



#script_update_volunteer_troops_in_village
# INPUT: none
# OUTPUT: none
("update_volunteer_troops_in_village",
[
(store_script_param, ":center_no", 1),
(party_get_slot, ":player_relation", ":center_no", slot_center_player_relation),
(party_get_slot, ":center_culture", ":center_no", slot_center_culture),
(store_div, ":tier_upgrades", ":player_relation", 16),
(store_random_in_range, ":random_no", 0, 5),
(val_add, ":tier_upgrades", ":random_no"),
(try_begin),
(ge, ":tier_upgrades", 10),
(faction_get_slot, ":volunteer_troop", ":center_culture", slot_faction_recruit_10_troop),
(else_try),
(eq, ":tier_upgrades", 9),
(faction_get_slot, ":volunteer_troop", ":center_culture", slot_faction_recruit_9_troop),
(else_try),
(eq, ":tier_upgrades", 8),
(faction_get_slot, ":volunteer_troop", ":center_culture", slot_faction_recruit_8_troop),
(else_try),
(eq, ":tier_upgrades", 7),
(faction_get_slot, ":volunteer_troop", ":center_culture", slot_faction_recruit_7_troop),
(else_try),
(eq, ":tier_upgrades", 6),
(faction_get_slot, ":volunteer_troop", ":center_culture", slot_faction_recruit_6_troop),
(else_try),
(eq, ":tier_upgrades", 5),
(faction_get_slot, ":volunteer_troop", ":center_culture", slot_faction_recruit_5_troop),
(else_try),
(eq, ":tier_upgrades", 4),
(faction_get_slot, ":volunteer_troop", ":center_culture", slot_faction_recruit_4_troop),
(else_try),
(eq, ":tier_upgrades", 3),
(faction_get_slot, ":volunteer_troop", ":center_culture", slot_faction_recruit_3_troop),
(else_try),
(eq, ":tier_upgrades", 2),
(faction_get_slot, ":volunteer_troop", ":center_culture", slot_faction_recruit_2_troop),
(else_try),
(le, ":tier_upgrades", 1),
(faction_get_slot, ":volunteer_troop", ":center_culture", slot_faction_recruit_1_troop),
(try_end),
(assign, ":upper_limit", 5),
........
(faction_set_slot, "fac_culture_1", slot_faction_recruit_1_troop, "trp_swadian_subject"),
(faction_set_slot, "fac_culture_1", slot_faction_recruit_2_troop, "trp_swadian_subject"),
(faction_set_slot, "fac_culture_1", slot_faction_recruit_3_troop, "trp_swadian_townsman"),
(faction_set_slot, "fac_culture_1", slot_faction_recruit_4_troop, "trp_swadian_subject"),
(faction_set_slot, "fac_culture_1", slot_faction_recruit_5_troop, "trp_swadian_townsman"),
(faction_set_slot, "fac_culture_1", slot_faction_recruit_6_troop, "trp_swadian_squire"),
(faction_set_slot, "fac_culture_1", slot_faction_recruit_7_troop, "trp_swadian_townsman"),
(faction_set_slot, "fac_culture_1", slot_faction_recruit_8_troop, "trp_swadian_squire"),
(faction_set_slot, "fac_culture_1", slot_faction_recruit_9_troop, "trp_swadian_townsman"),
(faction_set_slot, "fac_culture_1", slot_faction_recruit_10_troop, "trp_swadian_squire"),
slot_faction_recruit_1_troop = 25
slot_faction_recruit_2_troop = 26
slot_faction_recruit_3_troop = 27
slot_faction_recruit_4_troop = 28
slot_faction_recruit_5_troop = 29
slot_faction_recruit_6_troop = 30
slot_faction_recruit_7_troop = 31
slot_faction_recruit_8_troop = 32
slot_faction_recruit_9_troop = 33
slot_faction_recruit_10_troop = 34


Amigo 说:

Cabre 说:thanks, i will study this lines and see what can i do. I liked your mod with couched damage erased and fasted lance thrust. How do you make it? im doing an own mod and want to include more spearman in armies and more things... if you can show me some tutorials from the forum sure i will have things easier. In spanish forum there arent so much mod working and im gettin sick of reading and searching for noob tutorials... Of course im checked module tutorials and this thing but a bit help just showing me interesting tutorial for dialogs and quest....
Cabre
["boar_spear", "Boar Spear", [("boarspear",0)], itp_type_one_handed_wpn|itp_merchandise|itp_spear|itp_primary, itc_spear, 76 , weight(4)|difficulty(0)|spd_rtng(84) | weapon_length(156)|swing_damage(0 , cut) | thrust_damage(18 , pierce),imodbits_axe ],
["boar_spear_b", "Long Boar Spear", [("boarspear_b",0)], itp_type_two_handed_wpn|itp_merchandise| itp_spear|itp_primary|itp_cant_use_on_horseback|itp_two_handed, itc_spear, 95 , weight(3)|difficulty(0)|spd_rtng(82) | weapon_length(185)|swing_damage(0 , cut) | thrust_damage(21 , pierce),imodbits_axe ],

The bad side of this is that spears and the like loose the ability to make horses stop and rear upon hit, thus making it a less effective weapon for infantry.LCJr 说:Cabre 说:thanks, i will study this lines and see what can i do. I liked your mod with couched damage erased and fasted lance thrust. How do you make it? im doing an own mod and want to include more spearman in armies and more things... if you can show me some tutorials from the forum sure i will have things easier. In spanish forum there arent so much mod working and im gettin sick of reading and searching for noob tutorials... Of course im checked module tutorials and this thing but a bit help just showing me interesting tutorial for dialogs and quest....
Cabre
The spears are simple. Change the properties in module_items. itp_type_polearm makes a weapon couchable. I simply changed them to itp_type_one_handed_wpn for the shorter ones. For the longer ones I use itp_type_handed_wpn plus itp_two_handed and itp_cant_be_used_on_horseback to make them purely two handed infantry weapons. If you don't include the itp_two_handed you get a 2h/1h like the native bastard sword.
插入代码块:["boar_spear", "Boar Spear", [("boarspear",0)], itp_type_one_handed_wpn|itp_merchandise|itp_spear|itp_primary, itc_spear, 76 , weight(4)|difficulty(0)|spd_rtng(84) | weapon_length(156)|swing_damage(0 , cut) | thrust_damage(18 , pierce),imodbits_axe ], ["boar_spear_b", "Long Boar Spear", [("boarspear_b",0)], itp_type_two_handed_wpn|itp_merchandise| itp_spear|itp_primary|itp_cant_use_on_horseback|itp_two_handed, itc_spear, 95 , weight(3)|difficulty(0)|spd_rtng(82) | weapon_length(185)|swing_damage(0 , cut) | thrust_damage(21 , pierce),imodbits_axe ],
IMHO 2h/1h also makes them hard to balance properly. Using a 2 hander with 1 hand gives around a 25% speed and damage penalty.
To keep the polearm skill from showing up in the character screen go into module.ini and under the line,
display_wp_firearms = 0
add the line
display_wp_polearms = 0
Thanks to nijis for that one.
The skill still exists you just don't see and can't put points into it. If you go lancing in the arena you can still improve the skill through use.
Its a big one to me. Its true that it hasn't helped rhodoks, but thats because they suck beyond help, a spear is not gonna make up for the sucky equipment and ****ty skills.LCJr 说:It's no real loss. I've never noticed the addition of rearing having any real impact in battles. Certainly hasn't helped the Rhodoks any. The AI gets more out of having a higher attack speed, seems to help them get more hits. But that's just my opinion.

Yap Rhodoks in native have lower proficiencies levels in comparison to other faction troops of the same level! And yes it is a BIG LOSS!!D'Sparil 说:Its a big one to me. Its true that it hasn't helped rhodoks, but thats because they suck beyond help, a spear is not gonna make up for the sucky equipment and ****ty skills.LCJr 说:It's no real loss. I've never noticed the addition of rearing having any real impact in battles. Certainly hasn't helped the Rhodoks any. The AI gets more out of having a higher attack speed, seems to help them get more hits. But that's just my opinion.
Just try a footman char, get a poleaxe, thrust a horse when its about to reach you, then slash it to pieces. The AI does it pretty well too, as the pikemen in my mod do.


Cabre 说:Really thanks for spear code, I have find a simple way for hiring in town castles. In module_scripts there are a "add guards" script, i just clone it changing "guard_troop" for "merecenary troop" them create a slot_faction_mercenary_troop in constants and place in module script a troop for this slot; so the "mercenary troop" spawns in a entry point in the castle. Then I make this troop sold you troops through dialog... Too simple but at last it makes faction-related this mercenary unit and place in every town castle in game.

Cabre 说:Really thanks for spear code, I have find a simple way for hiring in town castles. In module_scripts there are a "add guards" script, i just clone it changing "guard_troop" for "merecenary troop" them create a slot_faction_mercenary_troop in constants and place in module script a troop for this slot; so the "mercenary troop" spawns in a entry point in the castle. Then I make this troop sold you troops through dialog... Too simple but at last it makes faction-related this mercenary unit and place in every town castle in game.