SP Native Diplomacy 4.litdum (v1.7 has been released - 28.02.2023)

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hmm, I might tinker with the half-swording thing to see if I can make it usable for seiges, like if you are in a cramped area, you can half sword for shorter range to make your damage more worth while. and maybe make the murder stroke have blunt damage so it can say, work more against more armour opponents (though, in this game, you can cut plate so I dont know, maybe it could be used as a blunt option if say, you have to fight those spies for the lord quest) and the thrust option for that could be like you smashing the pommel into the foe, say to wind them or smash their teeth in (mwahahaha xD ) I'll see what I find.

as a sidenote. I just look forward to making my own banner xD I like that bit of customisation. it really lets you feel more.. unique, or yourself? if you have anything else you want me to test out, let me know. I have alot of time on my hands when it comes to mount and blade. as my internet is ****e xD
 
Is it possible to change how the Shield Bash attack works?
It knocking people on the ground seems a little too strong, perhaps make it like a kick with more damage?

If it's too much of a pain to tweak can we get an option to turn it off?
 
Waka The Fox said:
hmm, I might tinker with the half-swording thing to see if I can make it usable for seiges, like if you are in a cramped area, you can half sword for shorter range to make your damage more worth while. and maybe make the murder stroke have blunt damage so it can say, work more against more armour opponents (though, in this game, you can cut plate so I dont know, maybe it could be used as a blunt option if say, you have to fight those spies for the lord quest) and the thrust option for that could be like you smashing the pommel into the foe, say to wind them or smash their teeth in (mwahahaha xD ) I'll see what I find.

as a sidenote. I just look forward to making my own banner xD I like that bit of customisation. it really lets you feel more.. unique, or yourself? if you have anything else you want me to test out, let me know. I have alot of time on my hands when it comes to mount and blade. as my internet is **** xD
Thank you and also if you have a project or idea you want me to use, you can point it out.
I couldnt check  that "combat improvements" yet but they sounds interesting. I will look at them.

READHED said:
Is it possible to change how the Shield Bash attack works?
It knocking people on the ground seems a little too strong, perhaps make it like a kick with more damage?

If it's too much of a pain to tweak can we get an option to turn it off?
Actually i'd intended to change it but later gave up. You can turn it off in key settings in preferences menu clicking on its key button then pressing 'Escape'.
 
I have abit of an update, I tried making a two handed have both half sword and mordhau, and it could only chose one. so I decided that the blunt option is more valuble then a shorter thrust. I think the mod tirobthia or something is making a feature for their mod that allows all three. but I dont know. for a weapon that has 50 swing and 40 thrust damage (the masterwork weapon I moded, I also changed it's reach from 110 to 105 both because of the mesh and it just suits my tastes better) works well with 25 swing, and 20 thrust for blunt damage. same speed though, not over powered or the same as the normal mode. it's more of an option. I havent tried a one handed weapon yet. considering the animations and weapon lengths I will see what I can pull off, maybe make it so that the one handed mordhou mode uses the two handed animations instead of polearms. there is also an animation that comes with it that I havnt been able to try yet, I havent been able to download it thanks to my connection. but the weapon changing is, well okay, but its also slightly.. annoying? seeing asword flip a 180 while holding it. the link that this stuff is from has the animations too. so you may have more luck looking at them


here is what I have done so far

itm_new_item1 Masterwork_Two_Handed_Sword Masterwork_Two_Handed_Sword 2  sword_two_handed_b1 0  scab_sword_two_handed_b1 3458764513820540928  543227907 9223635958660858096 1123 0 2.750000 100 0 0 0 10 43008 100 0 105 0 296 50
2
15 19
0

itm_new_item1 Masterwork_Two_Handed_Sword_(Mordhau) Masterwork_Two_Handed_Sword_(Mordhau) 2  sword_two_handed_b1 0  scab_sword_two_handed_b1 3458764513820540928  1125900248678403 9227594200428580608 1123 0 2.750000 100 0 0 0 10 43008 100 0 100 0 532 537
2
15 19
0

if you want to use the animation, its a simple change in Morghs to allow it. hope this helps
 
litdum said:
Thank you for your good reviews and suggestions. I may redesign that outlaws and woman fighters and their troop trees but about mercenaries, their thing is to be expesive because they dont need to be upgraded generally, you can recruit them as hired blade or mercenary cavalry. Factions troops are cheap but they need to be upgraded so that things are advantages and disadvantages for faction troops and mercenary troops. But I will thing about those. Thanks again.
Well, in my opinion the whole setup of mercenaries as they are in Native is flawed to the point of being useless.
I'm not talking of a few things in their equipment that look like obvious oversights: like Mercenary Cavalry having Nomad Boots (which, btw, look ugly! :razz:) or Hired Blade using the smaller shield meant for horsemen (probably that's because once upon a time Hired Blades were mounted).

I think that the whole idea behind mercenaries as they are doesn't really work, gameplay wise.
Watchmen are possibly the one unit that can be moderately useful: they are cheap even with the extra cost factored in and are handy as garrison troops, where you need some low tier troops; they may spawn with crossbows, which makes them capable of actually scoring a few kills in a attack.

But the rest?
They are definitely worse than same level faction troops, either because of their skills or because of their lack of equipment.
The idea that they may be a stopgap when you need troops in a hurry hardly finds a real application in game: when you are in that situation, it's highly unlikely that half a dozen Hired Blades will make any difference. It could be different if one were able to recruit them in tens at a time... but then again, the hiring cost would be ridiculous.

So, what use may they have?
In my games, I modify mercenaries so that they cost 25% more. They are slightly less powerful and well equipped than similar faction troops: say, 5th tier troops have power stats at 4 instead of 5, their armour is somewhat less strong, cavalry gets Hunters and Warhorses instead of the Warhorses and Chargers of Swadian Knights, etc.
This way, mercenaries can actually be worth it: you may use them to supplement your faction troops in a field were they are lacking (Nords and Rhodoks are a prime example); they cost more, but you don't get morale penalties.

Just to clarify what I meant. :wink:
 
litdum said:
Actually i'd intended to change it but later gave up.

This might be of some help if you decide to try again in the future:

Sinisterius said:
Shield Bash for single- and multiplayer (Revamped 23/10/2010).

Features.
Be able to bash with any shield in multi- and singleplayer.
AI agents can also bash now -- the game is much more challenging now.
There's a cooldown of 5seconds before you/ai can bash again.

Notes.
If $sp_shield_bash is 1 then the player can bash.
If $sp_shield_bash_ai is 1 then every AI agent can bash.
You might want to adjust the 'sp_agent_shield_bash_timer' for AI agents..
Perhaps put the Shield skill to a use?  :razz:


Codes.
Code:
################################################
## Shield Bash                                ##
## Developed by 'xenoargh' for singleplayer.  ##
## Revamped by 'Sinisterius'. ##
## Animations Copyright (C) 2010 'xenoargh'.  ##
################################################


#####
#Add these following triggers to module_mission_templates.py,
#above all other code. Then simply add:
#sp_shield_bash_1,
#sp_shield_bash_2,
#sp_shield_bash_3,
#To your mission templates to activate the triggers.
sp_shield_bash_1 = (
	0, 0, 0,
	[
	    (eq, "$sp_shield_bash", 1),
        (game_key_is_down, gk_defend),
        (game_key_clicked, gk_attack),
	],
	[
	    (get_player_agent_no, ":agent"),
		(agent_is_active, ":agent"),
		(agent_is_alive, ":agent"),
		(neg|agent_slot_ge, ":agent", sp_agent_shield_bash_timer, 1), #Less than.
		(agent_get_wielded_item, ":item", ":agent", 1), #Offhand.
		(gt, ":item", 0),
		(item_get_type, ":type", ":item"),
		(eq, ":type", itp_type_shield), #Shield equipped.
		(agent_get_defend_action, ":action", ":agent"),
		(eq, ":action", 2), #Blocking.
		(agent_get_horse, ":horse", ":agent"),
		(eq, ":horse", -1), #No horse.
		(agent_set_slot, ":agent", sp_agent_shield_bash_timer, 5),
		(agent_set_animation, ":agent", "anim_shield_bash"),
		(agent_get_troop_id, ":troop", ":agent"),
		(troop_get_type, ":type", ":troop"),
		(try_begin),
		    (eq, ":type", tf_male),
			(agent_play_sound, ":agent", "snd_man_yell"),
		(else_try),
		    (eq, ":type", tf_female),
			(agent_play_sound, ":agent", "snd_woman_yell"),
		(try_end),
		(agent_get_position, pos1, ":agent"),
		(assign, ":victim", -1),
		(assign, ":minimum_distance", 150),
		(try_for_agents, ":suspect"),
		    (agent_is_alive, ":suspect"),
			(agent_is_human, ":suspect"),
			(neg|agent_is_ally, ":suspect"),
			(agent_get_position, pos2, ":suspect"),
			(neg|position_is_behind_position, pos2, pos1), #Suspect can't be behind basher.
			(get_distance_between_positions, ":distance", pos1, pos2),
			(le, ":distance", ":minimum_distance"),
			(assign, ":minimum_distance", ":distance"),
			(assign, ":victim", ":suspect"),
		(try_end),
		(ge, ":victim", 0),
		(agent_play_sound, ":victim", "snd_wooden_hit_low_armor_high_damage"),
		(agent_get_defend_action, ":action", ":victim"),
		(try_begin),
		    (eq, ":action", 2), #Blocking.
			(neg|position_is_behind_position, pos1, pos2), #If basher isn't behind victim.
			(agent_get_wielded_item, ":item", ":victim", 1), #Offhand.
			(gt, ":item", 0),
			(item_get_type, ":type", ":item"),
			(eq, ":type", itp_type_shield),
			(agent_set_animation, ":victim", "anim_shield_bash"),
		(else_try),
		    (agent_set_animation, ":victim", "anim_shield_strike"),
		(try_end),		
	])
sp_shield_bash_2 = (
	1, 0, 0, [(eq, "$sp_shield_bash", 1)],
	[
	    (get_player_agent_no, ":agent"),
		(agent_is_active, ":agent"),
		(agent_is_alive, ":agent"),
		(agent_get_slot, ":timer", ":agent", sp_agent_shield_bash_timer),
		(val_sub, ":timer", 1),
		(val_max, ":timer", 0),
		(agent_set_slot, ":agent", sp_agent_shield_bash_timer, ":timer"),
	])
sp_shield_bash_3 = (
	0.25, 0, 0, [(eq, "$sp_shield_bash_ai", 1)],
	[
	    (get_player_agent_no, ":player_agent"),
	    (try_for_agents, ":agent"),
		    (neq, ":agent", ":player_agent"),
		    (agent_is_alive, ":agent"),
			(agent_is_human, ":agent"),
			(try_begin),
		    	(neg|agent_slot_ge, ":agent", sp_agent_shield_bash_timer, 1), #Less than.
				(agent_slot_eq, ":agent", slot_agent_is_running_away, 0), #Isn't routing.
		    	(agent_get_wielded_item, ":item", ":agent", 1), #Offhand.
				(gt, ":item", 0),
		    	(item_get_type, ":type", ":item"),
		    	(eq, ":type", itp_type_shield), #Shield equipped.
		    	(agent_get_attack_action, ":action", ":agent"),
		    	(eq, ":action", 0), #Free.
		    	(agent_get_horse, ":horse", ":agent"),
		    	(eq, ":horse", -1), #No horse.
				(agent_get_team, ":team", ":agent"),
				(agent_get_position, pos1, ":agent"),
				(assign, ":victim", -1),
				(assign, ":minimum_distance", 125),
				(try_for_agents, ":suspect"),
				    (agent_is_alive, ":suspect"),
					(agent_is_human, ":suspect"),
					(agent_get_position, pos2, ":suspect"),
					(neg|position_is_behind_position, pos2, pos1), #Suspect can't be behind basher.
					(agent_get_team, ":suspect_team", ":suspect"),
					(neq, ":suspect_team", ":team"),
					(get_distance_between_positions, ":distance", pos1, pos2),
					(le, ":distance", ":minimum_distance"),
					(assign, ":minimum_distance", ":distance"),
					(assign, ":victim", ":suspect"),
				(try_end),
				(ge, ":victim", 0),
				(agent_get_horse, ":horse", ":victim"),
				(eq, ":horse", -1),
				(store_random_in_range, ":rand", 15, 26),
		    	(agent_set_slot, ":agent", sp_agent_shield_bash_timer, ":rand"), #20 is 20*0.25=5seconds.
				(agent_set_animation, ":agent", "anim_shield_bash"),
				(agent_get_troop_id, ":troop", ":agent"),
				(troop_get_type, ":type", ":troop"),
				(try_begin),
				    (eq, ":type", tf_male),
					(agent_play_sound, ":agent", "snd_man_yell"),
				(else_try),
				    (eq, ":type", tf_female),
					(agent_play_sound, ":agent", "snd_woman_yell"),
				(try_end),
				(agent_play_sound, ":victim", "snd_wooden_hit_low_armor_high_damage"),
				(agent_get_defend_action, ":action", ":victim"),
				(try_begin),
				    (eq, ":action", 2), #Blocking.
					(neg|position_is_behind_position, pos1, pos2), #If basher isn't behind victim.
					(agent_get_wielded_item, ":item", ":victim", 1), #Offhand.
		        	(gt, ":item", 0),
					(item_get_type, ":type", ":item"),
					(eq, ":type", itp_type_shield),
					(agent_set_animation, ":victim", "anim_shield_bash"),
				(else_try),
				    (agent_set_animation, ":victim", "anim_shield_strike"),
				(try_end),					
			(try_end),
			(agent_get_slot, ":timer", ":agent", sp_agent_shield_bash_timer),
			(val_sub, ":timer", 1),
			(val_max, ":timer", 0),
			(agent_set_slot, ":agent", sp_agent_shield_bash_timer, ":timer"),
		(try_end),
	])
Code:
#####
#The following animations go into module_animations.py.
#Simply replace two unused human animations with these animations.
#You can adjust the duration of the bash, simply modify the '0.50' to
#your liking. So '1.0' is 1second and '0.50' is half a second.
["shield_bash", acf_enforce_all|acf_align_with_ground, amf_priority_striked|amf_play|amf_accurate_body|amf_restart,
    [0.50, "defend_shield_parry_all", 1, 50, blend_in_defense], #Adjust duration for balance.  Currently at 0.50 seconds, fixed.
    [0.50, "defend_shield_right", 1, 50, blend_in_defense],
    [0.50, "defend_shield_left", 1, 50, blend_in_defense],
    [0.50, "defend_shield_right", 1, 50, blend_in_defense],   
],
["shield_strike", acf_enforce_all|acf_align_with_ground, amf_priority_striked|amf_play|amf_accurate_body|amf_restart,
    [1.0, "anim_human", blow+5000, blow+5010, arf_blend_in_3|arf_make_custom_sound],
    [1.7, "anim_human", blow+5400, blow+5453, arf_blend_in_2|arf_make_custom_sound],
    [1.44, "anim_human", blow+5400, blow+5445, arf_blend_in_2|arf_make_custom_sound],   
],
Code:
#####
#This goes into module_constants.py, agent slots.
sp_agent_shield_bash_timer = 50
Code:
################################################
## Shield Bash                                ##
## Developed by 'xenoargh' for singleplayer.  ##
## Revamped for multiplayer by 'Sinisterius'. ##
## Animations Copyright (C) 2010 'xenoargh'.  ##
################################################


#####
#Add the following block of code to module_scripts.py,
#game_receive_network_message, right under the store_script_param's.
#That's all you need to do.
	(try_begin),
        (eq, ":event_type", rpw_shield_bash_server),
   
        #Get sender data & max players.
        (player_is_active, ":player_no"),
        (player_get_agent_id, ":agent_no", ":player_no"),
        (agent_is_active, ":agent_no"),
        (get_max_players, ":max_players"),
   
        #Check if the sender is in the correct condition.
		(neg|player_slot_ge, ":player_no", rpw_shield_bash_timer, 1), #Less than.
        (agent_get_wielded_item, ":shield", ":agent_no", 1), #Offhand item.
        (this_or_next|is_between, ":shield", "itm_roman_shield_square", "itm_roman_shield_end"),
		(is_between, ":shield", "itm_gallic_shield_1", "itm_gallic_shield_end"),
        (agent_get_defend_action, ":action", ":agent_no"),
        (eq, ":action", 2), #Blocking.
        (agent_get_horse, ":horse", ":agent_no"),
        (eq, ":horse", -1), #No horse.
   
        #If everything is correct, then set the sender agent up for bash.
		(player_set_slot, ":player_no", rpw_shield_bash_timer, 2), #Actually is 2*2.5=5seconds.
        (agent_set_animation, ":agent_no", "anim_shield_bash"),
        (agent_get_troop_id, ":troop_no", ":agent_no"),
        (troop_get_type, ":type_no", ":troop_no"),
        (try_begin),
            (eq, ":type_no", tf_male),
            (try_for_range, ":player", 0, ":max_players"),
                (player_is_active, ":player"),
                (multiplayer_send_2_int_to_player, ":player", rpw_agent_play_sound_client, ":agent_no", "snd_man_yell"),
            (try_end),
        (else_try),
            (eq, ":type_no", tf_female),
            (try_for_range, ":player", 0, ":max_players"),
                (player_is_active, ":player"),
                (multiplayer_send_2_int_to_player, ":player", rpw_agent_play_sound_client, ":agent_no", "snd_woman_yell"),
            (try_end),
        (try_end),
   
        #Bash. Get the closest agent within 100cm~1m.
        (agent_get_position, pos1, ":agent_no"),
        (assign, ":minimum_distance", 150),
        (assign, ":victim", -1),
        (try_for_agents, ":suspect"),
            (neq, ":suspect", ":agent_no"), #Suspect can't be our local agent.
            (agent_is_active, ":suspect"),
            (agent_is_alive, ":suspect"),
            (agent_is_human, ":suspect"),
      
            #Compare distances.
            (agent_get_position, pos2, ":suspect"),
            (neg|position_is_behind_position, pos2, pos1), #Suspect can't be behind basher.
            (get_distance_between_positions, ":distance", pos1, pos2),
            (le, ":distance", ":minimum_distance"),
      
            #If distance is sufficient..
            (assign, ":minimum_distance", ":distance"),
            (assign, ":victim", ":suspect"),
        (try_end),
   
        #If we have the victim, aka the closest agent, then deal with him. Else, do nothing.
        (ge, ":victim", 0),
        (agent_get_horse, ":horse", ":victim"),
        (eq, ":horse", -1), #No horse.
        (try_for_range, ":player", 0, ":max_players"),
            (player_is_active, ":player"),
            (multiplayer_send_2_int_to_player, ":player", rpw_agent_play_sound_client, ":victim", "snd_wooden_hit_low_armor_high_damage"),
        (try_end),
		(agent_get_defend_action, ":action", ":victim"),
		(try_begin),
			(eq, ":action", 2), #Blocking.
			(neg|position_is_behind_position, pos1, pos2), #If basher isn't behind victim.
            (agent_get_wielded_item, ":shield", ":victim", 1), #Offhand item.
			(try_begin),
                (this_or_next|is_between, ":shield", "itm_roman_shield_square", "itm_roman_shield_end"),
	        	(is_between, ":shield", "itm_gallic_shield_1", "itm_gallic_shield_end"),
                (position_move_y, pos2, -50),
                (position_get_distance_to_ground_level, ":distance", pos2),
                (try_begin),
                    (le, ":distance", 25),
                    (agent_set_animation, ":victim", "anim_shield_bash"),
                    (agent_set_position, ":victim", pos2),
                (else_try),
                    (agent_set_animation, ":victim", "anim_shield_bash"),
                (try_end),
			(try_end),
		(else_try),
            (agent_get_position, pos2, ":victim"),
            (position_move_y, pos2, -75),
            (position_get_distance_to_ground_level, ":distance", pos2),
            (try_begin),
                (le, ":distance", 25),
                (agent_set_animation, ":victim", "anim_shield_strike"),
                (agent_set_position, ":victim", pos2),
            (else_try),
                (agent_set_animation, ":victim", "anim_shield_strike"),
            (try_end),
		(try_end),
	(else_try),
	    (neq, multiplayer_is_server),
		(try_begin),
		    (eq, ":event_type", rpw_agent_play_sound_client),
			(store_script_param, ":agent", 3),
			(store_script_param, ":sound", 4),
			(agent_play_sound, ":agent", ":sound"),
		(try_end),
	(try_end),
Code:
#####
#Add these following triggers to module_mission_templates.py,
#above all other code. Then simply add:
#mp_shield_bash_1,
#mp_shield_bash_2,
#To your mission templates to activate the triggers.
mp_shield_bash_1 = (
	0, 0, 0,
	[
	    #Get player input for shield bash.
        (game_key_is_down, gk_defend),
        (game_key_clicked, gk_attack),
    ],
    [
	    #If input is given, then initialize a bash.
        (multiplayer_send_message_to_server, rpw_shield_bash_server),
    ])
mp_shield_bash_2 = (
	2.5, 0, 0, [],
	[
	    #Update each players shield bash timer.
		#Do this every 2.5 seconds for optimization issues.
	    (multiplayer_is_server),
	    (get_max_players, ":max"),
		(try_for_range, ":player", 0, ":max"),
		    (player_is_active, ":player"),
			(player_get_slot, ":value", ":player", rpw_shield_bash_timer),
			(val_sub, ":value", 1),
			(val_max, ":value", 0),
			(player_set_slot, ":player", rpw_shield_bash_timer, ":value"),
		(try_end),
	])
Code:
#####
#The following animations go into module_animations.py.
#Simply replace two unused human animations with these animations.
#You can adjust the duration of the bash, simply modify the '0.50' to
#your liking. So '1.0' is 1second and '0.50' is half a second.
["shield_bash", acf_enforce_all|acf_align_with_ground, amf_priority_striked|amf_play|amf_accurate_body|amf_restart,
    [0.50, "defend_shield_parry_all", 1, 50, blend_in_defense], #Adjust duration for balance.  Currently at 0.50 seconds, fixed.
    [0.50, "defend_shield_right", 1, 50, blend_in_defense],
    [0.50, "defend_shield_left", 1, 50, blend_in_defense],
    [0.50, "defend_shield_right", 1, 50, blend_in_defense],   
],
["shield_strike", acf_enforce_all|acf_align_with_ground, amf_priority_striked|amf_play|amf_accurate_body|amf_restart,
    [1.0, "anim_human", blow+5000, blow+5010, arf_blend_in_3|arf_make_custom_sound],
    [1.7, "anim_human", blow+5400, blow+5453, arf_blend_in_2|arf_make_custom_sound],
    [1.44, "anim_human", blow+5400, blow+5445, arf_blend_in_2|arf_make_custom_sound],   
],
Code:
#####
#Add this to header_common.py, right before 'multiplayer message types' and
#after other multiplayer_event_x's.
rpw_shield_bash_server = 150
rpw_agent_play_sound_client = 151
Code:
#####
#This goes into module_constants.py, player slots.
rpw_shield_bash_timer = 50

Turanien said:
How would we shift the balance so that the stuns are more likely to occur than knock-downs? (Works great now, by the way! Thank you)

Sinisterius said:
You can create two seperate animations and use a store_random_in_range to determine which one to use.

Code:
(store_random_in_range, ":rand", 0, 100),
(try_begin),
    (ge, ":rand", 25), #100-25=75% chance.
    <play_anim 1>
(else_try),
    #Random is below 25..
    <play_anim 2>
(try_end),

Full thread here: https://forums.taleworlds.com/index.php/topic,134163.0.html



 
I've played this mod for several hours and i think this one is fun. But one thing i noticed when i played as a freelancer in swadia, the swadian crossbowman shot too weak against rhodok seargant, either the crossbow is too weak or the armor is too strong (a headshot only worth 10 damage?)

Thank you for the mod!


oh and i also waiting eagerly for v0.2 and try to look at this link about secede your teritory: https://forums.taleworlds.com/index.php/topic,357529.0.h
 
Update, mordhou one handed sword done. they work well and are fun to use. I hope this is good for you. Do you want me to do all the swords like this?

itm_new_item1 Masterwork_Sword Masterwork_Sword 2  medieval_sword_b1 0  medieval_sword_b1_scabbard 3458764513820540928  541130754 9223388564182532111 550 0 1.750000 100 0 0 0 0 33792 100 0 96 0 291 45
2
15 19
0

itm_new_item1 Masterwork_Sword_(Mordhau) Masterwork_Sword_(Mordhau) 2  medieval_sword_b1 0  medieval_sword_b1_scabbard 3458764513820540928  1125900248678403 9227594196133613312 550 0 1.750000 100 0 0 0 0 33792 100 0 96 0 527 537
2
15 19
0

I'm also known as the Rhodok Champion as my army of 160 spears and crossbows beat a Sarranid army of over 1000 or so, it was split into 2 battles outside Jamiche Castle, and then one inside with about 30 of the defenders left.  and then defending Praven against an army of 800 Swadians including the King. Yay for crossbows and volley fire. for Praven for example. I put all my infantry on a tower that is connected to the stairs so it holds that spot to guard. then all the crossbowmen are on the ground, near the spot the foe comes onto the walls. they fire as the Swadians march to get to where my infantry are. (I hope this makes sense, just woke up lol ) awesome mod. once again
 
nonam3 said:
LINK

https://mega.nz/#!mM0yVbjQ!YO2YSTid1PWRVwJztenooIzEN6DbWRVky3I8kJ1mw0Q

Here is my own personal submod

Inspiration:
Chancellors Calradia v.2 on steam workshop
+
My own mind and heart from personal play experience on how I enjoy the game the most. Staying in early game should be a choice not a requirement in my opinion. I don't find it too fun if I feel forced to be in it or stay in it. Players should have the choices of when they want to leave early game and enter into mid game.

Changes:
Renown
Reputation
Honor
XP and Gold gain from battles
Lord Escape Chance
Gold from Enterprises
Tournaments Bet Gold XP Renown
Native female voices
Native Attack anims

Additions:
New Faces Male and Female
Brainy Bots

What I want to add but don't know how plus mod request if possible to add hopefully maybe:
Native Expansions Dark Knight Invasions
Permanent Outpost
All 80 Companions from Malik Faris's Companions and Native Enhancement mod
Report Viewer from Floris Mod
Troop Tree

Random Thoughts:
Really looking forward to what you will do with the Mayors in the castles. Wondering if you will go more the 1257 ad manor route? Maybe possible to talk to them to recruit high tier troops? Maybe talk to them to increase relationship to a lord? Not really sure but pretty excited.
Above is V1 with info

Here is V2 Diplomacy 4.litdum SUBMOD
Link:
https://mega.nz/#!CQ9QGJLL!eQl_xfLF2aGWqKTbVOnprlZzEu5yeRvvKwfVHnoGY6w

Changes for V1 Addendum:
Native Button Click Sound

Changes for V2:
Font - From Hispania 1200 Mod
Keybinds - Brainy Bots to F10
Music - Floris_Evolved Mod
Diplomacy - Removed Treasury Stealing when Villages are Raided when economic changes set to Medium Or High

Reasoning:
Native font is nice but after 100's of hours I want something a little more pleasing to the eye and thick/bold.

The original keybind of F5 for brainy bots doesn't take into account formation mods and other mods that add more gameplay control during battles and so F5 overlaps with that. F10 on the other hand pauses the action during scenes allowing you to change the settings to whatever you want so it makes a lot of sense to move the button to F10.

The music much like the font is nice but after 100's of hours listening to the same songs over and over would like to add more variety but I want to keep to the flavor and theme of native music and with what I think this mod is about which to me isn't about adding million armor weapons that are all slightly variations of the same thing but taking whats there and polishing it, this music I think accomplishes that.

I hated the feature in Diplomacy that took money out of your treasury just because your village got raided. I know that it happens to ai Lords however I feel like it unjustly punishes the player. I also feel like its unbalanced because if the money drain is too low then it doesn't incentivise you to protect your villages. If the money drain is too high then is puts a chain around your neck preventing you from going to far away from your villages. Also a simple way to get around this is to higher the treasurer do your business then fire the treasurer. I didn't want to set it to low because I like the other changes that setting it to medium and high gives you and I didn't want to do the fire hire trick because even though its easy enough to do it becomes tedious. So just disabling to me is the best choice.
 
Waka The Fox said:
Update, mordhou one handed sword done. they work well and are fun to use. I hope this is good for you. Do you want me to do all the swords like this?

itm_new_item1 Masterwork_Sword Masterwork_Sword 2  medieval_sword_b1 0  medieval_sword_b1_scabbard 3458764513820540928  541130754 9223388564182532111 550 0 1.750000 100 0 0 0 0 33792 100 0 96 0 291 45
2
15 19
0

itm_new_item1 Masterwork_Sword_(Mordhau) Masterwork_Sword_(Mordhau) 2  medieval_sword_b1 0  medieval_sword_b1_scabbard 3458764513820540928  1125900248678403 9227594196133613312 550 0 1.750000 100 0 0 0 0 33792 100 0 96 0 527 537
2
15 19
0

I'm also known as the Rhodok Champion as my army of 160 spears and crossbows beat a Sarranid army of over 1000 or so, it was split into 2 battles outside Jamiche Castle, and then one inside with about 30 of the defenders left.  and then defending Praven against an army of 800 Swadians including the King. Yay for crossbows and volley fire. for Praven for example. I put all my infantry on a tower that is connected to the stairs so it holds that spot to guard. then all the crossbowmen are on the ground, near the spot the foe comes onto the walls. they fire as the Swadians march to get to where my infantry are. (I hope this makes sense, just woke up lol ) awesome mod. once again
I have checked those. It may be good some swords to have blunt hit together with cut hit. I will try to do the same thing with pyhton code files for some swords or even perhaps some polearm weapons. Your "morgh's editor" settings may help about this. I dont want to use editor or tweak. Because after every compiling pyhton files, it will need to be set again.
btw, i ve handled that custom banner seems on Factions menu in Notes.

nonam3 said:
nonam3 said:
LINK

https://mega.nz/#!mM0yVbjQ!YO2YSTid1PWRVwJztenooIzEN6DbWRVky3I8kJ1mw0Q

Here is my own personal submod

Inspiration:
Chancellors Calradia v.2 on steam workshop
+
My own mind and heart from personal play experience on how I enjoy the game the most. Staying in early game should be a choice not a requirement in my opinion. I don't find it too fun if I feel forced to be in it or stay in it. Players should have the choices of when they want to leave early game and enter into mid game.

Changes:
Renown
Reputation
Honor
XP and Gold gain from battles
Lord Escape Chance
Gold from Enterprises
Tournaments Bet Gold XP Renown
Native female voices
Native Attack anims

Additions:
New Faces Male and Female
Brainy Bots

What I want to add but don't know how plus mod request if possible to add hopefully maybe:
Native Expansions Dark Knight Invasions
Permanent Outpost
All 80 Companions from Malik Faris's Companions and Native Enhancement mod
Report Viewer from Floris Mod
Troop Tree

Random Thoughts:
Really looking forward to what you will do with the Mayors in the castles. Wondering if you will go more the 1257 ad manor route? Maybe possible to talk to them to recruit high tier troops? Maybe talk to them to increase relationship to a lord? Not really sure but pretty excited.
Above is V1 with info

Here is V2 Diplomacy 4.litdum SUBMOD
Link:
https://mega.nz/#!CQ9QGJLL!eQl_xfLF2aGWqKTbVOnprlZzEu5yeRvvKwfVHnoGY6w

Changes for V1 Addendum:
Native Button Click Sound

Changes for V2:
Font - From Hispania 1200 Mod
Keybinds - Brainy Bots to F10
Music - Floris_Evolved Mod
Diplomacy - Removed Treasury Stealing when Villages are Raided when economic changes set to Medium Or High

Reasoning:
Native font is nice but after 100's of hours I want something a little more pleasing to the eye and thick/bold.

The original keybind of F5 for brainy bots doesn't take into account formation mods and other mods that add more gameplay control during battles and so F5 overlaps with that. F10 on the other hand pauses the action during scenes allowing you to change the settings to whatever you want so it makes a lot of sense to move the button to F10.

The music much like the font is nice but after 100's of hours listening to the same songs over and over would like to add more variety but I want to keep to the flavor and theme of native music and with what I think this mod is about which to me isn't about adding million armor weapons that are all slightly variations of the same thing but taking whats there and polishing it, this music I think accomplishes that.

I hated the feature in Diplomacy that took money out of your treasury just because your village got raided. I know that it happens to ai Lords however I feel like it unjustly punishes the player. I also feel like its unbalanced because if the money drain is too low then it doesn't incentivise you to protect your villages. If the money drain is too high then is puts a chain around your neck preventing you from going to far away from your villages. Also a simple way to get around this is to higher the treasurer do your business then fire the treasurer. I didn't want to set it to low because I like the other changes that setting it to medium and high gives you and I didn't want to do the fire hire trick because even though its easy enough to do it becomes tedious. So just disabling to me is the best choice.
Have you any information about permission to use of that fonts from Hispania1200? Because i loved it and would like to use if its possible.
 
I dont know the original creator of the font hispania 1200 1257 ad and medieval conquest all use the same font. I did look to see who actually made the font and I couldn't find out. So it is impossible to ask anyone for permission as the original creator is unknown to me.
 
litdum said:
Waka The Fox said:
Update, mordhou one handed sword done. they work well and are fun to use. I hope this is good for you. Do you want me to do all the swords like this?

itm_new_item1 Masterwork_Sword Masterwork_Sword 2  medieval_sword_b1 0  medieval_sword_b1_scabbard 3458764513820540928  541130754 9223388564182532111 550 0 1.750000 100 0 0 0 0 33792 100 0 96 0 291 45
2
15 19
0

itm_new_item1 Masterwork_Sword_(Mordhau) Masterwork_Sword_(Mordhau) 2  medieval_sword_b1 0  medieval_sword_b1_scabbard 3458764513820540928  1125900248678403 9227594196133613312 550 0 1.750000 100 0 0 0 0 33792 100 0 96 0 527 537
2
15 19
0

I'm also known as the Rhodok Champion as my army of 160 spears and crossbows beat a Sarranid army of over 1000 or so, it was split into 2 battles outside Jamiche Castle, and then one inside with about 30 of the defenders left.  and then defending Praven against an army of 800 Swadians including the King. Yay for crossbows and volley fire. for Praven for example. I put all my infantry on a tower that is connected to the stairs so it holds that spot to guard. then all the crossbowmen are on the ground, near the spot the foe comes onto the walls. they fire as the Swadians march to get to where my infantry are. (I hope this makes sense, just woke up lol ) awesome mod. once again
I have checked those. It may be good some swords to have blunt hit together with cut hit. I will try to do the same thing with pyhton code files for some swords or even perhaps some polearm weapons. Your "morgh's editor" settings may help about this. I dont want to use editor or tweak. Because after every compiling pyhton files, it will need to be set again.
btw, i ve handled that custom banner seems on Factions menu in Notes.

nonam3 said:
nonam3 said:
LINK

https://mega.nz/#!mM0yVbjQ!YO2YSTid1PWRVwJztenooIzEN6DbWRVky3I8kJ1mw0Q

Here is my own personal submod

Inspiration:
Chancellors Calradia v.2 on steam workshop
+
My own mind and heart from personal play experience on how I enjoy the game the most. Staying in early game should be a choice not a requirement in my opinion. I don't find it too fun if I feel forced to be in it or stay in it. Players should have the choices of when they want to leave early game and enter into mid game.

Changes:
Renown
Reputation
Honor
XP and Gold gain from battles
Lord Escape Chance
Gold from Enterprises
Tournaments Bet Gold XP Renown
Native female voices
Native Attack anims

Additions:
New Faces Male and Female
Brainy Bots

What I want to add but don't know how plus mod request if possible to add hopefully maybe:
Native Expansions Dark Knight Invasions
Permanent Outpost
All 80 Companions from Malik Faris's Companions and Native Enhancement mod
Report Viewer from Floris Mod
Troop Tree

Random Thoughts:
Really looking forward to what you will do with the Mayors in the castles. Wondering if you will go more the 1257 ad manor route? Maybe possible to talk to them to recruit high tier troops? Maybe talk to them to increase relationship to a lord? Not really sure but pretty excited.
Above is V1 with info

Here is V2 Diplomacy 4.litdum SUBMOD
Link:
https://mega.nz/#!CQ9QGJLL!eQl_xfLF2aGWqKTbVOnprlZzEu5yeRvvKwfVHnoGY6w

Changes for V1 Addendum:
Native Button Click Sound

Changes for V2:
Font - From Hispania 1200 Mod
Keybinds - Brainy Bots to F10
Music - Floris_Evolved Mod
Diplomacy - Removed Treasury Stealing when Villages are Raided when economic changes set to Medium Or High

Reasoning:
Native font is nice but after 100's of hours I want something a little more pleasing to the eye and thick/bold.

The original keybind of F5 for brainy bots doesn't take into account formation mods and other mods that add more gameplay control during battles and so F5 overlaps with that. F10 on the other hand pauses the action during scenes allowing you to change the settings to whatever you want so it makes a lot of sense to move the button to F10.

The music much like the font is nice but after 100's of hours listening to the same songs over and over would like to add more variety but I want to keep to the flavor and theme of native music and with what I think this mod is about which to me isn't about adding million armor weapons that are all slightly variations of the same thing but taking whats there and polishing it, this music I think accomplishes that.

I hated the feature in Diplomacy that took money out of your treasury just because your village got raided. I know that it happens to ai Lords however I feel like it unjustly punishes the player. I also feel like its unbalanced because if the money drain is too low then it doesn't incentivise you to protect your villages. If the money drain is too high then is puts a chain around your neck preventing you from going to far away from your villages. Also a simple way to get around this is to higher the treasurer do your business then fire the treasurer. I didn't want to set it to low because I like the other changes that setting it to medium and high gives you and I didn't want to do the fire hire trick because even though its easy enough to do it becomes tedious. So just disabling to me is the best choice.
Have you any information about permission to use of that fonts from Hispania1200? Because i loved it and would like to use if its possible.


Hey, awesome, glad things are going well, anything I can help with? also are you going to use animations for the fliping of the sword, or just leave it without one?
 
Do you mean by "animations for the flipping of sword" that the sword uses polearm attack animations when it flipped or the flipping itself?
And i am thinking of adding that just to some of swords for now so players wont have to carry an extra blunt weapon for capturing prisoners to sell or that lord requests you said when they have that special swords. But i will also check what the AI will do with this and perhaps i can use it for more things. I haven't been able to check them thoroughly yet because i was trying to handle that custom banner things :smile: .
Now custom banner feature is done but i didnt like the color choices, trying to change them but i am not obsessive about that as much as the Faction menu issue.
 
I mean the actual flipping of the sword. the polearm animations that you use already are perfect for it. you have to read the tweak text that is link abit back in the thread, as it comes with animations for flipping the blade when you change from normal to blunt. I think it uses the "bayonet" flag, basically treating the blunt attack like adding a bayonet to a musket. but I don't use the animations because I could not download then, with my connection being how it is. ( I have to use another computer to download your amazing mod :grin: ) and it is, abit jarring at first, but you get use to it fast. least, I did. just make sure to treat the mordhou version of the weapon as a two handed weapon, reason I say that is that the idle carry for polearms makes you hold it with one hand for example. which looks really really weird.

To clarify it should carry like a two handed weapon, but block and swing like a polearm (I hope this does not seem rude, just trying to be as clear as I can so it's easier for you)

Side note, are my comments and replies easy to read? How can I improve them?
 
I ve looked at the Mordhau spoiler once again and yes there was a pastebin link for the animations which include also some other animations which may be useful such as low_walking. Flipping sword animations use equiping bayonet animations places as you said but their just small movements to allow players to understand they have done something after pressing "X". And carrying them as polearm weapons look weird as you pointed out as well so it would be better to add mordhau ones as two handed weapons. I will check them in more detail as soon as possible(after totally managing to handle custom banner and tournament play enhancement)

Your comments are fine. I hadnt read the text about Mordhau things carefully enough so i couldnt noticed that there were "animations for the flipping of sword" and also sometimes i might not noticed somethings  because of fast reading and that english isnt my native language.
 
After playing a bit, I wonder if the arenas couldn't use some improvement.
Generally I like them a lot, they are a lot less bland than before; I think there are a few issues though:

- Vegetation. Probably too much of it: gameplay wise, it makes difficult to see (but for archers, who keep sniping you through while you can't see them). And it just feels silly that someone made an arena to entertain a public on the stands, and THEN obscured the view of most of the arena planting trees. :razz:

- Obstacles in general. When too large or too long (low walls, fences, etc.) it seems that the poor pathifinding skills of the bots lead them to get stuck against them, like they do on the arena borders.

- The kind of fights staged in the city should matter. I'll take Uxkhal as an example: fights in this city are always between fully mounted teams, but the arena is covered in thick vegetation for about 1/3 and half of it is flooded. This only leaves a tiny strip where horses can actually manouver (and there are 4 destructable mannequins on it, further blocking movement). The arena per se is nice, but it makes little sense to have such an arena host mounted fights.

In general:
I would tweak the arenas a bit, thinking about how the layout is going to influence the fights in it... and the poor AI of pc-controlled fighters.
I think the best bet is to avoid the excess of obstacles (especially when clustered together), making them few and far from each other; and reduce the trees/bushes to give a better view.
 
I have already re-edited a few of the arena scenes especially for riding horse free of obstructions. And the better is, I will add tournament play enhancement, which give you also a chose to select the arena scene from among Native arenas and the arenas right now so you will be able to choose in game in which arena you will fight.
 
I like most of the new animations but sometimes they are a little goofy:
CKbIwIY.jpg

 
litdum said:
I have already re-edited a few of the arena scenes especially for riding horse free of obstructions. And the better is, I will add tournament play enhancement, which give you also a chose to select the arena scene from among Native arenas and the arenas right now so you will be able to choose in game in which arena you will fight.
Sir, I love you.
:mrgreen:

READHED said:
I like most of the new animations but sometimes they are a little goofy:
CKbIwIY.jpg
I, too, have mixed feelings on the new animations...
Some are really good, a few others not so much. Some of them just look like they would be better suited for a military parade than when actually fighting...
 
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