Mount & Blade: Warband

Mount & Blade: Warband

Paradigm Chronomancer
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Oppdatering: 12. okt. @ 3.06

Paradigm Chronomancer v200 build 8a 12.October.2025:

1) after updates to mission_templates npc_paladin_pre_aura
via script_madg_weather_penalty_spawn_supplement
the movement rate in all missions was far too slow.

a) change script_madg_calculate_penalty_WW_factor reg20 = ":penalty_speed" reg21=":penalty_effectivness"
script_get_total_equipment_weight returns regs 11, 12, (0 is ignored)

These finally return the modified speeds correctly, both with and without microchips, and after all modifiers from MdG's scripts,
with as little duplication as possible for speed.
Notice MadG's original Paradigm Worlds (PW) scripts boost hip points considerably.

2) recovery for Dispel Magic, Haste, Slow now re-apply the changes from
script_madg_weather_penalty_spawn_supplement

mission_templates:
npc_timed_cleric_spells : Bless, Curse, Dispel
timed_mage_spells: Dispel, Haste
pc_cleric_spells: --> moved to presentations
timed_spell_effects: recoveries: Slow, Haste, Bless, Curse
presentations: spell_book:
Haste, Dispel
Slow --> need to edit slow script as this is thrown sometime later
script_slow_explosion <<-- still need more reformatting here ln 126931
presentations: prayer_book:
Bless, Curse, Dispel

3) Skills"Prisoner Management" is now a party skill.

TO DO:
thinking about it, haste and slow could be spammed to boost non speed related skills in the above, will look at this again later.
build 8b -- emergency fix for movement speed

Oppdatering: 10. okt. @ 8.57

Paradigm Chronomancer v200 build 8: 10.October.2025:

1)a) added equivalent scripts as script_game_get_skill_modifier_for_troop for agents

b) Power Draw, Shield, Athletics, Horse Archery, Riding skills have an update script
script_game_get_skill_modifier_for_agent3 that updates all of these after
script_ce_put_agent_encumbrance runs at (mission_templates) npc_paladin_pre_aura
(which handles agent spawns).
This also is called at paladin_auras (Divine Might),
common_battle_quiver_of_plenty (timer test of player agent to check if player changed gear during battle)
npc_timed_cleric_spells (Bless, Curse, Dispel), timed_mage_spells (Dispel Magic),
timed_spell_effects (blessed expires, cursed expires)

c) script_game_get_skill_modifier_for_agent2 pulls a single skill from a troop and then checks the agent items for modifiers
used for skills where the base skill is not copied to the agent slots nor cached at the agent

2) at mission_templates, replaced script_game_get_skill_modifier_for_troop2 and store_skill_level
with equivalent agent layer scripts and adjusted saveregs to save reg2 instead of reg0

a) common_damage_system
b) add an agent slot slot_agent_faith
set slot_agent_stealth at mt npc_paladin_pre_aura
c) fixed an error in reading spell effects active at npc_timed_cleric_spells : Dispel lns 7790, 7793
same for timed_mage_spells (Dispel) ln 9270, 9273
d) fixed errors at Bless and Curse which were modifying faith skill score, instead of faith points (mana)

3) Tournaments are still showing at the town menu.
Disabled Kumite tournaments and enabled the generic tournaments, these work.

4)a) Dispel (player mage version) was clearing Bless/Curse effects so far as duration timers
and effects flags but NOT performing the actions that would have occurred at timeout for Bless or Curse. This is handled correctly at the npc flavors of Dispel.
b) strength was not always read correctly during some bless, curse, dispel, and timeouts for bless/curse
c) Player cleric spells Heal, Harm,
had an error accessing agent slots when it needed to access a troop slot, so wrong id was used
d) the check of player weight carried during common_battle_quiver_of_plenty (to see if need to reset encumbrance) was messed up.

5)a) removed the double starting cash at the end of script_cf_ccp_generate_skill_set2
b) module.ini edits:
player_xp_multiplier = 1.5 # GS was 10.0; then was 3.0
hero_xp_multiplier = 2.0 # GS was 5.0; then was 3.0
regulars_xp_multiplier = 2.5 # GS was 50; then was 3.5
attribute_required_per_skill_level = 2 # was 0
c) module_game_menus: lua_test4 disabled adding autofire troops to player party

6) Items adjusts:
(these do not have a hotfix yet, but the encumbrance/magic resist change can be manually performed via
camp menu: tactical operations: lua test 2 refresh magic interference)

Merchant's noble clothes lower weight,from 14 to 6 itm_mail_coat

# add skill adj for bartering (trading) TO DO
strange short sword - faster, up the stats itm_strange_short_sword done
Celestial Commander Sensei Ninja Clothes to-do?

7)a) scripts: cleaned formatting for MadG scripts lines 101768 script_new_lord_inventory, get_total_equipment_weight,
madg_quick_temperature, madg_set_weather_simulator, madg_calculate_penalty_WW_factor,
item_quality_bonus, microchip_quality_bonus, microchip_add_microchips_effect,
change_troop_mutation, check_troop_mutation, execute_troop_mutation, start_player_troop_mutation, start_npc_troop_mutation, string_store_race_name,
to ln 104700
updated the scripts worksheet at "Programming_Chrono_v200_8.xlsx" in the source folder for the first 970 scripts.

b) made replacement scripts for microchip_quality_bonus and microchip_add_microchips_effect:
microchip_quality_bonus2 (agent, equip slot) and microchip_add_microchips_effect2 (agent, item)
reduces implicit 8 slot checking across the 39 possible microchips checks and only checks when a microchip was found most agents have no microchip so this somewhat reduces the lag spike during reinforcements and initial battle load.

microchip_quality_bonus2 returns the effective % bonus from quality after repairs/installation by the party's most skilled engineer
and is called from within microchip_add_microchips_effect

Microchips with item modifiers "cracked", "rusty", "poor", or "old" will have a chance to perform somewhat better during any given battle by a check of group skill engineering. Previously, engineering only helped chips already in good condition. This is a per-battle check, so make sure your engineers are in party and not wounded. They are not able to make permanent repairs.

c) moved mission_templates ti_on_agent_spawn procedure madg_weather_penalty to a script to be called at the end of npc_paladin_pre_aura
script_madg_weather_penalty_spawn_supplement ln 104936
putting this after the main ti_on_agent_spawn procedure has finished initializing agent slots means I can use the slot_agent_eff_<skill> slots
instead of waiting on adjusts to skills that were already calculated and cached as after-adjustment "effective skills".
This saves some time while allowing equipped items to potentially adjust skills.
Per original PW, this script also sets boss hit points, handles equipped microchips, adds weather effects and leader influences on agents being spawned

d) set Hacking skill as a party skill at module_skills.
no change needed to script_get_max_skill_of_player_party
e) adjust constant microchips_end = "itm_necro_glasses"

f) the values generated from this extension script are placed at agent slots
and then agent speed and damage modifiers are written.

TO DO:
This should be replicated at dispel (npc, player for cleric and magic each, and cool down timer recovery from bless/curse/haste/slow)
probably simplest as
(call_script, "script_madg_weather_penalty_spawn_supplement", ":agent", ":silent"),

These need to be checked at haste/slow/dispel, and timed spell effects, plus paladin speed aura:
(agent_get_damage_modifier, <destination>, <agent_id>),
(agent_get_accuracy_modifier, <destination>, <agent_id>),

(agent_get_speed_modifier, <destination>, <agent_id>),
(agent_get_reload_speed_modifier, <destination>, <agent_id>),
(agent_get_use_speed_modifier, <destination>, <agent_id>),

g) the original scripts dumped quite a bit of what i would consider debug info to screen.
Instead, it is shown only when "cheat mode" equals 1

TO DO:
add to script_game_get_skill_modifier_for_troop and script_game_get_skill_modifier_for_agent
an entry for skl_reserved_9 itm_elven_ambush_armor stealth +2
to see the text when hovering script_game_get_item_extra_text

need to use this call throughout script_madg_weather_penalty_spawn_supplement
(call_script, "script_game_get_skill_modifier_for_agent2", ":agent", "skl_power_throw"),
(assign, ":p_throw", reg2),


discord at https://discord.gg/uksGG9HVP7

Oppdatering: 4. okt. @ 6.25

Paradigm Chronomancer v200 build 7: 04.October.2025:

1) Corrected a one line mistake at script_game_get_skill_modifier_for_troop
a) that was getting 1/2 of the checks to fail. One extra try_begin where a try_end was expected.

2) a) Tree Viewer, normal troops (not heroes) no longer display - cannot exit FIXED
b) Magic skill for heroes shows skill after gear adjusts now, for tuning gear
c) Faith shows gear adjusts
d) Power Strike, Ironflesh, Power Strike, Power Throw, Weapon Mastery, Magic Defense
use script_game_get_skill_modifier_for_troop2 to check gear worn for changes
There was an error at script_game_get_skill_modifier_for_troop2 skipping non-hero troops.
e) Power Draw, Shield, Athletics, Horse Archery, Riding
check skills against cached values previously modified after calculating encumbrance.

3) items and troop gear:
a) troops adjusts:
Free Medic Add Explosive Cartridges, Add Faith 5, Magic Def 4; tf_guarantee_ranged

Zona Radiated Casualty: Add (Revolver Pistol cartridges)
Zona Survivor: Remove Explosive Cartridges, Add Necro Pistol bullets
Zona Chief Engineer: Remove Necro Pistol Bullets, Add (M4A1 ammo)
Zona Wastelander: Remove Explosive Cartridges, Add Necro Pistol bullets

Mercenary Firelock Condotiere: Remove Explosive Cartridges, Add Cartridges
Mercenary Musketeer: Remove Explosive Cartridges, Add Cartridges
Mercenary Musketeer Officer: Remove Explosive Cartridges, Add Cartridges

Mercenary Sdkfz Firearm: Remove Cartridges
Mercenary Deithwen Heavy Cavalry - Add (chest armor)

Mercenary Elf Archer -> Mercenary Morlok (current upgrade) ?
Mercenary Morlok : Remove Cartridges, Add (modern rifle ammo, non autofire)
Morlok Pyro Vanguard: add flag: "guarantee ranged"
Morlok Sniper: remove Cartridges, (add explosive cartridges)
Morlok Line Grenadier: missing chest armor, remove cartridges, add (rifle ammo)
Revolutionary Dragoon remove Cartridges, add (modern rifle ammo)

Fantasy Mageling (add flag Guaranteed Ranged)+some ranged spell
Fantasy Veteran Mageling: (add flag Guaranteed Ranged)+some ranged spell
Fantasy Djinii: (add flag Guaranteed Ranged)+some ranged spell
Fantasy Djinii Black Mage: (add flag Guaranteed Ranged)+some ranged spell
Fantasy Djinii Sorcerer: add lag Guaranteed Mount
Fantasy Djinii Warlock: add flag Guaranteed Mount

Renaissance Marksman: remove Explosive Cartridges (x1), add Cartridges
Renaissance Marksman Elite: remove Explosive Cartridges (x1), add Cartridges
Renaissance Musketeer: add flag: Guarantee Mount, remove Musketeer Hunter, remove Officer Hat Navy Blue, remove Blue Hat,
remove Explosive Cartridge, Add Cartridge
Renaissance musketeer Commander: Remove Blue Hat, remove Explosive Cartridge, Add Cartridge
Renaissance Conquistadore: remove Explosive Cartridge, Add Cartridge

Conspiracy palantir Hacker: (add flag Guaranteed Ranged)+some ranged spell
update Light Inquisitor armor : weight 7 instead of 12, update magic effect
update Inquisitor Mail Boots weight 1.75 instead of 3, update magic effect
conspiracy void.hacker: remove Desert Turban; add Mage class; add Magic 6
add guaranteed Mount
update Inquisitor boots: weight 1.75 update magic effect
update Conspiracy Inquisitor Turban : weight 2.0 update magic effect
conspiracy matrix.Hacker: add guaranteed Mount

Skeleton Viking: remove guaranteed ranged flag, add weapon skills all +10
Skeleton Veteran Fighter: remove guaranteed ranged flag, add weapon skills all +40
Skeleton Knight: remove guaranteed ranged flag, remove antique two handed sword,
, add weapon skills all +10
Skeleton Magus: add Guaranteed Ranged flag
Unholy Grand Lich: add guaranteed mounted flag

Fantasy Orc Shock Cav: +40 weapons proficiency all
Fantasy Uruk Shock Cav +30 weapons prof all

add Cleric to Old God's Guard Knight; faith 3 Magic Def 3

Shock Cartridges - shotgun 16 shots itm_shock_cartridges
Explosive Cartridges - shotgun 16 shots itm_explosive_cartriges
Necro Pistol bullets - pistol semi-auto (9mm) 24 shots itm_necro_smg_ammo
Cartridges: black powder - pistol and musket 14 shots itm_cartridges
modern rifle cartridges 20 shots itm_modern_ammo
modern revolver bullets: 13 shots itm_comm_ammo
Strontium Nitrate Tracer Ammo - (PPsh) 37 shots itm_modern_magazine
34 shots itm_necro_assault_ammo
Barium Nitrate Green Tracer Clip (PPsh, Carbines) 27 shots itm_prop_commi_casette
Vampire Hunter:
itm_vh_silvered_bullets 18 shots lowered weight
itm_vh_savred_buckshots 16 shots lowered weight

itm_ammo_yellow_tracer 60 shots
itm_ammo_green_tracer 50 shots
itm_ammo_red_tracer 45 shots
itm_ammo_blue_tracer 40 shots
itm_mlt_assault_ammo_supply 100 bullets linked ammo for HMG

b1) Hotfix script issues:
formations division type is determined once at savegame creation and must be mofied by
(troop_set_class, <troop_id>, <value>), # sdt_infantry = 0, sdt_archer = 1, sdt_cavalry = 2, sdt_skirmisher =4

adding tf_guarantee_ranged is only for setting new savegames to see ranged as the formation division for that troop
but afterwards need to reset by troop_set_class

b2) updated script_init_troop_alignments to set class at savegame creation for new starts which skip the hotfix

4) Disable tournaments until have time to completely replace / rebuild.

TO DO:
A) Hunting from a hunting node pulled incorrect skinning and butchering skills giving low yields

B) items adjusts:
Citizen Uniform Medic +1 medic skills (worn by Free Medic)
Engineer Tools: +1 Engineering

Oppdatering: 28. sep. @ 8.18

Paradigm Chronomancer v200 build 6: 28.September.2025:

1a) slight tweak to script_get_max_skill_of_player_party adjusted at build 5c
Now returns the greater of script_game_get_skill_modifier_for_troop (checking for items that modify skills)
or (party_get_skill_level, reg0, "p_main_party", ":skill_no"), as party companions might modify the player's skills

1b) On a similar note, realized that checks for skills at troops using script_game_get_skill_modifier_for_troop
need to only use that script if the troop is a hero, else if a regular troop the items are not yet assigned equipment slots and any check is not accurate.
Modified script accordingly. However the script should be called wherever the operand store_skill_level is used:
(store_skill_level, <destination>, <skill_id>, [troop_id]),

(assign, ":savereg0", reg0),
(call_script, "script_game_get_skill_modifier_for_troop", ":troop_no", "skl_no"),
(assign, ":variable", reg0),
(assign, reg0, ":savereg0"),

1c) Checks against agents remain accurate as each agent has their equipment slots filled.
However there remain a great many items to check for, especially the entire set of microchips,
putting as many as 40 different checks at each equipment slot during combat, under the old Paradigm Worlds code.
Even if this is only 4 weapons slots and assuming microchips and other things go nowhere else (not a safe assumption),
This adds up to 160 more checks PER AGENT per hit or swing in battle. If that overhead does not make a mod crawl I am a hobbit.

So, what can we do? I think the fix is to prescreen at agent spawn for special items, if ANY are found flag that at an agent data slot, and ONLY do these long checks when the agent slot for special gear was found has a non-zero result. Extra credit for further shortening the checks by making that value have different bits for different types of checks, to skip ALL checks, SOME checks, or do the full checking.

For MOST agents, the test comes back immediately "no special items here" and we trust nothing changed since the start. This also means if the player picks up some microchip lying on the ground and tries to plug it, no effect.
If they start the battle with the chip inserted, that is a different story.

2) implemented the above substition for store_skill_level at module_dialogs, formations_scripts, freelancer_scripts,
game_menus, trees2_presentations, pbod_mission_templates, triggers, scripts, simple_triggers
mission_templates through line 5700 to include all of npc_paladin_pre_aura

3 a) fixed an error in cost calculation for hiring deserters

b) at trees2_presentations, added an exception at line 531 to calculate clothes bonus for trp_player when looking at magic skill
added a trap to clip negative values to line 539

c) found a mistake at script_game_event_simulate_battle ln 5227 checking troop level for a chance to escape
this was using the wrong operand and probably the source of errors noticed earlier at this script

d) script_party_get_ideal_size had an error where the wrong value was multiple by 3
(should have been charisma, but was multiplying leadership by 15 instead of 5).

e) script_dplmc_get_trade_penalty had an error getting trade skill for ":customer_troop", fixed.

f) script_cf_rigale_check_vanilla_skill_success had a big mistake ln 116331
store_skill_level when checking a Rigale skill should now reference as the Rigale skills are moved to list_27
(call_script, "script_rigale_check_skill", ":skill_to_check", ":check_difficulty"),
which will then call correctly
(call_script, "script_rigale_get_guild_skill", ":type_of_skill_to_check", guild_skill_level),
This was missed when moving from Phantasy Calradia 2024 to the 2025 data model.

g) script_calculate_manipulation had an error where the variable name MadG used in a calculation mutated
making a hard to find the garbaged result. It happens.

h) script_calculate_manipulation used variables "troop_persuasion" and ":persuasion" interchangeably
corrected to store "persuasion" as a raw value and ":troop_persuasion" as the adjusted value so that a final negative result check
works as MadG intended. lines 111229 and 111292
This could only have been found by Lav's W.R.E.C.K. compiler tool.

4) added at module_constants definitions for additional agent_slots to cache adjusted skill values
at agent spawn (npc_paladin_pre_aura):
slot_agent_ironflesh, slot_agent_stealth, slot_agent_magic_skill, slot_agent_magic_def, slot_agent_power_throw

these are referenced nearly every swing or attack so prefer to cache the items check.
Agent data is discarded when leaving a battle so does not affect savegame.
Saving magic skill and magic defense skill as agent_slots allows for example Cleric bless and curse to buff / debuff these values in battle later.

5) added to script_game_get_skill_modifier_for_troop these new definitions:
A) Entertainment (skl_reserved_13): Electric Guitar +1 when in inventory
B) Stealth: Predator Camo Gauntlets +1, Predator Camo Armor +3,
Predator Camo Helmet, Predator Camo Boots +2
C) Surgery, Wound Treatment: Surgeon Priest Robe, Surgeon Priest Boots, Surgeon Priest Hat +1
Faith: Surgeon Priest Robe, Surgeon Priest Hat +1

6) looking for where to find skills being displayed at character screen: seems to be internal to Warband
mt_conversation_encounter, change_screen_map_conversation, scn_conversation_scene

7) script_script_game_get_item_extra_text
Black Morlok Mask +2 bodybuilding, -1 Athl while WORN (need to update text, effect is already while worn)
verified that each script is honest regarding equipped versus "in inventory" as the two had different expectations.

=== TO DO or at least "to think about for next time"

A) mnu_caravan_trade ln 39853 TO DO (cause of bug found):
this value is not being populated:
(party_get_slot, ":merchant_city", "$g_encountered_party", slot_party_home_center),
which causes
(party_get_slot, ":merchant_troop", ":merchant_city", slot_town_weaponsmith),
to be 0, thus it shows the PLAYER's inventory, as trp_player = 0

B) point of interest ln 39909
C) notice script_madg_calculate_penalty_WW_factor has eagle_ranger for later use

D) Poets speaking about kingdom ladies display nothing

E) Moddb user mentions formations agents reset group "constantly" (back to infantry).

It would be of more value to me to know how many seconds pass before the agent resets, to isolate the timer involved; or if this was the expected reassign to infantry after ranged runs out of ammo, but yeah OK I get it. It was annoying to someones campaign.

I was not even sure 1.99 had working formations. I'll get to it, sometime, but maybe I need to move this mod to back burner and focus on the next stage.

It may be I need to overwrite the original Paradigm Worlds formations code completely, from a clean source. As it stands there is a mix and I should look for some second initialization
occuring at a timer.

Nifty report, and when I get to that layer I'll be sure to look at it. It is not like I have nothing to do and am waiting on users to find me something to do.
Stop your campaign if you think I don't write fast enough, I won't mind. Beating me won't make me write faster.

Oppdatering: 19. sep. @ 8.04

Paradigm Chronomancer v200 build 5c: 19.September.2025:

1) Paradigm settings: Set faction to auto-join during import:
(had Phantasy factions listed) --> set Paradigm factions here and trimmed the value that can be held to fit Paradigm faction count

2) more test/debug for campaign import function from chronojump scripts
menu lua_test1 from menu camp: tactical operations somewhat still TO DO, lua_test1 clipped the uncertain part off to walk more slowly through each untested tuple.

3) two strings to remove at results for lessons during failure and critical failure:
"this failure teaches you a lesson" followed by 2 strings in error s23 and s17

4) more formatting and documentation for module_scripts
updated the first roughly 1000 scripts listed at Programming_Chrono_v200_5.xlsx
There are 500 more to document sometime, but it is a start. TO DO

Likewise redid the "module_triggers" section at sheet "simple_triggers" to be accurate and current

5)a) added flour to the items that give food bonus @ script_initialize_item_info
adjusted st_127 to match

b) fixed drinks not being consumed at simple_trigger #58 line 3961

6) small bug fixes at script_order_do_politics wrong reg used line 54527;
added many saveregs to reduce cross corruption with module_simple_triggers and module_triggers

7) simple_triggers #49 had an error showing reserved locations, empty lich lairs, etc
changed one line to stop this happening further but also setting it to hotfix earlier errors
(party_set_flags, ":bandit_camp", pf_disabled, 0),
This is further corrected at hotfix build 5c @ st_148

8) add troops to thin garrisons as a piggyback to trigger #6 (refresh booksellers), now set to 197 hours instead of 249
Added a check to see if a town is under siege in case a siege partly wiped the defenders and is recurring, maybe having to build a siege tower etc. If so this reinforcement is skipped.

This because the last era was showing many towns as having no garrison, as the towns were belonging to factions outside kingdoms 1 through 9, commoners, or outlaws. The new logic at trigger_6 can handle the strange factions better.

9) mission_templates: added autofire to
mt_castle_attack_walls_belfry
mt_ castle_attack_walls_ladder
mt_ village_raid

the two sieges required a further modification to common_siege_refill_ammo
to essentially recheck all agents on the field for both sides during the 121 second timed event to refill ammo
as by then autofiring troops will have exhausted their ammunition and the ammunition item is gone, same as if there were magic spells fully used (the item disappears). This will cause a noticeable lag spike at each 121 seconds
as all the agents are re-evaluated to decide if they are autofire capable, receive their replacement ammo, and reset autofire status back to ready to burst.

It is possible the agents already switched weapons to some sort of melee by then, so this needs watching next week.

10) some troops received new classes (healing / support troops mainly).
Rather than bore you with a list I encourage you to use the reports menu: reference materials: and see what troops have 2 instead of 1 for special status (most troops have dodge, only a few have other classes). Do look at yourself with that tool if you never have.

---
I do need to submit a combined patch 4a through 5c for Moddb/NexusMods users this weekend, it being two weeks exactly since submitting a base build to those sites for Paradigm Chronomaster "prototype test". Moddb takes forever to approve, and it looks like MadG uses Moddb only.

TO DO:
A) per script_game_get_item_extra_text
these items have effects added at script_game_get_skill_modifier_for_troop

Still need to make a list of any agent layer skills to adjust at agent spawn, instead of MadG's very heavy lag spike methods

B) script_fireball_explosion already inherited magic_attack skill level as a parameter, meaning grenades and other explosions can use the
script without the throwing agent actually having to be a mage if supplying a fake magic skill value for the explosion via script parameter.
The value here is adjustable damage and radius, plus fireball script checks for cover and gives partial protection depending on whether the defender is on walls at a siege or behind trees/rocks
These items are suitable for changes later, but out of time for now:
Assault Grenades (need an explosion like fireball attched to the item) grenade_morlok
Grenades (need an explosion like fireball attached to the item) grenade_1
Panzer Piercing Grenade stielhandgranate24
Demolition Grenade stielhandgranate24p

C) SHOULD replace (party_get_skill_level, reg0, "p_main_party", ":skill_no"),
with script_get_max_skill_of_player_party reg0 = max skill mainly to allow MadG's items
with effects "adds x to skill y when in inventory / equipped" to get seen by Warband

This is slower than party_get_skill but more reliable considering the very large number of items that change skills to troops rather than agents..
Agent skill changes are best done at agent spawn but ned to stop looking at troop values directly
and instead use script_game_get_skill_modifier_for_troop

D) script refresh_tavern_barman should be expanded to have increased chance of coffee, tea, feywine, raisins, honey
with increased chances of high item mod and corresponding higher costs.

E) noticed trig_44 is causing a long lag spike.
This should be calculated offline, once, the locations written by hand and results manually filled in via hotpatch script,
but I do not have time right now. In brief, the map is not changing so no need to do a long operation for every character.

Oppdatering: 16. sep. @ 8.20

Paradigm Chronomancer v200 build 5b: 16.September.2025:
mainly preparing for a general patch later this week at Moddb/NexusMods.

1) Fix for doors at Castles (to subfolder SceneObj).
Also, some doors had their passage mesh adjusted to be more visible.
inner castle door Entry 2 Menu Item: 10 (castle courtyard)
outer door: Entry 0 Menu item: 4

outer dungeon door Entry 0 Menu Item 9
inner door Entry 7 Menu item 10
Nagato Dojo
Nantaka Dojo
Yamato Dojo
Hiro Dojo
Hun Jitsu Dojo
Teijin Dojo

Adamant Castle
Saphire Castle
Silver Castle
Rubin Castle
Diamond Castle
Gold Castle

vcc.022 chem-lab
haz.022 bio-Lab
per.022 perception-Lab
tle.022 telekinetic-Camp
hum.022 human.exp-Lab
shd.022 weapon-Lab
mtx.022 intelligence-Lab
par.022 parapsychosis-Lab

Criminal War-Fort (skipped)
Sabbath Fortress
Cursed Bastion

Grant Pyroforge
Mord Pyroforge
Blasfurg Pyroforge
Leincer Pyroforge
Ruhr Pyroforge
Vort Pyroforge
Drong Pyroforge
Duhaus Pyroforge
Kelfurg Pyroforge

sub-corp
MegaCorp. is still buried. This needs further work

Galileo Castle
Da Vinci Castle
Michelangelo Castle
Ockham Castle
Kalmar Castle
Moorus Castle
Rey Castle
Copernicus Castle

Gaderborh Festung
Veisturhm Festung
Festung Fenbray
Silber Festung
Taloncrag Festung
Thorne Festung
Demon Festung

Refugee Camp
Liberty Fortress

2) Sacerdote healing/blessing in dialogs was not actually pulling money.
Quick fix for that; reg2 was probably getting walked on by a background timer,
this is kind of hard to debug and (partly) why I offered to redo THIS mod, as it is not something even AI knows to do.
dialogs line 41294+

3) sw_particles.dds and sw_particles_degraded.dds
were needed after a few uses of cleric prayer: flamestrike.
Copied from Phantasy_v162\textures to \textures in Paradigm Chronomancer

4) noticed a loss of tavern keeps after a savegame where the save was clipped or not finished.
Now the town cheat "refresh merchants (global)" which reseeds all town's merchants also refreshes tavernkeeps for all towns..
Also the electronics merchant was not getting restocked by that command, but refreshed at the next week normally.
game_menus lines 36611+

Oppdatering: 15. sep. @ 7.25

Paradigm Chronomancer v200 build 5a: 15.September.2025

1) Hot patch added to perform these updates:
A) add faction culture definitions for commoners faction and outlaws faction, since centers (towns/castles/villages)
might be set to these factions instead of a "kingdom" faction as "normally" expected. After this update reinforcements for example will have correct troops for these factions.

b) re-assign cultures to all centers, mainly because the previous scheme simply subtracted an offset from the faction value and presumed that kingdom_1 gets culture_1 and these are exactly 14 factions apart. This breaks down for common faction, outlaw faction, player supporters faction, and any other faction I did not account for.

Side effect would be if someone set a culture manually via talking to their chamberlain and paying as if it were yet another infrastructure to develop. I suppose they could tediously vote themselves 350 denars a few dozen times to repay the funds lost when this overwrites that effort. but for MOST players it is a useful fix. After this the correct faction's troops are available at the village. It also sets up the culture needed for town recruiting at castles.

c) Village recruits and village specialty recruits now conform to their new cultures.

d) added a tunic to Mercenary Deithwen Heavy Cavalry
removed itm_blunderbus and added itm_itm_mdrn_shotgun_aletrnate to trp_swadian_knight
"Morlok Pyro Vanguard"

2) removed the test option menu lua_test4 which gave anyone that wished 87 mixed autofire and mage troops.
It is commented out, with improved syntax, if anyone ever compiles. Not really sure what it will take to get even 1 person to compile...

3) added (that is, removed the comments) from "town" menu item #12 Town Recruiting
Each faction culture now offers troops at the town menu. These are in addition to whatever you scrounge at the tavern, and they are considerably cheaper. The better your relation with a faction, the better the troops offered.

Once you use this a cooldown timer applies and it gets reset each 48 hours, meaning as it may have been close to reset anyway you have between 1 and 48 hours until it next resets, allowing you to purchase recruits again. Note Castles have this as well as towns. The 48 hour cooldown applies to the entire map, not per center.

When "caravan recruiting" is shown at the same menu item, that countdown also applies except once in the caravan menu it will toggle the countdown even if you choose not to hire any troops, to prevent trying to come up with a more favorable roll. For now this is disabled mainly for lack of time to test today.

4) fixed an error where at four ways at the ransom broker (who is always available and never moves) the NPC was asking if he should rejoin the party now? This was a hook currently unused for re-assembling scattered companions and is now commented out (line 2583 dialogs). There was also a test as to whether the player has interacted with the NPC that was not really needed and now removed.

Oppdatering: 12. sep. @ 7.26

Paradigm Chronomancer v200 build 4b: 12.September.2025
minor fixes

1) add "crush through blocks" item property to the player craftable item "Lord Mackingham Peacemaker".

2) added a menu item "lua test 4" with a smaller autofire group, the script from MadG would have put too many players into weekly debt with 145 high tier troops added to player party; this added 87 mid tier troops, some of which are mages or shamen, and most but not all with autofire weapons for a better test.

The following only apply to new games created AFTER build 4b is installed (that is, no hot patch was made).
Well, actually there IS a hot patch, but you have to go to camp menu: tactical operations: lua test #4 "add autofire troops" and while it does that it also runs a hot patch. I'll hot patch next time, it seemed light on changes today.

3) set visibility on parties "salt_mine, "test_scene", "battlefields", "dhorak_keep" to remove "always visible" party flag.
4) added a tunic to "Mercenary Deithwen Heavy Cavalry".
5) removed item blunderbus" from trp_swadian_knight "Morlok Pyro Vanguard" and replaced with item mdrn_shotgun_aletrnate (yes, that how it was spelled)

Overall auto fire seems to be working as planned but I did see some issue once all the troops went down, so I will still watch this next week. The full auto sound works as intended, in that the cyclic RPM stays at around 500 which is close to authentic. I don't really want any slimmer timers, as the overhead grows very large the smaller the timer value.
This seemed to function well but I should test 200 vs 200 or 300 vs 300 battles. Do note you can set battle size higher with a camp: "Paradigm Chronomancer settings" toggle of "battle size scaler".

The default is 3 but it can go up to 5 if you set that here. You can also go down to 1 if your old PC is a toaster. I felt 3 was a safe compromise, not knowing who is running the mod and what their graphics detail is set at or anything else that can impact frame rates.

Nominally, this tries to limit reinforcement waves to (battle size scaler setting * 40), except ACTUALLY when the battle odds after adjust for troop types and terrain advantage can give a side with a huge advantage up to 5/2 times this value, with the weak side getting half this amount. In all cases, the number of agents, not counting mounts which are also agents, will not exceed 3 times (battle size scale setting) * 40. So at setting 5, there will not be > 600 agents on screen; any extras will wait for casualties to clear some agents. This would be a much bigger battle than Paradigm Worlds would have allowed.

There remain plenty of things to fix next week. Hopefully you can at least credit me for tiny progress as it happens and not fuss much. I cannot work any faster.

EDIT:
looking at this, I realize script_give_player_autofire_army
does not allow stacking more troops than it first gives. This is coming from the operations party_force_add_members
at lines 56862 forwards. If those used party_add_members and it was recompiled the new added troops would stack... I will leave it as is and consider this a reward for the 3 (?) players that bother to compile. People that compile are not lemmings. It remains to be seen how many they are...

Oppdatering: 10. sep. @ 8.28

Patch v200 build 4 for Paradigm Chronomancer: 10.September.2025

A)
Arena outer door Entry 0, Menu item 8
inner Entry 6, Menu item 5

Castle outer Entry 0, Menu item 4
inner Entry 2, Menu item 5

Prison outer Entry 0, Menu item 9
inner Entry 7, Menu item 5

Tavern outer Entry 0, Menu item 6
inner Entry 4, Menu item 5

Shop outer Entry 0, Menu item 7
inner Entry 5, Menu item 5

Towns completely done:
Ytl
Hagg
Helsinger
Krakau - skipped arena
Veneti
Gutenberg
Akham
Sanitarium
Unshoth
Xethelen
Mal Dragoth
Corsica-X
Omicron
Mau-Tau
Xoteca-23
Cadabra
Gal-Leo
Loki - skipped shop, arena doors locked
Verdor
Rheinstat
Mega Corp -- all the door exits arrive in the desert, one of the scenes "exterior" needs deep edits
Invirdion - Arena and Shop skipped, doors locked

B) 1 "the town has the following improvements [trash string here]
menu "town" ln

2 disable mnu_lua_test1 - stop giving players a free army for autofire test

C)1) script cf_ccp_generate_skill_set2
corrected a double honor penalty for personal escort choice.

2) dialogs: sacerdote blessing ln 41334
gain in player honor from asking blessing is now 4 instead of 2
this is mainly to help clear large negative values such as running away in battle.

D) mission_templates: AUTOFIRE
add these combat mission: lead_charge. (For now that is enough of a test.)
common_auto_fire_held,common_auto_fire_clicked,common_auto_fire,

add a quick check for invalid items at the check for autofire weapons at agent spawn
npc_paladin_pre_aura ln 5353
this was generating errors opcode 1570 and 1774 repeatedly

added a agent slot slot_agent_ammo_slot
to save time to know what slot has the ammo to set type faster at agent_spawn ln 5358

Oppdatering: 4. sep. @ 1.05

Paradigm Chronomancer prototype build 3b 04.September.2025:

A) game_menus: "village" : "water_travel" ln 19016
issue when visiting villages that are far inland before getting a player owned ship

This also was where the lag spike came from right after character creation, at script_deferred game_start_3

Now instead of looking for nearest water at each village I simply assume original Paradigm Worlds had a dock assigned to any castles, towns, and villages near water.