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Thread: [MOD] YaK's SSLTBS1 Fixpack (Spare Some Love To Banner Saga 1)

  1. #61
    Senior Modder YaK's Avatar
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    I give up on the morale shift notifications.

    It's one of the thing that annoy me most, 'cause EVERY time there i change in the morale i have to check the picture and if it's not enough to change my level, i should check it via console, but AFAIK, there is no way to add it via mod scripting.

    I will gladly appreciate if John will spent a bit of time backporting this feature to BS1.


    Anyway, aside from the "Abandoned" event, which is still somewhere, in a corner of my head, this new discussion pop up on Steam's board:

    https://steamcommunity.com/app/281640...5206086432378/

    So a Starvation/Morale Overhaul.

    It could be done with four sets of modifications:

    • Changing "morale_bonus_willpower". I think that -4, -2, 0, 2 and 4 will do the trick;
    • Changing how the death toll works, fron just plain number taken from a couple of random* values to a percentage value that keep increasing as a "starvation" rise up.
    • Tieing death tolls to Morale in this way: We should have two ranges of death tolls, one tied to a "Low Morale" range, in which you lose more, and one tied to "Normal-High" range, in which you lose less. There is no point in having more ranges, cause starving and not resting automatically pull down morale, so it will be not possible to start a series of starving days with quite high morale.
    • A Game Over screen when you're out of population OR after a fixed amount starving days.


    In detail, i've thought something like this:

    A check on a "starving" variable, that start at 0 and keep increasing for every day you keep staying with 0 supplies and get resetted to 0 the first time you end a day with supplies.



    Code:
    #Morale |  Hi-Med         |  Low 
    ###1Day |  -10%;          |  -15%;
    ###2Day |  -30%;          |  -45%;
    ###3Day |  -60%;          |  -75%;
    ###4Day |  -90%;          |  -99%;
    ###5Day |  Game Over;
    This way, if "death tool" variables (one for varls, fighters and clansmen each) are not shared with other events (and i hope so), i need to rewrite 3X2X4 iteration of them, plus two for "Game Over", one if "Starvation>4" and another if "Num_population<1".

    What do you think?
    Last edited by YaK; 06-22-2016 at 01:34 PM.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




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  2. #62
    Senior Modder YaK's Avatar
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    Messing out with this idea, i think i've just hit a dead end:

    The thing works, but Saga1 engine seems to not support expression and parameters, at least not in a simple way as Saga2 do.

    This is an unfortunate thing cause i could not (AFAIK) use % or things, as i said, expressions.

    In terms of starvation, Saga2 works in a different way, but i've not digged to deep in the gamefiles yet.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




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  3. #63
    Skald Aleonymous's Avatar
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    John should bother back-porting the "expressions" parser to Saga1 engine. It's VERY useful. Do you know if one can introduce/use new variables? You know, to pass things around between chapters; prime example is to "save" the Supplies of Rook's caravan at the end of Ch2 and "restore" them at the start of Ch4, with a pseudocode syntax like:
    Code:
    myTempVar = current_Supplies; // called at end of Ch2
    current_Supplies = myTempVar; // called at the start of Ch4
    I like your starvation overhaul ideas. I'd push them even farther though:
    (1) Morale should start dropping a few days before Supplies actually hit zero. The population will take not of their dwindling stores...
    (2) Morale effect on Willpower could be asymmetric, e.g. {-5,-3,0,+1,+2} for Hard, {-4,-2,0,+1,+2} for Normal and {-2,-1,0,+1,+2} for Easy.
    Together we stand, divided we fall.

  4. #64
    Senior Modder YaK's Avatar
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    Post

    Don't know.

    There is something out there with "Bind", like in this example:


    Code:
    			"bind": {
    				"constant": 0,
    				"divisor": 1,
    				"multiplier": 1,
    				"src": "num_fighters",
    				"src_constant": "num_varl"
    			},
    			"max": 100000,
    			"min": 0,
    			"name": "num_combatants",
    			"per_caravan": true,
    			"type": "INTEGER"
    But i have not figured out yet how it works, exactly.

    For the supplies thing, it's strage, because supplies should already be a "per_caravan" variable, so it should* be just necessary to remove the lines that forceful set them at that fixed variable, but i've not experimented yet, since i love the idea of Rook moving form Frostvellr only when he's finishing the supplies and it is clear that the situation is turning really bad.

    A "clean" solution would be setting the starting supplies of Chapter 4 at a % of what you have at the end of Chpater 2, but again, it seems that we cannot use the multiplication operator in Saga1, while in Saga2 is really easy.

    For the morale thing:

    1) Don't understand exactly what you're aiming. Morale drops of 10 a day plus a malus if you're starving, you would like to have an "intermediate" drop at when there is less than a fixed amount of "supply days" left?

    2) Yeah, it was my first tought, it sounded a bit too harsh, but anyway, it's doable, i was just expressing an idea with simple numbers

    Once we've figured how to do in a simple way, of course we could elaborate on the numbers to find the right ones

    Unfortunately this Saga1 limitation it's a real dead end
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




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  5. #65
    I've updated my cnv_pop_abandoned.json.z to be an almost complete restoration now, take a look at the changes and see what you think of them.
    https://dl.dropboxusercontent.com/u/...s%20Backup.zip
    And I followed your lead and uploaded my personal changes to the Nexus here:
    https://www.nexusmods.com/thebannersaga/mods/2/?

    After some thought on the matter there are three things in your mod that I think ought to be altered slightly.
    1) in saga1\convo\part2\cnv_pop_skogrrun2.json.z while I agree with the added supplies, I think there should also be a supply LOSS if you at first try to save the storehouse and then do not save the supply cart because: "You could end up losing more food and supplies than you started out with."
    2) I still think that if you take Ekill's men prisoner they should be added as clansmen and if released then converted from clansmen to fighters instead of just appearing as fighters - they should still consume food and be able to die in other words
    3) I think the varls from Einartoft should be changed, and I know this would touch on alot of other changes you made so you may not want to do anything here, but imo when you enter Einartoft I think you should lose all the varls from Wyrmtooth and only gain them (or the others you added) back when leaving like you have it now. This would entirely solve your balancing issues, and even make the breach event MORE likely to happen unless you gain some varl back from either getting approval to destroy the bridge or leaving early. After all, this is where those varl wanted to go, why would they stay in your caravan once they get to their destination?

    In that first link at the top I included a new version of "cnv_chat_einararrive.json.z" which removes the varl from Wyrmtoe upon entering Einartoft in case you want to use it.
    Also, something to keep in mind when adding varl when Ubin joins is that his caravan starts out with 32 Varl before Hakon joins him.

    PS. Do you think saga1\convo\part8\cnv_rdm_woundedvarl.json.z should remove like 1 supply? "Leave food and medicine and walk away"
    Last edited by Drake713; 06-25-2016 at 07:11 AM.
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  6. #66
    Senior Modder YaK's Avatar
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    Quote Originally Posted by Drake713 View Post
    I've updated my cnv_pop_abandoned.json.z to be an almost complete restoration now, take a look at the changes and see what you think of them.
    https://dl.dropboxusercontent.com/u/...s%20Backup.zip
    And I followed your lead and uploaded my personal changes to the Nexus here:
    https://www.nexusmods.com/thebannersaga/mods/2/?
    Cool, i'll gladly take a look!

    After some thought on the matter there are three things in your mod that I think ought to be altered slightly.
    1) in saga1\convo\part2\cnv_pop_skogrrun2.json.z while I agree with the added supplies, I think there should also be a supply LOSS if you at first try to save the storehouse and then do not save the supply cart because: "You could end up losing more food and supplies than you started out with."
    2) I still think that if you take Ekill's men prisoner they should be added as clansmen and if released then converted from clansmen to fighters instead of just appearing as fighters - they should still consume food and be able to die in other words
    3) I think the varls from Einartoft should be changed, and I know this would touch on alot of other changes you made so you may not want to do anything here, but imo when you enter Einartoft I think you should lose all the varls from Wyrmtooth and only gain them (or the others you added) back when leaving like you have it now. This would entirely solve your balancing issues, and even make the breach event MORE likely to happen unless you gain some varl back from either getting approval to destroy the bridge or leaving early. After all, this is where those varl wanted to go, why would they stay in your caravan once they get to their destination?

    In that first link at the top I included a new version of "cnv_chat_einararrive.json.z" which removes the varl from Wyrmtoe upon entering Einartoft in case you want to use it.
    Also, something to keep in mind when adding varl when Ubin joins is that his caravan starts out with 32 Varl before Hakon joins him.

    PS. Do you think saga1\convo\part8\cnv_rdm_woundedvarl.json.z should remove like 1 supply? "Leave food and medicine and walk away"
    1) I'll never tought at that as a "strict" thing, but just as a saying for "you gain nothing", anyway it could be easily added, a -6 or -10 would suffice, i think.

    2) While adding them as clansmen resolve thier free supply-burning issue, they're practically binded, so it would not satisfy me completely anyway. I assume there is not a definitive solution to that, at least with the current mechanics.

    3) If you read post #4, that was my idea and it should be the one that make most sense, the only problem there is the Krumr event.

    If you leave, Krumr die, and it's ok. If you let Iver destroy the bridge, he came with you but there is no problem, cause you have lots of varl.

    But in case you destroy the bridge (or just try), you have Krumr but practically get banished and don't get any varl with you, so when he depart with 40 varl and return with 36, it's a problem because you should only have Ubin's varl at that moment.

    Unfortunately it could be not modified from a fixed number to a %, it would have brillantly solved the situation.

    As a side note, it pisses me off terribly when in game you get an event that subtract something you don't have (be it fighters, supplies or whatever) so you don't lose anything, and this could happen a lot on non optimal runs.


    It's a matter of choice.

    Should we tune down the numbers? Or have two different Krumr's events based on a prereq (number of varls, for example)?

    I Don't know. At the time i went for the current solution.

    For the Ubing one's, i tought that they were just an escort for tax collecting, so i assume that most except the more loyal to Ubin, remain with Jorundr. Of course this could be edited. In the game file they were intended to be as few as 15 anyway.

    For the wounded Varl event, yes, definitively it should be a "-1 supplies", i didn't notice that it was not subtracted, i would implement that in this pack for sure.
    Last edited by YaK; 06-25-2016 at 11:44 AM.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




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  7. #67
    Senior Modder YaK's Avatar
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    I looked at your abandoned.json.z, well done. I'll probably use it as a base when i decide to go for a more in depth modification, if you don't mind.

    Anyway, just fixed Woundedvarl event and a Typo in the first Chat between Ludin and Ubin.

    As soon as we manage to address a couple more, we're ready for a tiny bit of testing and a minor update to 1.32.

    Question:

    Do you think i should set "fasoltdied" to "1" if you leave Einartoft after you try to destroy the bridge but then surrendered?

    It definitively don't affect anything else in the game from that point (he is correctly removed from the roster) and it's not imported in Saga 2 so it less thant a "cosmetic" thing.
    Last edited by YaK; 06-25-2016 at 06:38 PM.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




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  8. #68
    Senior Modder YaK's Avatar
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    Here: https://drive.google.com/open?id=0B_...nYzcnh5cS1oUFU

    You'll find an experimental saga1.json.z with a part of the Wannabe Starvation Overhaul.

    What it should do:

    - If at the beginning of a new day you have no clansmen, fighters and varls left: GAME OVER.
    - If you let your caravan starve for 4 subsequent day, you lose all clansmen, fighter and varls, so: GAME OVER.
    - If during a starving period you get supplies, the 4-day counter resets. So, if you have a meal now and then, you just get normal casualties and not game over.

    Now, if there only could be a properly way to set casualties not as fixed number, the trick will be done, since the willpower thinghie it's an easy modification.

    Feel free to try it in the more disparate scenerios, maybe there could be unobvious bugs.
    Last edited by YaK; 06-25-2016 at 05:58 PM.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




    I think, therefore I am... I think.

  9. #69
    By all means use my abandoned.json.z however you like.

    #2 = we learn in TBS2 that warriors without weapons are clansmen, there is an event with a painter and a flower and they say this quite directly in the text, which is why I like the idea of adding them as clansmen.
    #3 = I just feel like you are over thinking it; I do not see it as a downside that you could get kicked out of Einartoft with 0 varl and get totally screwed over as a result. If anything isn't that the whole point of the game? Some decisions are bad, and some decisions are absolutely terrible. Plus I play by my own sense of fairness, it seems a bit too much to be rebalancing Krumur's numbers, altering the baseline varl that leave Einartoft, it feels like it goes beyond bugfixing.

    In my game files atm I use your mod, but remove the varl from Wyrmtoe at the start of Einartoft so in the best case scenario when I leave, I've maybe saved a bit of supplies from them not being in the caravan for those days, but I neither gain nor lose any varl compared to the base game while still satisfying the text stating that varl joined when leaving. In Boersgard I appoint Krumur on day 1 so my losses are the same as an unmodified game. If anything this is almost perfect - the optimal path with your mod and my change is in essence the same as an unmodified game. IMO just let any change from the optimal path suffer the consequences.

    As for removing more varl than a player might have, they do not see the hardcoded number in the file, they just see however many they lose. Bottoming out like that is part of the base game, and meant to function like that.

    The fasoltdied flag is most likely a bug, but it seems to have zero effect either way so I'd just leave it as is.

    As for starvation, who's to say cannibalism doesn't happen? I would not set a hard cap at 4 days, instead just let the number follow an exponential growth while checking to see if everyone is dead yet. The exponential growth can be hard coded of course. eg 4, 16, 64, 256 - I just wouldn't hardcode the max days
    Or alternatively have it follow a logarithmic curve so that deaths start low and climb but then plateau at some value
    Last edited by Drake713; 06-25-2016 at 07:55 PM.
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  10. #70
    Senior Modder YaK's Avatar
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    Quote Originally Posted by Drake713 View Post
    #2 = we learn in TBS2 that warriors without weapons are clansmen, there is an event with a painter and a flower and they say this quite directly in the text, which is why I like the idea of adding them as clansmen.
    Yeah, i remember that, there is also Hogun becoming a clansmen and Bolverk asking some fighters to put down their weapon and join unarmed (which they refuse), but i still feel a bit uncounfortable at the idea of taking prisoners and let them freely roaming between your people.

    Quote Originally Posted by Drake713 View Post
    #3 = I just feel like you are over thinking it; I do not see it as a downside that you could get kicked out of Einartoft with 0 varl and get totally screwed over as a result. If anything isn't that the whole point of the game? Some decisions are bad, and some decisions are absolutely terrible. Plus I play by my own sense of fairness, it seems a bit too much to be rebalancing Krumur's numbers, altering the baseline varl that leave Einartoft, it feels like it goes beyond bugfixing.

    In my game files atm I use your mod, but remove the varl from Wyrmtoe at the start of Einartoft so in the best case scenario when I leave, I've maybe saved a bit of supplies from them not being in the caravan for those days, but I neither gain nor lose any varl compared to the base game while still satisfying the text stating that varl joined when leaving. In Boersgard I appoint Krumur on day 1 so my losses are the same as an unmodified game. If anything this is almost perfect - the optimal path with your mod and my change is in essence the same as an unmodified game. IMO just let any change from the optimal path suffer the consequences.

    As for removing more varl than a player might have, they do not see the hardcoded number in the file, they just see however many they lose. Bottoming out like that is part of the base game, and meant to function like that.
    Yeah, i am at ease with terrible consequences, it's just that the Krumr event remove 40 and give back 36 after. If you have 0, you get 36 free varls, is this that piss me off, not leaving Einartoft with 0 varl, which make sense since you just broke an alliance.

    So, in a way or in the other we will have some inconsistencies.

    Another possibile solution that i take in consideration at that time was increasing varl with Ubin around 30 and decreasing Krumr's party from 40/36 to 20/18, but in that case i should have edited all the other two options, finding a way to decrease something.

    Then Aleo said i was obsessed with Varls, so i let the issue drop


    As for starvation, yes, it's a good idea! I was still focused on my old idea with %, but you're right, there is no need for an hardcoded number of days, i could easily obtain the same result with artificially high numbers.

    I know you would not like it, but i was planning on mantaining a bit of "randomness", as in the current system. Anyway i need to take a couple hours of sleep, probably will put down a few arrays of numbers for discussing in the next days.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




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  11. #71
    Ah I see now what you mean with Krumur, I thought you meant about removing varl upon entering Einartoft.
    In that case your main concern is that going into the Krumur event a player should have a minimum of 40 varl so new ones are not gained. My solution to that problem would be to make the the number of varl that join from Ubin's warriors a variable instead of a constant; figure out the maximum number of varl that could be lost fighting in the Summer Path and then set up a series of "if/then if" conditionals when Ubin joins so that:
    Number of varl from Einartoft + variable number of varl from Ubin - maximum number of varl that can be lost in the Summer Path = at least 40
    aka
    0 + x - y = 40
    38 + x - y = 40
    58 + x - y = 40
    Where y is a constant and x is a variable
    You could also set a minimum cap on the variable of 10 or w/e
    Obviously the condition of leaving with 0 varl will cause an unusually large number to join with Ubin in that case, but that way allows the bugs to be fixed with a minimum of altering the base game's numbers.

    Also thinking about it some more, I do prefer a logarithmic starvation curve to an exponential one - you'd just have to decide what the max number of deaths should be and plug that number in. That way lets you have your increase of deaths over time but maintains the base gameplay of being able to force march on empty stomachs. Oh and imo the check for game over should occur AFTER the starvation deaths so you do not have a day with 0 people, I do not know if that is how you coded it or not just how it sounded like you coded it from your description.

    And just because Ekkill's men as prisoners are counted as clansmen doesn't mean they are free, it just means they need to be fed and can die of starvation heck if you wanted to be REALLY fancy you could set up a new variable that keeps track of how many of them die due to starvation. Everytime a starvation event occurs you'd subtract an amount from your new variable and when you release the prisoners you add that variable to your fighters instead of a hardcoded number. Better yet create two new variables;
    Onefmen initialized to 32 or 35 when they join
    Ekkillmen initialized to 45 when they join if taken as prisoners
    For each starvation event subtract some number from each variable eg. Onefmen = Onefmen - (1,2) & Ekkillmen = Ekkillmen - (1,3)
    Then during Onefstrikes;
    fighters = fighters - Onefmen
    peasants = peasants - Ekkillmen
    fighters = fighters + Ekkillmen (if they are released)

    You could set up the same sort of decrement after wars for Onefmen. You wouldn't even have to worry about conditionals for the decrements since no intervening chapters occur between when they'd be set and when they'd be used.
    Last edited by Drake713; 06-26-2016 at 12:25 PM.
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  12. #72
    Senior Modder YaK's Avatar
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    Wow, you just threw in a few ideas, don't you?

    Just put a moment Varls and Ekkillmen in stand-by. I need more coffee . Let's talk about the starvation-morale overhaul.

    In the prototype i uploaded, Game Over would pop-up as soon as you have zero population left, so you would not have actually a day with zero people.


    Willpower Morale Bonus adjustement:


    I think i will try Aleo's numbers:
    Code:
    Hard    --> {-5,-3,0,+1,+2}
    Normal --> {-4,-2,0,+1,+2}
    East     --> {-2,-1,0,+1,+2}

    Death Tolls


    Currently we have theese:

    Code:
    num_peasants: {0,-3,-4,-5,-6,-7,-8,-9}
    num_fighters:   {0,-2,-3,-4,-5}
    num_varl:         {0,-1,-2,-3}
    Now, i would like, at first, two main category of arrays.

    One if morale <31

    One if morale >30, a little less harsh in terms of deaths.

    Then, it should be needed to put in our numbers.

    I like the logarithmic curve, but how could i implement that? I need to hand-pick numbers, you know, the engine doesn't support (or i don't know how to do) assignation (num_varl=num_peasant) or products, just plain numbers. Fixed, added or subtracted.

    Anyway, i should have an idea of after how many days of starvation i want, generally speaking, a Game Over.

    That's said, i would like to keep also the random mechanics used, for two main reasons:

    1) It give a degree of "randomization", aestetically speaking. It will not please me to see always the same numbers.
    2) It give an idea of the different resilience of the three groups. Clansmen are a lot more vulnerable and there is just 1/8 probabilty of havin no losses. Fighters and varl, are trained so have either 20% of taking no losses due to starvation and 25% for varl, that are sturdier so will take less anyway.

    So, in the end, we need

    One set of series (varls, clansmen and fighter) for every day of starvation i would want to set a different value before the plateau.

    The same, for the confition of high morale, that make less people die/leave/kill each other every day.
    Last edited by YaK; 06-26-2016 at 09:31 PM.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




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  13. #73
    Senior Modder YaK's Avatar
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    This could be an example for the

    peasants_death_toll:


    Code:
    Day 1 Hi-Med	0	2	3	4	5	7	9	11	13
    Day 1 Low	1	3	4	5	6	9	11	14	17
    Day 2 Hi-Med	13	27	31	37	39	44	47	53	58
    Day 2 Low	17	35	41	49	51	58	62	70	77
    Day 3 Hi-Med	58	62	69	84	95	109	123	147	171
    Day 3 Low	77	82	91	111	126	144	163	195	227
    Day 4 Hi-Med	171	189	211	287	301	323	352	369	391
    Day 4 Low	227	251	280	381	400	429	468	490	520
    Day 5 Hi-Med	391	418	467	507	549	588	602	698	770
    Day 5 Low	520	555	621	674	730	782	800	928	1024
    I used the INT result of y=x^3.71 , for 1 <= x <= 6 to estabilish the extremes

    So the first category is between 1 and 13, the second 13 and 58 and so on. Then i've manually adjusted the day one Hi-Med Morale.
    Day 2 are the INT of Da1+33%. First row is manually adjusted.

    Let me know what you think.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




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  14. #74
    Senior Modder YaK's Avatar
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    Quote Originally Posted by Drake713 View Post
    Ah I see now what you mean with Krumur, I thought you meant about removing varl upon entering Einartoft.
    In that case your main concern is that going into the Krumur event a player should have a minimum of 40 varl so new ones are not gained. My solution to that problem would be to make the the number of varl that join from Ubin's warriors a variable instead of a constant; figure out the maximum number of varl that could be lost fighting in the Summer Path and then set up a series of "if/then if" conditionals when Ubin joins so that:
    Number of varl from Einartoft + variable number of varl from Ubin - maximum number of varl that can be lost in the Summer Path = at least 40
    aka
    0 + x - y = 40
    38 + x - y = 40
    58 + x - y = 40
    Where y is a constant and x is a variable
    You could also set a minimum cap on the variable of 10 or w/e
    Obviously the condition of leaving with 0 varl will cause an unusually large number to join with Ubin in that case, but that way allows the bugs to be fixed with a minimum of altering the base game's numbers.
    Condition 2&3 should not be a problem at all. Einartoft varl+Ubin should always be > 60 and the 38 that joins you if you leave plus Ubin's orginal 15 should also be ok, maybe i could just throw in a couple more, making Ubin bring around 20.

    What really piss me off is to let him handle around 50 varl or more in case 1. It's a non-sense. Why they should follow a Scrivener and not Yngvar or Krumr?

    I still think it could be easier to just really tune down Krumr event.

    By the way, do you know how and where war losses are handled? I can't seem to find them in the files and i am afraid they're hardcoded :/


    Quote Originally Posted by Drake713 View Post
    And just because Ekkill's men as prisoners are counted as clansmen doesn't mean they are free, it just means they need to be fed and can die of starvation heck if you wanted to be REALLY fancy you could set up a new variable that keeps track of how many of them die due to starvation. Everytime a starvation event occurs you'd subtract an amount from your new variable and when you release the prisoners you add that variable to your fighters instead of a hardcoded number. Better yet create two new variables;
    Onefmen initialized to 32 or 35 when they join
    Ekkillmen initialized to 45 when they join if taken as prisoners
    For each starvation event subtract some number from each variable eg. Onefmen = Onefmen - (1,2) & Ekkillmen = Ekkillmen - (1,3)
    Then during Onefstrikes;
    fighters = fighters - Onefmen
    peasants = peasants - Ekkillmen
    fighters = fighters + Ekkillmen (if they are released)

    You could set up the same sort of decrement after wars for Onefmen. You wouldn't even have to worry about conditionals for the decrements since no intervening chapters occur between when they'd be set and when they'd be used.
    Setting two new vars for ekkillmen and onefmen would be fine and could be done. To keep count of starvation events, i don't remember if there is a prg_starvation var already declared, but it should be a big problem. Also:

    {
    "flagName": "ekkillmen-(1,3)"
    }

    Would work if put in convo files.

    The only problem shuld be HOW to let the game do this:

    num_fighters= num_fighters+ekkillmen.

    The engine does not support expressions, the value of a var need to be a number, not another var, it seems.

    Anyway, if you find a way to do that, it would really be cool.

    In Saga2 it's possible (but NOT in convo files, just in the main script) and it's something similar to the way Caravan numbers after the serpent's attack and after Rugga joining/betraying are handled.
    Last edited by YaK; 06-27-2016 at 10:33 AM.
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  15. #75
    Like I said, if you leave Einartoft with 0 varl you'd get an unusually large number of varl from Ubin, but I still prefer that to altering base game numbers. The number of varl with Ubin is slightly unknown, where as the varl with Krumur and lost during Boersgard are known.

    As for the Onefmen & Ekkillmen... if you can only deal with constants and not variables then yes I do know of a way to still achieve the same result... you just are not going to like it, cause it'd be a horribly ugly implementation. But you could do this:
    If Ekkillmen == 45
    Fighters+45
    If Ekkillmen == 44
    Fighters+44
    If Ekkillmen == 43
    Fighters+43
    and so on

    For war losses I assume it is tied to the threat variable, you could just tie the Onefmen decriment to the same places that is altered
    Last edited by Drake713; 06-27-2016 at 12:18 PM.
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  16. #76
    Senior Modder YaK's Avatar
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    Quote Originally Posted by Drake713 View Post
    yes I do know of a way to still achieve the same result... you just are not going to like it, cause it'd be a horribly ugly implementation. But you could do this: [CUT]
    AAAAAARGHHHHHH!



    For war losses I assume it is tied to the threat variable, you could just tie the Onefmen decriment to the same places that is altered
    I have not the faen idee of where theese are tied. I suspect it's done not at a scripting level.

    By the way, i found another little inconsistence to be fixed in 1.32:

    When the old man, Unrar or something, join and subsequently leave the caravan (giving you some supplies), there is no clansman added/removed.
    My mods: YaK's SSLTBS1 Unofficial Fixpack ( www.nexusmods.com/thebannersaga/mods/1 ) and Drake's & YaK's BS2 Unofficial Fixpack ( www.nexusmods.com/thebannersaga2/mods/2 )




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  17. #77
    Threat is modified during war pop up dialogues. Should be fine to add the Onefmen variable to these same points.

    I've noticed a few more inconsistencies if you are interested.
    "Tend to the wounded"+"Wait and ambush the next cart" = day+2 & Battle
    "Tend to the wounded"+"We'll wait and confront them" = day+1 & New dialogue tree below
    Both options say you'll wait, but only one spends an extra day?

    "I think we'll just take this cart ourselves, instead."
    But no supplies are added?
    Last edited by Drake713; 06-30-2016 at 08:30 PM.
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  18. #78
    Senior Modder YaK's Avatar
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    Quote Originally Posted by Drake713 View Post
    Threat is modified during war pop up dialogues. Should be fine to add the Onefmen variable to these same points.

    I've noticed a few more inconsistencies if you are interested.
    "Tend to the wounded"+"Wait and ambush the next cart" = day+2 & Battle
    "Tend to the wounded"+"We'll wait and confront them" = day+1 & New dialogue tree below

    Both options say you'll wait, but only one spends an extra day?
    Fixed. Actually, "Tend to the wounded" correctly advance the day of +2, "Wait andambush the next cart of "+1 and "We'll wait and confront them of +1"


    "I think we'll just take this cart ourselves, instead."
    But no supplies are added?
    If you notice, it says you confront/attack the cart AFTER they've thrown scrapt at the people. So it should be empty at that point.


    I also believe to have found another typo, when Eyvind destroys the bridge:

    "The sontework crumbles behind you and the other varls flee for your lives.."


    It should be "their", right?

    Plus, checking the Skogr's storehouse event, i found that it was NOT bugged.

    I started with 17 supplies.

    For any decision you do except protecting the cart, you left Skogr with a different number of fighters/clansmen and with 23 supplies.

    If you save the cart, you will depart with 43.

    I think i will revert back the thing, those +16 supplies are totally unnecessary and don't think i'll add a malus, since i think it's just a way of saying.
    Last edited by YaK; 07-02-2016 at 05:13 PM.
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  19. #79
    Senior Modder YaK's Avatar
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    A tiny new version up , just minor changes this time.
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  20. #80
    Senior Modder YaK's Avatar
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    Updated to The Banner Saga version 2.32.04.
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