No auto-exit after conclusion of battle

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Wonderland

Sergeant at Arms
Just a simple little request. I'd love to be able to roam around after a battle's end, with no time limit, untill I pressed Tab myself. This would be useful for screenshots and such. What's the purpose of having it automatically exit to the loot screen?
 
Not from my experience. After a certain amount of time, I get kicked from the battlefield and the loot screen comes up without me having pressed Tab. Same applies for the arena, sans a loot screen of course.
 
indeed. Although i dont know how it works in the latest version. I believe the time to roam through the battlefield after some frost giant's daughter is a little prolonged, but it still quits i believe, and i think the reason is AI failure. I've seen them throwing rocks at the last corpse, so they potencially could accidently kill one another while the player is on a walk. I like the idea itself. Once the battle is won the warriors should brobably stop doing anything (turn off AI) aside from jumping and yelling in euphoria as proposed here.
 
catsoup said:
indeed. Although i dont know how it works in the latest version. I believe the time to roam through the battlefield after some frost giant's daughter is a little prolonged, but it still quits i believe, and i think the reason is AI failure. I've seen them throwing rocks at the last corpse, so they potencially could accidently kill one another while the player is on a walk. I like the idea itself. Once the battle is won the warriors should brobably stop doing anything (turn off AI) aside from jumping and yelling in euphoria as proposed here.

Exacidubly.
 
In 0.711, I have waited for about 20 seconds after the battle and it didn't throw me out. But maybe I didn't wait enough. I will check this.
 
As far as I am concerned you always have the chance to continue in the battle field UNLESS you joined a battle between two other parties.

I don't know the situation in .711, I just don't have time to play the new versions.
 
<deniz> said:
As far as I am concerned you always have the chance to continue in the battle field UNLESS you joined a battle between two other parties.

I don't know the situation in .711, I just don't have time to play the new versions.

No. If you joined a battle, there is no wait time at all afterwards, you go straight to the loot screen after the last kill, true. However, if you initiated the battle or were attacked, there is a certain amount of time until you get kicked from the battlefield. Have you actually tried remaining there without exiting yourself for more than 10 seconds? I think the results would be astonishing, as far as you're concerned.
 
FYI, if you don't mind getting down and dirty with the python scripts, you can change it so it doesn't exit automatically by editing "module_mission_templates.py". Actually I think only that one end file (mission_templates.txt) would be changed.
 
I wouldn't have minded if I knew anything at all about it... unfortunately I'm completely in the dark. However, if anyone would be willing to do so themselves, I would sacrifice 15 river pirates and 20 mountain goblins to thine name.

It would be best however if in the future this was incorporated into the game itself so with every release there wouldn't be a need to change things again and again.

Will anyone take a crack at this for now though? Think of that sweet, sweet sacrifice offer... I'donno... I mean you don't get 35 corpses in your honor everyday... you know.... think about it.............. think... about....... it.....................
 
Heck, I'll throw this in as a feature in my Arena Expansion mod. It has nothing to do with the arena, but it's a small change and I don't see why not to.
For that matter, I've already added it and tested it. :smile:
 
Excellent. Could you release the file itself first? I assume it's a certain file with changed text, so if you could release that to add the feature into any version of the game with any mod, that'd be Voonduba.
 
Well, small problem with that. The modification changes the mission_templates.txt file, which is to be expected and many mods wouldn't change that file, but for some reason it also changes pretty much every entry in the troops.txt file. Most mods have new/edited troops, so that would be a problem.
Now, if other mod creators want to incorporate the change into their mods, I can give them the (tiny) changes needed for the python script.
 
Nah, 1.3 is the old version. The new version will hopefully be released tomorrow.
If you want the current build (maybe 95% complete), just PM me. It's working fine and savegames will be compatible between it and the final release, it just needs a couple of armor retextures and some finishing up on the scenes. The scripts themselves are basically complete, unless I come up with any other small details to throw in.
 
I'll prefer to wait till the full release, thanks though. It won't be compatible with a vanilla version savefile by any chance will it?
 
Semi-compatible. It will offer to copy over your vanilla savegames as part of the installation process.
I've tried it, and there were no major problems with my vanilla savegame. However, some things were definitely off, as it gave me the intro text for the constable even though I had partly completed the river pirate quest, and it offered the quest again. It still showed me as having partially (20%) completed the river pirate quest before and after accepting the quest again. <shrug>
The only thing which should be affected would be dialogs given and quests currently in progress.
 
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