Did could add fields mercenaries of With Fire&Sword to Warband?
Sorry for my bad english, I only speak spanish.
Sorry for my bad english, I only speak spanish.
what about accuracy?kraggrim said:shoot_speed is what you're looking for, which is different form spd_rtng (fire rate).
Rarilmar said:Quick question:
What does the highlighted number stand for in troops.txt?
file.write("\ntrp_%s %s %s %s %d %d %d %d %d %d\n "%(convert_to_identifier(troop[0]),replace_spaces(troop[1]),replace_spaces(troop[2]), replace_spaces(str(troop[13])), troop[3],troop[4],troop[5], troop[6], troop[14], troop[15]))
litdum said:to release a new mode, where should i start the topic?
elcapo29 said:I was wondering how to get the bots to target enemy scene props.
kalarhan said:elcapo29 said:I was wondering how to get the bots to target enemy scene props.
Download Lav's modules
Search section for agents on header_operations.py to find the operations used for AI (like forcing a agent to target something)
Thanks. I started the topic.Slavos said:litdum said:to release a new mode, where should i start the topic?
Pioneer's Guild
elcapo29 said:It would be perfect for my mod if I could get this to work.
Moonsteel said:What is the txt code for Guaranteeing that a troop has a polearm? Also where would I put said code?
Slavos said:Moonsteel said:What is the txt code for Guaranteeing that a troop has a polearm? Also where would I put said code?
I don't think that it is possible to do this with .txt files, only with .py files.
["watchman","Watchman","Watchmen",tf_guarantee_polearm|tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield
trp_watchman Watchman Watchmen 0 170917888 0 0 1 32 0
tf_guarantee_boots = 0x00100000
tf_guarantee_armor = 0x00200000
tf_guarantee_helmet = 0x00400000
tf_guarantee_gloves = 0x00800000
tf_guarantee_horse = 0x01000000
tf_guarantee_shield = 0x02000000
tf_guarantee_ranged = 0x04000000
tf_guarantee_polearm = 0x08000000
0x08000000|0x00100000|0x00200000|0x02000000 = 170917888
TheCaitularity said:Can someone please help me understand a couple things about lords and convincing them join your faction/cause?
1. This code:
I suspect it halves your chances of convincing a lord to join your cause if you're part of a rebellion for a claimant. Is this correct? Is this all it does? I want to know how drastic modifying or removing it would be.Code:(try_begin), (neq, ":liege", "trp_player"), (neq, ":liege", "$supported_pretender"), #player is advocate for pretender (val_div, ":argument_strength", 2), (val_div, ":argument_appeal", 2), (val_div, ":result_for_argument", 2), (try_end),
2. This code:
I'm trying to wrap my head around how it works. I want to make higher Persuasion more effective in the whole 'convincing lords to join you' equation, so what would be the most straight-foward way to do this?Code:(store_skill_level, ":player_persuasion_skill", "skl_persuasion", "trp_player"), (try_begin), (gt, ":result_for_argument", 0), #make sure player is the one making the overture #if player has 0 persuasion, ":result_for_argument" will be multiplied by 3/10. (store_add, ":player_persuasion_skill_plus_5_mul_066", ":player_persuasion_skill", 5), (val_mul, ":player_persuasion_skill_plus_5_mul_066", 2), (val_div, ":player_persuasion_skill_plus_5_mul_066", 3), (val_mul, ":result_for_argument", ":player_persuasion_skill_plus_5_mul_066"), (val_div, ":result_for_argument", 10), (else_try), (lt, ":result_for_argument", 0), (store_sub, ":ten_minus_player_persuasion_skill", 10, ":player_persuasion_skill"), (val_mul, ":result_for_argument", ":ten_minus_player_persuasion_skill"), (val_div, ":result_for_argument", 10), (try_end),
3. I want to make your relation with the lord you're trying to convince matter a lot more (at least, a lot more than it apparently seems to). I presume "troop_get_relation_with_troop" has something to do with this, but I'm not seeing how in the actual 'convincing lord' calculation? Is there a way I could crowbar it in (such as, make it check if lord relation is +25 or more, then multiply your chances by 33%)?
Thanks!