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Those don't look like "Plains" to me.

So, I end up loading into a fight after reading the Auto Resolve where it says that the battle location takes place in the "Plains" as well as looking visually at where im located on the map with not a single tree in sight around me, and then i get a marsh surrounded by trees. Begs another question, if I would have auto resolved, would it have auto'd on that map I loaded into or would it have auto'd with a Plains modifier to cavalry/horse archer troops? submitted by /u/tjburke93123 [link] [comments]

[VC] Berserkers

I'd always wondered how berserkers work, and recently stumbled on the answer. In case anyone else is curious:

# script_berserkermode_fortroop_on ("berserkermode_fortroop_on", #enter in berserker mode [(store_script_param, ":agent", 1), (try_begin), (agent_is_active,":agent"), (agent_is_alive,":agent"), (agent_get_horse,":horse",":agent"), (eq,":horse",-1),#not on horse (agent_set_animation, ":agent", "anim_berserker_trance", 1), (agent_play_sound,":agent","snd_berserker_trance"),###WARCRY SOUND (agent_set_damage_modifier,":agent",125), (call_script, "script_advanced_agent_set_speed_modifier",":agent",110), (agent_set_accuracy_modifier,":agent",50), (agent_set_reload_speed_modifier,":agent",60), (agent_set_slot,":agent",slot_agent_berserk_modeon,1), (agent_set_slot,":agent",slot_agent_berserk_cooldown,60), (agent_get_troop_id, ":berserker", ":agent"), (get_player_agent_no, ":player_agent"), (agent_get_team, ":team", ":player_agent"), (agent_get_team, ":team2", ":agent"), (try_begin), (eq,":team",":team2"), (str_clear, s1), (str_store_troop_name, s1, ":berserker"), (display_message,"@{s1} has entered trance!",0x000000), (try_end), (try_end),]), 

If I am reading that right, looks like a 25% bonus to damage and a 10% bonus to speed.

Then:

# script_berserk_cooldown_modeai_tigger ("berserk_cooldown_modeai_tigger", [(store_script_param, ":agent", 1), (agent_get_slot,":cooldown",":agent",slot_agent_berserk_cooldown), (val_max,":cooldown",0), (try_begin), (gt,":cooldown",0), (val_sub,":cooldown",10), (agent_set_slot,":agent",slot_agent_berserk_cooldown,":cooldown"), (agent_play_sound,":agent","snd_berserker_trance"),###WARCRY SOUND # (agent_set_animation, ":agent", "anim_berserker_trance", 1), (try_begin), #actions (le,":cooldown",55),#take initiative (ge,":cooldown",45),#take initiative #negative consequences, could attack to #everybody (store_random_in_range, ":rand", 1, 100), (try_begin), (ge, ":rand", 96), (neg | party_slot_eq, "p_main_party", slot_party_on_water, 1), #no charge in sea battle or coastal assault (store_current_scene,":current_scene"),(neq,":current_scene","scn_morrigan_lair"), (get_player_agent_no, ":player_agent"), (agent_get_team, ":team", ":player_agent"), (agent_get_team, ":team2", ":agent"), (agent_get_troop_id, ":berserker", ":agent"), (try_begin), (eq,":team",":team2"), (str_clear, s1), (str_store_troop_name, s1, ":berserker"), (display_message,"@{s1} has become uncontrollable!",0x000000), (try_end), (agent_set_team, ":agent", 6), #team 6 non used in battles # (agent_set_division, ":agent", 2), (team_set_relation, 6, 1, -1), #Teams (team_set_relation, 6, 2, -1), (team_set_relation, 6, 3, -1), (team_set_relation, 6, 4, -1), (team_set_relation, 6, 5, -1), (team_set_relation, 6, 7, -1), (agent_ai_set_aggressiveness, ":agent", 199), (agent_force_rethink, ":agent"), (team_give_order, 6, grc_everyone, mordr_charge), 

Looks like a 5% chance your berserker then goes nuts and attacks his friends once the berserker ability goes on cooldown. But not in sea battles, so that's nice I guess.

(else_try), (agent_ai_set_aggressiveness, ":agent", 199), (try_end), (try_end), (try_begin), (le,":cooldown",25),#is tired (ge,":cooldown",15),#is tired (agent_set_damage_modifier,":agent",60), (call_script, "script_advanced_agent_set_speed_modifier",":agent",70), (agent_get_troop_id, ":berserker", ":agent"), (get_player_agent_no, ":player_agent"), (agent_get_team, ":team", ":player_agent"), (agent_get_team, ":team2", ":agent"), (try_begin), (eq,":team",":team2"), (str_clear, s1), (str_store_troop_name, s1, ":berserker"), (display_message,"@{s1} is getting exhausted after the rage.",0xff3333), (try_end), (try_end), (else_try), (eq,":cooldown",0),#back to normal (agent_set_damage_modifier,":agent",100), (call_script, "script_advanced_agent_set_speed_modifier",":agent",100), (agent_set_accuracy_modifier,":agent",100), (agent_set_reload_speed_modifier,":agent",100), (agent_set_slot,":agent",slot_agent_berserk_modeon,0), #berserker off (agent_get_troop_id, ":berserker", ":agent"), (get_player_agent_no, ":player_agent"), (agent_get_team, ":team", ":player_agent"), (agent_get_team, ":team2", ":agent"), (try_begin), (eq,":team",":team2"), (str_clear, s1), (str_store_troop_name, s1, ":berserker"), (display_message,"@{s1} back to normal!",0xff3333), (try_end), (try_end),]), 

And then after that 5% chance of going nuts on you, they get tired and go down to 60% damage and 70% speed.

This seem completely not worth it to anyone else?



Submitted January 24, 2018 at 05:25PM by VoicesAncientChina http://ift.tt/2n8vq9a

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