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  1. morviuz

    B Native [Warband Mod]Revamped Combat/Realism Mod

    There is an animation sequence's duration for each of actor animation. Like

    ["release_overswing_twohanded", acf_overswing, amf_priority_attack|amf_use_weapon_speed|amf_play|amf_continue_to_next,
      [0.61, "attacks_twohanded_overswing", 26, 55, blend_in_release],]

    Those blue is the animation duration. for overswing there's the ready animation (where you bring your 2h weapon up), release (where you swing it from up to down), and continue (where you bring you weapon back to it's default position).
  2. morviuz

    Modding Q&A [For Quick Questions and Answers]

    I need some help.

    Is there any thread that talk about how to edit party window layout/ or how to access it in module system? I hate to talk to my companion every time i need to equip or view his stat. i just want to add 2 button that quickly take me to their equipment window and to view their stat, w/o talking to them 1st.

    I could only find (change_screen_equip_other) and etc in dialogs, and there's no code explicitly deal with it in presentation. (or i just didn't know where to look).

    I take a look at some mod that modify their party window, all i see is on_presentation_load and etc, and there's no telling what window is loaded.
  3. morviuz

    Blasphemy in Warband Native

    What Tuckles means is that you should look them in the Module System, aka, the tools to mod the game as it's in human readable language instead a block of numbers.  It's downloadable in TWorld website. Read the documentation on how to use them under the Forge thread.
  4. morviuz

    companions weapon choice

    Bratislav 说:
    nope, after some testing, Ai is broken
    i played rodoks 25 infantry vs swadians 25 cav on custom battle. And all my rodoc inf, puted out their swords, with their pikes and spears tidily on their back
    I loled so hard, watching them, die out with 2-3 kills in all :grin:
    AI seams to prefer 1h sword + sheld no matter what :/
    Which sadens me

    Happen to me too at first. So i just freaking edit their item layout and only give war spear/pike to veteran spearman, and glaive to sergeant. Edit the animation associated with those weapons (pike-itc_pike, war_spear with itc_spear, glaive to itc_cutting_spear, and walla they are a force to be reckon with. Veteran Spearmen in front, sergeant on their back.

    They can beat lighter cavalry with almost equal numbers most of the time, and heavy cavalry if they outnumber them 2 or 3 to 1 (higher will result in less casualties). They beat lower tier infantry easily, but mostly got their ass handed down against most top tier infantry wielding sword/axes (or win with heavy 3/4 casualties), and huscarls  just brushed them aside with little effort (might killed 3-5 on equal numbers).

    They only setback is they always hugface their target even if they have a longer reaching pike, and stand ground command would just break their formation 90% of the time (hoping these get fixed), which is bad for spearman who only function effectively en masse.

  5. morviuz

    Blasphemy in Warband Native

    This should be enabled in the launcher menu.
  6. morviuz

    B Native [Warband Mod]Revamped Combat/Realism Mod

    Hello there, great to see this thread.

    For me, the most important aspect that is lacking in discussion and not properly addressed is the AI aspect of the game. There's an abundance of mods out there that deals with graphics, new troops, new items, but so very few of them actually addressed the AI especially the Battle AI.

    I can do away with not up to date graphic/model, but not the core game mechanic.

    Hope to see more AI enhancement discoveries/code snippets from the many of our greatest modders out there. Find a viable way to make the AI at least put up a challenge instead of making things harder for the player (wages etc), which can be overcome easily given some time. But better AI adaptibility means thing would be as bit as challenging as when you start out to when you have a larger armies.

    The formrank kit and some mods have already implement some AI enhancing code,  I guess it's a good place to start experimenting with coding and scripting AIs.

    Kudos to all of the modders :smile: !!
  7. morviuz

    "82 little tweaks" and item adding mods compat with Warband?

    XD. Oo yeah definitely overlook it as i was skimming the forum too fast :grin:. Thanks
  8. morviuz

    "82 little tweaks" and item adding mods compat with Warband?

    Yes it does. Tho u need to do it with the module system so as not to cause any compatibility.

    I have done some like cattle movement, party size & its report, morale & its report and etc, tho all of it through the module system. Tho u need to apply it in every patch that comes out. ( i list my change and copy the specific changed code, so for every patch, i just paste it over if it havent change all that much).

    What i'm trying to do now is to see if we can specifically control combat AI/NPC behaviour through scripting. Some mods out there can do it with varying success so i guess it's not all that impossible.

    Edit: For prisoner price all i see is it's fixed at 50 per person no matter their troop level/tier. Tho the code is there, the return result is what the initial var is set , and that is at 50. So u need to add some code to make it works by troop lvl/tier
  9. morviuz

    Got Some Question

    I'v got some question after playing around with warband. Is there a mod out there that addressed new troop commands in battle map? The stock command is too limited. It'll be very satisfied to see a new formation like square, wedge, from spear wall etc, or wasnt this moddable? Battle AI - is it...
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