Formations and AI with Campaign AI - .编队模式
编队和AI MODS的与运动AIMod通过Motomataru
编译为WB 1.153
2012年9月16日
这是三个minimods通过motomataru可玩的汇编。
1.编队模式
2.用于替换原生战场AI的扩展模式
3.用于本地战役AI
的一系列调整和修复活动AI模式将战役级别活动和领主任务恢复到早期版本的Warband中。活动地图更加生动。
编队mod是Mirathei对原始简单界面的广泛改造。在一个命令中,步兵可以按级别排列,按盾牌/武器排列,按级别或平方排列。骑兵可以形成一个楔形,并且成弧形的交错线。编队遵循所有战场命令,包括战斗面板。原生AI具有制作相同阵型的能力。
编队AI取代了Native AI。它主要根据军队规模而非军队构成作出决策。每种类型的单位都有不同的目标。目的是使AI变得更聪明,更主动。
安装:
复制模块目录中的Native mod以进行Warband安装。将复制的目录重命名为时髦的东西。将此zip文件的内容复制到新目录。
据我所知,这些模块与Native保存兼容。要播放本机保存游戏,请转到保存游戏目录并复制Native子目录。将其重命名为您命名为新mod目录的任何内容。
快速播放指南:
查看演示视频www#youtube#com/watch?v=WmA-IxNASVE&feature=youtu.be
对于Hold和Follow命令,播放器周围的默认分区位置为:步兵左侧,骑兵到对,并且前面是弓箭手。另外的步兵师进一步左侧,更多的骑兵进一步向前,并且进一步向前进一步。因此,举例来说,如果你想要两个远程分区,并希望那个带有投掷武器的分区进一步向前,请确保弓箭手在第3分区,而射手在第4-9分区。
无论出于何种原因未形成的部队划分将试图与“保持”位置的其他部门整合。除非玩家在Camp菜单下的Formations Options Menu中检查autorotate选项,否则这些分区将保持与玩家相同的FACING。
玩家可以通过附加的F2菜单命令覆盖默认位置,以记住相对于玩家的分区位置。因此,如果您更喜欢前方的骑兵和后方的弓箭手,请在安静的战斗中重新安排这些划分,然后按F2-F7。当记忆和填充你的新装置时,请务必站在后面,留有足够的空间,因为分割尺寸,位置旋转和地图边框的变化会影响记忆放置的精确度。
玩家部队在玩家周围的保持位置开始每场战斗,利用默认或记忆的位置和阵型。
对于玩家选择亲自前往“形成选项”菜单的任何分区,都会覆盖放置。
除了第一个(步兵)之外,没有关于分裂类型的假设。系统将它们键入如下:
- 多数英雄:多数熟练,支持; 否则保镖
- 多数马:大多数有弓箭,骑兵弓箭手; 否则定期骑兵
- 多数范围:投掷武器,Skirmishers; 否则定期远程
- 以上都不是:大多数有杆状,Polearms; 另有常规步兵
在编写部门时,你必须牢记这种打字方案; 否则一个额外的步兵师可能突然变成某种远程。还要注意某些mods在战斗开始时自动装备部队,从而改变他们的类型。
英雄型师和更明显的攻击者组成了步兵式阵型。当他们用尽弹药时,突击队员将恢复打入步兵(并将“保持”的默认位置改为球员LEFT而不是FORWARD)。
每当一个单位首先形成一个特定的阵型时,部队可能会扩散以便于组建(取决于mod设计)。他们也可能改变武器,以适应他们阵型中的新阵地。该模型还为步兵编队中的刺伤武器提供挥杆能力,最好在近距离使用。您可能希望尝试地层间距,以查看哪种方法最适合其多数武器。例如,带有玻璃的Rhodoks可以从一些额外的空间中获益。
弓箭手的“等级”命令使它们处于交错线。
除了楔子之外,骑兵不会形成任何阵型。
冲锋(和骑兵的卸下)将撤消阵型。玩家可以多次前进以使阵型移向敌人的平均位置。或者使用命令面板或Hold-F1来放置它们(或者在骑兵楔块的情况下将它们扫过敌人)。
说到这一点,Hold-F1命令已经扩展:当对敌人阵型完成时,玩家分裂会攻击它。步兵编队将在没有破坏阵型的情况下进入近战,骑兵将在关闭后恢复为原始风格的射程,并且弓箭手将前进直到他们开始射击。在任何情况下,如果目标被消灭,则玩家分区将返回到玩家。
如果玩家增加战斗大小超过WB最大值,那么很有可能大规模战斗每秒都会停顿。玩家可以在mod选项菜单上删除口吃(以及一些AI功能)。
详细
信息:有关更多信息或报告问题,请参阅论坛forums#taleworlds#com/index.php/topic,34685.html
该源代码可在我的其他Nexus文件中找到。
Formations and AI Mods with Campaign AI Mod by Motomataru
Compiled for WB 1.153
09/16/2012
This is a playable compilation of three minimods by motomataru.
1. A formations mod
2. An extension mod to replace Native Battlefield AI
3. A collection of tweaks and fixes for Native Campaign AI
The Campaign AI mod restores campaign level activity and lord missions to those seen in early versions of Warband. The campaign map is much livelier.
The formations mod is an extensive reworking of the original simple interface by Mirathei. At a command, infantry can form in ranks by level, ranks by shield/weapon, wedge by level, or square. Cavalry can form a wedge, and archers a staggered line. Formations follow all battlefield commands, including from the battle panel. Native AI is given the ability to make the same formations.
The formations AI replaces Native AI. It makes decisions based primarily on army size rather than army composition. Each type of unit has different objectives. The intent was to make the AI smarter AND more proactive.
INSTALLATION:
Copy the Native mod in the Modules directory for your Warband installation. Rename the copied directory something snazzy. Copy the contents of this zip file to the new directory.
To the best of my knowledge, these modules are save compatible with Native. To play your Native save games, go to your save games directory and make a copy the Native subdirectory. Rename it to whatever you named the new mod directory.
QUICK PLAY GUIDE:
See demo video www#youtube#com/watch?v=WmA-IxNASVE&feature=youtu.be
For Hold and Follow commands, default division placement around the player is: infantry to the left, cavalry to the right, and archers up front. Additional infantry divisions set up further left, additional cavalry further right, and additional ranged further forward. So, for example, if you would like TWO ranged divisions and want the one with thrown weapons further forward, make sure the archers are in Division 3 and the skirmishers in a Division 4-9.
Troop divisions that for whatever reason are NOT in formation will attempt to integrate with the other divisions in the "Hold" position. These divisions will maintain the same FACING that the player had unless the player checks the autorotate option in the Formations Options Menu under the Camp Menu.
The player may override default placement through the additional F2 Menu command to memorize division(s) placement relative to the player. So if you prefer, for example, your cavalry in front and your archers behind, rearrange these divisions during a quiet battle and then press F2-F7. Just make sure to stand toward the rear when memorizing and pad your new arrangement with plenty of , as changes in division sizes, position rotations, and map borders affect the precision of memorized placement.
Player troops start every battle in Hold position around the player, utilizing either default or memorized placement and formation.
Placement is overridden for any division the player chooses to personally head through the Formations Options menu.
There are no assumptions about division type beyond the first (infantry). The system types them as the following:
- majority HEROES: majority skilled, Support; otherwise Bodyguard
- majority HORSES: majority with bows, Mounted Archers; otherwise regular Cavalry
- majority RANGED: with thrown weapon, Skirmishers; otherwise regular Ranged
- none of the above: majority with polearms, Polearms; otherwise regular Infantry
You have to bear this typing scheme in mind when composing divisions; otherwise an additional Infantry division may suddenly become some sort of Ranged. Also be aware that certain mods autoequip troops at the start of battle, thereby changing their type.
Hero-type divisions and more notably Skirmishers make infantry-type formations. Skirmishers will revert to type Infantry (and change default placement on "Hold" to the players LEFT instead of FORWARD) when they use up their ammunition.
Whenever a unit first forms a particular formation, troops may spread out for ease of forming up (depending on mod design). They may also change weapons as befitting their new positions within their formation. The mod also strips swing capability from stabbing weapons for infantry in formation, the better to use in close quarters. You may wish to experiment with formation spacing to see which works best for its majority weapon. Rhodoks with glaives, for example, benefit from a couple extra s to swing in.
The "ranks" command for archers puts them in a staggered line.
Cavalry will not make any formation other than the wedge.
Charge (and Dismount for cavalry) will undo a formation. The player may Advance multiple times to have a formation move toward the average position of the enemy. Or use the order panel or Hold-F1 to place them (or sweep them across the enemy in the case of the cavalry wedge).
Speaking of which, the Hold-F1 command has been expanded: when done on an enemy formation, player divisions will attack it. Infantry formations will advance into melee without breaking formation, cavalry will revert into a Native style charge after closing, and archers will advance until they start shooting. In any case, if the target is wiped out, the player division will return to the player.
If the player increases battle size beyond the WB maximum, there's a good chance large battles will stutter every second. The player may remove the stutter (and some AI functionality) on the mod option menu.
DETAILS:
For more information or to report problems, see the forum forums#taleworlds#com/index.php/topic,34685.html
The source is available in my other Nexus files.
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