总体评分: 1 星
我从来不喷mod,但真实战斗不一样,真实战斗已经成大型mod的毒瘤了,不开玩笑。很多mod绑定这xx真实战斗。想玩就得下这恶心的东西。它真实在哪里?是怎么调整都肌无力的射速?或者是那招笑的颈部、面部设计?盔甲看起来硬,实际上骑马快一点,那招笑的颈部和面部防御,直接被肌无力弓箭秒杀。你肌无力拉不开弓,一箭倒是能破我甲,那我真是没法了。
这mod几年前是最好的,改变了战斗的感觉,创新性也很好。但现在真的拉完了,尤其大把mod喜欢绑定这逼玩意儿。不光舍弃了骑砍战斗的爽感,同时一点都不真实
总体评分: 3 星
只开rbm和必要前置,战斗中必报错
【异常类型】: NullReferenceException
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【错误信息】: Object reference not set to an instance of an object.
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【堆栈跟踪】:
at RBMCombat.Utilities.WeaponTypeDamage(RBMCombatConfigWeaponType weaponTypeFactors, Single magnitude, Single armorReduction, DamageTypes damageType, Single armorEffectiveness, BasicCharacterObject player, Boolean isPlayerVictim, Single weaponDamageFactor, Single& penetratedDamage, Single& bluntTraumaAfterArmor, Single partialPenetrationThreshold) in D:\\SteamLibrary\\steamapps\\common\\Mount & Blade II Bannerlord\\Modules\\RealisticBattleProject\\RealisticBattleCombatModule\\Utilities.cs:line 1183
at RBMCombat.Utilities.RBMComputeDamage(String weaponType, DamageTypes damageType, Single magnitude, Single armorEffectiveness, Single absorbedDamageRatio, Single& penetratedDamage, Single& bluntTraumaAfterArmor, Single weaponDamageFactor, BasicCharacterObject player, Boolean isPlayerVictim, ArmorMaterialTypes armorMaterial) in D:\\SteamLibrary\\steamapps\\common\\Mount & Blade II Bannerlord\\Modules\\RealisticBattleProject\\RealisticBattleCombatModule\\Utilities.cs:line 1142
at RBMCombat.DamageRework.OverrideDamageCalc.RBMComputeBlowDamageOnShield(AttackInformation& attackInformation, AttackCollisionData& attackCollisionData, WeaponComponentData attackerWeapon, Single blowMagnitude, Int32& inflictedDamage) in D:\\SteamLibrary\\steamapps\\common\\Mount & Blade II Bannerlord\\Modules\\RealisticBattleProject\\RealisticBattleCombatModule\\CombatModule\\DamageRework.cs:line 744
at RBMCombat.DamageRework.OverrideDamageCalc.OverrideDamageCalcShield.Prefix(AttackInformation& attackInformation, AttackCollisionData& attackCollisionData, WeaponComponentData attackerWeapon, Single blowMagnitude, Int32& inflictedDamage) in D:\\SteamLibrary\\steamapps\\common\\Mount & Blade II Bannerlord\\Modules\\RealisticBattleProject\\RealisticBattleCombatModule\\CombatModule\\DamageRework.cs:line 848
at TaleWorlds.MountAndBlade.MissionCombatMechanicsHelper.ComputeBlowDamageOnShield_Patch5(AttackInformation& attackInformation, AttackCollisionData& attackCollisionData, WeaponComponentData attackerWeapon, Single blowMagnitude, Int32& inflictedDamage)
at TaleWorlds.MountAndBlade.MissionCombatMechanicsHelper.GetAttackCollisionResults_Patch5(AttackInformation& attackInformation, Boolean crushedThrough, Single momentumRemaining, Boolean cancelDamage, AttackCollisionData& attackCollisionData, CombatLogData& combatLog, Int32& speedBonus)
at TaleWorlds.MountAndBlade.Mission.GetAttackCollisionResults_Patch5(Mission this, Agent attackerAgent, Agent victimAgent, WeakGameEntity hitObject, Single momentumRemaining, MissionWeapon& attackerWeapon, Boolean crushedThrough, Boolean cancelDamage, Boolean crushedThroughWithoutAgentCollision, AttackCollisionData& attackCollisionData, WeaponComponentData& shieldOnBack, CombatLogData& combatLog)
at Glue:AbiFixup(Mission , CombatLogData& , Agent , Agent , WeakGameEntity , Single , MissionWeapon& , Boolean , Boolean , Boolean , AttackCollisionData& , WeaponComponentData& , CombatLogData& )
at TaleWorlds.MountAndBlade.Mission.MissileHitCallback_Patch7(Mission this, Int32& extraHitParticleIndex, AttackCollisionData& collisionData, Vec3 missileStartingPosition, Vec3 missilePosition, Vec3 missileAngularVelocity, Vec3 movementVelocity, MatrixFrame attachGlobalFrame, MatrixFrame affectedShieldGlobalFrame, Int32 numDamagedAgents, Agent attacker, Agent victim, GameEntity hitEntity)
at ManagedCallbacks.CoreCallbacksGenerated.Mission_MissileHitCallback(Int32 thisPointer, Int32& extraHitParticleIndex, AttackCollisionData& collisionData, Vec3 missileStartingPosition, Vec3 missilePosition, Vec3 missileAngularVelocity, Vec3 movementVelocity, MatrixFrame attachGlobalFrame, MatrixFrame affectedShieldGlobalFrame, Int32 numDamagedAgents, Int32 attacker, Int32 victim, NativeObjectPointer hitEntity)
at TaleWorlds.MountAndBlade.Mission.Tick_Patch2(Mission this, Single dt)
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【时间戳】: 2026-04-15 12:41:45
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总体评分: 1 星
模组在1.3.13版本会导致大地图卡顿,并且在攻城战的时候会导致投石机不投石的奇怪bug,还有玩家角色和玩家npc在换装备页面的人物模型扭曲现象,以及兵种百科里面查看兵种的时候也会导致士兵的建模扭曲的现象,希望作者能修复这些bug
总体评分: 3 星
这个mod玩起来是为了给ai当乒乓球吗?三个草矛老农能给你重甲控到死。经常被一击落马,刚站起来剑都挥不动,几个老农围上来直接戳飞,起来就被戳崩架势条,倒头睡半天,睡醒继续仰卧起坐。
总体评分: 3 星
说说1.3.13原版体验
1.首先兵种大修不管关不关 只要战斗模块开着都会变
2.战斗模块关闭后 只开AI模块 远程还是会受影响 电脑的远程也受影响 比如投掷没有原来那么准了
3.关于AI的战术 我玩的全裸全敌对开局只能打山贼捡标枪破局 经过实验难度骤降原版甚至需要拖尸体打 AI的问题有拦路强盗绕着你转圈开始寸止,有时候是在等步兵上前。 有时候步兵原地站着。骑兵扔完投矛会在远处站着发呆,要么就是来回跑 类似来回冲锋但是逻辑是来回两个点站定 你不在这条线上他也跑 可能如果成规模的骑兵会有战术效果把。步兵会举盾慢慢走 土匪和山民混合的时候会原地结阵扔扔完巨盾不动, 而不是原版土匪扔完了就上 山民还在扔。你上去勾引土匪才会上来追你 但是只要你跑出一定范围 土匪会背对着你往回走......
以上是小规模战斗测试
根据我的实验,你不能按F1+F3,不然AI就会变得很奇怪,比如说站着不动,然后走着走着要歇一会再继续走的情况,F1+F4要好很多。然后就是战场上对自己的军队下令主攻对方某一支队伍的情况,现在AI会优先杀光正在交战的目标才会执行你的集火命令。我由于原版根本玩不下去,所以不知道是这个MOD的原因还是烤肉设改了AI机制。
