SP Native Pre-Battle Orders & Deployment (v0.96.3 for Warband 1143+WSE)-patch for 115x

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mb would be usefull to make 2 squads of same troop types. Like 2-3 squads of infantry to attack castles using 2-3 ladders.
Or 2 squad of archers and cavs to surround enemies.

In last game i made 2 archers squad by myself using troop tree.
 
corsar95 said:
... and for blood and roses v.50 I need the source code etc. or that's easy?

thortheviking said:
WOW I LOVE THIS MOD...the only problem is that i hate the original warband campaign so it would be cool if you would post an easy way how to include this mod into Sword song and Brytenwalda or any other mod for that matter. See the problem is most people don't know how to use source code and it would be cool if you could post which specific files/lines need to be included so that it would work with other mods...like for example add this line to module.ini and delete/replace this line etc...it would be much appreciated.

As stated in the OP, if you are using a more items/troops mod (Pike & Blade or the OSP items pack, as two examples) or something that changes the scenes/animations (Polished Landscapes or Combat Animation Enhancement, two further examples) then you can just copy over the .txt files I've indicated there, after running the .exe installer.

For everything else, the Module System source code is required. I'm well aware that this isn't the easiest situation, but this isn't anything in my power. To incorporate changes of the scope involved here in PBOD into other complex mods, merging the source codes is the only way...it's how the game and its mod-ability is designed. If there was another way, I would have included it. To compensate for the difficulty the best I can, the source code files for PBOD (the kit) include detailed instructions for where to copy-paste the code. It's just following directions and copy-paste...complicated copy-paste, but copy-paste none the less. It's the best I can do.

Your other alternative, of course, is to suggest to the other modders that PBOD be included in their mod. But, those are their mods and they may have other ideas.

JuicyDeath said:
mb would be usefull to make 2 squads of same troop types. Like 2-3 squads of infantry to attack castles using 2-3 ladders.
Or 2 squad of archers and cavs to surround enemies.

In last game i made 2 archers squad by myself using troop tree.

That's true, it would be very useful. I assume you mean having 2-3 divisions of a single troop, such as Huscarls. (If you are just meaning infantry in general, you can already assign different troop types to other divisions in the Party Window, but all troops of the same type fall in the same division.) At the moment, the only way to have the same type (ie Huscarls) in more than one division is to duplicate a troop before the game begins, which is, I believe, what you are indicating. Something like Huscarl A and Huscarl B. I'm not particularly interested in doing this--it is static and complicates things. Further, it would make it difficult for those who want to include this in other mods with different troops to do so.

That said, the upcoming patch from Taleworlds has a few new Module System commands for modders to play with that may make something like this possible. If these commands end up working, I'll be trying to find creative ways to incorporate this into the Deployment scheme. Stay tuned.
 
Version 0.8 Beta Released.
  • Includes my in-battle orders: order your troops to use a specific weapon type, whether or not to use shields, or for ranged troops to avoid melee and skirmish.
  • These are accessed similarly to Native orders in that you press a 'F' function key that opens a display outlining the various orders available and they are given to whichever divisions are currently selected.

    Weapon and shield use orders are cleared by using the Native "Use Any Weapon" order, or F3-F4.

    The new orders are given as follows:
    F5 - Weapon Type orders
    F5 - One Handed Weapons
    F6 - Two Handed Weapons
    F7 - Polearms
    F8 - Ranged Weapons (Bows and Thrown)
    F6 - Shield Use orders
    F5 - Use Shields (forced)
    F6 - No Shields (forced)
    F7 - Free (don't force either way/default)
    F7 - Skirmish orders (only for ranged units)
    F5 - Avoid Melee
    F6 - Stand and Fight (default)

    Pressing F9 will close the display for the orders if it doesn't close on its own.
  • Weapon Use Fixes for NPC lancers, horse archers and spearmen (with ability to individually toggle them off and return to Native behavior).
  • The Lancer fix forces any mounted unit with a lance to use that weapon at the beginning of a battle. It also forces that unit to use the lance when mounted and a reasonable distance from the enemy. Once dismounted or surrounded, a lancer will draw their non-lance weapon.

    Similarly, the Horse Archer fix forces any mounted unit that is guaranteed a ranged weapon to use their horse-useable bow or crossbow. (This will exclude Companions as they are not marked as having a ranged weapon guaranteed.) They will be forced to use their bow until they are out of arrows/bolts or dismounted.

    The Spear/Pike/Polearm fix affects foot soldiers who have a polearm equipped, but do not have any ranged weapons (throwing or bows/crossbows). They will use their polearm exclusively until surrounded by enemies, when they will change to their non-polearm sidearm.

    As a player, giving weapon orders (Native "Hold Fire" and "Use Blunt Weapons" as well as the new weapon-type specific orders) will override this behavior, meaning you needn't fear your troops going against your commands.

New Screenshots in the OP.

Enjoy!
 
This mod is lovely, so I want to merge it with Diplomacy(my other favorite mod).
However, I'm a little new to this. What do I do after merging the python files? Is there any tutorial or guide to now converting those files to the *.txt files normally found in modules?
 
I intend to have this updated to 1.134 this weekend.

Caba`drin said:
JuicyDeath said:
mb would be usefull to make 2 squads of same troop types. Like 2-3 squads of infantry to attack castles using 2-3 ladders.
Or 2 squad of archers and cavs to surround enemies.

In last game i made 2 archers squad by myself using troop tree.

That's true, it would be very useful. I assume you mean having 2-3 divisions of a single troop, such as Huscarls. (If you are just meaning infantry in general, you can already assign different troop types to other divisions in the Party Window, but all troops of the same type fall in the same division.) At the moment, the only way to have the same type (ie Huscarls) in more than one division is to duplicate a troop before the game begins, which is, I believe, what you are indicating. Something like Huscarl A and Huscarl B. I'm not particularly interested in doing this--it is static and complicates things. Further, it would make it difficult for those who want to include this in other mods with different troops to do so.

That said, the upcoming patch from Taleworlds has a few new Module System commands for modders to play with that may make something like this possible. If these commands end up working, I'll be trying to find creative ways to incorporate this into the Deployment scheme. Stay tuned.
As stated above, the patch I mentioned in this post is out. I have played with the new commands and they work wonderfully. Coding something like this is now a definite, workable possibility. I just need to figure out how to incorporate this option into the Deployment screen.

disenchanter said:
This mod is lovely, so I want to merge it with Diplomacy(my other favorite mod).
However, I'm a little new to this. What do I do after merging the python files? Is there any tutorial or guide to now converting those files to the *.txt files normally found in modules?
Indeed there are: jik's "updated" tutorial is great, and there is always the on-forum Module System Documentation. You'll need to download Python and be sure to have it set to work with the Window's shell (both of which are explained in the tutorials above). If you have difficulty with setting Python up, there is also the following useful thread: How to fix "Python not recognized...".

The bottom line is that, within the Module System folder with the .py files, there is a file module_info.py. Within this, you set an export directory for the .txt files (a directory that already exists, mind you). Then, you simply run the build_module.bat file and it compiles the .py files to the .txt in the directory you indicated.
 
Updated to 1.134 (version number increased to v0.81 Beta).
Same Repository download.

IMPORTANT! If you are updating from a previous version of PBOD:
Since this update covers a Warband patch/version change, you must first delete the PreBattle O&D folder within
...\Mount&Blade Warband\Modules\   
before running the version 0.81 installer. Your savegame data, etc, will be untouched.

Previous version downloads archived in second post (via MediaFire).
 
Ulrich von Liechtenstein said:
Add a menu call Meet the Guild Master & Meet the Village Elder, it will be very good.

Have you tried using TweakMB to activate these menu items? They appear active in TweakMB when you load the module...but I haven't seen if it messes up the other new menu options or not.

royalrell said:
any1 had luck merging this with diplomacy?
It looks like Bismark is planning to add this to the next version of the Open Source Project's compilation (currently based on Diplomacy and Custom Commander).

It's also part of the Floris Extended Mod Pack compilation (the core of which is the Open Source Project...with many additional features).

So it's been done, and successfully. I've not seen anyone post a merge with just Diplomacy, however.
 
Caba`drin said:
Have you tried using TweakMB to activate these menu items? They appear active in TweakMB when you load the module...but I haven't seen if it messes up the other new menu options or not.

But I failed to add new menu  :sad:
 
Ulrich von Liechtenstein said:
Caba`drin said:
Have you tried using TweakMB to activate these menu items? They appear active in TweakMB when you load the module...but I haven't seen if it messes up the other new menu options or not.

But I failed to add new menu  :sad:

I just tested this myself...I had no problem activating these menus using the most up-to-date version of TweakMB. There were no conflicts with my new menu items and the "Visit Guild Master" and "Visit Village Elder" appeared in the village/town encounter menus without issue.


lucky lancer said:
Would it be possible to add an option to the menu that appears when you enter a town or village, that lets you decide/chose if you want to enter alone or being accompanied by one or more (I'm thinking of just a small number like 1 - 3) of your companions/troops? Best dependent on your tactics skill?
Caba`drin said:
Not a bad idea at all. I'll look into it.

The code for this has been released here: Bodyguards/Escorts in Town/Village Scenes.

It is scaled by leadership and renown, rather than tactics.
This will likely be implemented in the next version of PBOD with a camp-menu mod option to turn it on/off rather than adding it to the game menus.
 
This mod sounds really cool and I would love to use it alongside Diplomacy!

However, if I understand things correctly, it is not enough to simply copy the txt files into the Diplomacy folder? I have somehow to merge the files found in the source kits with the Diplomacy ones? How? And where to find the instructions that should be in the source kit folder? (If you haven`t guessed that already, I`m bad at modding  :oops: )

I`m downloading the Floris modpack as a fallback atm, but I don`t like all the mods included there, I`d prefer to pick & mix...

Of course, if someone already merged Pre-Battle & Diplomacy, it`d be great if that could be provided.  :roll:
 
Alright, I finally caved...you can find a download to combine PBOD with Diplomacy within the Diplomacy sub-forum: here.

I can't guarantee I can keep it up-to-date with every update--I'd much rather be working on new features--but here it is for now.
I've added this link to the second post, too.


myname said:
However, if I understand things correctly, it is not enough to simply copy the txt files into the Diplomacy folder? I have somehow to merge the files found in the source kits with the Diplomacy ones? How? And where to find the instructions that should be in the source kit folder? (If you haven`t guessed that already, I`m bad at modding  :oops: )
You do understand things correctly.
The instructions are within the files in the source kits...at the top of each file are the instructions for where to copy-paste the remainder of the contents of that file to the matching file of the other mod's source.
 
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