Battle Brothers

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TaroEld

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TaroEld

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56 comments

  1. exsonics01
    exsonics01
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    I'm not sure if this mod collides with any other mod, but I'm having "the index 'getIdealRange' does not exist" and "resuming dead generator error" from the log. I'm not sure if my other mods are touching ai behavior, I think none of my other mods involved about ai. But the crash is originated from there. 

    I dragged a goblin party to a cultist dungeon and was in the 3-party engagement. Then, all of sudden, the game freezes. Following are the contents of the log file of mine: 

    18:56:01Script Error
    the index 'getIdealRange' does not exist
    Function:
    selectBestTargetTile -> scripts/ai/tactical/behaviors/ai_engage_ranged.nut : 565
    Variables:
    d = 2, target = Table, @[email protected] = 2, tooClose = False, takingCover = False, score = 0, t = Table, @[email protected] = 0, candidates = Array, attempts = 1, horrorBehavior = Null, miasmaBehavior = Null, handgonneBehavior = Null, tiles = Table, time = 395.657, centerTile = Instance, size = Instance, minDistance = 2, origin = Instance, myTileScore = -9000, useCoverMult = 0.4, allies = Array, myFaction = 31, myTile = Instance, navigator = Instance, _visibleTileNeeded = True, _considerLineOfFire = True, _maxRange = 6, _entity = Instance, this = Table
    Function:
    onEvaluate -> scripts/ai/tactical/behaviors/ai_engage_ranged.nut : 199
    Variables:
    func = Generator, func = Generator, myTile = Instance, targets = Array, skills = Array, visibleTileNeeded = True, considerLineOfFire = True, maxRange = 6, zoc = 0, retreat = Table, scoreMult = 1, _entity = Instance, this = Table
    Function:
    evaluate -> scripts/ai/tactical/behavior.nut : 77
    Variables:
    score = Null, startTime = 395.656, _entity = Instance, this = Table
    Function:
    evaluate -> scripts/ai/tactical/agent.nut : 307
    Variables:
    _entity = Instance, this = Table
    Function:
    think -> scripts/ai/tactical/agent.nut : 187
    Variables:
    _evaluateOnly = True, this = Table
    Function:
    onProcessAI -> scripts/states/tactical_state.nut : 1421
    Variables:
    activeEntity = Table, this = Table

    18:56:01Script Error
    resuming dead generator
    Function:
    evaluate -> scripts/ai/tactical/behavior.nut : 77
    Variables:
    score = Null, startTime = 395.671, _entity = Instance, this = Table
    Function:
    evaluate -> scripts/ai/tactical/agent.nut : 307
    Variables:
    _entity = Instance, this = Table
    Function:
    think -> scripts/ai/tactical/agent.nut : 187
    Variables:
    _evaluateOnly = True, this = Table
    Function:
    onProcessAI -> scripts/states/tactical_state.nut : 1421
    Variables:
    activeEntity = Table, this = Table
    1. TaroEld
      TaroEld
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      Thanks for the log. I'm not sure about this one, I don't really modify that ai behaviour directly. It might be something else having an issue, though. As it stands, I don't really know where to look for this, but maybe it'll pop up again in the future.
  2. JCSato
    JCSato
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    This is based on a campaign about 1/3 on 0.94, 2/3 on 0.95. Currently on day 105-ish, haven't fought the legendary location(s?) yet.

    First, miscellaneous critiques. Take or leave these, just thoughts after most of a campaign.

    • 1 skull contract camps are way too stacked. I forgot acolytes were even a unit.
    • Defilers are too common in the early game. I think their stats and equipment are fine, but you can easily encounter 3+ in the first 40 days and I think they're just too sturdy for that. Also, let me get a huge power spike by picking up like 3 decayed coats of plate super early. That's not inherently bad, it's just a lot.
    • Not actually sure there needs to be a prophet in every fight. Although, they give Fanatics perma-confident, and I feel like Fanatics are in a pretty good place, so I guess it's fine.
    • They're super profitable to fight, mostly from all the weapons Fanatics drop. This is fine and the faction feels appropriately dangerous, just noting it.
    • Most cultist comps are really similar. 4-12 Fanatics, 3-4 Defilers, 1-4 Mancatchers, 1 Prophet, 1-7 Sacrifices. I've seen hunters twice. Would be kinda cool to see more different comps (not so much in numbers as in unit type combinations).
    • I think I'd like to see more comps with a few Enlightened Fanatics and fewer comps with oceans of regular Fanatics. I've had multiple fights with so many Fanatics that they spawn up top.


    Misc bugs/production value notes. We've probably talked about all these elsewhere, just collecting them in one spot.

    • It'd be great to have just 1 more music track for cultists.

    • A custom cultist banner (or 3, as long as I'm asking) instead of the player banner would be nice.
    • The necklace asset clips over helmets a bit. Would maybe see if it could be made a bit smaller. Necklaces in general are hard, though - I've added some before I know.
    • Defiler face masks are misaligned on corpses.

    General thoughts on the faction:

    • I've mentioned this before, but the worldmap sacrifice mechanics are a little opaque to me. Given the similarity of unit types in comps, the camp sacrifices seem pretty extraneous. I'm vaguely aware that more sacrifices = harder comps with better units, but there don't seem to be any clear breakpoints (e.g. < 15 sacrifices = no Defilers or Enlightened, >= 30 = no Acolytes). Also, a lot of this happens outside of my awareness. Usually when I come across a cultist camp for the first, it's already fully leveled at 30/30. Combined, it doesn't feel like there's a lot of urgency or agency around stomping cultist camps to prevent their growth. I love the concept of hearing about rumors of a cultist camp, following raiders out into the wilderness to find it, and then trying to race to prepare to take it on before it can grow - but I'm not sure it's quite there. The seed I was playing on, and the fact I did unexplored map, may have contributed to this.
    • The in-battle sacrifices are a little confusing, as we've discussed. I just realized today that you can't strike them down with ranged weapons - it took me a while to realize how they worked with melee weapons, too. One suggestion: give them a "Trance" status effect - even if it does nothing, it'll explain why they move around to follow the Prophet, and kinda help explain that they're not strictly cultists. Could maybe explain the melee thing a bit in the post battle screen, dunno.
    • As a faction, they're actually a little bit like beast opponents; bull rush + big damage, but they go down easy (the Fanatics, at least).
    • The Fanatics are the real problem unit. Mancatchers are anemic, Defilers are slow and like to hang back, and Nimble + backline means Prophets aren't a priority target either - but double grip handaxes are scary, bro.
    • The variety of units in the faction is awesome. It's soooo much fun to try to figure out abilities and AI and equip sets for each unit and how to counter them. Every unit feels different and like it has a role to play in the greater strategy of the faction comps and it's just so wonderful.
    • My preferred tactic for fighting them is to run away straight back to try to find high ground (preferably for gunners) - can usually catch the Fanatics on their own that way and try to deal with them while the backliners catch up.

    Overall thoughts:

    • This is probably the best Battle Brothers mod. Would wholeheartedly recommend to anyone in its current state.
    • The art is very good, it is known.
    • I looooooooove how ambitious this is and how much it delivers on. Fits the game like a glove, and the amount of new units & mechanics & contracts & events & everything is just so much fun.
    • It's really impressive how you managed to make a cohesive, functional faction that feels distinct but also fits in the existing game mechanics. Great stuff.

    1. TaroEld
      TaroEld
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      Thanks Sato, very nice write-up!
      We already talked about much of this, but for completion's sake I'll respond here too.
      Generally, I'll be writing and uploading a design document to explain some of the mechanics and decisions that confuse people.

      Availability of early units is kind of tricky. I'll be tweaking the spawn resources more, for sure. Acolytes are pushovers, so I don't really want to extend them out too long.
      Prophets/one type of priest does need to be in every fight, it's just the way the faction is set up conceptually. Without constant indoctrination, who knows what thoughts might crop up in the cultists minds.
      Enlightened Fanatics scale with time, until day 150 for now. They're just regular fanatics, conceptually.

      Music tracks are kind of tricky since we of course need open license stuff. Msuna had one, but there was some weird issue with it that weirded me out. If someone finds other good tracks, I'll be happy to implement them.
      Necklace is unfinished, yea, but art needs to wait until misha has recuperated or I get desperate enough to try it out myself.

      I'll be adding some kind of tooltip effect that explains the situation of the sacrifices.
      Yeah, the similarity to beasts occurred to me, though with bigger, later camps that should go away somewhat (enlighteneds with nimble, defilers, mancatcher support etc).
      Defilers will be motivated to become more active, they're a tad too lazy.

      Thanks for the praise.
    2. transylvandrei
      transylvandrei
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      Is there any way to make this mod compatible with Sato's Additional Equipment mod? At the moment when using both it just crashes.
    3. JCSato
      JCSato
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      What versions are you on? I didn't have any issues.
  3. cocowing
    cocowing
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    Question: Is this mod incompatible with other types of enemy edition mods? Using this mod and samurai mod together did not spawn samurais.
  4. serbotid
    serbotid
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    выкидывает при рокировке жреца,стоит мод с дискорда furry|crush?помогите пожалуйста
  5. UndeadLord241
    UndeadLord241
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    These cultists can be champions?
    1. TaroEld
      TaroEld
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      Defilers, yes
  6. doktor666son
    doktor666son
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    Сектанты ушли, вторжения и контрактов нет (
    1. Dimon485
      Dimon485
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      опиши ситуацию поподробнее плиз
  7. reddevil3456
    reddevil3456
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    you should add the ability to make your own cultist base it would be perfect for cultist campaigns 
    1. TaroEld
      TaroEld
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      I can possibly add the assets to Stronghold as a visual option.
    2. reddevil3456
      reddevil3456
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      that would be so cool since stronghold is my favorite mod 
  8. Nekrovex
    Nekrovex
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    Great mod, love the designs. It reminds me of Darkest Dungeon. Question: will you ever consider implementing equipment layering on the helmets/armors or would it just be OP?
    1. TaroEld
      TaroEld
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      I'll make them layered at some point, it's just tedious work and I haven't mustered the willpower yet.
  9. gros112233
    gros112233
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    Hi !
    Nice mod bro.
    I've been trying it for a few hours in Normal Difficulty.
    From what I've seen i think the cultists are way too strong at start. I can do 2 skulls contracts of any kinds except cultists.
    1. TaroEld
      TaroEld
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      They certainly are no pushovers! However, they might just require a different strategy than what you're used to from other enemies. Keep me updated if you still think so after playing some more.
  10. aykachan
    aykachan
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    Would love to be able to be friends with the cultists. Or at least in some form of non aggression agreement, especially for "Davkul Cultists" start. Its kinda weird fighting betwen ourselves, when we should work toward common goal.
    1. Desicat
      Desicat
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      There is an event that will let you know where you stand with your Cultist brethren.