Customize Troops Feature uploaded

Users who are viewing this thread

fisheye

Grandmaster Knight
https://www.mbrepository.com/file.php?cid=4&id=1041

This is the updated code for the customizable troops feature.

To test, go to a village and recruit volunteers, then select "recruit as personal recruit"

To merge into your mod, just search for the string:

# Custom Troops

This will mark all the module system addition locations. Essentially just a new set of dialog options, two new constants, some new scripts, and the relevant troop entries. And also the extra game_menu option for village recruitment.

Good luck!

PS. Full playable mod version is here for those who can't compile Python but want to playtest:
https://www.mbrepository.com/file.php?cid=10&id=1042

 
Thanks, testing.
1. able to put multiple items of same type in inventory.
1a. Number of same type of items does not change chance for items appearing on troops (tested with 10 padded clother, 1 leather armor on personal militia)
2. Testing looting.
 
Thanks mfberg.

mfberg said:
Thanks, testing.
1. able to put multiple items of same type in inventory.
1a. Number of same type of items does not change chance for items appearing on troops (tested with 10 padded clother, 1 leather armor on personal militia)

Works as intended.

 
Looting. (skill at 4 for the test if that makes a difference)

More loot for more items on the troops. If I put one armor, one helm, one boot, one weapon on them no loot - as in native. If I dress my custom recruits in 6 armors, two weapons and one boot and attack a party of custom recruits then the loot goes to armor heavy, lighter on weapons and no boots.

To put it correctly. Looting custom troops gives the customized item group as loot rather than the original item group.

mfberg
 
Back
Top Bottom