sidhos said:Played a little after work. The minstrels are telling me that I have learned all that they can teach, but I haven't actually had any of them teach me anything, yet.
Other than that, no other problems, so far.
I haven't done a whole lot, though. Have collected a few companions, no troops. Running around sniping the bandit groups I can handle. Competed in a few tournaments. Bought some enterprises in a few villages. These seem to pay way too much, but I'm guessing that is balanced out by not paying anything when they get looted or infested?
Buckethell said:..., PLEASE, fix the performance issues.
The game in my opinion is currently unplayable, and i really want to play it, because it looks amazing.
The lag is real and the loadings are too much long, even if you enter and exit from a village it takes 15 secs everytime, and i can't even fast-forwarding, so the map it's really unplayable.
I must say that the battles are smooth and the framerate it's very good, so the problem it's only on the map.
("metrics_for_parties", [ ], "{!}Measure parties counts.",
[
(jump_to_menu, "mnu_metrics_for_parties1"),
]
),
# ... sometime later in game_menus.py
("metrics_for_parties1", 0,
"{s16}^{s17}",
"none",
[
(assign, ":total_parties", 0),
(assign, ":inactive", 0),
(assign, ":count_looters", 0),
(assign, ":count_deserters", 0),
(assign, ":count_royal_traders", 0),
(assign, ":inactive_royal_traders", 0),
(assign, ":count_patrol", 0),
(try_for_parties, ":party_no"),
(val_add, ":total_parties", 1),
(gt, ":party_no", "p_spawn_points_end"),
(party_get_template_id, ":party_template", ":party_no"),
(try_begin),
(party_is_active,":party_no"),
(try_begin),
(party_slot_eq, ":party_no", slot_party_type, spt_kingdom_caravan),
(val_add, ":count_royal_traders", 1),
(else_try),
(eq, ":party_template", "pt_looters"),
(val_add, ":count_looters", 1),
(else_try),
(eq, ":party_template", "pt_deserters"),
(val_add, ":count_deserters", 1),
(else_try),
(eq, ":party_template", "pt_patrol_party"),
(val_add, ":count_patrol", 1),
(try_end),
(else_try),
(val_add, ":inactive", 1),
(try_begin),
(party_slot_eq, ":party_no", slot_party_type, spt_kingdom_caravan),
(val_add, ":inactive_royal_traders", 1),
(try_end),
(try_end),
(try_end),
(assign, reg3, ":total_parties"),
(assign, reg4, ":inactive"),
(store_num_parties_of_template, reg5, "pt_looters"),
(assign, reg6, ":count_looters"),
(str_store_string, s16, "@Total Parties: {reg3} Inactive: {reg4}^Looters: {reg5} active: {reg6}^"),
(store_num_parties_of_template, reg3, "pt_deserters"),
(assign, reg4, ":count_deserters"),
(assign, reg5, ":count_royal_traders"),
(assign, reg6, ":inactive_royal_traders"),
(store_num_parties_of_template, reg7, "pt_patrol_party"),
(assign, reg8, ":count_patrol"),
(str_store_string, s17, "@Deserters: {reg3} counted: {reg4}^Royal Traders: {reg5} inactive: {reg6}^Patrols: {reg7} counted: {reg8}"),
],
[
("return", [], "Return",
[(jump_to_menu, "mnu_reports"),]),
]), # close this menu
# Updating player icon in every frame # simple_triggers number 64
(0.35,
[
(try_for_parties, ":cur_party"),
(party_is_active, ":cur_party"), # don't waste time on disabled parties
(party_get_current_terrain, ":terrain", ":cur_party"),
(party_get_template_id, ":cur_template", ":cur_party"),
(this_or_next|neq, ":cur_template", "pt_sea_traders"),
(this_or_next|neq, ":cur_template", "pt_sea_raiders_ships"),
(this_or_next|neq, ":cur_template", "pt_raiders_ships"),
( neq, ":cur_template", "pt_pirate_ships"),
(assign, ":continue", 1),
(try_begin),
(eq, ":cur_template", "pt_none"),
(party_get_icon, ":test_party_icon", ":cur_party"),
(eq, ":test_party_icon", "icon_ship_on_land"),
(assign, ":continue", 0), # GS we want to exclude from the list beached player ships
(try_end),
(eq, ":continue", 1),
(try_begin),
(this_or_next|eq, ":terrain",rt_bridge),
(this_or_next|eq, ":terrain",rt_river), # terrain type 15 isnt defined in header_terrain.py
(eq, ":terrain",rt_water), # could only apply to p_main_party (player)
(call_script, "script_list_index_of", "trp_list_04", ":cur_party"), # reg1 index, -1 not found
(try_begin),
(eq, reg1, -1), # its not in the list already
(party_get_icon, ":cur_icon", ":cur_party"),
(party_set_icon, ":cur_party", "icon_ship"),
(call_script, "script_list_add", "trp_list_04", ":cur_party"), # stuff the party_id
(call_script, "script_list_add", "trp_list_05", ":cur_icon"), # stuff the icon
(try_end),
(try_end),
(try_end),
(call_script, "script_list_count", "trp_list_04"),
(assign, ":list_end", reg1),
(val_add, ":list_end", 1),
(gt, ":list_end", 1), # we can skip any empty list (actual length = 0)
(try_for_range, ":list_index", 1, ":list_end"),
(call_script, "script_list_at_nc", "trp_list_04", ":list_index"),
(assign, ":cur_party", reg1),
(try_begin),
(neg|party_is_active, ":cur_party"), # party must have been defeated very recently
(call_script, "script_list_remove_at", "trp_list_04", ":list_index"),
(call_script, "script_list_remove_at", "trp_list_05", ":list_index"),
(val_sub, ":list_end", 1),
(val_sub, ":list_index", 1), # because you need to test that index again next iteration...
(else_try),
(party_get_current_terrain, ":terrain", ":cur_party"),
(neq, ":terrain",rt_bridge), #
(neq, ":terrain",rt_river), # terrain type 15 isnt defined in header_terrain.py
(neq, ":terrain",rt_water), #
(party_get_template_id, ":cur_template", ":cur_party"),
(neq, ":cur_template", "pt_sea_traders"),
(call_script, "script_list_at_nc", "trp_list_05", ":list_index"),
(assign, ":cur_icon", reg1),
(party_set_icon,":cur_party",":cur_icon"),
(call_script, "script_list_remove_at", "trp_list_04", ":list_index"), # partyID
(call_script, "script_list_remove_at", "trp_list_05", ":list_index"), # icon
(val_sub, ":list_end", 1),
(val_sub, ":list_index", 1), # because you need to test that index again next iteration...
(try_end),
(try_end),
]),