Number of enemies to spawn in inner sieges

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Cloud Breaker

Master Knight
Currently, the inner sieges (the ones that take place inside the town after the initial siege) spawn a very few number of soldiers. I want to change this to increase the scale of a siege.

  (
    "castle_besiege_inner_battle",mnf_scale_picture,
    "{s1}",
    "none",
    [
        (troop_get_type, ":is_female", "trp_player"),
        (try_begin),
          (eq, ":is_female", 1),
          (set_background_mesh, "mesh_pic_siege_sighted_fem"),
        (else_try),
          (set_background_mesh, "mesh_pic_siege_sighted"),
        (try_end),
        (assign, ":result", "$g_battle_result"),#will be reset at script_encounter_calculate_fit
        (call_script, "script_encounter_calculate_fit"),
       
# TODO: To use for the future:
            (str_store_string, s1, "@As a last defensive effort, you retreat to the main hall of the keep.\
You and your remaining soldiers will put up a desperate fight here. If you are defeated, there's no other place to fall back to."),
            (str_store_string, s1, "@You've been driven away from the walls.\
Now the attackers are pouring into the streets. IF you can defeat them, you can perhaps turn the tide and save the day."),
        (try_begin),
          (this_or_next|neq, ":result", 1),
          (this_or_next|le, "$g_friend_fit_for_battle", 0),
          (le, "$g_enemy_fit_for_battle", 0),
          (jump_to_menu, "$g_siege_final_menu"),
        (else_try),
          (call_script, "script_encounter_calculate_fit"),
          (party_slot_eq, "$g_encountered_party", slot_party_type, spt_town),
          (try_begin),
            (eq, "$g_siege_battle_state", 0),
            (eq, ":result", 1),
            (assign, "$g_battle_result", 0),
            (jump_to_menu, "$g_siege_final_menu"),
          (else_try),
            (eq, "$g_siege_battle_state", 1),
            (eq, ":result", 1),
            (str_store_string, s1, "@You've breached the town walls,\
but the stubborn defenders continue to resist you in the streets!\
You'll have to deal with them before you can attack the keep at the heart of the town."),
          (else_try),
            (eq, "$g_siege_battle_state", 2),
            (eq, ":result", 1),
            (str_store_string, s1, "@The town centre is yours,\
but the remaining defenders have retreated to the castle.\
It must fall before you can complete your victory."),
          (else_try),
            (jump_to_menu, "$g_siege_final_menu"),
          (try_end),
        (else_try),
          (try_begin),
            (eq, "$g_siege_battle_state", 0),
            (eq, ":result", 1),
            (assign, "$g_battle_result", 0),
            (jump_to_menu, "$g_siege_final_menu"),
          (else_try),
            (eq, "$g_siege_battle_state", 1),
            (eq, ":result", 1),
            (str_store_string, s1, "@The remaining defenders have retreated to the castle as a last defense. You must go in and crush any remaining resistance."),
          (else_try),
            (jump_to_menu, "$g_siege_final_menu"),

          (try_end),
        (try_end),
    ],

I've taken a look at this code at game_menus, and I believe its the bold ones that need taking care of, or the mission templates linked to it. But one thing that nagged me is that that particular entry does not summon up any mission templates that I can edit.

Did I miss anything?
 
I think that this is the relevant mission templates:

插入代码块:
  (
    "besiege_inner_battle_castle",mtf_battle_mode,-1,
    "You attack the walls of the castle...",
    [
     (0, mtef_attackers|mtef_use_exact_number|mtef_team_1,af_override_horse,aif_start_alarmed,1,[]),
     (6, mtef_attackers|mtef_use_exact_number|mtef_team_1,af_override_horse,aif_start_alarmed,1,[]),
     (7, mtef_attackers|mtef_use_exact_number|mtef_team_1,af_override_horse,aif_start_alarmed,1,[]),
     (16, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
     (17, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
     (18, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
     (19, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
     (20, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
     ],
    [
      (ti_before_mission_start, 0, 0, [], [(call_script, "script_change_banners_and_chest")]),

And:

插入代码块:
  (
    "besiege_inner_battle_town_center",mtf_battle_mode,-1,
    "You attack the walls of the castle...",
    [
     (0, mtef_attackers|mtef_use_exact_number|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
     (2, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
     (23, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
     (24, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
     (25, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
     (26, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
     (27, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
     (28, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
     ],
    [
      (ti_before_mission_start, 0, 0, [], [(call_script, "script_change_banners_and_chest")]),
 
Explain that a little bit.

    (0, mtef_attackers|mtef_use_exact_number|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
    (2, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
    (23, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
    (24, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
    (25, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
    (26, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
    (27, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
    (28, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),

Are these the numbers that needs changing to set the number of troops spawned in the street and keep battle?

The "You attack the walls of the castle..." thing confuses me. Should I ignore it?
 
Cloud Breaker 说:
Explain that a little bit.

    (0, mtef_attackers|mtef_use_exact_number|mtef_team_1,af_override_horse,aif_start_alarmed,4,[]),
    (2, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
    (23, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
    (24, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
    (25, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
    (26, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
    (27, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),
    (28, mtef_defenders|mtef_use_exact_number|mtef_team_0,af_override_horse,aif_start_alarmed,1,[]),

Are these the numbers that needs changing to set the number of troops spawned in the street and keep battle?

The "You attack the walls of the castle..." thing confuses me. Should I ignore it?

The 4 is the number of troops spawned on your side.

Each of the 1s are enemy troops spawned in certain locations.

Ignore the you attack the walls.

besiege_inner_battle_castle should be the important bit. I may be wrong, but I'm about 80% certain I'm right.
 
Which entry numbers?

If you mean the ones at the front, nothing. These only define on which spawn point the characters will be spawned.
 
To increase or decrease the troops YOU have, change the 4 to a number.

To increase the troops that the AI have, change the 1 to a number. I don't know what'll happen if it's 0.

 
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