SWORD OF DAMOCLES - GOLD - V4.5 BETA DOWNLOAD

Do you experience unusual crashes during battles? (when you set high battlesize and find such battle

  • A lot! I can't play!

    Votes: 222 35.2%
  • Quite often, but it's playable.

    Votes: 176 27.9%
  • Very little or no crashes!

    Votes: 233 36.9%

  • Total voters
    631

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vonmistont

Sergeant Knight






Why choose Sword of Damocles?
Sword of Damocles is most complex and advanced kingdom management mod. It does not simply add player's kingdom and lords under his command but it also tries to simulate kingdom management by adding population to fiefs, health, ability to create laws, reworking economy and adding new buildings. It also allows you to choose your faith which heavily influence your kingdom, allow you to build religious structures and eventually if you spread your faith ardently enough to upgrade your elite troops to unmatched holy warriors. You will also have to develop two new kingdom management skills, Administration and Intrigues to efficiently rule your kingdom.
Sword of Damocles also offers realistic army management system where you require military buildings to upgrade your faction exclusive troops, are able to create army detachments and can issue orders to all your lords through Strategic Map. Both you and enemy kings can hire independent factions - Mercenary Guilds to fight side by side your troops.
On top of that Sword of Damocles provides solid back story and a damocles sword hanging over your Royal head, The Legion which destroyed your homeland and now comes to gobble up another tasty morel which is Calradia, huge invasion is heard to come within one year.
To fight the threat you'd better arm yourself. 600 new items and 300 new troops from all old and 12 new factions wait at your disposal.
Sword of Damocles also adds much more gameplay tweaks, graphic enhancements and other features. There is so many that even detailed description below does not cover them all. Let's just mention few most popular like ability to set up completely custom battles, battle camera to observe battle after you fall wounded and not leave your soldiers as a prey for auto resolve system, formations and Chel's battle morale,  custom graphics for each menu screen and all towns and castles, improved autoloot to easily manage your completely reworked companions, Jedediah Q's companion management screen etc.
But that's not all. Sword of Damocles offers to play SoD Submod Variants like: Auxiliarii by Twan, Gunpowder Invasion by Deathknight13 and fantasy Undead Invasion.


I Kingdom Management
Advanced Kingdom Simulation

Become a King
#You arrived to Calradia with small force of your Homeland Troops. You found this new land divided and obviously unable to survive Invasion that also destroyed your Homeland.
#Conquer a castle or town to become a King, grow in strength and unite Calradia before the storm.
#After you become a king number of new options will become available.
-----In your castles and towns you will meet your Marshal, Chancellor and Treasurer.
-----In Camp menu you will gain access to Edicts panel where you will be able to enact laws.
-----If you have enough fiefs to give away you will be able to recruit your own Lords.
-----New menus will appear in Camp Menu:
----------You will gain access to Edicts panel where you will be able to enact laws.
----------Strategic Map option will appear, you will have view over whole Calradia and you will be able to control your armies through it.
----------You will gain access to Centralized Fief Management menu.
----------You will be able to send your men to a mission via Artifacts menu.
#20 Lords is available for recruitment.
-----Talk with Chancellor to recruit new Lords, you must have at least one fief to give away (and still have a fief for yourself).
-----Lord's economy is completely reworked. They need income just like you.
-----Lord's without fiefs will have negative relations with you and won't make profit to supply an army.
-----Lords upgrade their own fiefs.

Population & Taxes
#Towns and Villages now have population. This is also base for completely reworked taxing system.
-----Population is now base income of your fief (taxpayers) modified by prosperity, religion acceptance, buildings and edicts.
-----Population will eventually grow but bad relations with fief, bad fief's health, raids, random events or forced draft can lower it.
-----Minimum & Maximum population for Villages is 50/500 and for Towns 500/3000.
-----Taxes player finally receive come from 3 separate sources. Peasants, Towns and Scutage Tax from player's vassals.
-----For more changes in taxes concept see Ruler's Skills chapter, Administration & Demesne.
#Castles are your main military facilities. There you will be able to build your most advanced military buildings.
----But Castles don't give you income, in fact you must pay weekly maintenance fee (150, or 100 with Blacksmith).
#Watch out for health of your villagers, beware of health related random events.

Faith
#5 faiths to choose, each comes with 5 new faith troops, 4 religious buildings and affects your kingdom's population.
#Local faith acceptance has great influence on your population.
-----Faith can modify your fief's income up to 10%.
-----Low faith acceptance will have negative effect on your relations with fiefs.
#High global faith allows you to convert your best Noble Troops to Zealots
#Consecrate your Zealots in Castle's Chapel to get one of Holy Warriors.
#25 Faith Troops, but you can only get one based on your homeland and your faith.
#5 Faiths are:
-----The One - Monotheist, hierarchic faith.
-----Old Gods - Pagan as we would call it faith honoring Ancestors.
-----The Void - Bloody nihilistic cult.
-----Enlightenment - Individualistic, self-realization religion.
-----Natural Philosophy - Scientific oriented and sceptic.
#To get reports on faith speak to Chancellor or see report menu in game.

Royal Edicts
#36 Edicts divided into 4 categories to enact. Truly rule your kingdom by setting laws.
#Edicts Panel will become available in Camp Menu after you become a King.
#You can choose laws for 4 social classes, peasants, townspeople, clergy, and nobility.
#You can choose from 36 edicts but in one moment there can be only 10 active so choose wisely.
#Your kingdom needs stability so often changes of laws can have devastating effect on your kingdom.

New Buildings
#16 buildings available, some create synergies with Edicts
Code:
#note to myself I should also mention edict/building synergies here, but I will do that later
-----Village Buildings:
----------Manor - Cost 1500 - Weekly Renown +3, Fief's Demesne Cost -2
----------Mill     - Cost 2500 - Weekly Prosperity +1, Max Prosperity +20, Weekly Taxes +10%
----------Inn     - Cost 2000 - Weekly Relations +2
----------Shrine - Cost 1000 - Weekly Relations +1, Weekly Local Faith +3, Weekly Global Faith +2
----------Monastery   - Cost 2000 - Weekly Taxes +5%, Weekly Local Faith +2, Weekly Global Faith +2
----------Watchtower - Cost 1200 - Village's Demesne Cost -1, Village Raid time increased
-----Town Buildings:
----------Temple    -Cost 2000 - Weekly Relations +1, Weekly Local Faith +5, Weekly Global Faith +4
----------Guild       - Cost 9000 - Weekly Relations +1, Weekly Prosperity +2, Fief's Demesne Cost -2, Weekly Taxes +10%
----------University - Cost 4000 - Weekly Relations +1, Weekly Renown +15
-----Castle Buildings:
----------Chapel    - Cost 500 - Allows upgrade of Zealots into Faith Troops, Weekly Global Faith +1
----------Stables   - Cost VARIES around 4000- Allows Cavalry upgrades, +4 Weekly Renown, Fief's Demesne Cost -1
----------Knight Chapter - Cost 6000, 4000 for Marinians- Enables recruitment of Noble refugees from player's Homeland, this is done automatically, +5Weekly Renown, Fief's Demesne Cost -1, Republic of Marina is an exception it needs Congregations build in Towns
-----------Blacksmith - Cost 1000 - Decreases Castle's maintenance cost by 50 (to 100), Makes upgrading troops 50% cheaper
-----Village/Town/Castle:
----------Messenger Post - Cost 1200- Provides information about troop movement,  Fief's Demesne Cost -1
-----Town/Castle
----------Prisoner Tower - Cost 1000 - Captured Lords have lower chances of escape, Weekly Relations +1 (only for Towns
----------Barracks - Cost VARIES - Allows upgrade of Foot Melee units, Allows Garrisoning of Foot Melee units,  Fief's Demesne Cost -1
----------Range - Cost VARIES - Allows upgrade of Foot Ranged units, Allows Garrisoning of Foot Ranged units, Fief's Demesne Cost -1

II Ruler's Skills & Diplomacy
Sword of Damocles introduces two new skills, Administration and Intrigues it also overhauls diplomacy.

Diplomacy
#New badboy system, if you look like a threat for Calradians they will react and form an alliance against you
-Your initial badboy is based on your relation with calradians when you create your faction
-You gain badboy when you take cities and castles or developp your religion
-You lose some badboy every week, according to your honour, the size of your realm and your number of academies
-If your badboy reach 40 something bad happen

Administration&Demesne
#To keep the same number of skills Prisoner Management was included into Leadership.
#Persuasion personal skill has now more functions and is known under Intrigues name.
#Administration and Demesne concept:
-----To effectively rule over large kingdom and eventually build huge an empire you need good Administration skill.
-----Large empire might collapse under it's size, administration becomes less and less effective.
-----Answer is either more effective administration or decentralization by ceding fiefs to your vassals.
-----For each level of Administration skill you King will receive 50 Demesne Points (DP).
-----Each fief has value in DP. Village 10 DP, Castle 15 DP, Town 30 DP.
-----Difference between King's DPs and cumulated fief's value will change tax income.
-----For each DP difference income will be changed by 1% up or down for All Fiefs!
-----So if you have only Administration 1 (50 DPs) and hold i.e. 3 Towns, 2 Castles and 3 Villages you will get -100% income!
-----Demesne cost for each fief can be modified by Buildings, you can also get more DPs from Edicts.

Intrigues & Propaganda
#Intrigues supply give all persuasion bonuses both native and those from previous SoD versions.
#Just like Administration knowledge of Intrigues is necessary for a King to manage great empire.
-----For each level of Intrigues skill you earn 50 Propaganda Points (PP).
-----Base PP at 0 skill level is 10. Each fief you own subtracts from this number:
-----Village 10PP, Castle 5PP, Town 30PP.
-----Difference between Ruler's PP and value of fiefs result in relations modifier with all fiefs following table below:
Propaganda Points            Weekly Relations Change With Fiefs
            -200                                              -10
            -150                                              -7
            -100                                              -5
            -70                                                -4
            -50                                                -3
            -30                                                -2
            -30 to 0                                          -1
            60+                                                +1
            120+                                              +2
            180+                                              +3
            240+                                              +4
#If you defeated a faction some lords with whom you have good relations can join you if you have high Intrigues.

III Army Management
Innovative & Realistic Army Management and AI overhaul

Upgrading
#Unlike in Native or in any other mod troops in SoD don't just miraculously upgrade to completely other kind of troop after battle. Troop training takes time and equipment also does not grow on trees.
#In SoD Homeland Troops which will be backbone of your army upgrade to their experienced versions marked with *.
#Experienced troops marked with * have exactly the same equipment as their inexperienced counterparts.
#To upgrade unit to different kind you must have proper military building in your castle or town:
-----Barracks - Allow you to upgrade peasants to your Homeland Melee Footmen.
-----Range - Allows you to upgrade peasants to your Homeland Ranged Footmen.
-----Stables - Allow you to upgrade your basic Melee Footmen to your Cavalry.
-----Chapters - This expensive buildings attract noble refugees from your fallen Homeland. You can not train peasant to become Noble. Build Chapter and eventually they will come to you. Chapters also allow you to upgrade Noble troop line further.
------Chapel - This small building will allow you to upgrade your best noble troops to powerful Holy Warriors if you were spreading your faith ardently enough.
#Upgrading troops costs money. Equipment cost can be lowered by constructing blacksmith, cost will be reduced by 50%.
#When you have experienced* troops and proper military buildings constructed talk to your Marshal and order training.
#See New Factions chapter to learn about Homeland Troops and Mercenary Guild Troops.

Regiments
#At any time you can detach troops from your party and create new Regiment.
-----Talk to any of your troops and order him to create a Regiment.
-----Regiment will show up near your party.
-----Meet with the regiment to issue orders.
-----Be warned! For troops in Regiments you will pay 2x more wages!

Formations & Overhauled Morale
#Formations and Morale are by default ON. You can turn them OFF in Reports Menu->Settings.
#Sword of Damocles tweaks morale system:
-----Biggest issue with morale feature was that when morale was broken whole army, peasants, recruits and knights alike were running away. We fixed that.
-----You should no longer experience whole armies running away after losing few troops.
-----Low leveled recruits may run but your veterans will continue fighting even in harsh conditions.
#Use keyboard shortcuts to control formations & morale:
-----Key V - Call for Reinforcements - Experience Penalty
-----Key Y - Rally Troops - Experience Penalty
-----Keys J, P, K - Formations Ranks, Stagger, Wedge
-----Key U - Undo all formations
-----Key T - Show your morale, if it goes below 200 your army might start thinking of escape.

Troop Trees & Wages
#Before you become a king you will be able to recruit only Farmers in villages.
-----Farmers upgrade to mercenary troop tree.
#You will also be able to recruit mercenaries in taverns.
-----There are many random mercenaries showing up in taverns.
-----You can also talk to tavern keeper to recruit other soldiers.
----------Townspeople who upgrade to mercenaries, Refugees that upgrade to Sword Sisters and finally Manhunters.
#Troops wages vary, army based on Homeland units is the least expensive.
-----You pay base wages for Homeland Player Exclusive Troops.
-----Mounted units cost 65% more.
-----Mercenaries cost 100% more.
-----Calradian troops (Native Kingdom’s Troops) cost 50% more
#If you want you may switch troop recruitment to Native one. You will recruit Native troops in villages.
-----It's not advised and consider it a cheat. You will find this option in Reports Menu -> Settings.

Garrisoning
#When you become a king you will be able to give garrisoning orders via Fief Management page.
-----Set max garrison value for each walled center. (default 150)
#Hire trainers to your castles and towns.
-----You can have up to 5 trainers per garrison.
-----First trainer always cost 100 denars, but each next one will be 100 denars more expensive (second - 200, third - 300).
-----Each trainer charges 50 denars weekly.
-----One trainer can auto-garrison 2 recruits daily.
-----Be warned troops recruited by draft are distracted from fief's population!
----------Each troop you rceruit is 1 population less in town or in village belonging to a castle.
----------Visit villages directly to find volunteers who are not counted as taxpaying population of the fief.
-----They also exercise castle's garrison every day increasing it's experience.
-----You need specific military facilities to make trainers useful (Barracks to recruit and train infantry, practice range for archers and stables for cavalry).
-----Trainers won't upgrade your soldiers to higher tiers, only to their experienced* version.

AI Overhaul

#New war peace system giving explanations of AI decisions to the player
-If you conclude peace you must respect a 30 days truce before restarting war or will lose honor and gain badboy (AIs never break truces)
-Kingdoms base their decisions to start wars or propose peace on the evolution of their power
-They have objectives and try to expand logically, their situation determines their ambition and so how offensive their lords are
-Lord personnalities have an influence on their decisions as well as their personnal situation compared to over lords (ie : lords richer than average raid less often)
#Choice of 3 systems for autoresolved battles : Bloodbath (very fast), Kt0 Improved Autorsolve (extremely realistic) or Native


Troop Trees
http://forums.taleworlds.com/index.php/topic,52131.msg2417420.html#msg2417420

IV New Factions:
12 Completely new Factions plus all Old Factions to a total of 16 factions not counting bandits and alike!

Player Faction:
#You start as King's Child, refugee from country invaded by The Legion.
#Choose from 5 player exclusive factions, Antarian Empire, Villianese Duchy, Kingdom of Aden, Zerrikanian Sultanate or Republic of Marina
------Antarian Empire - Proud aristocratic country, Heavy armored foot melee based army.
------Republic of Marina - Trade faction basing it's army on mercenaries, foot based mixed army, excellent at sieges.
------Kingdom of Aden - Feudal country with strong cavalry traditions.
------Villianese Duchy - Idyllic clan based realm with skilled foot melee soldiers and unmatched archers.
------Zerrikanian Sultanate - Proud nation with strong cavalry tradition.
#You will have access to exclusive Homeland troops unique for each faction.
-----Each troop tree consists of Infantry line, Ranged line, Cavalry line and completely separate Nobility troop tree.
-----Each homeland has it's strengths and weak points.

Mercenary Guilds
#6 mercenary factions offering single troops as well as whole army regiments for hire. Not only to you but to your enemies as well. Don't be surprised if you see party of mercenaries following enemy lord.
#Gain their trust doing new quests!
#You can find Mercenary 5 Mercenary Guild Headquarters on the map and their representatives in towns.

The Legion
#Faction that conquered your homeland is now coming to Calradia.
#Professional Imperial Expeditionary Force led by Legate Gaius Marius.

V Invasion
There can be nothing happy for the person over whom some fear always looms.
                                                                                        -Cicero "Sword of Damocles"


#While building your kingdom is an aim of itself SoD adds one more goal to the game. Defeat the invasion.
#Damocles sword is hanging over your head, you must hurry, gather strength fast, The Legion is coming.
#Empire invaded your land, Five realms fell under it's power.
-----Legate Gaius Marius crushed Old, Proud but being only a shadow of it's former glory Ancient Antarian Empire.
-----Gold of Republic of Marina couldn't stop steel of Imperial Hammer.
-----Honorable nobles of the Adenian Kingdom charged imperial lines only to die crushed in heavy grip.
-----Duke prepared hell for The Legion entering Villianese forests but the cities fell and it's only guerilla that left.
-----Zerrikanian Sultan scattered his forces over the desert but could not do anything to save the country.
#Calradia is much easier prey for ever hungry Empire.
#Emperor's Hound Gaius Marius is sure that he needs only one Legion to conquer the land.
#And that is your chance.
#Imperial army might count 20 000 soldiers. And they are no cannon fodder.
#They are led by Legate himself and his faithful Centurions.
#You have around one year to prepare
-----Go to Menu Camp->Take other action->Quick Start->Oracle to know exact date of invasion if you think it would not spoil the fun for you, it's random.

VI Miscellanous

Skirmish
Play any battle any time!

#Search for Jester in any town or castle.
#Ask him about custom battles.
#You can choose any battlefield and play as chosen character.
#Choose your and your enemy's fully customizable army composition and start a battle.

New Items
#600 New yet balanced Items Including 5 Royal Sets available from Royal Artifacts map (mini game).

New Troops
#300 New Troops Including among the others Player Exclusive 60 Homeland Troops and 25 Faith Troops.

Custom Banners&New Banners
#In addition to 200 of new banners that you can choose in SoD you can create your very own banner.
#You can change your banner any time from Menu Camp->Take other action->Quick Start->...

Battle Camera
#After you fall wounded in battle it still continues and you can watch it.
#Press SPACE button to activate/deactivate camera and use WSAD buttons to move around battlefield.
#Ultimate Out of Body Experience.

Menus Graphic Overhaul
#Each game menu now has unique background.
#No more dull paper menus.
#Each Castle and Town now has unique menu background showing actual fief you are in.

Improved Auto loot
#No longer worry to dress your companions.
#Talk to with them about their equipment to set up their upgrading preferences.

Companions Screen
#See your Companion's overview spreadsheet.

Quick Start

#An option designed for MnB veterans who started game countless times, mod team, testers...
#It can be used by simple cheaters too but that's their problem.
#Choose Menu Camp->Take Other Action->Quick Start:
----Add companions to your party, add XP, Denars, Honor.
#Choose Menu Camp>Take Other Action->Quick Start->Oracle to change Invasion date.

VII First Steps
Basics to help you find yourself in new world

#You arrive to Calradia with small force of your Homeland Troops.
#Quickly you will notice that you can not upgrade them as you are used to in Native.
#Homeland troops upgrade only to their more experienced version marked by *, but with the same equipment.
#At the beginning as a refugee you obviously don't have access to military facilities to upgrade experienced* troops and your small force isn't probably enough to even conquer a castle so you must base your army on mercenaries.
#You can recruit mercenaries in villages, taverns and in Mercenary Guilds.
#Remember that you can create Regiments! If you have 40 troops why not make 2 regiments with 10 troops each and 20 troops in your party to speed up traveling speed? This is also way to bring huge army to the siege! Many new SoD players forget about this feature.
#Do not become anyone's vassal, do not even try to make pretender quest like in Native. First of all it's senseless in a mod that concentrates on Own Kingdom Simulation, second it may break your game. SoD does not support pretender quest or being vassal.
#Build your mercenary army, try not to lose all your starting troops and eventually capture a castle or even a town.
#You are now a King.
#Now watch for enemy retaliation. If you lost most of your troops capturing a castle and you have almost none you will probably lose your castle soon. Build up castle defenses.
#You immediately commission military building project, start from barracks or range so you can upgrade peasants.
#Don't build stables first, only first tier foot soldiers can upgrade to cavalry. Don't build chapters as your first building either, it's expensive and nobles come slowly. Well unless you are SoD veteran and that's your tactics to base your army only on nobles.
#You might want to visit Jester to test your Homeland troops in Skirmish Custom Battle to see their strengths and weaknesses.

Sword of Damocles - Gold Team

Cyclohexane, FleshyStarfish, Kuba, Mordachai, Shjn, Twan, vonMistont





 
This is definitely interesting - especially Invasion, since the patrol feature makes you God  :smile:
Kind of a more completed/balanced version Geoffrey Ashe's NNY mod.

Downloading to take it for a spin!  :cool:

EDIT: I set the day for invasion at 5 and just let time pass to see what happened and... holy crap  :shock::

In a few weeks:
Luckily they can also make peace, so not everything is wiped out.

But then some error reports started showing up (I guess it's a 'banner thing', so quite expected and nothing serious):

All in all it's quite fun  :razz:



 
Adorno said:
Luckily they can also make peace, so not everything is wiped out.

He he, and i thought i turned peace option off... Well, this whole python is still black magic to me. Thanks for screens, i forgot to make one.
And as to errors i knew about them but since they make no harm i didn't investigate further.

This is the mod ive dreamed off!

Me too. :smile:

I'm glad you like it people. And thanks for screens once again (they are quite essential if you want to drag people attention in nowadays picture culture :wink: )

Regards
 
It seems like you will only be able to stop those invaders if you can gather enough troops before they come. This raises the question if you will be able to get enough cash to do so. In native I felt I ran up to an invisible ceiling, where my fiefs and plunderings/battles would only just yield enough money to support the army I had and not to expand it and better equip my NPCs. Perhaps something you can consider when improving on the invasion part of the mod.
I've downloaded and will try it out!
 
Njiekovic said:
It seems like you will only be able to stop those invaders if you can gather enough troops before they come. This raises the question if you will be able to get enough cash to do so. In native I felt I ran up to an invisible ceiling, where my fiefs and plunderings/battles would only just yield enough money to support the army I had and not to expand it and better equip my NPCs. Perhaps something you can consider when improving on the invasion part of the mod.
I've downloaded and will try it out!

Hymmm that is good point. Magelord's tweaks to collect taxes from all fiefs by visiting just one and the one making ransom brokers pay more for better prisoners should do the trick i think (with this two i never had any problems in Native). Also it might be good to make Trade, intelligence based i.e. All this can be done easily but i might implement it into mod (especially tax collecting, it should be there, thinking of it now i can't imagine managing own kingdom without it).

Now small digression.
A human is what it is because he make impossible things. And to make impossible happen you need a guy who doesn't know it's impossible and who will just do the job :smile: Making impossible things gives us fun. I remember a commodore game River Raid. It was insanely difficult, impossible to beat, but one day i "finisshed" it (to discover that the last level ends where first begins and you must fly again). The old games were so damn good because no one thought "will it be possible to win for average player?" but just put the fun stuff in and waited till someone does impossible.

That's why though I thought about balancing the mod my main concern wasn't "If it is possible to win" but "How to make it impossible to win at least for the first gameplay". I wasn't sure if i should release this mod because i was worried if it isn't too easy. We people know too many dirty tricks not to beat stupid AI :smile:

And that also answers to question raised by Adorno.
But I don't see why you would want to turn it off. They seem much too powerful and would exterminate everything.
That was my original plan :smile:

Cheers
 
Nice features. I noticed a strange bug. When you come in a city and go directly in the lords hall and then exit through the door there are no soldiers on the streets. when you came in a castle and go to the lords hall and then go to the door it says its the door to the dungeon and its locked.
 
NICK.ALTMAN said:
Nice features. I noticed a strange bug. When you come in a city and go directly in the lords hall and then exit through the door there are no soldiers on the streets. when you came in a castle and go to the lords hall and then go to the door it says its the door to the dungeon and its locked.

I have no idea what may have caused this. I sneaked to IEF visited town and even new faction soldiers were spawned correctly as a guards etc.

New version is up btw And I'm uploading some screenshots.

Cheers
 
vonmistont said:
NICK.ALTMAN said:
Nice features. I noticed a strange bug. When you come in a city and go directly in the lords hall and then exit through the door there are no soldiers on the streets. when you came in a castle and go to the lords hall and then go to the door it says its the door to the dungeon and its locked.

I have no idea what may have caused this. I sneaked to IEF visited town and even new faction soldiers were spawned correctly as a guards etc.

New version is up btw And I'm uploading some screenshots.

Cheers

No, no. You have to go to lords hall and go out. I noticed there are no people at all. Very strange. If I just walk around the town directly its allright.
 
NICK.ALTMAN said:
vonmistont said:
NICK.ALTMAN said:
Nice features. I noticed a strange bug. When you come in a city and go directly in the lords hall and then exit through the door there are no soldiers on the streets. when you came in a castle and go to the lords hall and then go to the door it says its the door to the dungeon and its locked.

I have no idea what may have caused this. I sneaked to IEF visited town and even new faction soldiers were spawned correctly as a guards etc.

New version is up btw And I'm uploading some screenshots.

Cheers

No, no. You have to go to lords hall and go out. I noticed there are no people at all. Very strange. If I just walk around the town directly its allright.

I just red PM from Geoffrey, who pointed that it might be connected with his "talk to village elder" feature from NNY. Anyway I'm affraid whatever is causing this my knowledge of Module System is too smal to solve that.
 
I can't seem to get the invaders to come. I set the time to 5 days and 3 but when I wait in one of the cities until then, nothing happens. I waited for a extra ten days on both of them. Sorry but do they just spawn or something? I went into simple_triggers and changed the 365 to 5 and 3 respectively... but maybe I did something wrong?

But other then that this mod is really cool. You did a good job on combining the others into it.  :wink:

Edit: I was setting the time to 5 days and 3 days during different attempts to get it to work

By the way, when I look at faction relations and the logs and stuff. I see a crap load of centurions. It seems obvious the faction is working, I just can't find them.
 
I like the features, giving this a shot. :smile:

EDIT: Got a crash. Talking to the Guild Master of Halmar, I took the looter quest. Killed some, reported back, got my money. He asked "Anything else you need?" I clicked, I froze.

I think the problem might be needing to spawn the player in that scene too, perhaps?
 
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