Author Topic: [Submod] Dark Age for Viking Conquest (released 3.4)  (Read 34971 times)

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ha3481

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Re: [Submod] Dark Age for Viking Conquest (released 2.1)
« Reply #15 on: April 22, 2017, 09:58:14 AM »
I can post the picture here if needed.
yes.. i'd like to see

Mirsaneli

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Re: [Submod] Dark Age for Viking Conquest (released 2.1)
« Reply #16 on: April 26, 2017, 10:29:55 AM »
Here's the screenshot:


Sorry for the late reply.

Mirsaneli

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Re: [Submod] Dark Age for Viking Conquest (released 2.1)
« Reply #17 on: April 26, 2017, 05:48:48 PM »
One more question, my friend. Is there anything that can be done about the way archers work in this game (Viking conquest/Dark Age submod)? I noticed that they are unjustly weak, and I think that it is not very realistic. History has teached us that Vikings really knew how to defend themselves from the rain of arrows using their round shields (shield wall), but to me it seems that archers are useless because they inflict very few damage. Even I with the Strong Elite bow and archery around 300 cannot kill ordinary enemy soldiers with one shot. Instead, I have to aim for the head because only headshots can do the instant kill.

ha3481

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Re: [Submod] Dark Age for Viking Conquest (released 2.1)
« Reply #18 on: April 27, 2017, 07:56:14 AM »
I have some error codes when plundering a village.
possible it is error of the music track which is tied to an event in the village scene
try the VC Music option from Optional Pack 2.1
\[optional]\VC Music

Is there anything that can be done about the way archers work in this game (Viking conquest/Dark Age submod)?
In the Dark Age submod has changed the damage of some weapons (on the basis Sword and Shield submod):
some axes, swords, longseaxes; almost all bows, crossbows, spears, javelins.

VC balance is there as an option
(\[optional]\VC Balance\Dark Age\item_kinds1.txt)

I'm not so competent in the balance of weapons to make my balance, but with the original balance I was not interested in playing (imho  :wink:)

______________________________________________________________
p.s. sorry for my bad english.. i use the rough machine translation..
« Last Edit: April 27, 2017, 08:03:13 AM by ha3481 »

Mirsaneli

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Re: [Submod] Dark Age for Viking Conquest (released 2.1)
« Reply #19 on: April 27, 2017, 11:10:44 AM »
Original music files from VC/Optional fixed the error codes. But I don't like original music files, so I reverted back :D Your music files sound more Viking :)

Mirsaneli

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Re: [Submod] Dark Age for Viking Conquest (released 2.1)
« Reply #20 on: April 27, 2017, 06:56:45 PM »
Possibly a new bug. I downloaded and pasted the alternative trees mod. Wanted to see if it might squeeze me some extra fps. All scenes were working fine. But this scene near Edinbyrh seems to be bugged.


ha3481

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Re: [Submod] Dark Age for Viking Conquest (released 2.1)
« Reply #21 on: April 28, 2017, 08:43:42 AM »
Optional Alternative Trees 1.4 doesn't work on version 2.1
I fixed it and uploaded new version of  Alternative Trees.. test it

Wanted to see if it might squeeze me some extra fps.
Dark Age is a very heavy mod.. and what is the increase in FPS?
« Last Edit: April 28, 2017, 11:00:25 AM by ha3481 »

Mirsaneli

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Re: [Submod] Dark Age for Viking Conquest (released 2.1)
« Reply #22 on: April 28, 2017, 10:56:20 PM »
My PC specs are:
Intel Xeon X5460 3.16GHz Quad Core
8GB RAM DDR3
Gigabyte AMD R9 270X 2GB DDR5
Windows 8.1 64 bit

Dark Age mod is really heavy, but performs great on my PC with 300 battle size. I have lowered the battle size to 250 because I like having around 60 fps. Now, in some scenes, the fps sometimes drops to 45-50, that's why I thought the trees might be the problem. I will try the new alternative trees mod and report back.

DaVincix

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Re: [Submod] Dark Age for Viking Conquest (released 2.1)
« Reply #23 on: May 07, 2017, 06:49:36 PM »
Just to mention it, i use your, ha3481, music files implemented into my music.txt and music folder. The according music is worth its own mod offer. It's ambient/atmosphere/immersion enhancing. Excellent!

I tried your mod in a saved game (2.032 beta btw.). Works, that's not my issue.
Unfortunately, your settlement changes are a bit strange, to call it so. Especially halls full of trees and such.
Also, the settlement map-icons (i know you offer vanilla files here, that's helpful).

If you would offer modular mods for all modded items, that would help a lot (just not the way as you have it, to revert back vanilla for certain items). Understand though, that it makes a lot extra work, and that you just offer/share here your vision of VC. No critique meant, just my thoughts.

Great work for the atmosphere achieved anyway, if one likes it that way as created.
Imo. it is a bit overdone, ie. a middleway between vanilla and yours would be great.

 

« Last Edit: May 07, 2017, 06:56:15 PM by DaVincix »

ha3481

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Re: [Submod] Dark Age for Viking Conquest (released 2.1)
« Reply #24 on: May 08, 2017, 08:20:03 AM »
Especially halls full of trees and such.
you can take a screenshot?
possible, halls full of trees it's the result of replacing the model of the rock used in the interior on the tree

I have no computer at this time..
I will try to fix it in the next update

If you would offer modular mods for all modded items, that would help a lot (just not the way as you have it, to revert back vanilla for certain items).
I don't plan to expand the optional pack.. these options is enough in my opinion
- VC Balance
- VC Female Faces
- VC Horses
- VC Interface
- VC Main Menu
- VC Map Icons
- VC Music

DaVincix

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Re: [Submod] Dark Age for Viking Conquest (released 2.1)
« Reply #25 on: May 09, 2017, 04:53:47 PM »
Quote
you can take a screenshot?
possible, halls full of trees it's the result of replacing the model of the rock used in the interior on the tree

I have no computer at this time..
I will try to fix it in the next update

No screenie available.

You can find it easily: Bosvenegh, straight throught the gate, then into the old (open) stone hall. Behind the Mayor and Physician linger cows and there the scene is full of trees.
I didn't check any other locations. I assume at least, that is no exception for such stone-architecture and/or environment locations.

If you are by that, i would recommend to remove any tree-vegetation overdosis within the mod, especially in and around (all) settlements. Realism background also: Trees would have been cut away, building-material and also as for strategical reasons.

ha3481

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Re: [Submod] Dark Age for Viking Conquest (released 2.2)
« Reply #26 on: June 09, 2017, 02:15:32 AM »
Update

Current version: 2.2
Requirements: Viking Conquest Reforged Edition 2.028
Compatible with VC savegames

See Change log on Nexus

mike56

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Re: [Submod] Dark Age for Viking Conquest (released 2.2)
« Reply #27 on: June 13, 2017, 01:48:40 PM »
I can see no 2.2 changelog in nexus. The last entry is for 2.1 version.


ha3481

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Re: [Submod] Dark Age for Viking Conquest (released 2.2)
« Reply #28 on: June 14, 2017, 06:30:26 AM »
I can see no 2.2 changelog in nexus.
sorry..
(click to show/hide)

Zeqe

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Re: [Submod] Dark Age for Viking Conquest (released 2.2)
« Reply #29 on: July 20, 2017, 10:11:14 PM »
Hi,

First, I'd really like to say thank you for this mod! Brilliant work.

I am, however, having an error with the installation of the latest update.  Is this not compatible with VC 2.032 and the latest warband? I get all sorts of strange errors, like "New Game" from the main menu going through all the normal "Loading Resources" screen and then dumping me back at main menu. If I try to load a Vanilla-VC savegame then it will dump back to main menu any time you fight a battle.

If this is not a common error and has something to do with my installation any hints would be appreciated!