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  1. BL Coding IHeroDeveloper & Hero access amateur programming struggles

    From Dejan 1.7.2 Changes Post Is there something I'm missing about sealed class extensions or the access levels on important parts of heroes because I cannot figure out how we're supposed to implement this with... Hero's CharacterPerks, CharacterSkills, and CharacterAttributes are all...
  2. Overall Game Balancing Still Missing The Mark

    I'm glad that I was able to sorta fix-to-preference the pacing of (a lot of) leveling through modding the character development models because the game still seems to stick to a lot of design which commits the gaming sin of feeling like an absolute Waste of Time. Which is pretty bad if I'm feeling it because I find a lot of grinds somewhat relaxing. I do appreciate that they sorta backed off the worsening skill gains by level thing tho.

    Skills books and passive sources of training could definitely round out more of it. Especially since they seem to sorta pushed more perk roles in being important to governing without a lot of ways to really work on those outside of the whole... ~~defending the same village~~ army battle slog. Which is another kind of long-term problem to the campaign level behind taking another break from the game.
  3. Why is there so much lag in single player?

    I only loaded up the game again with the 1.5.9 release and then updated to the beta and menu lag went from unnoticeable to jarring.
  4. BL Coding Issues with replacing CharacterDevelopment Model? (Unpredictable behaviors/bugs)

    I've been working on my own xp system and I've been encountering unpredictable behaviors that seem to randomly appear and reappear in certain contexts, and am wondering if people have experienced this and know any work arounds. Namely, once in a blue moon an xp increase completely maximizes a...
  5. Companion Leadership skill

    I think the default leadership xp from morale is like... 0.01 per soldier per morale over 70.
    So not very good yeah.

    I had to mod in a daily tick for leadership gains based on leading troops and recent morale boosts. Even if the current leadership from morale was worth anything it suffers from an odd conceptual problem where you need high leadership for the morale bonus to get the morale xp gain.
  6. Should factions be destroyed without player intervenience?

    I voted "No", not until there are better clan vs clan and outright civil war mechanics, as well as ways for local heroes to rise up and attempt to reassert their region's unique identity (at least for the first generation or two of occupation) or other complications to the bland and loose exchange of settlements that we have now. Monocolor domination stagnates a save and makes it boring in terms of character and what can be done (by the player) within it.

    A system of competing claims, escalation of war from sacking incursions to complete assaults between cultural elites and those they're attempting to conquer, ideological and succession conflicts, etc.
  7. POLL: Passive Income - How good should it be?

    Caravans and workshops should absolutely be able to provide a sizeable profit *with player input* into making them profitable, in the same way that fiefs should have ways to manage them for better returns. Both of the "trader systems" already have limits based on renown—which is a move that I like because it provides a long-term goal to reasonably acclimate to—and at least caravans have the additional drawback of removing a companion who could be fighting for your army (potentially adding perks.. once they function), building their own party's army, or governing your fiefs (currently not implemented well).

    Ideally, your workshops and caravans should be able to work together to create serious profits, and bandits would be a more interactive aspect that players could work to suppress or make deals with to let their caravans thru. Similarly, being able to negotiate trade agreements and secure peace with other kingdoms are essential to making these game systems rewarding.
  8. Caravans should be safe income source or not?

    Y'all just needed to make them catchable and maybe let bandits summon armies to ambush them rather than break another feature that costs the player a companion and gold. I was hoping later there'd be an expansion to running trade empires vs the bandits who prey on them instead of repeating warband's mistake of shoving players into the feudal slogfest—especially the one lacking any real aspect of diplomacy that we have now.
  9. Mount&Blade Cartographer | Just my own spin-off...

    Swyter 说:
    Probably because the modified parties don't fit the in the traditional one line structure. Instead of writing a full-featured Python tuple parser what I did is just (pretty solid) RegEx substitution.

    Try to format the new parties just like those which come originally with the file, specially important is keeping every entry in a single line and keeping the commas with their spaces and such.

    As I said, some of the original parties had the same issue. I didn't attempt any fancy formatting and my entries were copy-pasted. Did some experimenting and it seems the issue was with format: specifically the need for two decimal places at the original position. I threw all my new parties at 0.0 so that it'd be easier to locate them, which may have been my issue.

    Tested by switching two villages to 11.01 (x and y) and 11.0, former worked while the latter failed.

    Though thanks for pointing out that converter, as I haven't really kept up with all the tools already available in MB modding.
  10. Mount&Blade Cartographer | Just my own spin-off...

    So I'm not sure what's causing it, but when I try to save the new position of certain settlements it fails to modify the module_parties.py file correctly. This has occurred with a few of native's bridges and all new settlements created by myself. Not really sure why it's not working. I get the following message:

    插入代码块:
    Found MAB installation on <C:\Program Files (x86)\Mount&Blade>
    Found WB installation on <C:\Program Files (x86)\Steam\steamapps\common\MountBla
    de Warband>
    ...
    @--start loading font xml
        width:2048  height:1024     padding:5
       font loaded in 0.007s
    @--start loading font dds
    SOIL DDS created a new texture with handle 1
    @--start parsing map
       ended parsing 0.18s
    24176 vertex, 48157 faces
       ended filling arrays 0.228s
    ly:13.1863      lz:599.607      lz wins!        keeping coordinate system
    @--start parsing parties
       286 parties loaded... 0.005s
       ground aligned in 0.469s
    (i)no cache avaliable, rebuilding displaylist
    generated displaylist 0.259s
    dragging unknown
    dragging Ostro
    dropped Ostro
    @--saving modified parties
    Ostro has been modified  -->    76.879431705285 -68.958404960049
       done...
    @--saving modified parties
       done...
    @--saving modified parties
       done...

    But despite the message it resets back to the file's original location. Going in an manually setting the location works but I'd rather avoid such.


    Also, could you support reading/writing parties.txt files at some point in the future? I'd like to change a map a bit but don't have access to the source code.
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