Some Quick But Necessary Questions

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Flanged

Sergeant Knight
Yes, I searched.  I searched and searched.  There can't be many tutorials posted here about modding that I haven't read already, but - these very simple problems persist.

I won't beat about the bush.  I have the module system and I'm not afraid to use it!  So...

How do I reduce the number of troops in Lord Parties, or Warbands, if you prefer?

I tried doing it in party_templates by reducing Kingdom Reinforcements, but that didn't work.

Can anyone help?

Also, what scenes are used for castle sieges?  I assumed it was just the castle exterior, but when I besieged a castle with an exterior I had already built for it I appeared with my army in the standard empty random scene place....


Less important questions - which entry point creates the village defenders in a village scene?  I thought it was 34, but it seems it's a number between one and ten.  Also, which entry point creates the attackers, other than the player character?

Thanks in advance. 
 
Flanged said:
How do I reduce the number of troops in Lord Parties, or Warbands, if you prefer?
Look in party_get_ideal_size.  As I understand it (and someone will almost certainly correct me if I'm wrong), an AI lord will call hire_men_to_kingdom_hero_party periodically (every day) which will call the afore-mentioned script.  If lower, they'll try to reinforce by some amount calculated from current wealth.  If more than something like 50% higher, they'll shed some troops favoring keeping high level same-faction troops than otherwise.

The city reinforcement code is in the same trigger in case anyone was wondering (search for "#Hiring men with hero wealths" in module_simple_triggers.py).

No idea on the other ones.
 
Thanks kt0, you're a life saver.  Now my path is clear. 

I have another question, though, but it's not too important - if I reduce the amount of men a Lord gets each day, or his capacity to recruit, will he just sit in his starting city till he has what he thinks is enough men?

I mean, by reducing his starting party size, will I only stop him from leaving the city till he's gathered what he would've started with anyway?

Thanks again.
 
no.

The AI looks at ideal_party_size.

If party_size < ideal_party_size
recruit

that's very simplistic, but basically what it comes down to. So if you change the ideal_party_size script so that the ideal size is smaller, they will consider a smaller size to be 'the way it should be' and will go back to causing mayhem with their smaller party.
 
Excellent stuff!  That's exactly what I needed to know, MartinF.  I'd like to say thanks not just for me but for all the people you help out here - and I've seen you helping out a lot of folk.  You're a good man.  And I am a bit of a suck-up, hehehe.
But it's still true.
 
heh, you're welcome. happy to help.

of course you're also welcome to buy me a pint if you're ever in the neighborhood of Australia :)
 
Flanged said:
Less important questions - which entry point creates the village defenders in a village scene?  I thought it was 34, but it seems it's a number between one and ten.  Also, which entry point creates the attackers, other than the player character?

Thanks in advance.

I will try and cover as many of the yellow arrows (entrypoints) as possible regarding the villages.


0 = player visit spawn point.
1 = player AND villager defender spawn point in battle.
2 = ???
3 = village attackers spawn (Like when a village is under a raid of some sort and you enter battle they will spawn from here)
4 = ???
9 = ???
10 = ??? (In castle or town sieges this is the defend point, meaning that is the point everyone will run to to defend. It's always placed in the breachpoint)

11 = Village Elder (In castle or town sieges this is the defender infantry spawn)
12 = ???

32 = Villager
33 = Villager
34 = Villager
35 = Villager
36 = villager
37 = Villager
38 = Villager
39 = Villager


45 = I think is nervous man spawn point

In castle or town sieges 40-49 is the defender archer spawn point. If you just "Take a walk around the courtyard" this is the guard placement.


If you want me to, I can give you the entrypoints of sieges to.

And no, unfortunately, your not the man of my life :lol:



 
NaglFaar said:
I will try and cover as many of the yellow arrows (entrypoints) as possible regarding the villages...

If you want me to, I can give you the entrypoints of sieges to.

Thanks for the village entry points, Nagl.  The siege entry points would be appreciated as well, though I'm sure I've got those listed someplace already. 

NaglFaar said:
And no, unfortunately, your not the man of my life :lol:

****...  I was sure I was. 

Ah well, musta been a mix up.  :lol:

MartinF said - of course you're also welcome to buy me a pint if you're ever in the neighborhood of Australia

I don't get over there much these days.  The swim tires me out.  Will a vitual pint of whisky be acceptable?

  ___
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That's supposed to be a pint of whisky, by the way.  I'm about as good at ASCII, or whateverr they call it, as I am in Wings 3D!  :lol: 
 
Another quick but necessary question: - can anybody tell me how I get a troop to shoulder a rifle or musket, rather than holding it out at arms length like a pistol, which looks very stupid.

I tried changing "|ictf_shoot_pistol" to "|ictf_ready_musket", but that gave an error when i tried to compile it - "ready_musket not defined" despite the fact that it's right there, not commented out, in module_animations.  Plenty of mods have rifles and muskets in them with the correct stance being used.  How is it done?

Also, is it possible to use the "ready_thrust_staff" animation with a shotgun, so it kind of looks like they're shooting from the hip?  Any help with this is appreciated. 
 
Are you using itp_musket instead of itp_pistol? It should do the correct animation if you do.

EDIT: about the second part... Dain Ironfoot posted a piece of code to change the shooting animation to something like that for the Star Wars guys to use. I don't remember where it was though :( just search his posts for module animations stormtrooper or something of that sort.
 
No, I wasn't.  That explains it, then.  Thanks mate.  Shows what a n00b I still am, but hell, it's worth it to get rifles and shotties in there.
 
yeah, you need itp_type_musket and itcf_shoot_musket and it should work.  Be aware that a musket must have a different rotation then the pistol when you position your model, I think its rotated 30 degrees or something like that..  You could probably replace ready_musket and release_musket animations with the staff thrust and it might look decent, good idea.  The reload animations are really poor for modern day weapons so I used part of another animations for my reloads, so you might want to try this for reload_pistol and reload_musket.  Feel free to send me a PM if you have any other questions about guns since I use them a lot in my mod.

Code:
[1.6, "anim_human", combat+1745, combat+1750, arf_blend_in_8|arf_make_custom_sound, pack2f(0.40, 0.94)],
 
HokieBT said:
yeah, you need itp_type_musket and itcf_shoot_musket and it should work.  Be aware that a musket must have a different rotation then the pistol when you position your model, I think its rotated 30 degrees or something like that..  You could probably replace ready_musket and release_musket animations with the staff thrust and it might look decent, good idea.  The reload animations are really poor for modern day weapons so I used part of another animations for my reloads, so you might want to try this for reload_pistol and reload_musket.  Feel free to send me a PM if you have any other questions about guns since I use them a lot in my mod.

Code:
[1.6, "anim_human", combat+1745, combat+1750, arf_blend_in_8|arf_make_custom_sound, pack2f(0.40, 0.94)],

It never stops getting more complicated, does it?  "There are wheels within wheels here, Mr. Hale."  Thanks, though,  Hokie.  I'll PM you for sure if I run into more problems, but I hope to God I'm at the end of them.  Custom firearms are annoying.

BTW, (DUE TO MY OWN STUPIDITY) I wasn't able to import your OSP Clothing armors as wearable costumes because
I AM THICK AS MINCE.

It's actually very easy if you follow the instructions exactly.  This is not something I've been known to do.

I have made one of the boots into a throwable weapon, and a re-textured torso into a story-related scene prop.  I'll credit thee with this, and with the lifts.
 
Another quick question, if anyone happens to be around - when bandits attack you at night on entering a town, does it happen in a separate scene from the scn_town_center one?  I mean, is the town_alley scene used, or is that only used for the backstreet revolt quest? 

Having quite a few problems with the bandits at night, especially finding out their spawn points.  The ones in the mission_template don't seem right to me.

EDIT:  And what's the mission_template for taverns?  Does it just come under default_town_visit?


 
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