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I don't know why so many people are asking for an update. I think it works fine because since I set death chance to 0.5 the dead and wounded troops are almost the same number, I even tried 0.9 to test the mod's function and about 90% of troops died.
To recreate problem:
1. Don't join a faction and do not create your own.
2. Help as a mercenary in destroying most, if not all, original factions.
3. Work towards gaining enough fame to be approached by courier to speak with a ruler.
4. ???
5. Zombie clan wants you as their vassal.
I don't think it is my mod. I can't say it with 100% certainty, but if multiple lords belonging to the same clan were to die in the same battle, I don't know if the game will handle it correctly (possibly leading to zombie clan).
0:00 - Intro
4:41 - Time Lapse
6:26 - Who survived?
It fixed a BUNCH of my problems. I didn't even think this game's mod orders mattered until I tried it like many years later.
Yeah, should have put the disclaimer before. I know it crashes. I do not know why exactly and what action is the cause. Sometimes I can play up to a day (in-game) before it crashes, sometimes it's just 10s later. So, do not use this option, I will remove it this week end if I don't fix it.
at KingSlayerUnlocked.KingSlayerUnlocked.QAIKingSlayerUnlocked.Postfix(Single& __result, PartyBase party, CharacterObject character)
at TaleWorlds.CampaignSystem.GameComponents.DefaultPartyHealingModel.GetSurvivalChance_Patch1(DefaultPartyHealingModel this, PartyBase party, CharacterObject character, DamageTypes damageType, PartyBase enemyParty)
at TaleWorlds.CampaignSystem.MapEvents.MapEventSide.ApplySimulationDamageToSelectedTroop(Int32 damage, DamageTypes damageType, PartyBase strikerParty)
at TaleWorlds.CampaignSystem.MapEvents.MapEvent.SimulateSingleHit(Int32 strikerSideIndex, Int32 strikedSideIndex, Single strikerAdvantage)
Ahh, I figured it was something that complex.
Is it possible to modify only the enemy Heroes' chances of death, then? I went through a 5 year campaign without seeing a single one of them die, and I wanted to try a 10% death chance instead of the 2% like in the Original release.
Depends on a lot of factor. Blunt Damage means always Injured no Death possible. But overall, it's 1 (100% survival) - 1 / (sum of modifier). So if the sum is like 20 because good armor, young age, high Medecine, ect you have 1 - 1/20 = 19/20 of survival. If the sum is 2 like a looter because no armor, no perk, nothing you have 1-1/2 = 1/2 of survival.
It override medicine skill for those affected by it. If the mod targets AI not in your Clan, all AI in your Clan and yourself will still have medicine skill applied.
Yes, the main issue you would face would be MCMV. If you can get it to work in any version, this mod will also work. I created it in 1.0.2 and then "updated" it to 1.0.3 but there was no code modification, they are the same.
Actually I think it is doable - I know there is a function of getting the medic skill of a party, and we can dynamically set the auto-resolve death ratio to [default death ratio / (a scalar x medic skill)], where you have lower death rate with high medic skill.
Suppose the medic skill of a team less than 20, and the scalar is 0.05, everyone knocked out in the battle will die.
Suppose the medic skill of a team is 100, and the scalar is 0.05, the expectation of death will be 20 when 100 being knocked out.
Suppose the medic skill of a team is 300, and the scalar is 0.05, the expectation of death will be 7 out of 100.
Of course, different scalars could be tested to make it reasonable, or leave it configurable for users.
Above Issue and Bugfixes. But no new save is required since I tested on my own 20+ mods campaign who was like 15 years in. And it worked fine. Without removing any mod to not have a corrupted save, did you try what I wrote right under and did you die / not die / AI not die / AI die / troop die / troop no die?
Every mods that modify the SurvivalChance function with a PostFix. A Prefix would crash (should crash). So, I guess anything that modify the result of an auto-resolve for example.
If you are not IronMan, or you are but make a back up in that case, just save, set the Target Party to Player and Target Troop Player and go killyourself on a stronger party with your companions. If you die (means game over), the mod works. Also try it, a few times anyway, if everytime you die with your PlayerCharacter, but when it's AI heroes they don't, I think it's a conflict and I would need your mod list.
1) medic can only save so many people that his skill allows him. more companions with medic skill = more troops/companions saved
2) medic prioritizes party leader over companions, companions over troops, higher tier troops over recruits
3) there's always a chance a wound is lethal no matter what
4) medic himself has less chance to die
Disable all mechanisms related to death in a battle or autoresolve, yes. If the mod is activated for that category of character, NOTHING will affect the ratio you choose.
including medic skill?
Here's a suggestion for you -- Personally i would like to make it so that during Manual battles there's a high chance of death,
BUT auto resolves there are 0 chance of it happening.
Not sure if that is possible for you to implement. But it is an idea!
Great idea by the way!!!
unbalanced? i dunno xd