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Messages - Bjorn_Ironsides

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Been away from playing CRPG or MB for that matter the better part of a year and a half, recently have found the time and desire to play and wanted to know if you lads/ladies would allow me to continue putting my sword in with the Hospitallers?

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Scene Editing / Re: Siege: BI Stone Keep
« on: September 08, 2011, 09:27:16 pm »
Version 1.3
http://www.mbrepository.com/file.php?id=3224

After seeing the post from zagibu (who based on the amount of work done scene editing I will trust knows this issue better than I) it would seem rather clear any attempt at modifying the spawn script would take far more effort than editing the map to work around the issues that were present. This update removes the doors on the inner keep as well as moves the 5 spawn locations that were within it. These two changes should put more pressure on defenders and attackers should find it easier to get inside the flag area.

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Scene Editing / Re: Siege: BI Stone Keep
« on: September 05, 2011, 09:29:28 pm »
You need to rework that map a bit. Defenders win always on this map.
The entry to the flag is spammed with construction sites often attackers dont even manage
to kill the door to the flag.

You could get rid of that whole building and map could be balanced i guess.
You could try to remove doors of the buildings.
You could remove defender spawns near flag.
You could add 1-2 additional ways to flag.

As per previous discussion these points have been balanced to some degree (working with Punisher), also due to not having a clear answer given as of yet as to why the spawning script is performing in a way that is not intended needs to be addressed before other changes to work around it will be made (I in fact in a previous post made nearly the same remark you requested saying that if the spawning script continues to act as it does I would likely move the defenders spawn points or rework the doors).

If I am correct EU2 is running the latest update of the map (1.2) which means as attackers you do not need to break the doors down, stairs were added to the back of the building giving access to the roof with another set leading safely into the flag area (detailed in screenshots).


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Scene Editing / Re: Siege Spawn locations question
« on: August 31, 2011, 07:17:22 pm »
"Native siege code uses a system that you always spawn far away from enemies and close to friendly players.
This system doesn't look at entry point id's at all."

http://forums.taleworlds.com/index.php/topic,153565.msg3692216.html#msg3692216

I just stumbled upon this problem today as well (I've noticed it before but never really cared why it happened).

Right so it seems that indeed the spawn locations i used were "correct" but if the game code is not going to care where it spawns people then what is the point of the locations in the first place? There was a follow up post that described someone just ditching the native code and creating something for their maps which just forced random spawn within the locations given but offered no steps on how to do so.

"For GK Siege, all non-native maps use a correction system that checks if a player is going to spawn at a point out of his team's range and switches it to a random correct entry point. I would have included Native maps, but they're tailored to the system that the correction caused players spawning in the wrong places"

Is this something that you need to use python to edit and change or is this something that is not even handled by the scene code and is dependant on the server?

*edit* I also just found this posted which is reassuring lol

"The siege spawn script is an insane beast that no mortal can understand haha.  There is a thread in the forge that I put up about a bug in it and there is a fix that Beaver made in the same thread to make sure attackers spawn on attacker entry points. (this doesn't seem to work for bots."

and

"Ok its a bit bizarre but the spawn points are given a score based on how far enemies are away, how high the spawn point is, how close it is to friendlies and so forth."

There is some code also added which from what I can read did fix the vast majority of spawn issues, to add it you need to modify "module_mission_templates"

(try_begin),
            (eq, ":player_team", 1), # attacker
            (lt, ":entry_no", 32), # If, for some reason, the player ends up in a defender spawn
            (store_random_in_range, ":entry_no", 32, 64), # Change to a random attacker spawn
           (try_end),

This post seems to contain the most information and work towards a fix - http://forums.taleworlds.com/index.php/topic,113298.0.html

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Scene Editing / Siege Spawn locations question
« on: August 31, 2011, 06:32:51 pm »
I recently created a Siege Scene called BI Stone Keep (http://www.mbrepository.com/file.php?id=3179), during the creation I followed the guides and posts on this forum and the main MB forums in order to understand what elements must be used to make the map function properly. When placing the attacker and defender spawn locations I placed 32 for attackers (numbered 0-31) and 32 for defenders (numbered 32-63) spread in their respective locations. I have seen and been informed that when the map starts all attackers and defenders are getting grouped up onto only 1 of the possible 32 spawn locations which creates some problems for the defenders specifically.

If other scene creators have come across this issue or know what I did wrong/forgot I would appreciate any help that can be given  :)

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Scene Editing / Re: Siege: BI Stone Keep
« on: August 31, 2011, 06:20:35 pm »
Looks a lot better now, saw attackers winning from time to time, defenders still have the upper hand though. About that, correct me if I'm wrong but defenders spawn only inside the flag keep? If that's the case, adding additional defender spawnpoints on the outer wall and in the courtyard would balance it out, since defenders wouldn't always spawn near the flag.

This was something I noticed when I played the scene during the 1st spawn it would seem the attackers and defenders spawn grouped up, this is not intended as I had placed only 5 spawn locations of a possible 32 inside the inner keep the rest are in the town streets with most near the front wall of the city. Attackers spawn locations are also (if you look at the scene in the editor) placed all around the camp location and not just in the wood wall portion. While creating the scene I desired to have a few spawn at the start in the inner keep (to allow door access) and the majority to spawn close to the wall so they could get up the stairs and defend the gatehouse/ladders. I will make a post seeing if any other scene creators have come across this and if there is a way to ensure the spawns function as desired, if not I can move the inner keeps spawns outside with the rest, if I take that option I would also replace the doors on the inner keep with a type that can be opened by defenders on both sides as the current ones cannot be opened from the outside.

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Scene Editing / Re: Map TXT file
« on: August 30, 2011, 06:46:45 pm »
To create the .txt file you will need to first navigate and find your scenes.txt file which is found in the Module folder you used to edit the map. Once you have scenes.txt open find the name of the scene you used to edit yours with (for instance scn_my_scene_18), you need to copy the text following your scenes name and then put that into a new .txt document that you will bundle with your .sco file. The text should look like this but with your terrain values, also make sure to get the part that describes the terrain type for the outer_terrain or your map might look out of place.

(click to show/hide)

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Scene Editing / Re: Siege: BI Stone Keep
« on: August 29, 2011, 08:45:41 pm »
Version 1.2
http://www.mbrepository.com/file.php?id=3179

In response to the 1.1 Update I have added the requested elements in order to gain access to the roof of the inner keep while also removing the railings which were placed to block access initially when the scene was created.

*UPDATE*
I had the chance to play the map on EU2 (map version 1.1) and saw how without the alternative route onto the roof that is added in 1.2 leaves attackers without a fair chance at getting into the inner keep. I had some other ideas come up but will wait to see how this new version plays out before making other modifications, it was clear though that attackers are at a disadvantage without the new stair route up so hopefully that should even the playing field out.

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Scene Editing / Re: Siege: BI Stone Keep
« on: August 28, 2011, 06:27:00 am »
Version 1.1
http://www.mbrepository.com/file.php?id=3176

As requested by Punisher I have uploaded a version which has stairs giving access to the second floor of the inner keep via the roof, I have yet to get the pleasure of seeing the map fully populated so I am interested in seeing how it feels.

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Scene Editing / Re: Siege: BI Stone Keep
« on: August 27, 2011, 11:27:13 pm »
I added your map to the official EU servers. After playing it once I can say an alternative way for attackers to reach the flag is really needed. Defenders can stack construction sites and camp the door, making it almost imposible for attackers to have a chance. I would suggest adding a stair between the roof and first level of the keep, so attackers can access the roof from outside by ladders and actually be able to get to the flag. Currently jumping inside from the roof is pretty much lethal.

Thanks first for adding the map to your server its appreciated, secondly I will happily create an update version of the map with your suggestions when done I will post an update here

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Diplomacy / Re: Startegus Diplomatic Relations?
« on: August 22, 2011, 05:19:33 pm »
Quote
Druzhina killed ATS, Hospitaller and Eastern Tsardom, as well.

While ATS and I do believe yes TS lost all land holdings, Hospitaller still holds Yurma Castle

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Scene Editing / Re: Siege: BI Stone Keep
« on: August 19, 2011, 11:26:26 pm »
Good to hear it went over well on your guys server if there are any problems that come up let me know

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Diplomacy / Re: Autoupdated Map
« on: August 18, 2011, 12:07:21 am »
Very nice work

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visitors can't see pics , please register or login

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Hey Bjorn!

You joining Hospitallers?  :lol:

Hey mate yup been good times

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