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  1. Doggy

    List Of Tuple Flag Definitions

    Lumos 说:
    Why don't you put them all in the first post? It'll be much easier to use.

    Please read the first post: it clearly says that there is a character limit for each post, which is why I broke it up into four parts.
  2. Doggy

    List Of Tuple Flag Definitions

    ---------Possibly Reserved if I need more space for future definitions-------------

    If I don't, I'll delete this post
  3. Doggy

    List Of Tuple Flag Definitions

    amade 说:
    Could you put 'em in spoilers?

    e.g.
    插入代码块:
    [spoiler=header_whatever.py]list of headers[/spoiler]

    Makes it easier to browse through the list and also through the thread.

    Done, thanks for the hint :grin:
  4. Doggy

    List Of Tuple Flag Definitions

    Pt. IV:


    header_skins.py:

    voice_die        = 0
    voice_hit        = 1
    voice_grunt      = 2
    voice_grunt_long = 3
    voice_yell      = 4
    voice_warcry    = 5
    voice_victory    = 6

    skf_use_morph_key_10 = 0x00000001
    skf_use_morph_key_20 = 0x00000002
    skf_use_morph_key_30 = 0x00000003
    skf_use_morph_key_40 = 0x00000004
    skf_use_morph_key_50 = 0x00000005
    skf_use_morph_key_60 = 0x00000006
    skf_use_morph_key_70 = 0x00000007

    header_sounds.py:

    sf_2d        = 0x00000001
    sf_looping  = 0x00000002
    sf_start_at_random_pos = 0x00000004

    sf_priority_10    = 0x000000a0
    sf_priority_9    = 0x00000090
    sf_priority_8    = 0x00000080
    sf_priority_7    = 0x00000070
    sf_priority_6    = 0x00000060
    sf_priority_5    = 0x00000050
    sf_priority_4    = 0x00000040
    sf_priority_3    = 0x00000030
    sf_priority_2    = 0x00000020
    sf_priority_1    = 0x00000010

    sf_vol_10        = 0x00000a00
    sf_vol_9          = 0x00000900
    sf_vol_8          = 0x00000800
    sf_vol_7          = 0x00000700
    sf_vol_6          = 0x00000600
    sf_vol_5          = 0x00000500
    sf_vol_4          = 0x00000400
    sf_vol_3          = 0x00000300
    sf_vol_2          = 0x00000200
    sf_vol_1          = 0x00000100

    header_strings.py:

    Currently empty of flags

    header_tableau_materials.py:

    Currently empty of its own flags (does use flags from common and operations)

    header_terrain_types.py:

    rt_water = 0
    rt_mountain = 1
    rt_steppe = 2
    rt_plain = 3
    rt_snow = 4
    rt_desert = 5
    rt_river  = 8
    rt_mountain_forest = 9
    rt_steppe_forest = 10
    rt_forest = 11
    rt_snow_forest = 12
    rt_desert_forest = 13

    header_triggers.py:

    #trigger interval flags

    #ti_on_game_start        = -2.0
    ti_simulate_battle      = -5.0 #can only be used in module_simple_triggers
    ti_on_party_encounter    = -6.0 #can only be used in module_simple_triggers
    ti_question_answered    = -8
    ti_before_mission_start  = -19.0 #can only be used in module_mission_templates triggers
    ti_tab_pressed          = -21.0 #can only be used in module_mission_templates triggers
    ti_inventory_key_pressed = -22.0 #can only be used in module_mission_templates triggers
    #ti_on_mission_start      = -20.0
    ti_on_agent_spawn = -25.0 #can only be used in module_mission_templates triggers
    ti_on_leave_area        = -30.0 #can only be used in module_mission_templates triggers
    ti_on_scene_prop_init    = -40.0 #can only be used in module_scene_props triggers
    ti_on_init_scene_prop    = ti_on_scene_prop_init
    # Trigger Param 1: prop instance number

    ti_on_scene_prop_hit    = -42.0 #can only be used in module_scene_props triggers
    # Trigger Param 1: prop instance number
    # Trigger Param 2: hit damage
    # Position Register 1: Hit Position

    ti_on_scene_prop_destroy = -43.0 #can only be used in module_scene_props triggers
    # Trigger Param 1: prop instance number

    ti_on_init_item          = -50.0 #can only be used in module_items triggers
    ti_on_weapon_attack      = -51.0 #can only be used in module_items triggers
    # Position Register 1: Weapon Item Position

    ti_on_presentation_load  = -60.0 #can only be used in module_presentations triggers
    ti_on_presentation_run  = -61.0 #can only be used in module_presentations triggers
    # Trigger Param 1: current time in miliseconds
    ti_on_presentation_event_state_change = -62.0 #can only be used in module_presentations triggers
    # Trigger Param 1: id of the object that has the event
    # Trigger Param 2: value (when available)
    ti_on_presentation_mouse_enter_leave  = -63.0 #can only be used in module_presentations triggers
    # Trigger Param 1: id of the object that mouse enters/leaves
    # Trigger Param 2: 0 if mouse enters, 1 if mouse leaves
    ti_on_init_map_icon                  = -70.0 #can only be used in module_map_icons triggers
    # Trigger Param 1: id of the owner party

    ti_once        = 100000000.0

    # Keys that can be checked by key_is_down and key_clicked

    key_1 = 0x02
    key_2 = 0x03
    key_3 = 0x04
    key_4 = 0x05
    key_5 = 0x06
    key_6 = 0x07
    key_7 = 0x08
    key_8 = 0x09
    key_9 = 0x0a
    key_0 = 0x0b
    key_a = 0x1e
    key_b = 0x30
    key_c = 0x2e
    key_d = 0x20
    key_e = 0x12
    key_f = 0x21
    key_g = 0x22
    key_h = 0x23
    key_i = 0x17
    key_j = 0x24
    key_k = 0x25
    key_l = 0x26
    key_m = 0x32
    key_n = 0x31
    key_o = 0x18
    key_p = 0x19
    key_q = 0x10
    key_r = 0x13
    key_s = 0x1f
    key_t = 0x14
    key_u = 0x16
    key_v = 0x2f
    key_w = 0x11
    key_x = 0x2d
    key_y = 0x15
    key_z = 0x2c
    key_numpad_0 = 0x52
    key_numpad_1 = 0x4f
    key_numpad_2 = 0x50
    key_numpad_3 = 0x51
    key_numpad_4 = 0x4b
    key_numpad_5 = 0x4c
    key_numpad_6 = 0x4d
    key_numpad_7 = 0x47
    key_numpad_8 = 0x48
    key_numpad_9 = 0x49
    key_num_lock        = 0x45
    key_numpad_slash    = 0xb5
    key_numpad_multiply = 0x37
    key_numpad_minus    = 0x4a
    key_numpad_plus    = 0x4e
    key_numpad_enter    = 0x9c
    key_numpad_period  = 0x53
    key_insert    = 0xd2
    key_delete    = 0xd3
    key_home      = 0xc7
    key_end      = 0xcf
    key_page_up  = 0xc9
    key_page_down = 0xd1
    key_up      = 0xc8
    key_down    = 0xd0
    key_left    = 0xcb
    key_right  = 0xcd
    key_f1  = 0x3b
    key_f2  = 0x3c
    key_f3  = 0x3d
    key_f4  = 0x3e
    key_f5  = 0x3f
    key_f6  = 0x40
    key_f7  = 0x41
    key_f8  = 0x42
    key_f9  = 0x43
    key_f10 = 0x44
    key_f11 = 0x57
    key_f12 = 0x58
    key_space        = 0x39
    key_escape        = 0x01
    key_enter        = 0x1c
    key_tab          = 0x0f
    key_back_space    = 0x0e
    key_open_braces  = 0x1a
    key_close_braces  = 0x1b
    key_comma        = 0x33
    key_period        = 0x34
    key_slash        = 0x35
    key_back_slash    = 0x2b
    key_equals        = 0x0d
    key_minus        = 0x0c
    key_semicolon    = 0x27
    key_apostrophe    = 0x28
    key_tilde        = 0x29
    key_caps_lock    = 0x3a
    key_left_shift    = 0x2a
    key_right_shift    = 0x36
    key_left_control  = 0x1d
    key_right_control  = 0x9d
    key_left_alt      = 0x38
    key_right_alt      = 0xb8
    key_left_mouse_button  = 0xe0
    key_right_mouse_button  = 0xe1
    key_middle_mouse_button = 0xe2
    key_mouse_button_4      = 0xe3
    key_mouse_button_5      = 0xe4
    key_mouse_button_6      = 0xe5
    key_mouse_button_7      = 0xe6
    key_mouse_button_8      = 0xe7
    key_mouse_scroll_up    = 0xee
    key_mouse_scroll_down  = 0xef


    # Game keys that can be checked by game_key_is_down and game_key_clicked

    gk_move_forward = 0
    gk_move_backward = 1
    gk_move_left = 2
    gk_move_right = 3
    gk_action = 4
    gk_jump = 5
    gk_attack = 6
    gk_defend = 7
    gk_equip_primary_weapon = 8
    gk_equip_secondary_weapon = 9
    gk_sheath_weapon = 10
    gk_leave = 11
    gk_zoom = 12
    gk_view_char = 13
    gk_cam_toggle = 14
    gk_character_window = 15
    gk_inventory_window = 16
    gk_party_window = 17
    gk_quests_window = 18
    gk_game_log_window = 19
    gk_view_orders = 20
    gk_order_halt = 21
    gk_order_follow = 22
    gk_order_charge = 23
    gk_order_dismount = 24
    gk_order_hold_fire_toggle = 25
    gk_order_advance = 26
    gk_order_fall_back = 27
    gk_order_stand_closer = 28
    gk_order_spread_out = 29
    gk_order_blunt_weapons_toggle = 30
    gk_everyone_hear = 31
    gk_infantry_hear = 32
    gk_archers_hear = 33
    gk_cavalry_hear = 34
    gk_reverse_order_group = 35
    gk_quick_save = 36

    # Keys that can be caught by the trigger


    key_7            = 0x08
    key_8            = 0x09
    key_9            = 0x0a
    key_0            = 0x0b
    key_minus        = 0x0c
    key_equals      = 0x0d
    key_backspace    = 0x0e
    key_up          = 0xc8
    key_down        = 0xd0
    key_left        = 0xcb
    key_right        = 0xcd

    #trigger positions
    #------------------------------------------------------
    trigger_check_pos = 0
    trigger_delay_pos = 1
    trigger_rearm_pos = 2
    trigger_conditions_pos = 3
    trigger_consequences_pos = 4

    header_troops.py:
    tf_male          = 0
    tf_female        = 1
    tf_undead        = 2
    troop_type_mask  = 0x0000000f
    tf_hero              = 0x00000010
    tf_inactive          = 0x00000020
    tf_unkillable        = 0x00000040
    tf_allways_fall_dead = 0x00000080
    tf_no_capture_alive  = 0x00000100
    tf_mounted          = 0x00000400 #Troop's movement speed on map is determined by riding skill.
    tf_is_merchant      = 0x00001000 #When set, troop does not equip stuff he owns
    tf_randomize_face    = 0x00008000 #randomize face at the beginning of the game.

    tf_guarantee_boots            = 0x00100000
    tf_guarantee_armor            = 0x00200000
    tf_guarantee_helmet          = 0x00400000
    tf_guarantee_gloves          = 0x00800000
    tf_guarantee_horse            = 0x01000000
    tf_guarantee_shield          = 0x02000000
    tf_guarantee_ranged          = 0x04000000
    tf_unmoveable_in_party_window = 0x10000000

    # Character attributes...
    ca_strength    = 0
    ca_agility      = 1
    ca_intelligence = 2
    ca_charisma    = 3

    wpt_one_handed_weapon = 0
    wpt_two_handed_weapon = 1
    wpt_polearm          = 2
    wpt_archery          = 3
    wpt_crossbow          = 4
    wpt_throwing          = 5
    wpt_firearm          = 6


    #personality modifiers:
    # courage 8 means neutral
    courage_4  = 0x0004
    courage_5  = 0x0005
    courage_6  = 0x0006
    courage_7  = 0x0007
    courage_8  = 0x0008
    courage_9  = 0x0009
    courage_10 = 0x000A
    courage_11 = 0x000B
    courage_12 = 0x000C
    courage_13 = 0x000D
    courage_14 = 0x000E
    courage_15 = 0x000F

    aggresiveness_1  = 0x0010
    aggresiveness_2  = 0x0020
    aggresiveness_3  = 0x0030
    aggresiveness_4  = 0x0040
    aggresiveness_5  = 0x0050
    aggresiveness_6  = 0x0060
    aggresiveness_7  = 0x0070
    aggresiveness_8  = 0x0080
    aggresiveness_9  = 0x0090
    aggresiveness_10 = 0x00A0
    aggresiveness_11 = 0x00B0
    aggresiveness_12 = 0x00C0
    aggresiveness_13 = 0x00D0
    aggresiveness_14 = 0x00E0
    aggresiveness_15 = 0x00F0

    is_bandit        = 0x0100
    #-----------------------------------
    #these also in sentences.py
    tsf_site_id_mask = 0x0000ffff
    tsf_entry_mask  = 0x00ff0000
    tsf_entry_bits  = 16







    Buziah 说:
    Doggy 说:
    itp_type_one_handed_wpn - classifies the item as a 2-handed weapon

    o_O THAT makes sense...

    Need to fix this one line, but good idea overall lol :smile:

    Thanks  :oops:


    Also, I'm going to assume that people don't mind the hashes attached to the end--if it gets too messy, I'll change it, but at least this way we get the entire list in there.  If anyone wants to be responsible for all the flags in one header...I'll give you my first-born child?
  5. Doggy

    List Of Tuple Flag Definitions

    Part III:

    header_parties.py:
    pf_icon_mask
    pf_disabled
    pf_is_ship
    pf_is_static

    pf_label_small
    pf_label_medium
    pf_label_large

    pf_always_visible - This flag is what makes villages, castle's and towns always visible on the worldmap. If you want a party that is always visible use this flag. Otherwise the player only sees that party within spotting range(can be used to hide villages and the like).
    pf_default_behavior
    pf_auto_remove_in_town
    pf_quest_party
    pf_no_label
    pf_limit_members
    pf_hide_defenders - Doesn't show garrison numbers on the map
    pf_show_faction- Show the faction name of a party(without this flag the party will appear like looters and manhunters)

    pf_carry_goods_bits
    pf_carry_gold_bits
    pf_carry_gold_multiplier
    pf_carry_goods_mask
    pf_carry_gold_mask

    pmf_is_prisoner - Turns selected troop into a prisoner

    no_faction

    ai_bhvr_hold
    ai_bhvr_travel_to_party
    ai_bhvr_patrol_location
    ai_bhvr_patrol_party
    ai_bhvr_attack_party
    ai_bhvr_avoid_party
    ai_bhvr_travel_to_point
    ai_bhvr_negotiate_party
    ai_bhvr_in_town
    ai_bhvr_travel_to_ship
    ai_bhvr_escort_party
    ai_bhvr_driven_by_party

    player_loot_share
    hero_loot_share

    courage_4 - extremely cowardly, will run away from much smaller enemy parties.
    courage_5
    courage_6
    courage_7
    courage_8 - neutral
    courage_9
    courage_10
    courage_11
    courage_12
    courage_13
    courage_14
    courage_15 - extremely brave, will be willing to fight much larger enemy parties

    aggressiveness_0 - un-aggressive, will never actively attack another party.
    aggressiveness_1
    aggressiveness_2
    aggressiveness_3
    aggressiveness_4
    aggressiveness_5
    aggressiveness_6
    aggressiveness_7
    aggressiveness_8
    aggressiveness_9
    aggressiveness_10
    aggressiveness_11
    aggressiveness_12
    aggressiveness_13
    aggressiveness_14
    aggressiveness_15 - extremely aggressive

    banditness

    soldier_personality = aggressiveness_8 | courage_9  - preset personality for war parties, preset personalities can be reset by editing after the "="
    merchant_personality = aggressiveness_0 | courage_7  -
    escorted_merchant_personality = aggressiveness_0 | courage_11
    bandit_personality  = aggressiveness_3 | courage_8 | banditness  - preset personality for bandit parties

    header_presentations.py:

    tf_left_align            = 0x00000004
    tf_right_align          = 0x00000008
    tf_center_justify        = 0x00000010
    tf_double_space          = 0x00000800
    tf_vertical_align_center = 0x00001000
    tf_scrollable            = 0x00002000

    prsntf_read_only        = 0x00000001

    header_quests.py:

    qf_show_progression      = 0x00000001
    qf_random_quest          = 0x00000002

    header_scene_props.py:

    sokf_type_container        = 0x00000005
    sokf_type_ai_limiter      = 0x00000008
    sokf_type_barrier          = 0x00000009
    sokf_type_barrier_leave    = 0x0000000a
    sokf_type_mask            = 0x000000FF
    sokf_add_fire              = 0x00000100
    sokf_add_smoke            = 0x00000200
    sokf_add_light            = 0x00000400
    sokf_place_at_origin      = 0x00001000
    sokf_dynamic              = 0x00002000
    sokf_invisible            = 0x00004000
    sokf_destructible          = 0x00008000
    sokf_moveable              = 0x00010000

    spbf_hit_points_mask      = 0x000000FF
    spbf_hit_points_bits      = 20


    #Animation Mode

    spanim_linear              = 0
    spanim_loop_linear        = 4

    header_scenes.py:
    -----Yay again for pretty good explanations within the file!-------
    scene_name_pos = 0
    passages_pos = 8

    #flags
    sf_indoors          = 0x00000001  - The scene shouldn't have a skybox and lighting by sun.
    sf_force_skybox      = 0x00000002  - Force adding a skybox even if indoors flag is set.
    sf_generate          = 0x00000100  - Generate terrain by terrain-generator
    sf_randomize        = 0x00000200  - Randomize terrain generator key
    sf_auto_entry_points = 0x00000400  - Automatically create entry points

    header_skills.py:
    --------These flags below seem to refer to the base attributes of a skill.  I believe that sf_effects_party means the skill has a party-wide effect (like wound treatment) rather than an individual effect (like powerstrike).  sf_inactive is an attribute that modders can use to disable the hard-coded skills (which are found in a list in the module_skills.py file)----------------------------

    sf_base_att_str
    sf_base_att_agi
    sf_base_att_int
    sf_base_att_cha
    sf_effects_party
    sf_inactive


    --------These flags below seem to refer to specific character skills without being tied to the level of the skill.  Reserved skills are skills unused by native and can be easily modded by modders.  From the placement, I'm guessing that charisma affects reserved skills 1-5, intelligence affects reserved skills 6-10, agility affects skills 11-15, and strength affects skills 16-20.  Reserved skill 5 is the skill currently known in game as persuasion-----------

    skl_trade
    skl_leadership
    skl_prisoner_management
    skl_reserved_1
    skl_reserved_2
    skl_reserved_3
    skl_reserved_4
    skl_reserved_5
    skl_engineer
    skl_first_aid
    skl_surgery
    skl_wound_treatment
    skl_inventory_management
    skl_spotting
    skl_pathfinding
    skl_tactics
    skl_tracking
    skl_trainer
    skl_reserved_6
    skl_reserved_7
    skl_reserved_8
    skl_reserved_9
    skl_reserved_10
    skl_horse_archery
    skl_riding
    skl_athletics
    skl_shield
    skl_weapon_master
    skl_reserved_11
    skl_reserved_12
    skl_reserved_13
    skl_reserved_14
    skl_reserved_15
    skl_power_draw
    skl_power_throw
    skl_power_strike
    skl_ironflesh
    skl_reserved_16
    skl_reserved_17
    skl_reserved_18
    skl_reserved_19
    skl_reserved_20


    --------Everything Below I believe refers to a character knowing a specific level of a skill.  For example, knows_trade_3 means the character knows level 3 of the trade skill.-------------

    knows_trade_1
    knows_trade_2
    knows_trade_3
    knows_trade_4
    knows_trade_5
    knows_trade_6
    knows_trade_7
    knows_trade_8
    knows_trade_9
    knows_trade_10
    knows_leadership_1
    knows_leadership_2
    knows_leadership_3
    knows_leadership_4
    knows_leadership_5
    knows_leadership_6
    knows_leadership_7
    knows_leadership_8
    knows_leadership_9
    knows_leadership_10
    knows_prisoner_management_1
    knows_prisoner_management_2
    knows_prisoner_management_3
    knows_prisoner_management_4
    knows_prisoner_management_5
    knows_prisoner_management_6
    knows_prisoner_management_7
    knows_prisoner_management_8
    knows_prisoner_management_9
    knows_prisoner_management_10
    knows_reserved_1_1
    knows_reserved_1_2
    knows_reserved_1_3
    knows_reserved_1_4
    knows_reserved_1_5
    knows_reserved_1_6
    knows_reserved_1_7
    knows_reserved_1_8
    knows_reserved_1_9
    knows_reserved_1_10
    knows_reserved_2_1
    knows_reserved_2_2
    knows_reserved_2_3
    knows_reserved_2_4
    knows_reserved_2_5
    knows_reserved_2_6
    knows_reserved_2_7
    knows_reserved_2_8
    knows_reserved_2_9
    knows_reserved_2_10
    knows_reserved_3_1
    knows_reserved_3_2
    knows_reserved_3_3
    knows_reserved_3_4
    knows_reserved_3_5
    knows_reserved_3_6
    knows_reserved_3_7
    knows_reserved_3_8
    knows_reserved_3_9
    knows_reserved_3_10
    knows_reserved_4_1
    knows_reserved_4_2
    knows_reserved_4_3
    knows_reserved_4_4
    knows_reserved_4_5
    knows_reserved_4_6
    knows_reserved_4_7
    knows_reserved_4_8
    knows_reserved_4_9
    knows_reserved_4_10
    knows_reserved_5_1
    knows_reserved_5_2
    knows_reserved_5_3
    knows_reserved_5_4
    knows_reserved_5_5
    knows_reserved_5_6
    knows_reserved_5_7
    knows_reserved_5_8
    knows_reserved_5_9
    knows_reserved_5_10
    knows_engineer_1
    knows_engineer_2
    knows_engineer_3
    knows_engineer_4
    knows_engineer_5
    knows_engineer_6
    knows_engineer_7
    knows_engineer_8
    knows_engineer_9
    knows_engineer_10
    knows_first_aid_1
    knows_first_aid_2
    knows_first_aid_3
    knows_first_aid_4
    knows_first_aid_5
    knows_first_aid_6
    knows_first_aid_7
    knows_first_aid_8
    knows_first_aid_9
    knows_first_aid_10
    knows_surgery_1
    knows_surgery_2
    knows_surgery_3
    knows_surgery_4
    knows_surgery_5
    knows_surgery_6
    knows_surgery_7
    knows_surgery_8
    knows_surgery_9
    knows_surgery_10
    knows_wound_treatment_1
    knows_wound_treatment_2
    knows_wound_treatment_3
    knows_wound_treatment_4
    knows_wound_treatment_5
    knows_wound_treatment_6
    knows_wound_treatment_7
    knows_wound_treatment_8
    knows_wound_treatment_9
    knows_wound_treatment_10
    knows_inventory_management_1
    knows_inventory_management_2
    knows_inventory_management_3
    knows_inventory_management_4
    knows_inventory_management_5
    knows_inventory_management_6
    knows_inventory_management_7
    knows_inventory_management_8
    knows_inventory_management_9
    knows_inventory_management_10
    knows_spotting_1
    knows_spotting_2
    knows_spotting_3
    knows_spotting_4
    knows_spotting_5
    knows_spotting_6
    knows_spotting_7
    knows_spotting_8
    knows_spotting_9
    knows_spotting_10
    knows_pathfinding_1
    knows_pathfinding_2
    knows_pathfinding_3
    knows_pathfinding_4
    knows_pathfinding_5
    knows_pathfinding_6
    knows_pathfinding_7
    knows_pathfinding_8
    knows_pathfinding_9
    knows_pathfinding_10
    knows_tactics_1
    knows_tactics_2
    knows_tactics_3
    knows_tactics_4
    knows_tactics_5
    knows_tactics_6
    knows_tactics_7
    knows_tactics_8
    knows_tactics_9
    knows_tactics_10
    knows_tracking_1
    knows_tracking_2
    knows_tracking_3
    knows_tracking_4
    knows_tracking_5
    knows_tracking_6
    knows_tracking_7
    knows_tracking_8
    knows_tracking_9
    knows_tracking_10
    knows_trainer_1
    knows_trainer_2
    knows_trainer_3
    knows_trainer_4
    knows_trainer_5
    knows_trainer_6
    knows_trainer_7
    knows_trainer_8
    knows_trainer_9
    knows_trainer_10
    knows_reserved_6_1
    knows_reserved_6_2
    knows_reserved_6_3
    knows_reserved_6_4
    knows_reserved_6_5
    knows_reserved_6_6
    knows_reserved_6_7
    knows_reserved_6_8
    knows_reserved_6_9
    knows_reserved_6_10
    knows_reserved_7_1
    knows_reserved_7_2
    knows_reserved_7_3
    knows_reserved_7_4
    knows_reserved_7_5
    knows_reserved_7_6
    knows_reserved_7_7
    knows_reserved_7_8
    knows_reserved_7_9
    knows_reserved_7_10
    knows_reserved_8_1
    knows_reserved_8_2
    knows_reserved_8_3
    knows_reserved_8_4
    knows_reserved_8_5
    knows_reserved_8_6
    knows_reserved_8_7
    knows_reserved_8_8
    knows_reserved_8_9
    knows_reserved_8_10
    knows_reserved_9_1
    knows_reserved_9_2
    knows_reserved_9_3
    knows_reserved_9_4
    knows_reserved_9_5
    knows_reserved_9_6
    knows_reserved_9_7
    knows_reserved_9_8
    knows_reserved_9_9
    knows_reserved_9_10
    knows_reserved_10_1
    knows_reserved_10_2
    knows_reserved_10_3
    knows_reserved_10_4
    knows_reserved_10_5
    knows_reserved_10_6
    knows_reserved_10_7
    knows_reserved_10_8
    knows_reserved_10_9
    knows_reserved_10_10
    knows_horse_archery_1
    knows_horse_archery_2
    knows_horse_archery_3
    knows_horse_archery_4
    knows_horse_archery_5
    knows_horse_archery_6
    knows_horse_archery_7
    knows_horse_archery_8
    knows_horse_archery_9
    knows_horse_archery_10
    knows_riding_1
    knows_riding_2
    knows_riding_3
    knows_riding_4
    knows_riding_5
    knows_riding_6
    knows_riding_7
    knows_riding_8
    knows_riding_9
    knows_riding_10
    knows_athletics_1
    knows_athletics_2
    knows_athletics_3
    knows_athletics_4
    knows_athletics_5
    knows_athletics_6
    knows_athletics_7
    knows_athletics_8
    knows_athletics_9
    knows_athletics_10
    knows_shield_1
    knows_shield_2
    knows_shield_3
    knows_shield_4
    knows_shield_5
    knows_shield_6
    knows_shield_7
    knows_shield_8
    knows_shield_9
    knows_shield_10
    knows_weapon_master_1
    knows_weapon_master_2
    knows_weapon_master_3
    knows_weapon_master_4
    knows_weapon_master_5
    knows_weapon_master_6
    knows_weapon_master_7
    knows_weapon_master_8
    knows_weapon_master_9
    knows_weapon_master_10
    knows_reserved_11_1
    knows_reserved_11_2
    knows_reserved_11_3
    knows_reserved_11_4
    knows_reserved_11_5
    knows_reserved_11_6
    knows_reserved_11_7
    knows_reserved_11_8
    knows_reserved_11_9
    knows_reserved_11_10
    knows_reserved_12_1
    knows_reserved_12_2
    knows_reserved_12_3
    knows_reserved_12_4
    knows_reserved_12_5
    knows_reserved_12_6
    knows_reserved_12_7
    knows_reserved_12_8
    knows_reserved_12_9
    knows_reserved_12_10
    knows_reserved_13_1
    knows_reserved_13_2
    knows_reserved_13_3
    knows_reserved_13_4
    knows_reserved_13_5
    knows_reserved_13_6
    knows_reserved_13_7
    knows_reserved_13_8
    knows_reserved_13_9
    knows_reserved_13_10
    knows_reserved_14_1
    knows_reserved_14_2
    knows_reserved_14_3
    knows_reserved_14_4
    knows_reserved_14_5
    knows_reserved_14_6
    knows_reserved_14_7
    knows_reserved_14_8
    knows_reserved_14_9
    knows_reserved_14_10
    knows_reserved_15_1
    knows_reserved_15_2
    knows_reserved_15_3
    knows_reserved_15_4
    knows_reserved_15_5
    knows_reserved_15_6
    knows_reserved_15_7
    knows_reserved_15_8
    knows_reserved_15_9
    knows_reserved_15_10
    knows_power_draw_1
    knows_power_draw_2
    knows_power_draw_3
    knows_power_draw_4
    knows_power_draw_5
    knows_power_draw_6
    knows_power_draw_7
    knows_power_draw_8
    knows_power_draw_9
    knows_power_draw_10
    knows_power_throw_1
    knows_power_throw_2
    knows_power_throw_3
    knows_power_throw_4
    knows_power_throw_5
    knows_power_throw_6
    knows_power_throw_7
    knows_power_throw_8
    knows_power_throw_9
    knows_power_throw_10
    knows_power_strike_1
    knows_power_strike_2
    knows_power_strike_3
    knows_power_strike_4
    knows_power_strike_5
    knows_power_strike_6
    knows_power_strike_7
    knows_power_strike_8
    knows_power_strike_9
    knows_power_strike_10
    knows_ironflesh_1
    knows_ironflesh_2
    knows_ironflesh_3
    knows_ironflesh_4
    knows_ironflesh_5
    knows_ironflesh_6
    knows_ironflesh_7
    knows_ironflesh_8
    knows_ironflesh_9
    knows_ironflesh_10
    knows_reserved_16_1
    knows_reserved_16_2
    knows_reserved_16_3
    knows_reserved_16_4
    knows_reserved_16_5
    knows_reserved_16_6
    knows_reserved_16_7
    knows_reserved_16_8
    knows_reserved_16_9
    knows_reserved_16_10
    knows_reserved_17_1
    knows_reserved_17_2
    knows_reserved_17_3
    knows_reserved_17_4
    knows_reserved_17_5
    knows_reserved_17_6
    knows_reserved_17_7
    knows_reserved_17_8
    knows_reserved_17_9
    knows_reserved_17_10
    knows_reserved_18_1
    knows_reserved_18_2
    knows_reserved_18_3
    knows_reserved_18_4
    knows_reserved_18_5
    knows_reserved_18_6
    knows_reserved_18_7
    knows_reserved_18_8
    knows_reserved_18_9
    knows_reserved_18_10
    knows_reserved_19_1
    knows_reserved_19_2
    knows_reserved_19_3
    knows_reserved_19_4
    knows_reserved_19_5
    knows_reserved_19_6
    knows_reserved_19_7
    knows_reserved_19_8
    knows_reserved_19_9
    knows_reserved_19_10
    knows_reserved_20_1
    knows_reserved_20_2
    knows_reserved_20_3
    knows_reserved_20_4
    knows_reserved_20_5
    knows_reserved_20_6
    knows_reserved_20_7
    knows_reserved_20_8
    knows_reserved_20_9
    knows_reserved_20_10

    num_skill_words = 6
  6. Doggy

    List Of Tuple Flag Definitions

    Here's part II:

    header_items.py:
    itp_type_horse - classifies the item to behave as a horse
    itp_type_one_handed_wpn - classifies the item as a 1-handed weapon
    itp_type_two_handed_wpn - classifies the item as a 2-handed weapon
    itp_type_polearm
    itp_type_arrows
    itp_type_bolts
    itp_type_shield
    itp_type_bow
    itp_type_crossbow
    itp_type_thrown
    itp_type_goods
    itp_type_head_armor
    itp_type_body_armor
    itp_type_foot_armor
    itp_type_hand_armor
    itp_type_pistol
    itp_type_musket
    itp_type_bullets
    itp_type_animal
    itp_type_book

    itp_attach_left_item
    itp_attach_left_hand
    itp_attach_forearm
    itp_attach_armature

    itp_unique - keeps the item out of loot and merchant trade tables
    itp_always_loot
    itp_no_parry - prevents the item from being able to block
    itp_spear
    itp_merchandise
    itp_wooden_attack
    itp_wooden_parry
    itp_food

    itp_cant_reload_on_horseback - can't reload item on horseback
    itp_two_handed - item requires 2 hands to wield
    itp_primary
    itp_secondary
    itp_covers_legs
    itp_doesnt_cover_hair
    itp_consumable
    itp_bonus_against_shield
    itp_penalty_with_shield
    itp_cant_use_on_horseback
    itp_civilian
    itp_fit_to_head
    itp_covers_head

    #equipment slots
    ek_item_0 = 0
    ek_item_1 = 1
    ek_item_2 = 2
    ek_item_3 = 3
    ek_head  = 4
    ek_body  = 5
    ek_foot  = 6
    ek_gloves = 7
    ek_horse  = 8
    ek_food  = 9

    max_inventory_items = 64
    num_equipment_kinds = ek_food + 1
    num_weapon_proficiencies = 7

    #damage types:
    cut    = 0
    pierce = 1
    blunt  = 2

    ibf_armor_mask          = 0x00000000000000000000000ff
    ibf_damage_mask          = 0x00000000000000000000003ff
    ibf_10bit_mask          = 0x00000000000000000000003ff

    ibf_head_armor_bits      = 0
    ibf_body_armor_bits      = 8
    ibf_leg_armor_bits      = 16
    ibf_weight_bits          = 24
    ibf_difficulty_bits      = 32

    ibf_hitpoints_mask      = 0x0000ffff
    ibf_hitpoints_bits      = 40

    iwf_swing_damage_bits      = 50
    iwf_swing_damage_type_bits  = 58
    iwf_thrust_damage_bits      = 60
    iwf_thrust_damage_type_bits = 68
    iwf_weapon_length_bits      = 70
    iwf_speed_rating_bits      = 80
    iwf_shoot_speed_bits        = 90

    iwf_max_ammo_bits          = 100 # use this for shield endurance too?
    iwf_abundance_bits          = 110
    iwf_accuracy_bits          = 16  #reuse leg_armor for accuracy 

    iwf_damage_type_bits = 8

    --------I believe the below refer to animations?  Somebody please correct me?-------------

    itcf_thrust_onehanded
    itcf_overswing_onehanded
    itcf_slashright_onehanded
    itcf_slashleft_onehanded

    itcf_thrust_twohanded
    itcf_overswing_twohanded
    itcf_slashright_twohanded
    itcf_slashleft_twohanded

    itcf_thrust_polearm
    itcf_overswing_polearm
    itcf_slashright_polearm
    itcf_slashleft_polearm

    itcf_shoot_bow
    itcf_shoot_javelin
    itcf_shoot_crossbow

    itcf_throw_stone
    itcf_throw_knife
    itcf_throw_axe
    itcf_throw_javelin
    itcf_shoot_pistol
    itcf_shoot_musket
    itcf_shoot_mask

    itcf_horseback_thrust_onehanded
    itcf_horseback_overswing_right_onehanded
    itcf_horseback_overswing_left_onehanded
    itcf_horseback_slashright_onehanded
    itcf_horseback_slashleft_onehanded
    itcf_thrust_onehanded_lance
    itcf_thrust_onehanded_lance_horseback

    itcf_carry_mask
    itcf_carry_sword_left_hip
    itcf_carry_axe_left_hip
    itcf_carry_dagger_front_left
    itcf_carry_dagger_front_right
    itcf_carry_quiver_front_right
    itcf_carry_quiver_back_right
    itcf_carry_quiver_right_vertical
    itcf_carry_quiver_back
    itcf_carry_revolver_right
    itcf_carry_pistol_front_left
    itcf_carry_bowcase_left
    itcf_carry_mace_left_hip

    itcf_carry_axe_back
    itcf_carry_sword_back
    itcf_carry_kite_shield
    itcf_carry_round_shield
    itcf_carry_buckler_left
    itcf_carry_crossbow_back
    itcf_carry_bow_back
    itcf_carry_spear
    itcf_carry_board_shield

    itcf_carry_katana
    itcf_carry_wakizashi

    itcf_show_holster_when_drawn

    itcf_reload_pistol
    itcf_reload_musket
    itcf_reload_mask

    itcf_parry_forward_onehanded
    itcf_parry_up_onehanded
    itcf_parry_right_onehanded
    itcf_parry_left_onehanded

    itcf_parry_forward_twohanded
    itcf_parry_up_twohanded
    itcf_parry_right_twohanded
    itcf_parry_left_twohanded

    itcf_parry_forward_polearm
    itcf_parry_up_polearm
    itcf_parry_right_polearm
    itcf_parry_left_polearm

    itcf_force_64_bits
    header_map_icons.py:
    mcn_no_shadow      = 0x00000001
    header_meshes.py:
    render_order_plus_1 = 0x00000001
    header_mission_templates.py:
    aif_group_bits    = 0
    aif_group_mask    = 0xF
    aif_start_alarmed = 0x00000010

    grc_infantry = 0
    grc_archers  = 1
    grc_cavalry  = 2
    grc_heroes  = 3
    grc_everyone = 10

    mordr_hold = 0
    mordr_follow = 1
    mordr_charge = 2
    mordr_mount = 3
    mordr_dismount = 4
    mordr_advance = 5
    mordr_fall_back = 6
    mordr_stand_closer = 7
    mordr_spread_out = 8
    mordr_use_blunt_weapons = 9
    mordr_use_any_weapon = 10
    mordr_stand_ground = 11
    mordr_hold_fire = 12
    mordr_fire_at_will = 13

    rordr_free = 0
    rordr_mount = 1
    rordr_dismount = 2

    wordr_use_any_weapon = 0
    wordr_use_blunt_weapons = 1

    aordr_fire_at_will      = 0
    aordr_hold_your_fire    = 1

    # Agent AI Simple Behaviors
    aisb_hold = 0
    aisb_go_to_pos = 1
    aisb_mount = 2
    aisb_dismount = 3
    aisb_melee = 4
    aisb_ranged = 5
    aisb_ranged_horseback = 6
    aisb_charge_horseback = 7
    aisb_maneuver_horseback = 8
    aisb_flock = 9
    aisb_race = 10
    aisb_patrol = 11
    aisb_no_enemies = 12
    aisb_horse_hold = 13
    aisb_horse_run_away = 14

    # filter flags
    mtef_enemy_party        = 0x00000001
    mtef_ally_party          = 0x00000002
    mtef_scene_source        = 0x00000004
    mtef_conversation_source = 0x00000008
    mtef_visitor_source      = 0x00000010
    mtef_defenders          = 0x00000040
    mtef_attackers          = 0x00000080
    mtef_no_leader          = 0x00000100
    mtef_no_companions      = 0x00000200
    mtef_no_regulars        = 0x00000400
    #mtef_team_0              = 0x00001000
    mtef_team_0              = 0x00001000
    mtef_team_1              = 0x00002000
    mtef_team_2              = 0x00003000
    mtef_team_3              = 0x00004000
    mtef_team_4              = 0x00005000
    mtef_team_5              = 0x00006000
    mtef_team_member_2      = 0x00008000
    mtef_infantry_first      = 0x00010000
    mtef_archers_first      = 0x00020000
    mtef_cavalry_first      = 0x00040000
    mtef_reverse_order      = 0x01000000
    mtef_use_exact_number    = 0x02000000

    mtef_leader_only        = mtef_no_companions | mtef_no_regulars
    mtef_regulars_only      = mtef_no_companions | mtef_no_leader


    #alter flags
    af_override_weapons        = 0x0000000f
    af_override_weapon_0        = 0x00000001
    af_override_weapon_1        = 0x00000002
    af_override_weapon_2        = 0x00000004
    af_override_weapon_3        = 0x00000008
    af_override_head            = 0x00000010
    af_override_body            = 0x00000020
    #af_override_leg            = 0x00000040
    af_override_foot            = 0x00000040
    af_override_gloves          = 0x00000080
    af_override_horse          = 0x00000100
    af_override_fullhelm        = 0x00000200

    #af_override_hands          = 0x00000100
    af_require_civilian        = 0x10000000

    #af_override_all_but_horse  = 0x000000ff
    af_override_all_but_horse  = af_override_weapons | af_override_head | af_override_body |af_override_gloves
    af_override_all            = af_override_horse | af_override_all_but_horse
    af_override_everything      = af_override_all | af_override_foot


    requires_third_party = 0x00000001

    #mission template flags. also in mission_template.h
    #use only the lower 12 bits. Upper 20 is taken up by xsize and ysize.
    mtf_arena_fight        = 0x00000001 #identify enemies through team_no
    mtf_team_fight          = 0x00000001 #identify enemies through team_no
    mtf_battle_mode        = 0x00000002 #No inventory access
    mtf_commit_casualties  = 0x00000010
    mtf_no_blood            = 0x00000100



    max_size = 1023
    xsize_bits = 12
    ysize_bits = 22

    #Mission result flags. also in mission.h
    mc_loot                = 0x0001
    mc_imprison_unconscious = 0x0002

    header_mission_types.py:

    leave_wo_battle = 0
    leave_during_battle = 1
    cancel_attack = 2
    speak = 3
    intend_battle = 4
    cancel_reinforce = 5
    surrender = 6
    stay_back = 7
    charge = 8
    stay_back_with_ally = 9
    charge_with_ally = 10

    header_music.py:

    mtf_culture_1                          = 0x00000001
    mtf_culture_2                          = 0x00000002
    mtf_culture_3                          = 0x00000004
    mtf_culture_4                          = 0x00000008
    mtf_culture_5                          = 0x00000010
    mtf_culture_6                          = 0x00000020
    mtf_culture_all                        = 0x0000003F

    mtf_looping                            = 0x00000040
    mtf_start_immediately                  = 0x00000080
    mtf_persist_until_finished            = 0x00000100

    mtf_sit_tavern                        = 0x00000200
    mtf_sit_fight                          = 0x00000400
    mtf_sit_ambushed                      = 0x00001000
    mtf_sit_town                          = 0x00002000
    mtf_sit_town_infiltrate                = 0x00004000
    mtf_sit_killed                        = 0x00008000
    mtf_sit_travel                        = 0x00010000
    mtf_sit_arena                          = 0x00020000
    mtf_sit_siege                          = 0x00040000
    mtf_sit_night                          = 0x00080000
    mtf_sit_day                            = 0x00100000
    mtf_sit_encounter_hostile              = 0x00200000
    mtf_sit_main_title                    = 0x00400000
    mtf_sit_victorious                    = 0x00800000
    mtf_module_track                      = 0x10000000 ##set this flag for tracks placed under module folder

    header_operations.py:

    (At a quick scan, this file actually has pretty good explanations, so I'll hold off adding it for a while

    header_particle_systems.py:

    psf_always_emit        = 0x0000000002
    psf_global_emit_dir    = 0x0000000010
    psf_emit_at_water_level = 0x0000000020
    psf_billboard_2d        = 0x0000000100 # up_vec = dir, front rotated towards camera
    psf_billboard_3d        = 0x0000000200 # front_vec point to camera.
    psf_billboard_drop      = 0x0000000300
    psf_turn_to_velocity    = 0x0000000400
    psf_randomize_rotation  = 0x0000001000
    psf_randomize_size      = 0x0000002000
    psf_2d_turbulance      = 0x0000010000
  7. Doggy

    List Of Tuple Flag Definitions

    ------Update 10/15/2009-------I've finished copying and pasting all the flags, and will now begin the long slow process of filling out a definition for each-------Also, Apparently there's a character limit per post, so I'm going to reserve a few posts and spread out the definitions.  There are...
  8. Doggy

    Please fill the feedback, reply this topic :D (for the 3rd version)

    Report form:

    Survey
    Game days: 134

    Have you cheated: yes, 4-5000 denars total here and there when I was feeling too lazy to fight looters with a minimal squad to steal bullets, 10-15 low level troops upgraded total here and there to free up space so I could avoid arm troops bug.

    Faction you are in: KMT local

    Centers number you are holding:Reyvadin, Alburq Castle, Epeshe, hopefully Wercheg (if Graveth decides to grant it to me).

    Military forces you have: about 550, mostly (180ish) npla sergeants, about 35 npla officers, 80-100 big sword and vet big swords, 40ish machinegunners of all Chinese factions and local puppet (I haven't trained my own mgs yet), 5 generals (NPLA, 8RA, and PA), around 20 NPLA elite cavalry, 10 NPLA surgeons, 2 radiomen, 5 npc heroes (all chosen to minimize conflicts), assorted lower level riflemen.  My current party makeup is based on what I plan to do (raid, campaign, train, siege, defend, administrate).

    Other factions military forces: Almost all mechanics come from other factions, most mgs out of faction, an additional 20 civilian officers, and 10 8RA officers, assorted low level and veteran/sergeant riflemen and medics out of faction (mostly 8RA).

    Army
    Where did you get the soldiers: Recruited/Trained/Armed the vast majority of npla sergeants, officers, and big swords (mostly not from my fiefs).  30-40ish recruited and reorganized from bandits.  All medics, cavalry, and mgs (in and out of faction) rescued after battles, though most were trained up by me, and some armed by me.  Puppet officers, generals, medics, and mgs recruited directly from prisoners, some trained by me.  Several troops recruited from taverns (especially craftsmen, doctors, and radiomen).

    Do you use "arm soldier" frequently: All the time--riflemen and mgs are the most consistent, and thus most reliable force on the battlefield, and it's easier to arm them than to constantly search out prisoner-full parties.  I use big sword squads only for sieges--much more disposable (considering the prohibitive cost of ammunition) plus the cluster nades are nice.  Too likely to nade my precious riflemen on the battlefield, or to just get run over by mgs, cavalry, and jap. grenadiers.

    How often do you manufacture weapons: Now that I have workshops, pretty much constantly--it's cheap (100ish silver a day?) and it's consistent, and it's easier to arm troops this way.

    Which weapons do you order most: Ammunition, then muskets (only if I'm too far away to supply rifles myself--muskets and rifles are way cheaper and easier to pick up than ammunition), when I get my city armory up, it'll be mgs.

    The troops you find most helpful: mgs (duh), medics (lifesavers, plus party bonuses), generals (admin effects, party bonuses, training), officers (training), local guides (party bonuses).

    How do you feel about the auto recruit: I got it to work a little bit with another game I played when I was Japanese rebel faction(!).  It hasn't seemed to work with my current fiefs--is the recruitment tied to prosperity?  Then again, my prosperity is quite high (60's-80's) and my public order is too (70's).  However, my relations are low (-5 to -8 thanks mostly to curfew and my own stinginess) and I know native's recruitment strength is based on relations.

    how do you feel about the weaponry system: AWESOME, especially from a gameplay angle.  A few issues other than the message I sent you about casualty rates, and the aoe collision bug.

    1. I don't know about the detailed economics of the time (so correct me if I'm wrong), but I imagine that the actual rifles and smgs should have cost considerably more than the ammunition itself.  I understand the balance issues behind why you make ammunition more expensive, because ammo in M&B doesn't dwindle.  But it seems rather unlikely to pick up 20 or 30 well-made rifles but very little ammo after a battle.  It's even more disconcerting to have a good quality rifle be much cheaper in store than ammo, especially since you can manufacture enough ammunition to arm 15ish soldiers at just 80ish silver a day, when it'd cost you at least several hundred to arm one manually.  Is it possible to make rifles considerably more expensive and cheapen ammo by either a) considerably increasing weekly upkeep (to approximate the cost of replacing ammo) or b) make ammo dwindle, much like food dwindles?  Is it possible to put it in the food category?  This way, you have to keep buying ammo, though ammo would be much cheaper and widely available, while weapons become less common and more expensive.

    2. Have you seen the shield bash script from mirathei and zaro?  I feel like that script and animation can be implemented (by just changing shields to all guns and bayonets) to knockback enemies with rifle-butts (you already let us block with guns :grin:) to add more to hand-to-hand.

    3. Have you seen the morale script from chel?  Since most battles aren't fought to the death, and a solid line is essential for mgs and riflemen, This could be an interesting addition to battlefield tactics.

    New buildings
    Which are the useful buildings you think: Camps, Tier 3 and up Workshops (due to ammunition), Radioposts (if you're not cheating), Schools/colleges, Mills, Barracks

    What do you think about the prices and building times: Very reasonable in terms of game balance.  In terms of realism, I don't know.  It'd be nice to see my officer/general in town, much as we see elders in town.

    Public order system
    How would the public orders of your centers normally be: 0-30 when I first take over, usually around 70ish when I lift curfew.
    Did they change too fast: no, pretty good speed.

    Can you feel the influence of this system: Yes, I think.  I'm not sure what public order is tied to--does it mean I get fewer troops, longer building times, and fewer manufactured guns?  I just feel like it's something that should be raised even though I'm not sure what it does... is there any way to tie public order to how often you run into nighttime bandits (or is it already?)?

    Generally, how do you think about this version:  I like it a lot.  I really like mods that really immerse you, and you've done a good job of that.  I really like how you get us to mix up our parties especially with support troops, and I love what you've done with area of effect.  And I think you do a good job of reaching your objectives for stage 2.  Additionally, the upkeep costs are much more balanced and realistic than native M&B--money is HARD to come by, and investment choices are real--do I buy personal weapons, invest in arming soldiers, invest in a workshop, bribe a baggage officer or elder, or pay my huge upkeep?  I like having to make these choices, especially with the pressure of an ongoing war.  Native buildings are much more useful and realistic than their native counterparts as well.  I also like what you've done with persuasion and the morale system.

    However there are some gameplay problems.

    To even out my line, (because M&B spawns your battleline according to your party slots' order), I take equivalent soldiers from other factions, so all my top tier troops aren't concentrated on one flank--I'm not certain this is something you can address.

    Machineguns are overpowered for the player party (just like Swadian knights are for native M&B) because the player doesn't have troop number restrictions that npc parties have (increased upkeep cost or constant ammunition degeneration could correct for this?).  This means that with enough stockpiled mgs, a player would generally like to fill his party up with exclusively mgs (hell, I plan on doing this too).

    Speaking of ammo, the cost of ammunition makes too much of the early game (especially before you build a tier 3 workshop) a hunt for ammo.  I've resorted to making one hero npc +10 on looting and hunting bands of 30 looters with just the 2 of us in order to pick up looter's ammo.  I should rather be hunting Japanese armies for their ammo.

    As for other investment costs for troops--is there anyway to return weapons and ammo from your own troops who have died?  E.g. it makes perfect sense for you to lose dead soldiers' ammo and rifles for battles that you retreat from or lose, but if you win a battle, and you've lost a lot of men, shouldn't you get some return on that 1000 silver per soldier ammo and rifle investment?

    Speaking of balance--in native M&B, there was a real choice to spend both player and npc character points amongst personal fighting skills, party skills, and party size.  Since the use of lmgs and coehorns (both by the player and by enemies) make personal fighting skills not very useful, party skills end up being largely be covered by party npcs (who no longer have value as highly upgraded melee or range fighters), and thus party size and persuasion skill becomes the place where I consistently invest most of my points.  A suggestion would be to make certain weapons unlockable only with a certain skill, which is what you already do with first aid kits.  You could do the same with lmgs and coehorns--create new skill categories (taking out some old ones like shields, etc.) that you have to raise to a certain point to use better forms of lmgs and coehorns.  This creates incentives to reinvest in skills other than leadership and persuasion.

    Again, great job Williamberne
  9. Doggy

    Bug Report, known bugs, and UPDATE notification(Apr. 05. update)

    Oh I almost forgot a big one.

    Context: Sieges and Town Scenes

    Bug: All Area of effect weapons (shotguns, lmgs, smgs, grenades, coehorns, etc.) go right through walls.  I took down Wercheg with Big Sword Squads and myself hugging the wall and shooting through it.  In towns, I just duck behind a wall and fire in the general direction.
  10. Doggy

    Bug Report, known bugs, and UPDATE notification(Apr. 05. update)

    bug 1

    context: I had hero prisoners (King Yaroglek, Manchu General No. 5, etc.) that I stashed in my village's prisoner slot.

    bug: The prisoners remain in the prisoner slots, and I can even withdraw them and add them to the prisoner slots in my party and in towns and castles.  However, they reappear in the world map with armies of their own as if they had escaped the battle or escaped prison.

    To test this theory (that the prisoners become escaped prisoners when they get put in villages), I placed them in my town's prisoner pool.  Usually in town, if you talk with a hero prisoner, you'll get dialog options that let you stop talking (e.g. "I must take my leave", etc.).  However, talking to these prisoners, the dialog changed to the type that occurs when you meet an enemy hero in a neutral town's castle--you automatically say "I must take my leave" without getting dialog options.

    At one point, I was fighting against King Yaroglek's party with King Yaroglek in my party's prisoner pool :grin:.

    bug 2

    context: I had just received a town I conquered (as part of KMT Local) and just built improvements

    bug: Upon selecting an improvement, I got this message: "Player Name has gone from very poor to poor"--a city party appeared whose position follows my party on the map and has my character's name.  Under the locations list, it appears as a mounted player party icon, and says that it belongs to my character.  However, under character's list, it is not among the fiefs owned by my character.



    About the arming party bug
    I experimented around a bit.  I found out that whenever I had either a completely full party or a party where there are no troop slots left (party isn't full, but you can't add new troop types), this bug almost always occurred, and whenever I had free slots, the bug never occurred.  I think the bug occurs because it's trying to add troops first (while there aren't enough slots), before it takes troops away.


    Good luck Williamberne, it's looking good.

    When you get to phase 5, how about adding holidays?  E.g. May 4th and stuff--automatically improves morale?
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