Innovative 2015 submod "Brytenwalda Reworked" pulling together the best features

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This is not stable enough to replace version 17b, I take it?
Been refreshing this page like, hourly, to see when I can start my new Brytenwalda save.

Also, stable... horses. A pun waiting to be made.
 
When I call it "BETA" that will be savegame compatible.
Right now my horses won't appear in the marketplace.
I hope to have the  beta by 3pm US EST.
 
I will upload the Beta tonite but it will still have a spear bug in it.
The problem is that troops in your party- both companions and hires - won't use their spears,daggers, staffs or seaxes in combat in most situations.
Since most troops have a spear and a seaxe, this will make a game challenging.

I have several issues that I posted here: http://forums.taleworlds.com/index.php/board,64.0.html

The thread "Troops not using weapons" is pretty much the only bug holding up the release of the game.
It seems like a monologue over there as no one is available to answer.
 
I've been testing all staffs and spears down to but not including blade spears.
One observation I have is that the one polearm they choose to equip - shepherd's crook - has the highest swing damage of 19.
All the other staffs and spears (and seaxes, daggers) have a swing damage under 19.

I will test later tonite to see whether this makes a difference.

What script would evaluate a polearm based only on swing damage??


Here is the only relevant script I can find (the spears not being chosen certainly have very high thrust damage)
get_item_score_with_imod
插入代码块:
else_try),
      (this_or_next|eq, ":type", itp_type_one_handed_wpn),
      (this_or_next|eq, ":type", itp_type_two_handed_wpn),
      (this_or_next|eq, ":type", itp_type_bow),
      (this_or_next|eq, ":type", itp_type_crossbow),
      (eq, ":type", itp_type_polearm),
      (item_get_slot, ":item_speed", ":item", slot_item_speed),
      (item_get_slot, ":item_length", ":item", slot_item_length),
      (item_get_slot, ":swing_damage", ":item", slot_item_swing_damage),
      (item_get_slot, ":thrust_damage", ":item", slot_item_thrust_damage),
      (val_mod, ":swing_damage", 256),
      (val_mod, ":thrust_damage", 256),
      (assign, ":item_damage", ":swing_damage"),
      (val_max, ":item_damage", ":thrust_damage"),

      (try_begin),
        (eq, ":imod", imod_cracked),
        (val_add, ":item_damage", -5),
      (else_try),
        (eq, ":imod", imod_rusty),
        (val_add, ":item_damage", -3
),
 
Savegame version released!

I will make sure all future changes will be savegame compatible.
There are built-in buffers for future changes and patches, so there's no reason why you'll need to start over again for months.

While the spears aren't working-
http://forums.taleworlds.com/index.php/topic,334536.0.html details everything I've tried-
everything else is fine. I recommend you start playing without the spears, knives, or seaxes
They have a wonderful new and realistic overhead thrust attack that you can use short range for a head attack.

Download version 19.
Here is the latest mod version 19:http://www.nexusmods.com/mbwarband/mods/5994/?
 
Thx much for you effort!
i want to help you but my modding skills are to low for now.
hope you already got some help or source files, for that (animation) speer problem.

or should we rep. here a little bit ? ^^
http://forums.taleworlds.com/index.php/topic,272406.30.html

 
Instructions on the new mod:
Go to the link 2 posts above (Nexusmods), click the header for version 17/18, click files on the right side, then choose the bottom link: download Version 19 standalone.
No, the resource files and module.ini are totally incompatible with other BW versions.
The resource files are the same as version 18d alpha.

Savegames are incompatible with v18.
I will promise that all future releases will be savegame compatible with this platform through August.
I built in extra space for improvements so this can be the case.

I will post a detailed guide this coming weekend.

I have 2 game Knight-modders who said they will look at the spear bug. The fix will be savegame compatible.

I have taken note of all the complaints and plan to fix them over the next few weeks.
The big fix with this release is the overhead swing.
I finally got the overhead thrust to work without bugs.
You won't see an animation like this in any mod I know of.
I combined ideas from Antonis' excellent Fire of War mod and Viking conquest.
There are significant differences from the spear animations in both of them.
If there are problems with this, let me know.
 
There have been many requests, but I am one busy person and can only fix one thing at a time.
Here is my hoped for release schedule:
1) Tuesday night: spear fix! with item_kinds improvements.
2) Thursday: New faces submod included. The new books will all be working.
3) Friday or Saturday morning: New itemskinds fixes and the elite merchants I've been working on will be activated.
These merchants will sell only to troops with 500 renown.
Instead of 5-7 items with a menu, you will see a merchant inventory screen that shows the graphic and bonuses of the special armors.
There will be about 40 items that you can only get from these merchants and most will give bonuses to persuasion and leadership.
4) Next Thursday: Will include new meshes and textures from Gothic Knight's Dark age pack http://forums.taleworlds.com/index.php/topic,264791.msg6338429.html#msg6338429

All upgrades will be savegame compatible with version 19 that's posted now.
 
I have a solutions for the polearm dilemma.
It involves converting the polearms into two-hand weapons.
When the AI thinks the polearms are two-handers, they have no problem using them.

This will mess up the noswing script a little bit.
Does anyone here seriously use the formations for more than a few seconds at the beginning of battle?

This will take a couple hours of time.
If you have already started, my fix will be savegame compatible.
 
Just to check I understood correctly gdwitt: You consider the current version 19 fully playable, but only if we don't use troops with polearms until the imminent "spear fix"?
Should I dump my version 17 game and start playing version 19 now?

As to your question on whether we use formations, I tend to keep it simple and just use shieldwall for infantry to provide protection until close enough for a charge (but others probably play differently).
 
Only play 17 if you want things working now and plan a short campaign.
If you want to conquer England or Ireland with the latest features, wait for this:

I have a great solution for spears and auto-formations that I am testing now.
I hope to release it before 11pm US EST.
 
gdwitt 说:
Only play 17 if you want things working now and plan a short campaign.
If you want to conquer England or Ireland with the latest features, wait for this:

I have a great solution for spears and auto-formations that I am testing now.
I hope to release it before 11pm US EST.

Will this be v20?
 
I downloaded the latest standalone patch before the current one (19), the one from May, and when I recruited any recruits (mercs and from towns), the troops seemed to be all messed up. All the missile troops I recruited/upgraded from infantry troops didn't have ranged weapons at all, and in the troop tree this was also reflected. The 'crossbowmen' merc for example had standard infantry weapons and they where also mounted but assigned as archers.
 
jeoffreyjapie 说:
I downloaded the latest standalone patch before the current one (19), the one from May, and when I recruited any recruits (mercs and from towns), the troops seemed to be all messed up. All the missile troops I recruited/upgraded from infantry troops didn't have ranged weapons at all, and in the troop tree this was also reflected. The 'crossbowmen' merc for example had standard infantry weapons and they where also mounted but assigned as archers.
yes troops are not finished complete i think BUT! you can change them at your party screen in game from archer to infantry and so on..
 
Troops might be a little off as I didn't examine that.
Another modder was fixing up troops.

It concerns me that you were using a mod from May.
If you used a mod from May and combined it with files from July, you will get a big mess.
The troops have been completely reorganized along with all their items.
For example, the mercenary crossbowmen were renamed to mercenary archers for the latest release.
I axed the new crossbows for a future version of the mod.
I would download 19Beta from Sunday then paste over the text files from 19b.

You mentioned weapon choice. The update 19b fixed weapon choices from quite a few troops.
Before 19b, archers were picking clubs over bows unless you gave them an order. Cavs were using javs and daggers over their spears.

The other modder will look over Troops in the next 2 days.
What was the name of the other troops that were the problem?
What version are you working with?

I plan to release another update each day this week.
Maybe troops is the most urgent?
 
i had this problem with 16/17 v. too. troops like verteran merc, mostly mercs.
with version 19beta and new textfiels it seems to be good.
i found a "problem" in v19beta. the dawn ray (with weapon reach 180) "speer", seems not to have the overhead animation but the saxon speer ( weapon reach 175 and looks pretty heavy with its big blade) had the overhead animation. for me it looks and is not so "realistic" in game.
 
Tonite's release will update all the spear values.
I have them messed up because I was testing the polearms yesterday.
It will be savegame compatible.
Keep using spears until you can buy or questfind a quality sword.
 
I downloaded 19 and 19b, applied the 19b patch.
Started new savegame.
To just get a feel of the new version, I imported max-stat character.
Got weapons at first town.
Went to try them out (alone) against Franks and Masterless Men.
Crash to desktop each time I click "charge". Tried several times.
Did the entire procedure twice, just to make sure... same result.
:cry:
 
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