           (else_try),
             (le, ":random_no", 28),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_slave_driver"),
           (else_try),
             (le, ":random_no", 34),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_slave_hunter"),
           (else_try),
             (le, ":random_no", 38),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_slave_crusher"),
           (else_try),
             (le, ":random_no", 40),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_slaver_chief"),
           (else_try),
             (le, ":random_no", 44),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_townsman"),
           (else_try),
             (le, ":random_no", 50),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_watchman"),
           (else_try),
             (le, ":random_no", 58),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_caravan_guard"),
           (else_try),
             (le, ":random_no", 66),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_mercenary_swordsman"),
           (else_try),
             (le, ":random_no", 72),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_hired_blade"),
           (else_try),
             (le, ":random_no", 80),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_mercenary_crossbowman"),
           (else_try),
             (le, ":random_no", 88),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_mercenary_horseman"),
           (else_try),
             (le, ":random_no", 92),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_mercenary_cavalry"),
           (else_try),
             (le, ":random_no", 94),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_follower_woman"),
           (else_try),
             (le, ":random_no", 96),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_hunter_woman"),
           (else_try),
             (le, ":random_no", 98),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_fighter_woman"),
           (else_try),
             (le, ":random_no", 99),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_refugee"),
           (else_try),
             (troop_set_slot, "trp_tournament_participants", ":cur_slot", "trp_sword_sister"),
           (try_end),
         (try_end),
         ]),
  17. Woyeyeh

    Interesting unused merchant robbing dialogue

    oh oops the "republic of rhodoks" i modded their name too, in any case here's the module system code for the dialog you can find in module_dialogs.py

    插入代码块:
      [anyone|plyr,"merchant_talk", [(eq,"$talk_context", tc_party_encounter),(lt, "$g_talk_troop_faction_relation", 0)],
       "Not so fast. First, hand over all your goods and money.", "talk_caravan_enemy_2",[]],
    
      [anyone,"talk_caravan_enemy_2", [],
       "Never. It is our duty to protect these goods. You shall have to fight us, brigand!", "close_window",
       [
        (store_relation,":rel","$g_encountered_party_faction","fac_player_supporters_faction"),
        (val_min,":rel",0),
        (val_sub,":rel",4),
        (call_script, "script_set_player_relation_with_faction", "$g_encountered_party_faction", ":rel"),
        (call_script, "script_diplomacy_party_attacks_neutral", "p_main_party", "$g_encountered_party"),
        ]],

    the caravan master troop belongs to the "commoners" faction which is used by the $g_talk_troop_faction_relation, instead of the faction the caravan actually belongs to
  18. Woyeyeh

    Interesting unused merchant robbing dialogue

    Dialog: "Not so fast. First, hand over all your goods and money." Response: "Never. It is our duty to protect these goods. You shall have to fight us, brigand!" There is a unique unused dialog that appears when you have negative relations with the invisible "Commoners" faction. You get an...
  19. Woyeyeh

    Election system still ruins the game. Please delete, let player run own faction, please make strategy game!

    If you're the king you should be able to go against your vassals' wants and even override a majority vote (unless you are foolish enough to have peerage/senate policy. finally i will have a reason to say "i am the senate" in this game) without having to spend silly amounts of influence, but suffer relations penalty for it depending on how tyrannical your decision was. For example if your decision had 40% support, that shouldn't cause as much discontent as picking something with 0% support. I agree that the diplomacy AI needs to be improved though, or my suggestions will become pointless as the AI lords in this game often vote as hive minds (100% or 0%) when declaring war or peace, and you'll have to suffer overriding 0% support and taking large relation penalties every time just to keep their bloodthirst in check.

    Regarding diplomacy and kingdom management in general, I don't really like the idea of influence as a number that builds up over time and you can use it to force people and whole kingdoms to do what you want. Your influence over your kingdom should instead be all your relations with all other clans/lords, built up by the player's hard work and actions like doing favors/quests for them, forging ties and alliances through marriage, defending their settlements, and helping them out in battles. If people like you, they vote with you and join your armies, and if people dislike you, they vote against you and refuse to join your armies or may even decide not to join you in battle against the enemy.

    However, every time you ask a favor from a lord, by asking them to join your army or vote with you on some issue, your relations should decrease a little bit, or maybe each lord should have a favor cooldown that gets shorter the friendlier you are with them, so you can ask them of more things in shorter periods of time. Becoming a "puppet master" of sorts, ruling from the shadows and wielding even greater influence than the king, your influence growing out of the support of the royal clans of the realm should be a real achievement, not something you dump influence into. The point is to make alliances and friends valuable without making them abusable. What do you think?
  20. Woyeyeh

    JOINT HURTBOXES and ARMOR HURTBOXES: an armor system that provide a way to balance factions warfare and make more deep the combat system(suggestions)

    hmmm... i think the armor system's problem isn't the simple implementation, which worked well in warband, just the ridiculously low protection values. With the CustomDamage mod I greatly increased the absorb factor to 2.75x (how much % of total damage is absorbed by each point of armor... roughly) and for the soak (how much flat damage is absorbed by each point of armor) I increased it to 0.66 (2x) for pierce and 0.75 (1.5x) for cut. I also changed the "blunting" values for cut and pierce (how much damage is applied as blunt and does not get soaked, only absorbed) from 0.1 to 0.2 for cut (these are in values out of 1, 0.1 being 10%) and from 0.25 to 0.1 for pierce (hey, i thought it didn't make sense) In vanilla, blunt damage unfathomably has no soak, which means a literal wooden stick can knock out a legionary with a few swings. With a little bit of dnSpy wizardry I edited it so blunt damage has half as much soak as pierce (so basically vanilla pierce soak).

    With the much higher absorb factor, high end elite cataphract armor softened my super deadly glaive blows of more than 200 to less than 50 damage (while riding at full speed) and in custom battle, 50 Imperial Veteran Infantry (tier 4) were barely scratched by 50 Imperial trained archers (tier 3) and managed to run the archers out of ammo, only taking a few casualties out of 50 even when I forced them to turn their backs on the archers. Ok, ok, so that's why the 0.25 "blunting" for pierce made sense. Even with the added soak, blunt damage was still pretty potent, and while it was significantly blunted (hehe) by heavy armor, you just needed a few more added bonks depending on the heaviness of the armor to knock someone senseless. When besieging towns and castles, I found that Imperial Sergeant Crossbows (tier 5) were hella dangerous because they packed maces that were much more effective against heavy armor than the militia's swords, which mostly bounced off dealing 1-5 damage. But then again, if you have enough militia surrounding and banging on someone's head, it'll still only be a while until they're dead.

    Maybe protection shouldn't be increased to as much as what I increased it to, but it SHOULD be increased, and blunt damage should get some soak, even if only a little. Perhaps there should be separate absorb values for each type of damage (you know, like there was in warband) because here, all types of damage adhere to the same absorb factor, making it kinda hard to make each type unique, something like cut damage commonly bounces with low amounts dealt by swords and light axes (high soak) but heavy axes and bardiches deal high amounts that armor can't stop, only mitigate (low absorb).
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