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Do you remember if that translates into them, say, swinging their weapons faster? or more damage? I've tried testing the ability but it's really difficult lol, don't really notice anything. Hard to say whether my troops are doing good on their own or it's because of T, because it seems their efficiency is the same whether I use the trait or not.
What surprises me is that I can actually spam T, can spend the entire fight screaming at the top of my lungs lol, which makes me think It's not really a damage boost, or if it is, it's so short you actually have to spam the ability to have it throughout the entire fight?

It's odd that I can't find any solid information on this on the Internet, did nobody care much about traits? :eek: Feels that way, and if that's the case I can only think that traits aren't really supposed to be that great, they are just there for flavor?
 
插入代码块:
player_trait = [  #2 triggers
  (0, 0, 3,
    [
      (key_clicked, key_t),
      (this_or_next|eq, "$player_trait", 1),
      (				eq, "$player_trait", 2),
    ],
    [
      (try_begin),
        (eq, "$player_trait", 1),
        (call_script,"script_berserk_trigger"),
        #
      (else_try),
        (eq, "$player_trait", 2),
        (le, "$warcry_loading", 0),
        (assign, "$warcry_loading", 10),
        (try_for_agents, ":cur_agent"),#effect
          (agent_is_human, ":cur_agent"),
          (agent_is_alive, ":cur_agent"),
          (agent_is_active,":cur_agent"),
          (agent_is_ally, ":cur_agent"),
          (agent_set_damage_modifier, ":cur_agent", 105),
          (call_script,"script_agent_perform_warcry", ":cur_agent"),
        (end_try),
      (end_try),
  ]),
  (0, 0, 1,
    [
      (try_begin),
        (gt, "$warcry_loading", 0),
        (val_sub, "$warcry_loading", 1),
      (end_try),
      
      (key_is_down, key_t),
      (this_or_next|eq, "$player_trait", 3),
      (				eq, "$player_trait", 4),
    ],
    [
      (try_begin),
        (eq, "$player_trait", 3),
        (try_for_agents, ":cur_agent"),#effect
          (agent_is_human, ":cur_agent"),
          (agent_is_alive, ":cur_agent"),
          (agent_is_ally, ":cur_agent"),
          (call_script,"script_agent_perform_shield_taunt", ":cur_agent"),
          (call_script, "script_advanced_agent_set_speed_modifier", ":cur_agent", 110),
        (end_try),
        #
      (else_try),
        (eq, "$player_trait", 4),
        (call_script,"script_shield_taunt_trigger"),
        (try_for_agents, ":cur_agent"),#effect
          (agent_is_human, ":cur_agent"),
          (agent_is_alive, ":cur_agent"),
          (try_begin),
            (agent_is_ally, ":cur_agent"),
            (call_script,"script_agent_perform_shield_taunt", ":cur_agent"),
          (else_try),
            (agent_set_damage_modifier, ":cur_agent", 95),
          (end_try),
        (end_try),
      (end_try),
  ]),
]

Looks like the warcry increases your troops damage dealt by 5%, the others increase running speed by 10% or decrease damage taken by 5%. You only have to rpess them once in the battle and they work the whole way through afaik. I usually spam the shield taunt when we're lining up just for atmosphere :smile:.
 
Man, you're a wizard. Where on earth does that code say it increases the troops damage by 5% xD
Also I see a lot of people mention the shield taunt and it being just an "atmosphere" thing as you put it... does it really do nothing? And is it possible to do the shield taunt if you have a trait already? I mean is the shield taunt a trait in itself?

Another question I have, I see there is a different camp menu when you're at sea, and you're even told your troops don't like sailing at night. So I tried simply waiting at sea standing still and they still get the morale penalty. How do you actually camp at sea? the camp menu doesn't have a "wait here" option or anything... Are you just supposed to take the morale penalty no matter what?

Thanks in advance and for your previous responses :smile:
 
Correct Articulo :smile:.

The first time you do the shield taunt it increases ally running speed by 10% or decrease damage taken by 5% (depending on what trait), doing it after the first time is just for your own satisfaction.

The warcry and the shield taunt are triggered by the same key-press so can't have both, but if you're into modding it could be done pretty easily I think.

You can't camp at sea, got to land and camp to avoid the penalty. I think it's designed to make long sea crossings have some sort of downside, make them seem more significant.
 
Gotcha, thanks a bunch :smile: The expansion is so in depth, it's taken me 3 characters in about a week to finally get to a point where I think I understand most of it.
 
Monario 说:
I think I understand most of it.

after a few campaigns if you want to spice things with tweaks remember to visit the mod section. You can change most anything in the game, and threads there will help you out.
 
Hey guys had a look and couldn't see anything for this. I am looking at making a raider who uses only svear elites northmathr and regular vikingr as troops as well as some ship captains. Is there anywhere to find a troop tree for these troops to see what gear they get?
 
þörleifr 说:
find a troop tree for these troops to see what gear they get?

major units are displayed in the troops tree (Camp -> Troops), like the ones from factions, villagers, bandits...

if you want details on others (like gear) a quick way is to use Morghs or the code directly

(you can download the game source code if you visit the modding section)

Example: https://github.com/KalarhanWB/VC_Tweaks_Tool/blob/master/app/module_troops.py
Find your "svear elite"
插入代码块:
["elite_viking_2",
  "Svear Elite Vikingr","Sviar Elite Vikingarnir",tf_guarantee_boots|tf_guarantee_armor|tf_guarantee_shield|tf_guarantee_ranged,0,0,fac_outlaws,
  
  [itm_throwing_spears2,
 itm_leather_gloves,itm_carbatinae_11qs,itm_carbatinae_12qs,itm_carbatinae_14qv,#shoes
itm_lamellar_armor2,itm_lamellar_armor,itm_byrnie17,itm_byrnie16,itm_btunic_11,itm_btunic_12,itm_btunic_13,itm_btunic_15,itm_gambeson35,itm_gambeson43,
itm_viking_helm7,itm_viking_helm4,itm_viking_helm2,itm_viking_helm8,itm_viking_helm9, itm_spatha_3,

itm_seax_1,
itm_axe_7,itm_axe,itm_axe_10,
itm_long_light_spear2,
itm_shield_10],

def_attrib3|level(29),
wpex(280,150,280,50,0,245)|wp_firearm(170),
knows_warrior_elite|knows_spotting_6,   bandit_face1, bandit_face2],
you can them open module_items.py to see the items (ex itm_spatha_3 is "spatha_3" there) in case you want the damage, speed, etc. "itm_" stands for item

^ that is a quick way, without any modding experience, to get the info.
 
I wouldn't use morgh's for checking out bandit type troops, the ones who have pre-degraded equipment can glitch it out and inventory is not seen. MB Barracks is fine from what I remember.
 
kraggrim 说:
bandit type troops

poor bandits are affected as they have cracked gear. Elite vikings should be fine  :mrgreen:

插入代码块:
["looter","Ruffian","Ruffians" .......
   [(itm_ptunic_1woman,imod_ragged),
^ Ruffian has a "ragged" tunic (among other stuff with low quality)
 
Northmathr and regular vikingr both suffer this problem in Morgh's, Svear and Danes are fine.

^ Ruffian has a "ragged" tunic (among other stuff with low quality)

Poor buggers, seems almost cruel to reduce the protection of a tunic even further :dead:!
 
kraggrim 说:
Northmathr and regular vikingr both suffer this problem in Morgh's, Svear and Danes are fine.

^ Ruffian has a "ragged" tunic (among other stuff with low quality)

Poor buggers, seems almost cruel to reduce the protection of a tunic even further :dead:!

mostly to reduce loot quality
 
As I feared with latest patch the recruitement limit really doesn't make sense... You can be a christian king, have 1000+ renown / 50+ relations with a christian town and still get 1 freeman when asking for recruits... and that happens a awful lot of times, its not an exception. Meanwhile an AI party can simply go to any ally settlement and regenerate super fast.

Is it impossible to limit that ? Like get at least 4 recruits when reaching a certain amount of renown ? Because atm it just makes the game even more grindy really.
 
Utfred 说:
Is it impossible to limit that ?

recruitment is affected by several factors, like your personal relation with the center, ....

if you want to tweak it visit the modding section. Tweaks Tool, as a example, has a setting that lets you add any number to the village recruits (so if you want 100 at time, you get that...). You can also force them to be of your faction, instead of original.

on vanilla game you should work to improve your stats (like your charisma/persuasion), your relation with the kingdom and villages/towns/forts, religion (number of people of your religion) ... and you also have a bonus if recruiting on your own villages.
 
A couple of questions. :smile: Its been awhile since I played Viking Conquest, so these things might seem obvious to you guys. Nonetheless, here we go.

1. Is it normal to be able to gain a 6 in Leadership in the Character Creation phase? Bear in mind that I didnt invest any points in increasing my charisma. It started at 12.
2. Do I suck major balls, or is it quite difficult to gain enough XP for your low tier units before they get killed? I fear that I just suck  :facepalm:
3. Where can I see how much my current Leadership skills reduces party cost?

Thanks in advance :smile:
 
FlashHeart07 说:
A couple of questions.

check the guides thread. It talks about leading your troops, character creation, etc

https://forums.taleworlds.com/index.php/topic,323183.0.html

if you start as a adventurer or story mode it will take time to gain a strong army. You are low level, no companions, no cash, bad relation with everyone... VC focus on lower tiers, elites being only a small party of your army (less than 25% once you are high level)

you can also start the game as a lord or king if you want skip this phase (but only for sandbox)
 
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