xcskiguy said:So how about a guide on how to install for us non-computer savy? Idk where to extract the to folders, especially when I extract them both to the same area and end up with a broken tavern.
Check your skills with the formulafroggyluv said:Huh... I didn't get the extra-dialogue when speaking to my NPCs but I can see the formation are their so I know I loaded it properly.
Damocles said:This is one of the best ideas EVER!
One of the major problems with mount and blade has always been that you can onyl split your army into infantry, cavalry, and archers. THis way you can have two groups of archers, send them to two different hills, push your main infantry forwards to lock the enemy in place, and them have your cavalry slam into the bastards from the rear while arows rain on them from above....
Incredible!
If you can iron out any bugs in your code then this will be one of the most important additions since formations and sea battles. Keep up all the good work. And please release the python code when it's done...
Zathan said:Just saw this and haven't checked it out yet, but I'm wondering if the formations apply to the AI as well?
This is a great effort by the way!
Worcob said:enable to load scene in every single tavern? all NPC heroes spawning on same place so you can't talk to one you wish to talk.Is that normal bug? Sorry for critics but I'm really have interest for some good formation mod to be released soon.
Soil said:You really did a great job!
I noticed a few problems while I tested it though...
First off, when I tried to create a second battle, it wasn't named 'rearward' but 4342 denars. Wasn't the amount of money I had at that time, though... It displayed as rearward in the camp(probably because you simply named them there) and battle menu.
Then I noticed when I told a battle to charge it only moved forward at a certain speed... Isn't it possible to make them look for nearby enemies?
Oh, and that might be somewhat hard to archieve, but could soldiers in side battles profit from the training skill too?
And how about an option to follow the player?
Anyway, you've done an amazing job so far and I'm looking forward to any updates
By the way, I think castle defense could get a lot more interesting with this! Do you think letting certain battles start at certain entry points is possible?
Chinta Kari said:YOU are the man, foxyman.
Chinese wit and efficiency.
You just opened a whole new world there.
All my respect.
I'm confused a little bit. But the siege thing will be under my serious consideration, seems feasible.Soil said:Hmm, letting the spawn as usually and rather run to an entrypoint than directly spawning there probably is a better idea.
Well, I imagined there would be battles in 3 sizes, one for the keep, which is obviously the biggest, then 2 or 3 slighty smaller ones for gates or other very important strategical position and then much smaller normal defense battles.
The battles could be moved around just as the player wants them to, but the idea which puts this into far bigger use is the ability to send them to different spawn points(those on which the guards spawn because these usually are at the important positions).
Obviously remaking all the castles would allow to get far better results so it would be better for a total conversion.
The ability to divide your forces to defend multiple points while still having full control over them would definitely make sieges more interesting.
The tricky part would be making the AI use it, though.
It's good to hear that you already fixed that, and thanks for the hint
Now I get it. Should be feasible. I'll look into module_presentation.py for a better UI instead of the edit mode.Soil said:You don't have to excuse yourself... After all, I'm just throwing ideas in.
I agree, field battles are more important.
Well, I'll try and explain it a bit more clear... And probably change my ideas because I got to think of something better.
The troops defending the castle will be split into a number of groups chosen by the player. The rules about the number of battles are similar to those of field battles.
The player gets to assign the soldiers to the battles before the siege attack. If it's possible, there could be an option to auto assign them x parts archers and y parts infantry.
Because the arrow keys might be somewhat clumsy to use during battles I thought it might be better to order your troops to go to certain positions on the wall.
A way to do this would be using the entry points(those which define where the guards are spawned when you visit the castle), the player would choose the position and order the troops to go there just like he would choose and order the forming of a formation.
The problem with this is that the player had to look via edit-mode where each entry point is. I like that, though, because that requires some planning.
And if this is all too much to some they can always use the old controlls...
Soil said:By the way, is it possible to order a battle to follow you or the respective battle leader?