u768
No, but in that sector I know what I am doing. I am playing very heavily modified version, worked by myself. I have changed nearly every aspect in battles and world map travel. I have only two mission_templates in use. lead_charge for field battles (where that horse slowdown trigger is, and sure in right place) and castle_attack_walls_ladder for sieges where is no horses.
What I have done so far is ~45000 lines of own code in scripts, 5200 random numbers runs world map parties and their development + other things, ~200 self made simple_triggers, ~200 triggers. Installed 495 own made custom troops and 630 new items for those troops.
It works perfectly.
Currently I am working for wind system for AI and own ships, slows down them or boosts in game_get_party_speed_multiplier.
What I am editing and what currently affects player party speed is in big editing process, becouse I have to pass those when ship icons are in use. Example land speed for player party affects:>
Terrain type.
Party morale.
Number of party members.
Wounded members.
Number of prisoners.
Number of horses.
How many food units party gets.
And last 7 triggers calculates 7 cities or castles distance to player party under distance of 25 units.Then it checks are those cities or castles friendly or enemies for player. Boosts speed if friendly city/castle is under range and slows down if enemy.
In some point I start releasing parts of program code I have made. One is "arrow pool". Arrow fillment place for AI archers.
And after all cant get simplest piece of code to working.
I have to install some display messages in that horse slowdown and watch what numbers it prints in screen.
What I have done so far is ~45000 lines of own code in scripts, 5200 random numbers runs world map parties and their development + other things, ~200 self made simple_triggers, ~200 triggers. Installed 495 own made custom troops and 630 new items for those troops.
It works perfectly.
Currently I am working for wind system for AI and own ships, slows down them or boosts in game_get_party_speed_multiplier.
What I am editing and what currently affects player party speed is in big editing process, becouse I have to pass those when ship icons are in use. Example land speed for player party affects:>
Terrain type.
Party morale.
Number of party members.
Wounded members.
Number of prisoners.
Number of horses.
How many food units party gets.
And last 7 triggers calculates 7 cities or castles distance to player party under distance of 25 units.Then it checks are those cities or castles friendly or enemies for player. Boosts speed if friendly city/castle is under range and slows down if enemy.
In some point I start releasing parts of program code I have made. One is "arrow pool". Arrow fillment place for AI archers.
And after all cant get simplest piece of code to working.
I have to install some display messages in that horse slowdown and watch what numbers it prints in screen.