[S] The Vision LE (v1.003 bug fix released 14/03/2012)

Holding Right Mouse Button and then do Left Click while wielding Shield will perform ShiledBashing.

  • Attempting to cut enemy's weapon into pieces

    选票: 33 29.5%
  • Attempting to disarm the enemy.

    选票: 56 50.0%
  • Attempting to heavy parry move.

    选票: 23 20.5%

  • 全部投票
    112

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Nice! Those debug messages were mighty annoying :smile:

(Unfortunately I still can't test this one, yet. Testing costs time because you never know whether something is screwed up or not until you test everything.)
 
It's been age since last update. Unfortunately, in this update, there's still no addition of implementation of feature listed. We're still in main feature about vision battles. From this topic at Forge, Tempered and GetAssista gave me idea how to make troops get their heraldic Stuff correctly. This pushed me to rewrite all code about troops spawning. I used p_collective_ally and p_collective_enemy as source of troops spawned before. Both didn't save any information about troops parties, so I can't retrieve their heraldic information. So I create new parties that I copied from all parties involved in the battles. Then I must rewrite all code about saving and applying battle casualties. For agents holding information about their original party now, I need no randomness to choose from which party I must kill a troop. It's make it better anyways. So here is the last updated test version.
So heraldic Stuff showed correctly now in battle vision, and the notification menu about a vision now include information about parties support both side.
PS.
I add new features when selecting agent to follow :
  • Holding LEFT ALT + push NUMPAD 1/3 = Select another agent from opposite side of current agent
  • Holding LEFT CTRL + push NUMPAD 1/3 = Select another agent from same side of current agent
  • Holding LEFT SHIFT + push NUMPAD 1/3 = Select next heroes
  • Holding LEFT SHIFT and LEFT ALT + push NUMPAD 1/3 = Select next heroes from opposite side
  • Holding LEFT SHIFT and LEFT CTRL + push NUMPAD 1/3 = Select next heroes  from same side

Still same link for test version 0.03
 
Hey, you know this Vision made me think:

If you choose to Visualize an AI lord vs AI lord battle, doesn't this prevent other lords from those factions to join that battle?

Normally, when a Marshal is on campaign, the group of lord parties encounter many enemies, but when one lord party goes to fight an enemy, most of the lords go help him out. The problem with Visualizing is, that when one lord starts a battle, it is directly visualized and thus the other lord parties of that faction who are nearby in the world map, can't join that battle.
But with automatic battle resolve on the world map, this was possible.

Or do nearby lords join as reinforcements because you made World Map time pass while Visualizing a battle?
 
Let's assume Party A is attacked by Party B. The visualization take time 5 minutes, it means 5 hours at world map. After visualized, the casualties are not immediately applied. Every hour, battle casualties from every minute of visualization will be applied. If in 3rd hour, party A lost half of it's members and party B lost 1/3 of it's members, then party C come to help party A, then a new vision will be offered again, Battle between half of party A members plus party C against 2/3 party B. This mod only change the way the game counts  casualties.
 
You're doing some serious coding work here, dunde. Sounds like you will have rewritten the entire module system by the time you're done  :grin:  I can't wait to see what you come up with next.
 
hey man, i think you have a really cool idea here, especially with the perma death and no simmed battles. i think seeing as you will be watching all these battles you should contact silverkatana about using his valkyrie script so you could play as troops for whichever side you choose, so you could have an adverse obscure effect on how battles/wars turn out.
 
Honestly, only mission templates for vision battles that I wrote from scratch. The rest code, I got from other kits and modules.
Silverkatana's code is cool, but my objective is not controlling AI sides, only having better results for battles between AI Parties.

PS.
Good news, I have completed implementing modified foxyman's form rank. In this mod you can only have max 4 aditional battle arrays, and each battle array consist one type of troops, infantry, archers, cavalry or mounted archers. Battle arrays formed just before battles and dismissed after. For having a battle array, we should assign companions as captains of certain troop type before. If you have infantry rank, then pressing 2 (infantry hear me button) will select the rank instead.
If you don't have any captain, then mod will use motomanaru's formation kit.
I can't choose which one I should use. I like both. Form rank with fully controlable ranks and motomanaru's with it's simplicity, so I use both in this mod.
I'll update the download link with this new version after easter.
 
Man! You continue to amaze me every time I look here! Keep up the good work, and good luck!

P.S.: Your modifications of the Form Ranks are (almost) just what I had in mind about the formations kit. Do you mind if I borrow the concept?
 
Sort of off-topic, but could anyone link me to Kt0's original accurate battle calculator?


Also, how is the auto-calc in Warband, and is anyone making a fix if its as bad as in vanilla M&B?
 
@lumos: no problem, man
@mr48: it's at forge, if you trace my post you'll find the link, I answered the topic once last month.
 
This sounds wonderful. Especially making the AI and player play by the same rule. I have to try this out later.
 
I'm sorry I should delay updating the test version. I'm building AI for Vision Battles now, so the archers will not charge with their melee weapon anymore. It's in progress, the archers act more clever now, but some time I find infantry and cavalry are held in their formations too long before charging.
I locked the last poll, because with this in progress AI, I can make the heroes always close to their troops biggest formation :smile:.
 
niiice, I didn't know you were gonna improve the AI too.
Perhaps M&B will finally be hard again, just like when I first played it :p
 
It's for battle between 2 AI sides, but if anything goes right, I will make it to work for enemy's AI too.
Another progress:
Nord's bigger phenotype 's done, and it make module's size was increased 2MB for armor's reskeletoned meshes.
Amazing openbrf let me did reskeleton all vanilla's armors in 5 minutes :smile:

Edit :
I got permission from DtheHun to use models from Surrealarms:Races.
Thank you so much, DtheHun! :smile:
 
This looks great! Good luck.

I especially like the tournament bracket system and how lords have to have the burden of food and gold like the rest of us!  :lol:
 
Wow! I noticed the features list just now, and my jaw has dropped to the floor. Do you mind telling me/us how you made the lords require food and money?

P.S.: By the way, what did you mean when you said to replace pos1 with pos7 in the healthbar script? I've clearly missed something... Do I have to change the positions in the Ratio Bar presentation, too?

P.P.S.: @Saint-King: Thank you for supporting my mod.
 
I simply replace all player's global variable related to food, morale and wage with troop_slot, and modify the script.
My food script, for example, will check all kingdom_heroes with looping for all kingdom heroes. If it's kingdom_heroes_including_player troop, then I refer to player troop. Main party from original food script then replaced by party leaded by the looping troop.
The only thing I havent finished yet is AI to make heroes realize their need. So currently, I gave them tons of food on spawning, until I finish the AI.

Yes, the presentations will alter current pos1 value that used by form rank so it will break form rank. I replaced all pos1 used by rubik's healthbar with pos7. Same must be for ratio bar too,  I don't use ratio bar in this mod.
 
Nice idea, very unique, so long as the player isnt forced to watch every battle but is given the choice. Obv.
 
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