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

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I've got Chel's scripts implemented now, and its an awesome combination. I'm still awaiting the official OK from Chel, but iirc, he's given the forum at large permission to use those codes as long as he is credited.

Dain Ironfoot 说:
Cool... now you just need multiple formations of infantry/cavalry/archers :razz:
But we already have that.  :smile: Ai allies and the player's own party are tactically independant.

Example:
Vaegir wedge plus my wedge advancing on the Nords;

Wedges striking the Nordic shield wall from front and back simultaneously.
 
Mirathei,

I just plugged it into 0.960 Native and it's working well. Chel's Morale script adds a new element as well.

I'll be interesting to see how it effects gameplay in 867 A.D. (Shieldwalls breaking because of rout etc)

Well done and thank you for the script! :smile:
 
I can't seem to be able to copy the main triggers code out of the code box on page 1 correctly. Could you PM it to me?
 
Jubal 说:
I can't seem to be able to copy the main triggers code out of the code box on page 1 correctly. Could you PM it to me?
Press "Reply with quote" on my original post, and scroll down and copy everything between [code ] and  [/code ].

The not selecting properly from the code box display is a forum bug. I'm not sure why it hasn't been fixed.
 
Mirathei 说:
Jubal 说:
I can't seem to be able to copy the main triggers code out of the code box on page 1 correctly. Could you PM it to me?
Press "Reply with quote" on my original post, and scroll down and copy everything between [code ] and  [/code ].

The not selecting properly from the code box display is a forum bug. I'm not sure why it hasn't been fixed.

sorry if i'm such a newbie, but which line does it exactly have to go?

EDITA: problem solved. Perhaps.
 
Testing in .960, the formations for infatry seem to be much less neat that they were in .903, if they are even visibly different from hold position. Wedge is fine, but ranks looks odd and doen't seem to be quite right.
 
IMO, ranks look almost perfect.
You need at least 30 troops for a rank formation to work properly, though.

I only noticed that the formations tend to break during battles.

And with the morale scripts, i noticed my troops morale wavered even with no dead or wounded allies.
But maybe it's just me.
 
the breaking is most likely caused by a limitation on the forcing of the formations. when its just his formations the troops are constantly forced to the location, or just completely disabled to leave because they were forced there. but the morale forces them to another location.

If you press M during a formation they'll follow you and will keep the formation, though this disables some benefits of formations, such as popping out from behind a shield wall and skewering attackers.
 
i noticed troops try to do what they are ordered to do by the normal commands, unless you keep calling formations.

Any way to fix this?
 
Ok, small problem.

Is there any way to tell AI horse archers from not forming into a wedge?  It's a disastrous tactic for them as they're really meant to ride around the players troops shooting at them and occasionally clipping them.  Someone in the thread earlier mentioned being able to exclude certain agents from ai formations?

 
oRGy 说:
Ok, small problem.

Is there any way to tell AI horse archers from not forming into a wedge?  It's a disastrous tactic for them as they're really meant to ride around the players troops shooting at them and occasionally clipping them.  Someone in the thread earlier mentioned being able to exclude certain agents from ai formations?
yes i believe there is a way to do it, if i recall i think i remember reading about a command that checks equipment too, but dont hold me to it.
 
oRGy 说:
Ok, small problem.

Is there any way to tell AI horse archers from not forming into a wedge?  It's a disastrous tactic for them as they're really meant to ride around the players troops shooting at them and occasionally clipping them.  Someone in the thread earlier mentioned being able to exclude certain agents from ai formations?

Yes, their is a way.  You can either check for equipment, or by troop, and only allow cav that you want to form.
Nikephoros 说:
IMO, ranks look almost perfect.
You need at least 30 troops for a rank formation to work properly, though.

It depends on what your column width is.  At 7 15 is fine for an archer unit, 20 for melee infantry.

multiformations5.jpg


Nikephoros 说:
i noticed troops try to do what they are ordered to do by the normal commands, unless you keep calling formations.

Any way to fix this?

What, the troops in the formation, or the formation leader?  Do the troops break off from the formation or follow the leader?  If they break off when giving normal native commands, you are doing something wrong.
 
Jubal 说:
Testing in .960, the formations for infatry seem to be much less neat that they were in .903, if they are even visibly different from hold position. Wedge is fine, but ranks looks odd and doen't seem to be quite right.
If the same team also has a wedge, or their archers are in a line, they won't have ranks. I'm working on that. If you are talking about a formation you set up, please describe the problem more in detail.


oRGy 说:
Ok, small problem.

Is there any way to tell AI horse archers from not forming into a wedge?  It's a disastrous tactic for them as they're really meant to ride around the players troops shooting at them and occasionally clipping them.  Someone in the thread earlier mentioned being able to exclude certain agents from ai formations?
Will be fixed in next release. No worries.

Nikephoros 说:
IMO, ranks look almost perfect.
You need at least 30 troops for a rank formation to work properly, though.

I only noticed that the formations tend to break during battles.

And with the morale scripts, i noticed my troops morale wavered even with no dead or wounded allies.
But maybe it's just me.
The formations are not meant to be unbreakable. Its awful hard to stand perfectly still when people are trying hard to kill you with various pointy implements, even if you have the advantage in numbers. Once an extended battle is engaged, the formation should mainly just keep infantry from being isolated. Also, they are supposed to break during a rout. Could you give more info on the morale scripts part?

@ Everything else: grailknighthero answered well.
 
looks mighty fine :smile: Can't wait for this to be in Hegemony (+ the elephants and chariots..)
 
Getting this error everytime I use this, when I run build module.bat:

插入代码块:
Initializing...
Traceback (most recent call last):
  File "process_global_variables.py", line 11, in <module>
    from process_operations import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\process_o
perations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\module_sc
ripts.py", line 19177
    ("cf_formation",
    ^
IndentationError: unexpected indent
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
  File "process_map_icons.py", line 6, in <module>
    from process_operations import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\process_o
perations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\module_sc
ripts.py", line 19177
    ("cf_formation",
    ^
IndentationError: unexpected indent
Exporting faction data...
Exporting item data...
Traceback (most recent call last):
  File "process_items.py", line 59, in <module>
    from process_operations import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\process_o
perations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\module_sc
ripts.py", line 19177
    ("cf_formation",
    ^
IndentationError: unexpected indent
Exporting scene data...
Traceback (most recent call last):
  File "process_scenes.py", line 15, in <module>
    from process_operations import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\process_o
perations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\module_sc
ripts.py", line 19177
    ("cf_formation",
    ^
IndentationError: unexpected indent
Exporting troops data
Exporting particle data...
Traceback (most recent call last):
  File "process_scene_props.py", line 7, in <module>
    from process_operations import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\process_o
perations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\module_sc
ripts.py", line 19177
    ("cf_formation",
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_tableau_materials.py", line 8, in <module>
    from process_operations import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\process_o
perations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\module_sc
ripts.py", line 19177
    ("cf_formation",
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_presentations.py", line 8, in <module>
    from process_operations import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\process_o
perations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\module_sc
ripts.py", line 19177
    ("cf_formation",
    ^
IndentationError: unexpected indent
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 6, in <module>
    from process_operations import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\process_o
perations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\module_sc
ripts.py", line 19177
    ("cf_formation",
    ^
IndentationError: unexpected indent
Exporting quest data...
Traceback (most recent call last):
  File "process_scripts.py", line 4, in <module>
    from module_scripts import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\module_sc
ripts.py", line 19177
    ("cf_formation",
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_mission_tmps.py", line 8, in <module>
    from process_operations import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\process_o
perations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\module_sc
ripts.py", line 19177
    ("cf_formation",
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_game_menus.py", line 8, in <module>
    from process_operations import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\process_o
perations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\module_sc
ripts.py", line 19177
    ("cf_formation",
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_simple_triggers.py", line 5, in <module>
    from process_operations import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\process_o
perations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\module_sc
ripts.py", line 19177
    ("cf_formation",
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_dialogs.py", line 9, in <module>
    from process_operations import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\process_o
perations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\module_sc
ripts.py", line 19177
    ("cf_formation",
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\process_o
perations.py", line 20, in <module>
    from module_scripts import *
  File "C:\Documents and Settings\Colin\Desktop\Chris\M&B\ModuleSystem\module_sc
ripts.py", line 19177
    ("cf_formation",
    ^
IndentationError: unexpected indent

______________________________

Script processing has ended.
Press any key to exit. . .

Since I have to go now, and don't have time to read through other posts, I want to know if any of you guys can help me out. (No doubt it's something simple. Bah, I'm terrible at this stuff.)
 
Mirathei 说:
Dain Ironfoot 说:
Cool... now you just need multiple formations of infantry/cavalry/archers :razz:
But we already have that.  :smile: Ai allies and the player's own party are tactically independant.

Ok, lemme rephrase that :razz: Multiple formations under the players command akin to what GKH is doing with his mod... so vaegir archers would form one fomration, while marksmen would form a seperate formation... o' course, it's possibly impossible :razz: But I still have hope for coordinated strikes like you showed there, under the command of the player (devs should really really really implement something what with the tactical maps and all)
 
Dain Ironfoot 说:
Mirathei 说:
Dain Ironfoot 说:
Cool... now you just need multiple formations of infantry/cavalry/archers :razz:
But we already have that.  :smile: Ai allies and the player's own party are tactically independant.

Ok, lemme rephrase that :razz: Multiple formations under the players command akin to what GKH is doing with his mod... so vaegir archers would form one fomration, while marksmen would form a seperate formation... o' course, it's possibly impossible :razz: But I still have hope for coordinated strikes like you showed there, under the command of the player (devs should really really really implement something what with the tactical maps and all)

Mirathei convinced me to slightly change how I am doing it to make it easier and have less problems, and right now I am actually cheating for the player.  For the ai, I won't be able to cheat as the player takes up all the cheating possibilities.  The player won't notice that I am cheating, except that most of the player's troops won't have a name above their head.  It's possible the way I was doing it I believe, just not as easy and not as bug free.  My thing is also only for custom battles.  It would have to be heavily modified for the campaign battles and not as effective as with the campaign (due to the chance of there being allies and other possibilities).  Once I finish the multiple formations for custom battles and others see how I am doing it, someone is more than welcome to attempt to modify it for the main game, but I do not think I will.
 
OK, some feedback.
Formations worked well for .960, morale also seems to work (but do the 'fleeing' thing means taking 2 steps backwards? I thought of something more dangerous).
Though it has some issues. If you order your troops in formation, when the battle starts, they make ranks and stuff, but when they make contact with the enemy (engage in melee - haven't tried with archers yet), the formations breaks and they just charge, as if they would in the beginning of the encounter. You can again order them to make a formation, and they make it again, but instantly after that they charge. So if enemy makes a cavalry charge before his main force arrives, you basically return back to native. Don't know how it works for the AI, though.
So I tried to order them to hold position and then proceed to formations. When my troops made the rank, they returned to the point, where I ordered to hold and assumed the vanilla hold line. But this can be solved by ordering formation follow (the M key) and then formation hold - they will make the formation where you ordered them with formation hold.

Is it something wrong with my game? Or this is how it should be?
 
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