ON HOLD - Pike & Blade Merged v3.3.2 (Needs to be updated to 1.143/DP 4.1)

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Caba`drin said:
Kogara, thanks for pointing me in the correct direction--I was unaware you merged the txt rather than the source. My previous post is largely irrelevant...I can remove that if desired.

I believe this will be a txt-based fix to make open field battles begin with your troops HOLDING, rather than charging. I've not tested it, however.

1) Open up mission_templates.txt
2) Search for "lead_charge" (should be around line 369)
3) Find the first line of code that begins with "0.000000 0.000000" (it follows a line beginning with "-19.000000 0.000000" and comes before a line that begins with "30.000000 0.000000"; around line 383)
4) Select that entire line
5) Replace it with the following:
Code:
0.000000 0.000000 100000000.000000  0  12 2133 2 144115188075856297 0 2133 2 144115188075856298 0 2133 2 144115188075856299 0 1 1 936748722493063616 1 1 936748722493063652 2133 2 144115188075856300 2 2133 2 144115188075857079 0 1700 1 1224979098644774912 1770 2 1224979098644774913 1224979098644774912 1107 1 0 1790 3 1224979098644774913 9 0 1107 1 1
6) Save and play!

Thanks Caba'drin, feel free to delete your earlier post as it is rather large :wink:. I'll post this in a spoiler in the OP, later on I'll probably just post a fixed version of mission templates there. If anyone gets around to it, a confirmation that it works without fail would be nice.

Anyway, thanks again :mrgreen:
 
Caba`drin said:
Kogara, thanks for pointing me in the correct direction--I was unaware you merged the txt rather than the source. My previous post is largely irrelevant...I can remove that if desired.

I believe this will be a txt-based fix to make open field battles begin with your troops HOLDING, rather than charging. I've not tested it, however.

1) Open up mission_templates.txt
2) Search for "lead_charge" (should be around line 369)
3) Find the first line of code that begins with "0.000000 0.000000" (it follows a line beginning with "-19.000000 0.000000" and comes before a line that begins with "30.000000 0.000000"; around line 383)
4) Select that entire line
5) Replace it with the following:
Code:
0.000000 0.000000 100000000.000000  0  12 2133 2 144115188075856297 0 2133 2 144115188075856298 0 2133 2 144115188075856299 0 1 1 936748722493063616 1 1 936748722493063652 2133 2 144115188075856300 2 2133 2 144115188075857079 0 1700 1 1224979098644774912 1770 2 1224979098644774913 1224979098644774912 1107 1 0 1790 3 1224979098644774913 9 0 1107 1 1
6) Save and play!


Hey, this is great. Thank you for this.
 
Is it possible to request a module-system-compatible version of this mod? I really like the new troop trees, but I also want to add a separate troop tree for my own kingdom. That requires editing Diplomacy python files. Unfortunately when I did that, it messed up troop ids, and I got all kinds of weird stuff going on. I know that Pike&Blade does not originally come in module version, but I figured maybe it is possible to change that?

*edit: adding the custom tree to the end of troops.txt solved the conflicting id problem, but WinMerge still shows plenty of differences that I do not understand. Does Pike&Blade modify any parameters of lords and craftsmen?
 
realwiz said:
Is it possible to request a module-system-compatible version of this mod? I really like the new troop trees, but I also want to add a separate troop tree for my own kingdom. That requires editing Diplomacy python files. Unfortunately when I did that, it messed up troop ids, and I got all kinds of weird stuff going on. I know that Pike&Blade does not originally come in module version, but I figured maybe it is possible to change that?

*edit: adding the custom tree to the end of troops.txt solved the conflicting id problem, but WinMerge still shows plenty of differences that I do not understand. Does Pike&Blade modify any parameters of lords and craftsmen?

I know its possible, but I'll be honest, I haven't the slightest clue how.

As far as I know, the only things changed about lords in P&B were some titles (For some reason Aeon221 changed Barons to Counts and Counts To Barons), and possibly some stats, but I'm not sure about that last part. Though it is very likely. I'll check on the stats by opening up troops.txt with a troop editor tool, and compare the lords stats on native vs P&B. Although you're welcome to do that your self if you feel like beating me too it :mrgreen:. Right now I have to deal with work related stuff so yeah.....back burner and all that.

Oh and craftsman.....I did notice some string differences, but I'm not sure what he changed  :sad:. Wish I could be more help on that, will see if I can find anything later.

P.S. In case you're not completely aware, the only thing P&B touches is the horses in item_kinds.txt, the troops, obviously, in troops.txt, and then party_template, which is basically about some reinforcement changes. Frequency and size, I believe.

That should cover everything. I'll get back to you on those other things later, unless you find the answers first.
 
Creating a module version of P&B could be possible with Morgh's tools. One could open both the troop txt editor and the troop py editor, and sort of transfer all the data manually from one window to another. It is a lot of boring work, though.

So far I have been mostly successful in adding that additional tree to Diplo P&B, but there is a problem that I haven't been able to solve. In module_scripts I have this line that defines the the troops that you get in your villages if you choose custom culture
Code:
(faction_set_slot, "fac_culture_7", slot_faction_tier_1_troop, "trp_nc_militia"),
However, my new troop ids seem to be offset by -42. So instead of troop no.976 I get to recruit troop no.936, which is Sarranid Militia Axeman. Because this definition is in scripts.txt, I can't really change it. I tried adding dummy troops to module_troops, but it did not help. So it seems that my only options are either to abandon P&B (which I like a lot), or abandon the idea of having a separate tree for my faction. Using module system seems to be the only way to ensure that all troop references match.
 
I'm really not very experienced with modding Mount & Blade, I'd suggest contacting someone who knows a little more. Either post in the appropriate board/thread and see if anyone can help you there, or maybe ask individuals who you think may have first hand knowledge based on the mod they're making.

I wish I could be more help :sad:. I do not have the time right now to try and create a source file for P&B, but if you're capable of doing so that would most likely be your fix from the sounds of it.

Also check back here as the downloaders of this great merge often have some decent technical insight :smile:

Again, sorry I'm not much help at the moment :wink:, hope you find a solution. Let me know how it goes and feel free to share your version with me lol.
 
Newsflash: I will be gone on a trip until either Monday the 27th, or the following day. This is just a heads up in case some big update for Diplomacy comes out and I'm not here to answer your cries of anguish, due to lack of update :mrgreen:.
 
Rhodok troops are stupidly overpowered withi this mod. I have their crossbowmen survive 2 or 3 spearings from horseback now, for example.

Another problem I have with Rhodoks now is that they are simply unbeatable in sieges. I prided myself on playing on max difficulty level all the time, but I had to decrease difficulty to minimum damage when playing against Rhodok troops. Just as a comparison: in castle DEFENSE, with a fair number of high-tier Nord and Vaegir troops (veteran infantry and stronger) I lost 245 soldiers as opposed to 226 Rhodoks which were attacking me.

Maybe I just gotten too used to killing infantry en masse before I installed this mod, but this thing took it to the extreme opposite - horsemen are practically useless now, and it may just be the AI, but Rhodok troops slaughter basically everyone.

Before I installed the mod, Rhodoks had 3 cities left. Since I installed it, they are now up to 8 cities and almost took Sargoth from me - I managed to defend solely because I managed to get a similar number of defending troops into the city before entering battle. On easy. And I barely managed to defend, since Rhodok troops are extra-tough with this mod.

All in all I love the Pike & Blade upgrade to infantry, but I guess the creator was a fan of Rhodoks and might just have overdid it a little.
 
Lol wow, go Rhodoks I guess! (Cheering, not telling you to BE them) I'm back from my trip by the way....and it kicked my ass.

Anyway, generally I almost never see the Rhodoks expand, and I have taken castles and towns from them, so I don't agree that they're nearly unbeatable. BUT, they are REALLY tough, they're designed to be the ultimate in defense, more or less. And high level Crossbow men (Like Sergeants) are tough as nails. They are good at attacking in many ways, but I've seen them get cut down, even with me commanding. Cavalry are not useless, just light cavalry....lol. Which is not really true either...they have their uses. Basically, I suggest playing the mod more and figuring out how to beat the Rhodoks in your own way, just don't give up :wink:.

I apologize if this is kind of a messy unhelpful message, I'm just extremely tired lol. I'm sure a few members here will interject, maybe, as I will probably do a better job of myself after I've slept...ha-ha.

Glad you like the mod though! :mrgreen:

P.S. I noticed that Waihti still hasn't updated to 3.2, so I guess I might as well update the merge to 3.1.1 (Current version is 3.1), especially after reading what it fixes. This'll be done later, and should be save game compatible.

P.S.S. Still haven't done the 3.1.1 merge, haven't found the time even though its a small task, arg and all that....sorry =\. It'll be done though.


EDIT: Updated the merge to 3.1.1, should be save game compatible as it only fixed a couple bugs. Just don't curse me out if it does freak out your saved game, please. If it does, PM me and I'll give you the link for the previous 3.1 merge.

That is all, the link will be in the OP shortly.
 
Rhodoks weren't that strong as you described in my game. Swadia and Vaegirs expanded on account of the khergits, their almost vanished from the map.

Anyone noticed a similar course of action?
 
Yamchu said:
Rhodoks weren't that strong as you described in my game. Swadia and Vaegirs expanded on account of the khergits, their almost vanished from the map.

Anyone noticed a similar course of action?

Huh.......yeah, thing is, these games often turn out completely differently. I love that.
 
I need to update my warband to 1132 because of the ATI graphic glitch, will this merged modpack still work with the new version?
 
Yamchu said:
I need to update my warband to 1132 because of the ATI graphic glitch, will this merged modpack still work with the new version?

Honestly, the only way to truly know that is to try it. I didn't even know a new patch came out because its not on the main page lol. Must be a small update? Anyway, it may or may not break it, really just depends on what the patch changes......and seeing as Taleworlds seems to hate change logs, I can't say :roll:.

Er.....hope that answered your question. :???:
 
Lief Siddhe said:
I'm using the latest game version 1132 and merge patch, seems to work for me.

Yep, can confirm this now.
The new version probably just fixed the ATI stuff
 
I'm too busy today, just thought I'd post this real fast before I take off again --

The merge will be updated to 3.2 as soon as I get the chance, probably tomorrow.

Sorry for delays, but life and all.

See you soon.
 
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