Quote from: McCoy! on December 23, 2020, 11:53:29 PMQuote from: Produno on November 09, 2020, 10:46:10 AMIs python really that difficult to work with?
There are ways of doing anything, if you hack it in or make it extremely un-performant. The case here would be having to check every single party on the map to see when they went to one of these locations, then deciding what to do with them.
It would take a lot of work to make it work right. ACoK does not have a proper North of the Wall, where parties can roam freely between the two. They are completely separated and i guess the option to not pass is only for the player. This is the easy part and can be done in about 15 mins of coding. The hard part is working out where all the Ai for travel is for the NPC parties, finding out when they get to certain locations, then deciding what to do with them, or how.
Imo, its not worth the effort, or decrease in performance for the mod to make this achievable.If GetDiplomacy(ValeFaction,FactionAtDoor) == Enemy or GetRelations(ValeFaction,FactionAtDoor) < -10 then
fight
end
^^Instead of processing all the AI is it possible to run a check on separate threads which lets most pass unaffected and only triggers a stoppage in a special scenario? Or is all of it processed on a single thread and zero option of being able to run the two codes simultaneously? (Two codes = 1. default movement code of AI and 2. scanning of area for enemies).
Edit: Maybe a scan loop?
Quote from: Produno on November 09, 2020, 10:46:10 AMIs python really that difficult to work with?
There are ways of doing anything, if you hack it in or make it extremely un-performant. The case here would be having to check every single party on the map to see when they went to one of these locations, then deciding what to do with them.
It would take a lot of work to make it work right. ACoK does not have a proper North of the Wall, where parties can roam freely between the two. They are completely separated and i guess the option to not pass is only for the player. This is the easy part and can be done in about 15 mins of coding. The hard part is working out where all the Ai for travel is for the NPC parties, finding out when they get to certain locations, then deciding what to do with them, or how.
Imo, its not worth the effort, or decrease in performance for the mod to make this achievable.
If GetDiplomacy(ValeFaction,FactionAtDoor) == Enemy or GetRelations(ValeFaction,FactionAtDoor) < -10 then
fight
end
Quote from: Tages Grey on October 04, 2020, 10:48:33 PMThe bloody gate is the strategic advantage lol. Who would leave those gates and fight on level ground? Using patrols makes it no different from any other location on the map
This is a limitation of the Warband engine and it is not something that can be overcome with clever coding, or that would of been done with the wall. You can order lords to patrol it or put a large patrol in the area to keep a strategic advantage.
Quote from: Ronh on October 06, 2020, 07:35:03 PMI was very briefly part of the Westeros Total War Mod for MTWII. At the time I reached out to Xeryx who had spent thousands hours in the campaign_ai file. The issue was the greyjoys always attacking the lannisters at the start of the game instead of the Starks. I was told that the naval AI was bugged and that it was impossible to control where they landed. After experimenting myself for two weeks I figured out how to do what couldn't be done.
ACOK has a "travel beyond the wall" message while in castle black. why wouldn't this work at the bloody gate and at the twins?