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

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vuk 说:
Thanks much! I got another problem though. :razz: Where do I find the module_scripts.py file? :razz: I cannot find it anywhere.

I think it's in with the module system folder after you've extracted the module system. Haven't tried this mod yet, but it looks interesting!

I want to get into M&B scripting... but at a glance it looks very confusing... and I'm a learning C# programmer.
 
napancux 说:
About the morale thing. It seems not very suited for solo gameplay. When I start the battle, being injured, it begins to spam 'Your troops flee in terror' message (and I don't have any troops). Maybe add some check, disabling this messages if there's no players troops?
Also, if I kill in such solo battle one enemy, and then just hang around, my rivals begin to flee. Is it how it should be?

I removed the messages about fleeing troops in the version that I released for 0.960, I guess Mirathei kept them.

it should work just fine for solo play, if you are facing a large army alone and start killing them, you get bravery bonus while they lose cohesion and start routing pretty soon -- facing a single killing machine is demoralizing.
However they should not start to rout if you kill just one, unless there are only 2-4 troops to begin with.


vuk 说:
Is there anyway to get this without the morale script? I saw the morale script and like it very much, but I do not like the way that they go to the edge of the map and stay there.

Do they stay there or do they keep moving about the corner of the map?

In my testing they keep running around panicked, that was the 'fix' to stop them from bunching up in the corner. If that still happens, I guess the fix doesn't work every battle because position values on the battlefield are sometimes scaled in 100's sometimes in 1000's, sometimes maybe something else (but the random number generator is limited to 1-100,000)

I have a way to fix this, maybe later..
 
Aaaarrrgh. If I paste this into the module system then it comes up as one big ole line and I have to format it properly. It's taking bloody ages, anyway around this?
 
pentagathus 说:
Aaaarrrgh. If I paste this into the module system then it comes up as one big ole line and I have to format it properly. It's taking bloody ages, anyway around this?

I'm not getting issues like that. I always open my module files with notepad ++.
 
Press reply with quote and copy the codes from there. The forum code box is bugged for some reason.
 
This is looking great. Cant wait until the rest of the bugs are worked out, this could very easily be the biggest moment for M&B modding  :grin: I'll make sure to give it some thorough testing and tell you about any problems i find tomorrow (unfortunately it'd be a safe bet my moms gonna be bugging me all day today, damn lawn...).
 
The most awesome part of this script is a Rhodok phalanx. I decided to go full speed on a horse directly into an enemy AI phalanx and I instantly died.  :lol:
 
I still am not able to implement this :sad:. Could you post the modified files perhaps? :razz: I do not know if it is that I am posting them in the wrong location or what, but something is not working when I use build_module.bat.
I know I gotta be the dumbest guy around, lol.
 
Go into module_mission_templates.py

Find the mission "lead_charge"

And paste the code right after this part:

    [
    (1,mtef_defenders|mtef_team_0,0,aif_start_alarmed,12,[]),
    (0,mtef_defenders|mtef_team_0,0,aif_start_alarmed,0,[]),
    (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,12,[]),
    (4,mtef_attackers|mtef_team_1,0,aif_start_alarmed,0,[]),
    ],
    [
######Tactical triggers below##########

*Paste all the formation triggers here*




After you are done with that, go into module_scripts.py


Paste the script stuff at the bottom.
 
hmmm...now it is giving me an ilegal identifier error for all the formations.
 
Don't paste the scripts all the way at the bottom. There should be a ] or ) or something else like that at the very bottom of the file. Paste them just before that.
 
Thanks, it seems to be working now...or at least I think it is. :razz: For some reason when the cav is in wedge it crawls. Is that how it is supposed to be, or is that just me. :razz: Also, what is the control for phalanx?
 
silverkatana 说:
Just wanted to let you know that I've included this in the latest version of Dionisa; both Mirathei and Chel were credited.  If I missed anyone, I apologize.

Also, I added the following "help menu"; that way you don't have to remember the controls:

插入代码块:
  (0, 0, 0,
   [
    (eq, "$dmod_chel_mirathei_battle", 1),
    (key_clicked, key_h),    #H is for help
    (str_clear, s1),
    (try_begin),
        (eq, "$dmod_chel_help", 0),
        (str_store_string, s1, "@T - Infantry^Y - Bowmen^U - Cavalry^V - Movement^B - Form Ranks^N - Form Line^M - Form Wedge^Comma - Disassemble Formation^J - Display Troop Health, Coherence Information^K - Rally Your Troops^G - Call for Reinforcements"),
        (assign, "$dmod_chel_help", 1),
    (else_try),
        (str_store_string, s1, "@ "),
        (assign, "$dmod_chel_help", 0),
    (try_end),
    (tutorial_message, s1),
    ], []),

Note that this isn't quite plug and play; I modified the controls a little bit.

Ha, that would be very useful. Do you mind if I post up a little simplified non-Dionisia version that I made based off of yours here?
 
Fei Dao 说:
The most awesome part of this script is a Rhodok phalanx. I decided to go full speed on a horse directly into an enemy AI phalanx and I instantly died.  :lol:
If you think thats nasty you should see my mod o_O Changed the name of the Rhodok faction and have given them new troops based on that as well as modified lords. Also made them quite a bit stronger, hostile to everyone and I've severely increased the range of polearms (i changed holding position so their held closer to he end, as well as modified range to match).

I dare you to play THAT on normal settings against a phalanx... i guarantee you have no chance of surviving to tell the tale :grin:

Btw something odd i noticed at the start of one of my battles, i had my army enter Rank formation and they kept backing off for some reason, before the enemy even made it to half way across the map o_O whats even stranger is we outnumbered them 2 to 1.

Also whenever i enter them into a formation it seems WAAAAAAAAY off place, sometimes theres a gap of about 10 characters width between me and my army, they also usually instantly start following me in formation and wont stop o_O even when told to.
 
Wow, thanks for the scripts. Now everything works cool. Sometimes I even get the feeling, that I'm inside Total War game!

One thing about the script. When I tried to built it, the compiler told that script uses unidentified (or something like that) variables "$infantryformationtype", "$archerformationtype" and "$cavalryformationtype". So I added them to module_variables.py and all worked fine.
 
vuk 说:
For some reason when the cav is in wedge it crawls. Is that how it is supposed to be, or is that just me. :razz: Also, what is the control for phalanx?
Stupid mistake with the wedge, fixed it, check same post. J is the form ranks command.

napancux 说:
One thing about the script. When I tried to built it, the compiler told that script uses unidentified (or something like that) variables "$infantryformationtype", "$archerformationtype" and "$cavalryformationtype". So I added them to module_variables.py and all worked fine.
You somehow missed the first trigger. Adding them to module_variables just makes it so that the mod system won't know that there's an incorrect variable usage.

Shadow0 说:
Btw something odd i noticed at the start of one of my battles, i had my army enter Rank formation and they kept backing off for some reason, before the enemy even made it to half way across the map o_O whats even stranger is we outnumbered them 2 to 1.

Also whenever i enter them into a formation it seems WAAAAAAAAY off place, sometimes theres a gap of about 10 characters width between me and my army, they also usually instantly start following me in formation and wont stop o_O even when told to.
Could you give a little more detail? The visual part of my brain seems to be temporarily out of order.
 
Mirathei 说:
vuk 说:
For some reason when the cav is in wedge it crawls. Is that how it is supposed to be, or is that just me. :razz: Also, what is the control for phalanx?
Stupid mistake with the wedge, fixed it, check same post. J is the form ranks command.

napancux 说:
One thing about the script. When I tried to built it, the compiler told that script uses unidentified (or something like that) variables "$infantryformationtype", "$archerformationtype" and "$cavalryformationtype". So I added them to module_variables.py and all worked fine.
You somehow missed the first trigger. Adding them to module_variables just makes it so that the mod system won't know that there's an incorrect variable usage.

Shadow0 说:
Btw something odd i noticed at the start of one of my battles, i had my army enter Rank formation and they kept backing off for some reason, before the enemy even made it to half way across the map o_O whats even stranger is we outnumbered them 2 to 1.

Also whenever i enter them into a formation it seems WAAAAAAAAY off place, sometimes theres a gap of about 10 characters width between me and my army, they also usually instantly start following me in formation and wont stop o_O even when told to.
Could you give a little more detail? The visual part of my brain seems to be temporarily out of order.

Ok.
First problem is the moment you enter formation even if the enemy is really far away your formation backs off, taking a step or two from time to time until they hit the back wall. I believe your already at least semi-aware of this though.

The formations seem to be quite far off from the player
X=player T=Troop
     
      TT                  X
    TTTTT           
  TTTTTTT
TTTTTTTTT

Thats pretty much what i see when i use wedge formation, the others are only slightly off, and the constant breaking of the formation is a FAR larger problem than troops being slightly off place, though the wedge formation is just ridiculously far away o_O or at least whenever i use it it is.
 
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