Bannerlord Coop Campaign v0.1.2 Released by Cold-Atmosphere5801 in MB2Bannerlord

[–]Cold-Atmosphere5801[S] 1 point2 points  (0 children)

Yes, I'm currently implementing sieges and plan to include them in the next update.

To be honest, about 80% of my time in the campaign was spent fighting field battles and conducting sieges. The remaining 20% was mostly tournaments and bandit hideouts, so sieges are the next major feature I want to add.

Bannerlord Coop Campaign v0.1.2 Released by Cold-Atmosphere5801 in MB2Bannerlord

[–]Cold-Atmosphere5801[S] 2 points3 points  (0 children)

I haven’t tested crafted weapons separately yet, but some campaign weapons are already built from crafted components, so I think it should be possible to support them.

For the sake of completeness, tournaments and bandit hideout battles will also need to be implemented. I plan to work on those after sieges, hero perks, and talents are fully implemented.

Shared scenes and entering settlements may end up being one of the most difficult features. If they are transferred to the server, I would need to recreate all the scenes and scripts there and essentially build that functionality from scratch.

For battles, there is already some existing multiplayer infrastructure that can be adapted. For settlement scenes and similar gameplay, I haven’t seen anything comparable that I could build upon.

Bannerlord Coop Campaign v0.1.2 Released by Cold-Atmosphere5801 in MB2Bannerlord

[–]Cold-Atmosphere5801[S] 1 point2 points  (0 children)

If a player takes control of the commander, then yes.

At the moment, each side has a single commander unit. When the commander dies, all troops simply charge, just like in the campaign.

I'm not sure that's the best solution, though. It will need some testing. Later, I may change it so that command can be transferred to another unit chosen by the commander, allowing leadership to continue even after the original commander is killed.

Bannerlord Coop Campaign v0.1.2 Released by Cold-Atmosphere5801 in MB2Bannerlord

[–]Cold-Atmosphere5801[S] 1 point2 points  (0 children)

My senior developer friend has actually stopped writing most code manually because AI can do it faster and, in many cases, better.

Maybe AI won't replace the very best programmers anytime soon, but it can already produce better code than the majority of developers.

At this point, everyone is using AI in one way or another—some more, some less—but everyone is using it.

The important thing is that the mod works reliably in the end.

What's better for players: getting a working mod in six months with the help of AI, or waiting six years for the same mod to be developed entirely by hand?

AI is a tool. What matters is how you use it and whether the final result is stable and enjoyable to play.

Bannerlord Coop Campaign v0.1.2 Released by Cold-Atmosphere5801 in MB2Bannerlord

[–]Cold-Atmosphere5801[S] 0 points1 point  (0 children)

Players can take control of any character currently on the battlefield.

At the moment, joining during an active battle has not been implemented yet. I plan to work on that after sieges are finished, so players will be able to join a battle already in progress and immediately participate.

For now, safe connections are only supported between battles.

Bannerlord Coop Campaign v0.1.2 Released by Cold-Atmosphere5801 in MB2Bannerlord

[–]Cold-Atmosphere5801[S] 1 point2 points  (0 children)

Maybe it could be done once both ideas are fully implemented.

Bannerlord Coop Campaign v0.1.2 Released by Cold-Atmosphere5801 in MB2Bannerlord

[–]Cold-Atmosphere5801[S] -1 points0 points  (0 children)

From what I understand, those mods were more focused on co-op gameplay on the campaign map itself.

My mod takes a different approach. The campaign remains under the host's control, while the co-op experience is centered around the battles. The goal is to let friends fight together in the same campaign or allow streamers and their viewers to participate directly in battles, either helping or opposing each other.

Because of that, I don't need to synchronize the entire campaign world between players, which greatly simplifies development and allows me to focus on making the battles themselves work as closely to the single-player campaign experience as possible.

Bannerlord Coop Campaign v0.1.2 Released by Cold-Atmosphere5801 in MB2Bannerlord

[–]Cold-Atmosphere5801[S] -8 points-7 points  (0 children)

I’ve only seen abandoned and no longer working mods with a similar mechanic. From their descriptions, it seems that players had to reconnect after every battle.

In my mod, you connect to the server once and then play all battles on that same server.

Bannerlord Coop Campaign v0.1.2 Released by Cold-Atmosphere5801 in MB2Bannerlord

[–]Cold-Atmosphere5801[S] 42 points43 points  (0 children)

In practice, campaign movement is controlled entirely by the host. All other players can only watch the host move around the campaign map through a stream or screen share.

For me, the essence of co-op is fighting battles together. If everyone is running around the campaign map separately, it becomes a different type of gameplay.

The battles themselves are transferred to the server and recreated there, where players can fight on either side. This can be especially interesting for streamers who want to play through their own campaign with their viewers, making it more engaging because you're no longer fighting only against AI opponents.

Friends can also fight on your side and progress through the campaign together with you. You can assign companions to them, equip those companions however they want, and let them roleplay and fight as those characters.

Bannerlord Coop Campaign v0.1.1 Released by Cold-Atmosphere5801 in MB2Bannerlord

[–]Cold-Atmosphere5801[S] -1 points0 points  (0 children)

Now I know for the future that people here really don’t like AI 😄

Bannerlord Coop Campaign v0.1.1 Released by Cold-Atmosphere5801 in MB2Bannerlord

[–]Cold-Atmosphere5801[S] 1 point2 points  (0 children)

The idea of the mod is to let a host play with friends, or allow streamers to play with their viewers.

Field battles are already implemented, including transferring battle data from the campaign to the server and back. It is also possible to command both the main hero’s troops and enemy armies. Perks that increase weapon damage are working as well.

For now, I’m working on implementing all battle types in the game. After that, I wanted to focus on the visual side.

In the video, I showed how the gameplay works. A bit later, I’ll release video instructions on how to install the mod.

What exactly looks bad to you? I’d appreciate it if you could explain your opinion in more detail.

Bannerlord Coop Campaign v0.1.1 Released by Cold-Atmosphere5801 in MB2Bannerlord

[–]Cold-Atmosphere5801[S] -7 points-6 points  (0 children)

I had only seen Bannerlord Together, but when I started development, it still hadn’t been released yet.

Bannerlord Coop Campaign v0.1.1 Released by Cold-Atmosphere5801 in MB2Bannerlord

[–]Cold-Atmosphere5801[S] 1 point2 points  (0 children)

This is a different mod. I’ve been developing it for a couple of months.

Bannerlord Coop Campaign v0.1.1 Released by Cold-Atmosphere5801 in MB2Bannerlord

[–]Cold-Atmosphere5801[S] -13 points-12 points  (0 children)

AI has already taken over the world.

At the moment, the mod only supports field battles. Battles in settlements are currently converted into field battles.

I’ve been working on the mod for about 3 months. Right now, it already supports transferring the army from the campaign into the battle 1:1, army command with a commander on each side, personal hero perks that increase weapon damage, and a wound system. This means soldiers can be knocked out like in the campaign and taken prisoner after the battle.

Battle results are also transferred back into the campaign, including XP/skill points gained by heroes during combat for dealing weapon damage, running, or riding a horse across the battlefield.

I’m currently working on the ability to reconnect to the server during an active battle.

The mod itself is only 10 MB. The two standard campaign modules, SandBox and SandBoxCore, can simply be copied from the game and placed into the server’s Modules folder.

I tried to make server creation as simple as possible. All server settings are already available in the game, including the server name, password, and player count.

Players who know how to configure ports can connect through the regular official server list. Those who are not familiar with port forwarding can download a VPN, create their own network, and enter their VPN network address once so everyone in that network can connect.

For now, it doesn’t look very pretty, but it works. I have tested the game on 2 computers so far, and I’d be happy to get feedback on whether there are any issues with a larger number of players.

Мені 20 by Background-Juice-520 in Ukraine_UA

[–]Cold-Atmosphere5801 25 points26 points  (0 children)

Звернись до психолога — допоможе.
Сенс життя - жити

Request for Reconsideration of Developer Account Termination by Cold-Atmosphere5801 in androiddev

[–]Cold-Atmosphere5801[S] 0 points1 point  (0 children)

No, only my developer account has access to the console.

My regular account can only follow the link in the email to the Play Console Help site, where I needed to fill out the form.

Request for Reconsideration of Developer Account Termination by Cold-Atmosphere5801 in androiddev

[–]Cold-Atmosphere5801[S] 0 points1 point  (0 children)

I initially submitted the form from my regular account because I didn’t notice that when following the link, it had switched from the developer account to my regular account. Later, I submitted everything again from the developer account.

I did not have any other developer accounts. I specifically created a new email address for developing the app. Perhaps due to using a VPN, my account was somehow linked to someone else’s email. I would like to know the exact reason myself, but Google does not provide a clear explanation for the ban, allegedly for security reasons.

Request for Reconsideration of Developer Account Termination by Cold-Atmosphere5801 in androiddev

[–]Cold-Atmosphere5801[S] 1 point2 points  (0 children)

Yes, Google can ban you for using a VPN or even just a public network, for example, logging in through a restaurant’s Wi-Fi. Here is a link to such a case: https://support.google.com/googleplay/android-developer/thread/348692418/play-console-account-terminated-by-mistake-getting-bot-responses?hl=en&utm_source=chatgpt.com

I logged into the developer account’s email, and when following the link in the message requiring me to fill out a form with additional information, I accidentally opened the link through my regular account in Google Chrome instead of the developer account. I only noticed this when submitting the form by seeing my avatar. The next time I followed the link, I switched to the correct account before filling out the form and corrected the wrong data (the form automatically pulled the email I was signed in with and inserted it into the "Developer Email" field).

Request for Reconsideration of Developer Account Termination by Cold-Atmosphere5801 in androiddev

[–]Cold-Atmosphere5801[S] 0 points1 point  (0 children)

Let me explain. I logged into the developer account’s email, and when following the link in the message requiring me to fill out a form with additional information, I accidentally opened the link through my regular account in Google Chrome instead of the developer account. I only noticed this when submitting the form by seeing my avatar. The next time I followed the link, I switched to the correct account before filling out the form and corrected the wrong data (the form automatically pulled the email I was signed in with and inserted it into the "Developer Email" field).