mat2rivs said:
I haven't looked much at the new Module Systems because I figured that it would be a royal pain to port the mod from MS1.126 to MS1.134. Maybe I'm wrong. I'm pretty sure I have modified most of the files, and some of them very extensively. I was hoping to wait until Taleworlds released a final version of the game.
...I think you'll be waiting a good while for that 'final version'. Since you have marked up your code so well, copy-paste is really all that will be needed for much of the porting, without needing to pay too much attention to the code. Definitely tedious and time consuming, though.
Another consideration is there are a goodly number of code bugs that have been repaired in the numerous versions since 1.126--one important one is the "lazy lords" bug whereby, beginning with 1.126 and lasting until 1.131, lords without a castle or town rarely would leave a friend's castle/town. (A fix for this is in my sig--via the ModSys code link--but this is one of a few similar examples.)
mat2rivs said:
The Trolloc/Fade relationship also has potential. Would want to use AI though so Fades don't rush in and get killed. How would you go about making Trollocs fight better? There aren't any operations like (quit_fighting_like_a_wimp, <agent_id>), are there? I guess you could give them a slow heal over time buff while their Myrddraal is alive. Or something along those lines.
I hadn't put a whole lot of thought on that yet...healing is an option. Affecting morale/routing is another. A potential operation dealing with this:
(agent_ai_set_aggressiveness, <agent_id>, <value>), #100 is the default aggressiveness. higher the value, less likely to run back
...otherwise, dealing with the morale agent slot would work.
Another option would be messing with the trolloc's speed...
(agent_set_speed_limit,<agent_id>,<speed_limit(kilometers/hour)>), #Affects AI only
Or with their decision-making about movement over attacking
(agent_ai_set_always_attack_in_melee, <agent_id>,<value>), #to be used in sieges so that agents don't wait on the ladder.
I don't know fully what all those operations do
exactly but they might be worth monkeying with.