Rus: XIII Century WB open alpha 0.321 [B]

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Many thanks for porting RusXIIIcentury to Warband!

A few questions though:
- do you need additional feedback on different bugs? I encounter them from time to time (e.g. acid sky in tournaments etc)
- disappearing silver mine and other places for selling prisoners - is it intended or you are going to fix it?
 
Feedbacks are always welcome. If you have time and desire to write it, we will appreciate. 


Dankvart said:
- disappearing silver mine and other places for selling prisoners - is it intended or you are going to fix it?
I didn't quite understand.
Disappearing from global map? That is intended.
Or impossibility to sell? That's not, and that's strange.

 
Rongar said:
Feedbacks are always welcome. If you have time and desire to write it, we will appreciate. 
Ok great, I will summarize things I've encountered when I hit 200+ days of game time, if I don't get game freeze bug earlier, of course :smile:

Disappearing from global map? That is intended.
Yeah, this one. Not sure about your motivation for this change, but it looks strange. Even if its initial location is not known, why can't it stay on the map after 1st visit, like all villages do? Sight range of silver mine (at least) is so short, that I had to run around for some time to find it again.. and there was bandit hideout nearby, making my search even more dangerous :razz:
As for the salt mine in Polish lands, I wasn't able to find it at all after like 1 week of roaming the fields between Plock, Gdansk and Poznan, even though I remember from original MnB RusXIIIc that there was one somewhere in that triangle..  :shock:
 
Dankvart said:
Not sure about your motivation for this change, but it looks strange. Even if its initial location is not known, why can't it stay on the map after 1st visit, like all villages do?

It's a bug, thanks. Mines should have the same behaviour as villages. It'll be corrected later.
Polish salt mine is now near Krakow (as an illustration of Wieliczka salt mine).
 
ArRiad said:
Dankvart said:
Not sure about your motivation for this change, but it looks strange. Even if its initial location is not known, why can't it stay on the map after 1st visit, like all villages do?

It's a bug, thanks. Mines should have the same behaviour as villages. It'll be corrected later.
Polish salt mine is now near Krakow (as an illustration of Wieliczka salt mine).
Great, thanks for clarification, and for the historical reference too!  :smile:
 
Just had my  first play of WB version (downloaded non-steam version specially) its fantastic, obviously you still have to change some things but really great! have noticed a couple of minor bugs, such as the language changing in some conversations and the red mission failed scrip coming up repeatedly when I failed the rescue lords men mission. Will keep a note of any I find and post when Ive played a few hundred game days. Thanks for this mod, one of my favorite eras since my days doing history in university!
 
saltjunkie said:
Did the "Rus: XIII Century" team create the "show helmet in first person view," textures/options? If I had just heard about it, i'd probably had said it was novelty, but having used the option I can say it really adds a new "immersive" effect. It's great, and I wish more mods used it. Great job on the mod, gang.
 
I am so happy to finally get this mod on warband as it was by far my favorite on regular MB! :smile:
So i gave a quick look (even if i did not played MB for maybe 2 years)

For the feed back:
-indeed its an Alpha, lot of text still speak about Caladria (Companion, NPC) for some quest the english language change (in some latinica sabir) but even those quest seems working btw.
-Many debug text appears (when i pass the guards to visit the lord in castle city for exemple i guess its normal)
-I joined a battle against the Horde, the archer cavalerie just stand in line front of my allied archer and let me and my cavalerie destroy them without reaction.
Other battle seems to work corectly anyways.
-The introduction battle freeze often(half of the time) betwenn the ennemi victory and the morning text pop up. (but my computer is quite hold so...) There is a message after the first wave reinforcement on the way (is it allied or ennemis? Is there a way to win this battle now?)
-Attack of hideout are really hard (even with easiest setting and imported character, i manage to clear one given by mission but still the others one remain really)
-Hidden village are a good idea, but it make the early missions difficult since if you don't have a good history knowledge of the area its quite hard as they deseapered from the location finder, some clue could be usefull maybe.
-Under Vista installation path should be write manually, as the default path is redondant, nothing serious if you read the instruction but still its better to say.

@AlexeyMonomakh :I saw a Crusader  fest in Wenden working properly(with lord in palace and tournaments)... But i played only few hours.

@The Team: to you plan to had some new feature in the future? (compare to MB Version)



Btw: thanks to the RUSXIII team for this great mod :wink:



 
bojan123456 said:
hi all,i download mod and instal and click on WSEloader.exe and have error,but i have 1.153 version

this is error:
you are running an unsupported version of warband(WSE only supports version 1.153. Please update or download the full game from http:/    /www.tale  worlds.co  m/download.aspx

What should I do,to can play?

Same here and no way to fix it. I think I've tried everything mentioned here, but still get the same error message. I have 1.153 and that's certain :???:
 
Hello again! I've played more than 300 days in game and have the following bugs/weird things to report:

1. Rembold von Wenden is not in notes/characters, as if he does not exist.

2. In Mongke-khan HQ the game crashes every time I try exit to the streets from any building (palace, tavern, shop).
Sometimes it also crashes when I exit to the main menu or try to load game.

3. Andalusian horse quest. It is very economically unreasonable now. The cheapest "Lame andalusian warhorse" costs 8800 (trading skill 4) + travelling expenses, but the lord grants only 8000 in total. And if you are not lucky to find lame warhorse, swaybacked will cost 13800 or so.

4. I've bought enterprise (tannery) in Wenden - but it doesn't work at all. The only dialogue I get with the master tanner is:
- Surrender or die!
- I'm not afraid of you, I will fight!

Weird...

5. Scale gauntlets and Rus gauntlets do not have any restriction on bows using like mail mittens do, or any penalty to power draw. Though they do not look like gloves very suitable for archery..
 
6. I play without fast travel. Unlike in the old native version, I do not get fast access to guildmaster/village elder after I've spoken to them once, this is a bit sad.

7. Velikiy Novgorod. I'm not sure if this is bug or just myself, but since the original mod I was unable to find entrance to goods merchant. His sign is located on the main town square near armor and weapon merchants, but none of nearby buildings has door leading to him. Maybe you could give some hint? 

8. After I've become a vassal lords stopped giving me quests completely, saying that their missions are inappropriate for a dignity of kingdom vassal. I like this idea, yet some of missions are not that "disgraceful" imho. For example, destroying bandit lair, raising troops, solving riddle or collecting debt - they still could be available for a lord. Otherwise there is absolutely nothing to do  while there is peace with all factions. Hunting looters and escorting cattle for burgmeisters? This is even more inappropriate for a lord  :roll:


Also, same things were noted by me:
Cordell said:
-indeed its an Alpha, lot of text still speak about Caladria (Companion, NPC) for some quest the english language change (in some latinica sabir) but even those quest seems working btw.
-Many debug text appears (when i pass the guards to visit the lord in castle city for exemple i guess its normal)
-I joined a battle against the Horde, the archer cavalerie just stand in line front of my allied archer and let me and my cavalerie destroy them without reaction.

---------------

And last, but not least, these are not bugs, but I'd be happy if you can think of changing it a bit :grin:

Wish list:
1. Oats. After horses in army reach 20 and more oats start getting consumed with insane speed. When accompanying marshal there's usual a situation when oats run out and there's no possibility to resupply. NPC lords do not have this problem and always keep fast moving speed, even those having 50-60 units of cavalry.
Please revise this either to reduce consume of oats, or make all the villages to produce plenty of them, as it is very annoying not to find them in 4-5 villages in a row.

2. Reputation with towns. Now drops, and quite fast. Maybe this is good idea, but it is hard to maintain rep needed for recruiting with more than 1 city, especially when you become a lord and have no time to do some missions like caravan escorting.

3. Taxes from personal fief. New system is introduced as I can see, but the resulting income is much lower than it was I suspect. Previously, in the old version I was collecting like 1000-1500 from a village, visiting it once per week. But now I get only like 300-350 as a discount to my army's weekly wages. Is it possible to re-balance this somehow?

4. Archery in tournaments. This is real killer. Not every knight (especially in Crusaders faction that uses crossbows) must learn archery and put points in power draw, but all the lords obviously have like 5-6 power draw and 300 archery. So when I am getting bow in some round of the tournament I am like helpless baby, doing 0-5(max) damage to others, while lords can beat me with just 1 headshot, dealing like 70 dmg. Crazy thing.

Can you please remove it from western tournaments, or at least balance to look a bit more fair? Ofc mongols can keep it :grin:

5. In Warband there was a system of party skills that if more than 1 member of the party has certain skill, it multiplies somehow, giving bit more value (+1-2 points). Seems very logical to me.
But in RusXIIIC only the highest skill counts,without any multipliers.. could you please rework this?  :smile:


That's all for now, thank you for reading, and many thanks for the great job done!
 
bugs
3. We don't have strong intention to make the quest economically reasonable, but it's discussable. 
4. It should be fixed in SVN.
5. Yup, thanks.
6. It's not done yet :sad:

wish list
3. It's already revised.
5. It was not. In WB you get additional SP if the main character learns  the skill.
e.g.
the best member has 7 in pathfinding
the main char has 4 in pathfinding
totally should be 7(+2)
Some type of multiplication works only for training.

Thanks for feedback, Dankvart.
 
Hey Rongar, I've changed the "teuton shield 3" texture slightly, but it's not showing up in game. Is there another texture I must change for this alteration of a paintable shield to show up? THanks for help.
 
Rongar said:
5. It was not. In WB you get additional SP if the main character learns  the skill.
e.g.
the best member has 7 in pathfinding
the main char has 4 in pathfinding
totally should be 7(+2)
Some type of multiplication works only for training.
Yeah, my bad.

Thanks for the reply! I have another bug to report:

Few days after starting new game I've participated in huge fight between several lords (200vs350 or so). It was said that it takes 35 hours to loot the battleground. But during that looting time the battleground disappeared, and when menu with option "Take loot" popped up, pressing on this option just frozen my game completely.

Very disappointing, since earning starting money is hell as mongol, and some fancy loot from that huge battle could be invaluable.

And also I'd like to ask about Rus hunter. I guess you are aware that he has no introduction since vanilla MnB mod (not even text), but I also wonder why he starts with no bow? Imho character with archery is sort of handicapped being equipped with spear and axe..
 
Dankvart said:
Few days after starting new game I've participated in huge fight between several lords (200vs350 or so). It was said that it takes 35 hours to loot the battleground. But during that looting time the battleground disappeared, and when menu with option "Take loot" popped up, pressing on this option just frozen my game completely.
Yup, we have already tried to fix problems with loot, but seems there are still bugs in the code.

Dankvart said:
And also I'd like to ask about Rus hunter. I guess you are aware that he has no introduction since vanilla MnB mod (not even text), but I also wonder why he starts with no bow? Imho character with archery is sort of handicapped being equipped with spear and axe..
Intros are planed to be reworked.
But currently the rus hunter gets a spear and is skilled in polearms. It is assuming that in background he was hunting bears with a bear spear .
 
Rongar said:
Yup, we have already tried to fix problems with loot, but seems there are still bugs in the code.

Intros are planed to be reworked.
But currently the rus hunter gets a spear and is skilled in polearms. It is assuming that in background he was hunting bears with a bear spear .
Aight, thanks for clarification.

I'm anticipating the next version! :smile:
 
BaldwinIV said:
bojan123456 said:
hi all,i download mod and instal and click on WSEloader.exe and have error,but i have 1.153 version

this is error:
you are running an unsupported version of warband(WSE only supports version 1.153. Please update or download the full game from http:/    /www.tale  worlds.co  m/download.aspx

What should I do,to can play?




ANy body know what to i do?
 
Rongar said:
bugs
3. We don't have strong intention to make the quest economically reasonable, but it's discussable. 
4. It should be fixed in SVN.
5. Yup, thanks.
6. It's not done yet :sad:

wish list
3. It's already revised.
5. It was not. In WB you get additional SP if the main character learns  the skill.
e.g.
the best member has 7 in pathfinding
the main char has 4 in pathfinding
totally should be 7(+2)
Some type of multiplication works only for training.

Thanks for feedback, Dankvart.

Where can we download the SVN version?
 
I have a question concerning this mod. I played this mod back in the days when we only had Mount and Blade (without the warband expansion). Now I have tried this mod with warband and WSE and I like the work that you guys have implemented. Also the mod seems to play very stable on my computer, something which wasn't the case 2-3 years ago.

My question concerns the speed of progress of this mod. Sorry, for putting the question like this, as I don't want to offend anyone and I do know it is a lot of work. However in all these years I do not see a lot of changes or expansions of this mod, at least not by judging from the warband version. Is this mod going to be further developed in decent speed or being put aside? Also if development continues, what kind of changes/expansion can we still expect in the near future?
 
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