what do the speed points mean on files? does 30 speed points mean a 30 percent increase in speed? I am looking for a ballpark 30-40 percent speed increse which one do you suggest I download?
Can your companions with crossbows/bows hit normal ranges with RBM ? Mine can't hit anything farther than melee range even though they have 300 crossbow and bow skills. I haven't experienced such a thing before the last update.
This shouldnt be caused by my file. I only changed some basic values in the authors code for the ranged units reload speed. Not the range of which they can shoot. You can test this by replacing my combatmodule file with the original one. I doubt anything will change.
No ofc, it's the main RBM mod, but since your mod is based on that I was asking if you have such a problem. I couldn't get any response from the RBM discord or here from their page.
This might make my My Little Warband troops too OP with my current character's high skills. I'm playing as a king in Europe 1100 with Erik's Troops and RBM. My archers aren't even OP in design and they still butcher large numbers of enemies on the field.
What exact settings are you using. Also i dont know how the bows in 1100 mod are. Maybe their initial speed rating is already higher than the vanilla ranged weapons.
Thank you for making this mod. One reason I shunned RBM is because it nerfed range unit's rate of fire to the absolute minimum. This made shieldwall formation and wide shields useless, made range units more open to cavalry charges and absolute garbage in siege defense as their only effective deterrence are their melee weapons.
I'm glad youre happy. For me this was an issue as well. Now archers are usable especially with high skill of the player character. I'm gonna run some tests now to see if i can improve or if its good as it is. I will try to fix javelings and throwing axes next. I like realism in the mod but it shouldnt make game assets or features obsolete.
I agree. When I fought along a Vlandian party, their crossbowmen got absolutely decimated due to their horrid reload (albiet realistic) speed. They couldnt even get any kills since enemy armor outmatched bolt pen. Im gonna see if these changes affect their effectiveness and value. Might try the +30 range tweak, but might be too strong
I didnt do anything with submodule part. The amount of code that i have changed cannot cause any more bugs than it could before my mod. I only changed one logic and some values, the logic is still original but its a bit less code because there is no seperate draw speed for player and ranged units. Same logic applies to both. It can be that the lastest update from RBM is causing this. I will have to update this mod anyway. Because the amount of change the made to damage calculation is code based not xml. So its needed for me to update this.
I need to test this, i dont know if this arc changes with skill. In early game RBM makes it very difficult to use ranged weapons but later it seems to keep getting better and stronger. I need to get own feeling of this to rebalance it properly to my taste of realism and player friendly gameplay. Somewhere between current RBM and what I want to have, and i hope to curve my idea to what others want as well.
I dont know if i tested it right but late game bows and high skill made it quite easy to aim, seems like the curve was less. Also damage is insane. often one shooting troops and especially when hit the correct part of the body correctly.
28 comments
at RBMCombat.DamageRework.OnAgentHitPatch.Prefix(Agent affectedAgent, Agent affectorAgent, MissionWeapon& attackerWeapon, Blow& blow, AttackCollisionData& attackCollisionData) in D:\SteamLibrary\steamapps\common\Mount & Blade II Bannerlord\Modules\RealisticBattleProject\RealisticBattleCombatModule\CombatModule\DamageRework.cs:line 1243
at SandBox.Missions.MissionLogics.BattleAgentLogic.OnAgentHit_Patch1(BattleAgentLogic this, Agent affectedAgent, Agent affectorAgent, MissionWeapon& attackerWeapon, Blow& blow, AttackCollisionData& attackCollisionData)
at TaleWorlds.MountAndBlade.Mission.OnAgentHit_Patch1(Mission this, Agent affectedAgent, Agent affectorAgent, Blow& b, AttackCollisionData& collisionData, Boolean isBlocked, Single damagedHp)Outer exception callstack:at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
at RBMCombat.DamageRework.HandleBlowPatch.Prefix(Agent& __instance, Blow& b, AgentLastHitInfo ____lastHitInfo, AttackCollisionData& collisionData) in D:\SteamLibrary\steamapps\common\Mount & Blade II Bannerlord\Modules\RealisticBattleProject\RealisticBattleCombatModule\CombatModule\DamageRework.cs:line 1408
at TaleWorlds.MountAndBlade.Agent.HandleBlow_Patch1(Agent this, Blow& b, AttackCollisionData& collisionData)
at TaleWorlds.MountAndBlade.Mission.RegisterBlow_Patch1(Mission this, Agent attacker, Agent victim, GameEntity realHitEntity, Blow b, AttackCollisionData& collisionData, MissionWeapon& attackerWeapon, CombatLogData& combatLogData)
at TaleWorlds.MountAndBlade.Mission.MissileHitCallback_Patch2(Mission this, Int32& extraHitParticleIndex, AttackCollisionData& collisionData, Vec3 missileStartingPosition, Vec3 missilePosition, Vec3 missileAngularVelocity, Vec3 movementVelocity, MatrixFrame attachGlobalFrame, MatrixFrame affectedShieldGlobalFrame, Int32 numDamagedAgents, Agent attacker, Agent victim, GameEntity hitEntity)
at ManagedCallbacks.CoreCallbacksGenerated.Mission_MissileHitCallback_Patch1(Int32 thisPointer, Int32& extraHitParticleIndex, AttackCollisionData& collisionData, Vec3 missileStartingPosition, Vec3 missilePosition, Vec3 missileAngularVelocity, Vec3 movementVelocity, MatrixFrame attachGlobalFrame, MatrixFrame affectedShieldGlobalFrame, Int32 numDamagedAgents, Int32 attacker, Int32 victim, NativeObjectPointer hitEntity)
something is wrong with submodules