OSP Kit Combat Battlefield Tactics kit. Multiple formations per team+command revamp!

正在查看此主题的用户

grailknighthero 说:
No, I think it is definitely possible, but it would require a revamp of the ai tactics in module scripts, and possibly more entry points for each side, instead of having each team spawn from 1 entry point.  I currently dont have time to mess with this, as I only have about 3 weeks left in the semester.  I was so close, the main thing that was getting in the way was the native tactics.

Thats a real shame. Hopefully you'll get time to have another crack at it. Good luck my friend.
 
@Ncrawler: Consider my interest shown as well.

I've been playing around with these formations for awhile, but the red text got a little irritating. I'd be glad to see formations improved for both player and AI.
 
Alright, I'll fix them up.  I'm in the middle of some other things at the moment, so it will be a few days...


NC
 
Gallus Domesticus 说:
is it me or did the square formation become a rectangle now?
Are you talking about Mirathei's? With Mirathei's formation it's because you don't have enough troops. The way it currently works is a certain number of troops are required to fill a row. (unless I'm mistaken.) Without battle sizer it's hard to get past 3 rows.

I haven't tried NCrawler's yet, waiting for a player version. However, I will try it out soon enough.
 
Shikamaru's got it.

(try_begin),
          (eq,":collumn",12),
          (position_move_x,1,-12*100),
          (position_move_y,1,-100),
          (assign,":collumn",1),

Numbers in red are the number of troops per row.  Numbers in blue are the spacing in cm.  IIRC from the old discussion don't set the spacing to less than 80.
 
LCJr 说:
Shikamaru's got it.

(try_begin),
          (eq,":collumn",12),
          (position_move_x,1,-12*100),
          (position_move_y,1,-100),
          (assign,":collumn",1),

Numbers in red are the number of troops per row.  Numbers in blue are the spacing in cm.  IIRC from the old discussion don't set the spacing to less than 80.
thanks
 
LCJr 说:
Shikamaru's got it.

(try_begin),
          (eq,":collumn",12),
          (position_move_x,1,-12*100),
          (position_move_y,1,-100),
          (assign,":collumn",1),

Numbers in red are the number of troops per row.  Numbers in blue are the spacing in cm.  IIRC from the old discussion don't set the spacing to less than 80.
thanks a lot mate, much appreciated :smile:
 
Anyone know if this still works in .960 or does it need modifications?

Also, would it be possible to code a circular formation? (Like a shield wall of the sort vikings used)
 
oRGy 说:
Anyone know if this still works in .960 or does it need modifications?

Also, would it be possible to code a circular formation? (Like a shield wall of the sort vikings used)

yes it works in .960

 
oRGy 说:
Anyone know if this still works in .960 or does it need modifications?

Also, would it be possible to code a circular formation? (Like a shield wall of the sort vikings used)

Yes, not sure how one would do it though.
 
how would you go about changing the position from the leader that the formation is at, for example if you want the formation to be right behind the leader.

0 |

Instead of to the side of them as it is right now.
|
0

Also although it would just help a lot, it would be nice if someone could tell me, preferably in detail, what each thing does in the code for the formations, though that is of course only if you have the spare time to do it.
Im trying to learn it by myself but if you could do this it would greatly speed it up.

EDIT: An interesting idea would be to combine these formations with Chels Morale code, perhaps doing a check when a formation is created so if you were to kill the leader and the armies morale is low a new leader wont be selected. And/or not sure how but making it so a fleeing troop cant enter a formation. But thats beyond me since i can only understand Python enough to edit existing things in the script file.
 
Not sure, for didn't try it yet, but if you are pasting the second lap of code into the bottom of module_scripts as you said, wouldn't that , at the end cause a syntax error?  :eek: Not sure, but thought I'd ask before doing something wrong.
 
Servitor 说:
Not sure, for didn't try it yet, but if you are pasting the second lap of code into the bottom of module_scripts as you said, wouldn't that , at the end cause a syntax error?  :eek: Not sure, but thought I'd ask before doing something wrong.
Actually you place it before the ] at the bottom of the module_scripts.py file


If your using the .960 module system

#Rebellion changes end
You place it right here.
]
 
Don't know whatall  the attempted fixes to my code did a few pages back, but I've got that sorted out now. There are absolutely no red text messages popping up, and the formations are unnafected. The biggest change I've made is that since now allied parties have their own movement ai, they now also have their own formation ai under these codes. Here  I am plodding along side an allied Khergit wedge:




@Shadow0: great idea with the morale code. If I can get it working well in unison with that, I'll be on my way to a full tactics kit, rather than just formations.
 
Wow that looks pretty damn sweet o_O

Mirathei 说:
@Shadow0: great idea with the morale code. If I can get it working well in unison with that, I'll be on my way to a full tactics kit, rather than just formations.
Hopefully I'll be able to figure out what i have to do without too much trouble but this is gonna be the first time I've ever actually done something of my own or did any significant changes to anything.
 
Don't bother. I got sucked into modding and did it already. I'll post it after one more thorough bughunt.
 
Mirathei 说:
Don't bother. I got sucked into modding and did it already. I'll post it after one more thorough bughunt.
Wow already? I'm going to mess around with it a bit more anyway so i can learn.
 
后退
顶部 底部