1.41 auto simulation

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well, cavalry based armies should have it hard during sieges. Wouldn't call it a 'nerf' it's just bit more realistic.
 
And if i want all my troops to wear this helmet i need just to create 10 of this helmets with different stats. Looks easy.

Thats why we have no content at all. Devs are working on creating problems for themself.

1) AI doesnt use this system, becouse he never thinks about troop composition
2) Player doesnt use it, becouse he uses troops that he likes or troops that perfroms good on the battlefield
3) It create a tons of balance problems for devs and modders.

But on paper it sounds cool, nice priorities devs. I like things that does nothing but sounds cool on paper.

Next time pls add system that allows cows to grow and die in real time. Or even better - allow grass on the battlefield grow in real time. It is far better then working perks or not braindead AI. And CPU will be happy about this.

Just give that 1 helmet the stats of the helmet those troops would normally use... and then you have your visiual change, I really don't understand what your problem is here
 
First run day 200.

Sturgian virgins and Khuzait chads again.
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Warband's autocalc also accounted for skills and gear and that created no problems for modders adding new stuff. As far as I understand the system, every troop was given a numerical score which factored in their gear, skills, troop type and level and the autocalc used those numbers to run the simulation. That doesnt seem that far off from this new system except that it adds more variables.
Warband's system is based only on troops levels. In PoP we did what OP describes in the first post. It was harder to implement, but it was easier to balance troops autocalc score with real battle performance, e.g. troop has lower autocalc, but did good on the battlefield - replace his scimitar with sword.
 
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Warband's system is based only on troops levels. In PoP we did what OP describes in the first post. It was harder to implement, but it was easier to balance troops autocalc score with real battle performance, e.g. troop has lower autocalc, but did good on the battlefield - replace his scimitar with sword.
I didn't realize that was only in PoP. I remember seeing charts listing all the troops by their calculated strength values and just assumed that was the native system. Thanks for clearing that up.

Still, PoP is a perfect endorsement for this sort of system. Autocalc works really well in the mod and gives results that aren't too far off from hitting F1-F3 in a real battle.
 
yeah, the shame is that the mods that apply XP multipliers are not supported for the Beta branch... It's annoying to test the beta how it is, they should add cheats to expedite the leveling process so we can test the perks.
BannerlordTweaks has an update that works with 1.4.1. You can also use Developer Console.
 
BannerlordTweaks has an update that works with 1.4.1. You can also use Developer Console.
thx a bunch, I'll do that later on. Didn't got myself around to updating all mods that I use. The worst part is that I have to check all of them manually to know if they support the beta branch (too much of a chore), so when I find myself bored but "energized" I might do it. For now I'm even letting the game rot into 1.3.0 because I was testing to see if the "Grow up and Work" mod could give me some "insight" of how the game will feel with inheritances, but it doesn't work properly, and, to top that off, it also takes too long, I've already finished the main quest branch and unified the empire, now I've got a kingdom with 34k men, while the strongest remaining rival has only 5k (Vlandia), the game became too trivial, I'm just waiting around for the kid to achieve adulthood, and even if it does I'm not sure the mod will not glitch because I've used DCC in this save.
 
thx a bunch, I'll do that later on. Didn't got myself around to updating all mods that I use. The worst part is that I have to check all of them manually to know if they support the beta branch (too much of a chore), so when I find myself bored but "energized" I might do it. For now I'm even letting the game rot into 1.3.0 because I was testing to see if the "Grow up and Work" mod could give me some "insight" of how the game will feel with inheritances, but it doesn't work properly, and, to top that off, it also takes too long, I've already finished the main quest branch and unified the empire, now I've got a kingdom with 34k men, while the strongest remaining rival has only 5k (Vlandia), the game became too trivial, I'm just waiting around for the kid to achieve adulthood, and even if it does I'm not sure the mod will not glitch because I've used DCC in this save.

No problem. I update my mods after each new Beta, playing exclusively on Beta. It does take some time, but unfortunately I have some time on my hands at the moment.

I would say the game is far too fast paced for inheritances at this point. As you said, by the time you are ready for your kids to inherit, you've already done everything the game has to offer. They will have to severely slow the pace of the game and or add much more content to allow inheritance to be viable. The main quest will need to be expanded significantly.
 
the new auto calculation system is nice
it takes into account all armour pieces,weapons types,shields,horses,speed,charge,horse weight, unit weight and skills!!!!!!!
the formula is complex yet wholesome with alot of additions and multi players to balance the overall simulation
however cavalry is heavily nerfed the best cavalry is 240% worse than the best infantry in it
mounted bonues should be buffed again the reason it was op because nothing else mattered alas,thats no more

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.
 
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
 
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

Yep yep. Not in the least arguing with you. Just letting you know this will happen and to always post your findings in Feedback where they are more likely to see it encase it wasnt intended and also so others can test it out. Easier to get support behind you that way since that is where more of the actual testers are posting. :xf-wink:
 
All of my play throughs have been the opposite of nerfed. You can count on them to be better than everyone else still.
 
however cavalry is heavily nerfed the best cavalry is 240% worse than the best infantry in it
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 (which is still not exclusionary to mounted units). 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.
 
最后编辑:
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
 
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"
 
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