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  1. bigbalzzz

    pc shut downs when playing

    i ve a good gaming labtob no issue in cpu usesage or memorey but power issues my labtob over heats and power usesage is really high that the pc just shuts down when i run the game can anyone help me change the setting to lower the power usesage
  2. bigbalzzz

    "Arrow deflection" for two-handers in 1.4.1e

    some characters in history in the ancient books have done it and seems constant with cultures and times
    modern days historians believe everything we cant do today must be false about people back then
    i believe it has some realism to it and i like it
  3. bigbalzzz

    1.41 auto simulation

    Great, thanks!

    So is the SimulateHit function the relevant bit?
    Simulate-Hit.png


    When I click GetPower (in dnSpy) it takes me to this function in TaleWorlds.Core.BasicCharacterObject:
    GetPower.png


    Which doesn't match the function you posted above. That function looks like it's in TaleWorld.CampaignSystem.CharacterObject class. Is dnSpy just taking me to the wrong function or something? Sorry, I'm not really savvy with how large software programs are structured haha, and not that familiar with C# either. Is a class unable to call a function outside of it's namespace?

    Also, where's the GetSimulationAttackPower function get called from that bigballz posted?
    are you on 1.41 or 1.4?
  4. bigbalzzz

    1.41 auto simulation

    Can you guys see from the code, the AI leaders strategy and tactics level? And would it have significance in sim battles?
    For sieges I have seen the AI sometimes only make ladders and storm, other times the AI play out the siege engine ping pong game. Perhaps some leaders are better for sim battles?
    Or do all leaders get a random AI like companions?
    i ve not seen anything regrading tactics or perks or walls/sieges
  5. bigbalzzz

    1.41 auto simulation

    Before you all go into sideways let me note that the auto calculated battles only use the GetPower formula. The other one is for tournaments only.

    C#:
    public override float GetPower()
    {
       int num = this.IsHero ? (this.HeroObject.Level / 4 + 1) : this.Tier;
       return (float)((2 + num) * (10 + num)) * 0.02f * (this.IsHero ? 1.5f : (this.IsMounted ? 1.2f : 1f));
    }

    I have played a bit with it, and made (through a personal mod) that in sieges the IsMounted part is not used - still Khuzait steamrolled the Northern Empire in a few years.

    Ps.: What is not here, is that there is a another number called defender and attacker advantage that will be multiplied by this power number, which is used for perks, siege defense stats, walls etc.
    not true and the whole formula is new in 1.41
  6. bigbalzzz

    1.41 auto simulation

    Lol, could you please strikeout/remove that line about infantry being 240% better than cavalry in your OP then so people don't get the wrong idea and spread misinformation?
    yes change the 1st post and title
  7. bigbalzzz

    1.41 auto simulation

    Um correct me if I'm wrong, but it looks like the code factors in horse armor and riding skill after it calculates the troop's equipment bonuses, then adds it to both the defense and attack power that was calculated previously from troop equipment, meaning a mounted unit gets the benefit of both the rider's equipment and skill and the horse's armor, whereas infantry does not get the bonuses calculated from the second for loop.

    I don't see anything about this block of code that is exclusionary to a troop on a horse.


    Edit: Oh forget the red box, that's for weapons only. The armor values are actually calculated a couple lines up where "num3" is declared. Then that's added to the "defensePoints." Then down at the bottom in the second for loop and where "num6" is declared the horse's armor and the rider's skill are ADDED to the defensePoints variable.

    Specifically these two lines of code are what add the troop's armor and the mount's armor to the total "defencePoints":
    插入代码块:
    defencePoints += num3 * 10f + 4000f;
    And
    插入代码块:
    defensePoints += num2 * 5f;
    If the unit doesn't have horse armor then "num2" = 0 and nothing extra is applied. The same goes for attackPoints.
    after 2nd look it seems cavarly are even more buffed instead of "nerfed"
  8. bigbalzzz

    1.41 auto simulation

    Um correct me if I'm wrong, but it looks like the code factors in horse armor and riding skill after it calculates the troop's equipment bonuses, then adds it to both the defense and attack power that was calculated previously from troop equipment, meaning a mounted unit gets the benefit of both the rider's equipment and skill and the horse's armor, whereas infantry does not get the bonuses calculated from the second for loop.

    I don't see anything about this block of code that is exclusionary to a troop on a horse.
    New-Autocalc-Formula.png
    sLyI5.png
  9. bigbalzzz

    1.41 auto simulation

    Sadly things like this will happen with patches as they try to balance the kingdoms. Best bet is to report your findings in Feedback just encase it was unintended and so others can test it also.
    cavalry calculation only takes harness and the horse stats as defense points while infantry get the whole armor
    and armor and harness are both multiplied but the armor out values the horse and harness by alot with the multiplier its just math
    either make cavalry also benifit from armor and remove the cavalry bonus in that case "because they will ve benfit of the horse+armor"
    or re increase the cavalry bonus
  10. bigbalzzz

    1.41 auto simulation

    I found this on TW forum, when I tried to upload. Its some kind of unofficial forum supporter that pays out of pocket since Warband?

    Original forum post:
    i needed just posted them with the link very helpful thank you
  11. bigbalzzz

    1.41 auto simulation

    Just find the imgur url of the high res image and post it as a link.
    elLHB.png

    MoN_A.png
  12. bigbalzzz

    Aseria weakness[weakest faction]

    Like someone else has said, the Aserai don't really dominate, but they're never seriously dominated either. In my current Aserai playthrough, they're losing territory, but only because they're at war with the Khuzaits and an unchallenged Western Empire on two different fronts.

    Although they have some nerfs and issues with their units, they're actually strong at higher tiers. And with the new shields they got, they're not so frail anymore.
    aseria mercenaries are stronger than the actual faction itself by alot i wish mercenaries get hired by their factions more often
  13. bigbalzzz

    1.41 auto simulation

    well, cavalry based armies should have it hard during sieges. Wouldn't call it a 'nerf' it's just bit more realistic.
    its not doing sieges but in general cav is nerfed
  14. bigbalzzz

    Patch 1.4.1

    Hey maybe it is just me but i was testing map state on 300-500 days on 1.4.1 4 times already and in all of those tests:
    (no mods, idle character in the south not to interfere)

    1. Sturgia gets destroyed by Vlandia
    2. Southern empire gets destroyed by Aserai, Khuzait and Western Empire
    3. Northern empire was either destroyed by Khuzait or made no progress
    4. Battania basically ends up in the same place
    5. Aserai gets few SE settlements
    6. Khuzait dominates
    7. Vlandia dominates.

    Not much has changed actually result-wise. I think low militia amounts on current game balance is a factor here (Khuzait can siege with party of 100) and AI multiple times ignores defending (whenever i checked what is going on there barely was a situation where army would go to defend if it already was on a way to siege.
    did u start a new save?
    how many saves?
    did you only wait?
  15. bigbalzzz

    1.41 auto simulation

    It didn't. The only thing warband autocalc really cared about was the troop level, and then it just smashed the numbers together to produce a number of casualties which it distributed randomly. The result was a rubbish autocalc system, but with slightly different weighting and accounting for the number of infantry (so that cavalry can smash unsupported archers) it could have been decent.

    Remember the point of autocalc is to make battles between the AI roughly coherent, not to provide a substitute for fighting battles manually. It doesn't really matter if stuff is kind of unfair at this level. Incorporating all these stats in a battle calculator is just masturbatory and will be impossible to properly balance, probably giving similar results to a much simpler system.



    Could you post the actual image links? The imgur embedding on this forum is terrible and I'm only getting a lowres image.
    i didnt get them online i upload them idk where else to upload them
  16. bigbalzzz

    Patch 1.4.1

    hope they help the aseria they ve it worse than sturgia in positioning
  17. bigbalzzz

    Can an Empire be created without going through the Neretzes/Dragon Banner quest?

    in the new 1.41 yes but you will need a lvl 4 clan
  18. bigbalzzz

    Bannerlord not working on GeforceNow anymore

    not true i am using the new geforce and playing latest patch
  19. bigbalzzz

    Aseria weakness[weakest faction]

    That's not what I'm saying.

    What I'm saying is that port cities and castles (with some castles moved toward the shore to do more of this) should get a small bump to food production native to its location. More food means a larger garrison able to be kept and thus the port locations can act as better buffers to expansion. And since a port means access to elsewhere, maybe even a bonus to mercenaries so lords restocking there can have more troops to choose from.

    It's not a true balance request, it's primarily flavor.
    the problem isnt the garrison actually aseria has the best garrisons the problem is lords and armies reaching cities
  20. bigbalzzz

    Can we do something about the khuzaits?

    aotu simulation changed in a very huge way and now they are nerfed super hard
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