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  • 用户:raowyn
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  1. [AI] fight at weapon's optimum distance

    As far as I found, this was only touched upon here- sorta: http://forums.taleworlds.com/index.php/topic,4328.0.html It seems AIs with a melee weapon try to close to 1 inch away from whomever they're attacking. As a result of that, they're too far inside their weapon's optimum range and are...
  2. PYTHON SCRIPT/SCHEME EXCHANGE

    YAY I finally got registered. Been busily coding away a few different things, and wanted to post everything as a reference for anybody that wanted to look. A lot of the credit goes to Magelord, at least indirectly, for the 83 tweaks thread. I took a lot of those ideas and rendered them .py. Changelog + link to my .py files below. Last note: within the .py files, you can search for these changes by searching for '#ajm' case insensitive no quotes- Every change should have one of those by it.

    Add: my first post, so YAY M&B rocks.

    ----WHOLE NEW BUNCHA HEROS----
    ------------------------------
    generic dialog for em is in module_strings
    module_scripts sets their morality n junk and ties each of em to the dialog in strings
    troops contains the new hero units
    constants has the constant declaration for ajm_companions_begin/end which is used to iterate thru them all
      inside scripts where it sets them all to use the generic dialog
    game menus to make em show up in taverns
    ------------------------------

    CONSTANTS
    >chance lords escape after being defeated in battle (this seems to affect them being captured by the player or AI's)

    DIALOGS
    >halved cost of gifts for improving relations with a lord
    >>additionally, you can buy gifts to improve your relations up to 100
    >relation changes (with NPCs and locations) are much more dramatic; each has been multiplied by 4
    >your ranks in persuasion and the days defenders have spent starving affect your chance to persuade town/castle defenders to surrender.
    >>each rank of persuasion increases your forces apparent strength by 5% when persuading the defending commander to surrender
    >>for each day the defenders spend starving (no food left), your apparent strength goes up by 50% when persuading for surrender

    ITEMS
    >tripled food units provided by all food to coincide with food changes in food consumption trigger
    >increased speed of non-parry weaps, swapped thrust/swing damage of the knife and dagger
    >doubled max ammo of arrows/bolts/thrown weaps since nothing under the sun seems to make npc's more accurate

    GAME MENUS
    >cattle follow instead of flee
    >lord will pay out 12,000 if you request a location you've conquered and he awards it to someone else
    >allowed hotkey use in the siege menu (so you can look at inventory, party, etc)
    >added menu text for defenders surrendering due to starvation (sieged till they ran outta food)
    >>currently this isn't actually seen, it just goes straight to the after-battle freed/captured prisoner interface.
    >improvement build times (prison tower, mill, etc...) have been drastically reduced
    >you collect taxes from ALL your fiefs by visiting any one of them
    >siege towers build faster
    >SIEGES
    >>defenders will try to wait you out for 3 days after they run outta food
    >>>after that time, they will surrender
    >>>during that time, defenders may sally out in an attempt to break your siege
    >>>>they have a chance to sally out once every 12 hours
    >>>>the number of troops advantage/disadvantage will make them more/less likely to sally out
    >allow player to attack even if relationship is positive
    >you can besiege anyone regardless of relationship
    >changed menu text to clearly identify recruiting prisoners as being affected by persuasion
    >recruiting from villages is now affected by persuasion.
    >>each rank of persuasion increases the number of volunteers by 1 (if there are any volunteers to be had), and reduces the denar cost by 1 (taken out of 11 denars base cost)
    >each rank of persuasion increases the amount of supplies villagers bring out for you by 3% when you force them to give you supplies
    >each rank of looting increases amt of loot you get for raiding villages by 3%
    >each rank of looting increases the number of cattle you steal by 1

    SCRIPTS
    >companions all get along
    >renown increases max party size quicker; every 5 morale increases troop cap by +1 (mostly affects player)
    >party size has no affect on morale
    >being your king's buddy has 10x more affect on him giving you conquered locations
    >the one who initiates a siege has a better chance than before of being awarded the conquered location
    >player is always in command of all allies on the field, not some dumbass ai lord
    >trade skill reduces trade penalty by 7% per skill rank
    >repeatable quests from lords, village elders, etc, are repeatable 2x faster
    >the max food stores of towns/castles are now randomly determined each 8 hours, from 10-100 percent of the normal max.
    >>actually possible now to starve out a place if you show up at a time when their food stores are 'running low'
    >Pretty drastically shifted price determination towards the player's favor
    >>those previously puny lord ransoms will seem pretty good now cause 2000 denars will actually buy some stuff now
    >the troop wages displayed in the party window include the total amt you must pay to everyone, not just units in your party currently
    >the level of prisoners is added to 50 to determine how much you get for selling them
    >each rank of prisoner mgmt lets you handle 10 prisoners
    >you can handle 5 prisoners even w/o ranks in prisoner management
    >persuasion affects number of villagers you recruit and commission of recruiting, as noted under GAME MENUS section
    >Siege towers should move a lot faster while moving up to the castle/town
    >Leadership is A PARTY SKILL... kinda
    >>The highest Leadership skill of the party is used to determine max party size, BUT...
    >>only your Leadership skill applies to wage reduction, morale, and recruited prisoner desertion chances
    >>IMPORTANT NOTE! Leadership now counts wether the companion is wounded or not,
    >>>so you don't have to worry about suddenly losing your army cause your charismatic co-leader
    >>>got all gung-ho about running their face into a pointy object

    TRIGGERS
    >armor/weap merchants have x10 avail gold (between 2-4k), goods/horse merchants have x2 avail gold (between 1-2k)

    SIMPLE TRIGGERS
    >imprisoned lords escape much less often, and the check is only made 1x per week.
    >>Prisoner mgmt skill of the player reduces escape chances
    >food consumption easier to predict in-game for player party (1 unit eats 1 food each 24 hrs)
    >>Every 24 hours, each unit in your party eats 1 food
    >schools add +1 to your relationship with the town each week, instead of +1/month (roughly 4x as much)
    >bandit spawning is done every 12 hours, instead of 36. Tired of empty maps and hunting eternally for those 'troublesome looters'
    >>Looters are guaranteed to be spawned at the quest-center you got the looters quest from, and they will patrol around it
    >>>even if they get chased off, they'll return to patrol around the center
    >takes less time to plunder & raze a village
    >renown does not deteriorate each week
    >prisoner management actually reduces escape chances for your captured lords by 2% per rank
    >>base escape chances are 30 in party, 15 in castle/town, 5 in prison tower

    MISSION TEMPLATES
    >HEY, THIS ISN'T CURRENTLY IN RIGHT NOW. in sieges, normal open-ground battles, and village raids, both attackers and defenders get up to 100 waves of reinforcements.
    >>basically, this means battles are start to finish without a menu screen in between battles.

    SKILLS
    >updated some descriptions to be more informative

    link to the mod files: http://www.mediafire.com/?sharekey=9b288b7cd06cde857432d3c9683f450ae04e75f6e8ebb871
    Zipped with Winrar, though I think pretty much any zip program will open rars these days.
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