Mount & Blade II: Bannerlord
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johnnydue

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  1. spilmylama
    spilmylama
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    how can i disable all the text when im in battle about how much damage is being done in the battlefield by troops??
    1. johnnydue
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      Config bottom line
  2. Helveden
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    I think that your mod made shields almost not viable. It's destroying them left and right way too easily
    1. johnnydue
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      Didn't try with shields. But it looks like sheild has 1 armor which makes swords cutting through them like looters in rags.
    2. dietre
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      where is the value in config so we can up the armor on shields so they work properly?
  3. Mausava
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    Ok I like where this is going, my problem with the other mods is they are too general, sweeping changes, or giving the same buff to mail and plate armor when they are not the same, this one I like but I have a couple of doubts, about what you said of the weapon tiers, does that mean that a high tier sword will do less damage than a lower-tier sword that is bigger? Also about what you answered to another post below discussing thrust weapons, for what I understood the thrust attack of weapons, in general, will actually tend to make more damage against high armor than the slash attack? Because if this is the case, then that's very realistic.
    1. johnnydue
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      The teir problem is because of coding issues and may be fixed later. But I don't necessary think that teir is realistic. Sure a better blade is better at cutting but why would a mace with the same form of head do more damage just because its made of better steel?

      The thrust and slash damage is configurable to you liking and I haven't spent too much time tuning the config.

    2. Helveden
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      this is far too complicated to discuss, but I believe, strongly, that modern hardened steel, for instance, could easily cut through chainmail, if said mail was made of iron or poor steel. Hence "Tier" means something, at least it should.
    3. remo385
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      Even poor steel chainmail would block a modern hardened steel, it's less about the strength of the metal and more about force and cutting edge. If you don't have enough impact you aren't going to slash through mail.
  4. DarrickS
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    The mod is great, he greatly increase battle duration when good lvl troops are involved
    but look like he hits pretty hard my perf in battle, only me ?
    1. johnnydue
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      Doesn't affect my hardware much but try turning damage print off in config.
  5. delawar
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    Are the damage bonuses from skill levels and perks applied?
    1. johnnydue
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      95% sure on yes
  6. kangyitaoasd
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    don't understand how it work,,,,is that means onehanded sword couldn't cause damage if the armor value is more than 20?
    1. johnnydue
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      One hand sword will only do around 15-20 "blunt" damage as it didn't cut through the armor. The logic is that you shouldn't be able to slice through chainmail and have a hard time against good leather armor. You can lower the cutarmor to e.g. 0.8 to make armor a bit worse at stopping cuts.
    2. StandingBull
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      Does that mean thrust would be better against armour than cuts, then?
    3. ShaunTheGoat
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      I guess not, cuz thrust has much lower overall dmg.
    4. johnnydue
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      It kind of depends on config. Let's pretend cut momentum is 20 trust momentum is 13 and armor value is 20. With default cut multiplier = 1 cut doesn't do bleed damage and do around 18 blunt damage. Thrust will do 10 blunt but also (13-(20*0.5(thrustarmor))*2 bleed damage so total is about the same. If thrust armor is changed to 0.3 then the thrust will do 20 bleed damage for a total of 30 damage.
    5. DarrickS
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      Not want to look like a tard but so if i set the cutarmor to 1.1, cut damage will start to suck very hard and my battle will be way more longer ?
  7. tranquil85
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    This is something different. Got hit by a looter for 130 damage :D while riding at full charge speed. So far I like it, Using it along with other mods affecting combat. Looking forward to further refining (hopefully).
  8. Greysion
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    Hi,

    I don't understand this line, "Unfortunately I wasn't able to include damage factor so only part size/weight matter and not tier."

    Does that mean that higher tier weapons aren't important anymore for damage? It's purely size/weight?
    1. johnnydue
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      Yes, the damagefactor in parts smiting does not matter.
  9. Serhamlet
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    Hi John. Fascinating work! The penetration mechanic is very interesting. However, I have one question: is there a specific 'magnitude' attribute chart for each weapon? Meanwhile, how will the weapon damage attribute affect result? I didn't see how it's entering the formula (i.e. many tier 5 one-handed swords have 70+ cut damage)
    1. TheCuddlefish
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      The basic damage calculation for the game is (loosely) a physics based Magnitude calculated from speed, mass and so on, multiplied by the craft pieces' damage factor stats. The number you see on the weapon is as I understand it a calculation that assumes a given speed to create a 'normal' hit damage for the weapon, but the actual closing velocity and armor of the target both play into the damage you get.

      This mod overwrites the weapon-factor part of the damage calculation in the combat scenes themselves, so it doesn't touch the stuff which is used to generate the damage preview for weapons. I've been poking at intervening earlier in the process to try and get the 'real' weapon damage displayed that you should expect to fall out, but so far I haven't gotten the game to load properly with the approach I was trying, so I'm not sure whether I'm bungling the formatting or just barking up the wrong tree.
    2. johnnydue
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      This is part of how the game calculates momentum there are a lot of more code for weapin damage.
      Here is some https://pastebin.com/9aMVk126
      public static float CalculateStrikeMagnitudeForSwing(
      float swingSpeed,
      float impactPointAsPercent,
      float weaponWeight,
      float weaponLength,
      float weaponInertia,
      float weaponCoM,
      float extraLinearSpeed)
      {
      float num1 = weaponLength * impactPointAsPercent - weaponCoM;
      float num2 = swingSpeed * (0.5f + weaponCoM) + extraLinearSpeed;
      double num3 = 0.5 * (double) weaponWeight * (double) num2 * (double) num2;
      float num4 = swingSpeed;
      double num5 = (double) (0.5f * weaponInertia * num4 * num4);
      double num6 = num3 + num5;
      float num7 = (float) (((double) num2 + (double) num4 * (double) num1) / (1.0 / (double) weaponWeight + (double) num1 * (double) num1 / (double) weaponInertia));
      float num8 = num2 - num7 / weaponWeight;
      float num9 = num4 - num7 * num1 / weaponInertia;
      float num10 = 0.5f * weaponWeight * num8 * num8 + 0.5f * weaponInertia * num9 * num9;
      double num11 = (double) num10;
      double num12 = num6 - num11;
      float num13 = num10 * 0.5f;
      return 0.067f * (float) (num12 + 0.5);
      }
    3. Serhamlet
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      Thank you for explaining, I just saw the github attachment. I understand now.

      BTW, the TW code's variables naming is so terrible, I hate the num1-13 rule without comment.

      Just realized it was decomplied.
    4. MacNokker
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      RE variable names:
      That's probably not TW's naming scheme, it's more likely to be from their compiler making these variables and giving them those names.
  10. TheCuddlefish
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    Any chance of source? I mostly ask because my weapons aren't showing the effect of being stripped to momentum.
    1. johnnydue
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      https://github.com/jzju/AnotherArmorDamage/blob/master/Main.cs

      It may not be the exact momentum, TaleWorlds has spent a few hundred lines on physics simulation.
    2. TheCuddlefish
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      Thank you!
    3. johnnydue
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      FYI
      Here is an extract of part of their code for calculating lots of stuff. I was looking into getting weapon detail too but it was too much work so I did the simple patch. The part that calls ComputeRawDamage is what goining into this mod.
      https://pastebin.com/9aMVk126