Bug Reports and Suggestions

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-When running with muskets, the animations that I see the most is holding in one hand.

-Ships dont collide when in combat, they just go thourgh eachother as if they are ghosts. I personally think that the additon of cannons and diffrent types of ships might make sea ship combat more fun. For example you will have to buy what type of ship you want to buy, a merchant ship to a ship of the line. Obvously frigates and ship of the lines gotta be expensive, plus you gotta have to pay alot for sailors. Merchat ships and ships smaller than frigates and such can have a small amount of sailors and less expensive.

-uhm... eeeh what was that one thing...... eeeeeeeeeeh oh yeah singe hand combat is just weird when fighting with and axe or such item of the sort. I personally think that one handed axes should be replaced by a small sword or dagger.

-Me and my friends ask if multiplayer could be possible for this mod? We think this is a great mod for some event and such fun as that.
This mod is amazingly great none the less.
 
I think the addition of troop customization should be added when you form a nation. Basically a custom troop tree for the player's nation where he can edit what weapons that unit uses, the stats of the unit, and what armor/clothes he wears. But to keep people from forming super units, when upgrading your men, it will cost by how the troops is armored. Say you are about to upgrade your elite pike man into THE PIKE MAN OF THE WEAST, but it will cost you over 1,000 (as an example) to upgrade him into that cause his stats are set at a very high level and his weapons and armor is pretty expensive. To add variety in the troops, we should be able to drop in an item that it will use in its inventory. For example, you go and ask one of your custom troops if you can go into his inventory. You drop in a musket in their, and when you go to battle you see your man carrying the musket.
 
Just about all items are too easy to get, freelancer or not. You need to make a lot of the items rarer and harder to come by, imo. There should be less of them quantity-wise after winning battles.
 
- You should fix the overheard swing animation for some weapons. Currently, things like axe or saber have upward or downward stab instead of a stab and an upward swing. Stabbing are hard to cause damage in many situation, especially with axe, and can be triggered by accident.  :neutral:
- Error messages popping up everytime I recruit soldiers.
- Something weird is going on with Princess Shastavi II.

Here's the picture of what happens:
http://steamcommunity.com/sharedfiles/filedetails/?id=398384507

She's all old and is being a relative to a lot of random people, including my character.
Note that the time just passed for less than a month in-game, and my character,"Ghanda", is a female, and that I can not be her father (wtf).


Found another bug.



NPC units can get stuck in this river here on world map.

http://cloud-4.steamusercontent.com/ugc/37490515290051029/2D8A9ED56925AAD44F7534C98B9E9088A619DD13/

Khaldim is already hard to play as it is, now this is just game over for them.

The lore, concept, and design are really immersive for this mod, but it's really bug infested.

I even find out that one town near Khaldim's land doesn't have an armorer, but they have two weapon seller (if you click at the armorer it's another weapon shop). And the horse merchant of that town is also the town mayor ? instead of the merchant. So, no horse.
 
MariusThePaladin said:
NPC units can get stuck in this river here on world map.

http://cloud-4.steamusercontent.com/ugc/37490515290051029/2D8A9ED56925AAD44F7534C98B9E9088A619DD13/

Khaldim is already hard to play as it is, now this is just game over for them.

a temporary patch for the river bug :
https://mega.nz/#!us51yDJb!IXnvgy2rpRIywrCuYLmCsnh9FvMUpUkGCarXV1M7J2I

decompress and replace the  map.txt into mod folder
 
I have a question - which weapon skill is relevant for bayonets? Polearms? I'm not sure which one should i develop to better use my bayonetted rifle.

Also, i noticed that almost all Khaldim troops don't have any skill in anything other than firearms. If some other skill is responsible for bayonet fighting, then it woul explain why Khaldims are so ineffective in using bayonets :smile:.

I've also noticed in  games files that there are some more armors designed for Khaldims but they are not present in game (or even in the items list in morg's tools). Are they gonna be included in future releases? It would be a shame to leave them out - these are awesome pieces of equipment :smile:.



 
A shame really, there are some quite nice uniforms, especially the long coated one with  backpack.

I'm curious - are you going to redo more items in future releases?

And one more thing - how the works on the second patch are going and what can we expect from it?

Cheers and thank you for this great mod.
 
jacobhinds said:
The polearms skill is relevant for bayonets.

You'll see a bunch of stuff in openbrf that i designed for the mod, but decided wasn't up to scratch when i overhauled the aesthetics around november sort of time. I'll probably end up getting rid of them, actually.

Will you be making them OSP? I am quite curious at what they look like.

Also, I really like the Industrial Revolution tech stuff happening with this module. It sounds amazing.

 
When I beat the Revolutionaries that take one of my cities, the garrison just stays at 0 but I can enter it like it was my own city. Then, a bunch of other lords from another faction swoop in and take the city and there's nothing I can do about it since we're allies.
 
Unlike native, most lancers have a lance and nothing else. This was a choice I made a while back which helps specialise cavalry beyond the "spam 'n' blob" from native. So lancers are anti-cavalry cavalry, sword cavalry are for mopping up light musketmen and horse archers are for long cavalry engagements.

If i were to make lances breakable it'd leave a lot of horsemen punching their way out of fights. If i were to remedy this by giving them a sword as well, they'd be even more overpowered (not to mention the fact that they'd only spawn with lances half the time and would hardly use them in battle -- this is an AI issue). Furthermore i never really liked the lance breaking/weapon breaking mechanic in warband.

Nevertheless, do you find cavalry overpowered in this mod? If so, which faction? I haven't really dabbled into pure cavalry armies, so it's possible there's a lapse in balance there.
 
what I find overpowered are  those guys with  2 hands weapons and 10 power strike, or javeliners that can throw stuff  kilometers away with a terrible precision and they are not very few (not elite troops)
but I find anyway it's good like that, to compensate the others snipers (with their 300 proficiency )
so cavalry is not overpowered ...on the contrary, it's the only one I found a little "human"  :grin:
 
I'm seeing a ton of missing or weird textures which I'm guessing is a combination of being on a Mac and my graphics settings.

But I've noticed that on a lot of battlefields both armies spawn crammed into a corner of the map. I wasn't sure if this was a bug or not or if spawning was determined by tactics score or something but on at least one siege map it results in the attackers being incapable of engaging:

Y4hwWK6.jpg


uKNXq46.jpg

There's no way to reach that door or to engage with the defenders.
 
Great MOD. I get some missing textures (in GNU/LInux, which might be 'cause unix based OS are CaSesEnsiTIVE. Here, look:
Code:
 http://steamcommunity.com/sharedfiles/filedetails/?id=402208215
I'll post new bugs/errors as I encounter them. GREAT MOD. I'm really looking forward to the airships.
 
I guess you're already aware of this and it's understandable since the mod is still being developed - but what of the numerous vanilla items still remaining in the game? Are they placeholders and/r subjects to change?

Some of them are fine and even fit rather well, such as some boots or sarranid gear, but some scream vanilla or european high middle ages like certain straight swords do, such as the very common, flavourless, plain and dull sword that can only be identified as distinctly high medieval. A cheap looking sword used by some very early conscripts.

The Gathan people for example look far too much like khergits still. Sure they've got some fancy equipment for noble troops, but the bulk of the army simply does not look as distinct and unique as it does for most other factions.

Is this a choice or are they a subject to change?

Also, depending on which choice of the location where you grew up you pick, not all faces seem to be available. Bug or intended?

 
Just started with Patch 2, after following the assassin's into the the river crossing near the main Gashajin city and entering battle with them this happened.
roclKXA.jpg

When I retreated and tried to fight again, I spawned on a boat and then on the sea
0l2jpJ4.jpg

Also, the white turban lacks the Moustache tag so you can see your moustache and others. I know you can just edit it with Morgh's but there is that.
 
I just noticed that the moving hair feature also affects facial hair. This looks rather weird, as either most of the beard disappears into the face, or, with full beards, it looks as if the character is milling his jaw constantly.
As a result, I am now aware of the fact that my character looks pretty cool clean shaven too.
Beautiful mod. I continue to adore it.
 
Bug 1: When you're given the militia in the starting quest to fight off the assassins (In Sayazn provinces, Ashmanna) the fight begins with both armies spawned right next to each other. in a thick forest
lgRHo.jpg

Bug 2:
Gpco7.jpg
Also Ashmanna

Bug 3/Suggestion
In the starting questline (At least when choosing to start in Sayaznid Provinces) the militia you are given are Gathani low tier troops;
aX2ZN.jpg

I think it would be far more immersive and appropriate if the player was to get a small, low tier contingent of some troops equipped with pikes and guns; conscripts and levies, a contingent that actually gives the player a feeling he's been given command of drafted militia/reserves rather than seemingly random tribesmen.

Bug 4 Exiting the tavern offers "enter castle" prompt

Suggestion All taverns look seemingly nordic, or at least the ones I've encountered so far. Could you add a couple that look sarranid/khergit? They'd definitely be more fitting in many places.
 
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