[V4.1] Sword of Damocles - Invasion 4.1

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Mordachai

Squire
Sword of Damocles - Invasion 4.1

Download & Install Instructions
[list type=decimal]
[*]Download  Sword of Damocles - Invasion 4.1 Final
[*]Extract it to your M&B Modules\Sword of Damocles - Invasion 4.1 folder.
[*]Download the current patch
[*]Extract it to your M&B Modules\Sword of Damocles - Invasion 4.1 folder (you will need to overwrite some of the files from step 2, above).
[*]Run Mount & Blade 1.011 <- Must be this version!
[*]Choose the Sword of Damocles - Invasion 4.1 module to play.
[*]Read the rest of this post for a fairly exhaustive summary of what's new & improved.
[*]Have Fun!
[/list]

All 4.1 versions are compatible with other 4.1 versions (i.e. all versions that come from this thread, but none of the others on this forum).
Please report any bugs you find in this thread.  4.1 Final should never issue a script error.  Ever. (So, um, please report them when you find them :razz:)

Translations
  • French, made by StephFR82
  • ...please feel free to contact myself or vonMistont if you wish to translate this into another language.

Optional Enhancements
  • If your machine can handle it, I highly recommend using the battle resizer.  However, if you crank up the battle sizes, you'll be limited in your ability to use the Tactical Battle Formations in the game (you may want to disable that in the game, from the Game Options Report menu).
  • I also recommend the ambient sounds anti-soundtrack for those sick of hearing the insipid tunes that come with M&B.
  • Our resident Graphics Designer also recommends colorful textures, which replaces many of the stock textures with more colorful ones.

Latest Patch:
  • You can choose to recruit native (Caladrian) or homeland units from your villages (Reports->Game Options)*
  • Fixed a bug that gave a script error when entering a castle that was recently under siege
  • You can make the game financially harder or easier (Reports->Game Options)
  • Enemy difficulty scales with your level better (as the game progresses, your enemies will be able to field better quality troops - which should cut down on the 5 or even 10 to 1 win ratios we all too often have).
  • Fixed a script error when auto-recruiting troops trigger fired (102)
  • Fixed a bug where you would lose 25 relation with any Lord that you took a fief away from
  • Gave you the ability to manually garrison troops at any of your lords fiefs
* note: you still recruit homeland troops from your castles and towns!

4.1 Final (#2):
  • Fixed the incorrectly named player party issue (simply rename yourself, and your party will fix its name).
  • Added caravans for the player's nation.  Once you have a town, you'll eventually start seeing caravans operating for your kingdom.
  • Fixed bug where it would allow a Marinian player to repeatedly build Bourgeois Chapters at his castles.

4.1 Final [4/14/09]
  • Added Lords Assigned Fiefs Report - tells you what you've assigned to whome, and what its current propserity is.
  • When you assign fiefs viz. your Chancellor, you can tell instantly how many fiefs a given person has, and what their relation to you is.
  • You are not charged for the privilege of resting in your own lords castles & towns,
  • Added all of the new backgrounds from Shjn: Character creation, marketplace, construction, zealot, etc...
  • Your lords no longer gets a relation bonus from castles (they're a financial burden, as well as a privilege, so they're a net zero modifier).
  • You now get new lords at random (so you don't recruit the exact same lords in the exact same order, game after game).
  • Lords start with a modicum of cash (400 denars).  So they will need a fief in order to have more than a very limited army.
  • Improved fief reports to tell you how many taxpayers are there, and to report the health of the province.
  • Completely revamped the health system.  It now updates weekly, based on this formula:
  • Village Health: Manor +5, Mill +5, Monestary +5, Cattle -1 each, land quality -10..+15, -1 per 10 population over 250
  • Town Health: Guild -15, University +10, -1 per 30 population over 1500
  • When you ask a prisoner to join you, you only have a chance of getting a single point of renown based on the level of the troop that joined you.  Expect to get renown more rarely through that channel.
  • The chance that a troop will join you is inversely proportional to their level.  The higher the level, the less chance they'll betray their own and join you.
  • Many beautiful additions from Shjn!
  • Troop trees are now better normalized (an upgrade version of a troop will never be less powerful than their novice counterpart).
  • Homeland troops have been nerfed a little.  Should help to balance the game a bit.
  • Schools have been replaced by Inns.  Inns continue to improve relations with the local populace (who doesn't like beer night).
  • There are summary messages for many of the periodic events (such as mills improving your properties), which are shown once in place of per-village, if you've chosen "fewer messages" in the Report>Options menu.
  • Alchohol is now a food item, but it comes in small amounts.
  • The player is warned when they're down to less than three days of rations or less.
  • You are notified via a messenger of Bandit infestations if you have built a messenger post at that village.
  • You must have the necessary funds on hand in order to upgrade your troops.  You cannot generate debt to do so anymore. 
  • Messages are color coded.
  • More Metal Sounds 1.7.
  • A freaking ton of nit-picking details and polish for this mod as a whole!
  • Much, much more that I didn't document.  :shock:

4.1 Final Fixes:
  • Pay Day is now much improved.  You can tell exactly what happened (it even tracks all of your spending from week to week).
  • Defeated Lord joining your faction is now thoroughly tested!  The chances remain quite low (in my test game, at around 1 year into the game, honorable playing, I have about a -3% to 1% chance of attracting any given lord)
  • Fixed the amount of gain / loss of relations when reassigning fiefs to account for bound villages.
  • Tournament betting is once again restricted to 100 denars per round.
  • Chatting with prisoners now correctly determines their relationship to you, and behaves accordingly (you can see their reaction to you in their image view, just like for village elders and other characters in conversations).
  • Fixed walking around in towns & castles.  Doors now lead to the correct locations (this required that I restore the old menu order, so its not exactly organized, but it works).

Updated in 4.1 2009-03-31
  • Fixed bug in pay-day code that caused you to never actually get any of your income.
  • Added tons of new art from Shjn, including the strategic map art!  Definitely worth it!
  • Removed direct access to council in towns so that town menus don't get a scroll bar in most cases (just go to the town's castle)

Updated in 4.1 2009-03-29
  • Now with fancy start up screens and backgrounds by Shjn!
  • Includes Mirathei's Battlefield Tactics Kit (Formations) and Morale (by Chel).  Its on by default, but you can disable it from the Game Options Menu (under Reports)
  • Your Lords will upgrade their troops automatically if they have the necessary facilities in their fiefs!
  • Increased effectiveness of Engineering skills for sieges (same as for buildings from V4SF).
  • Reduced the time it takes to build siege towers by 1/2.
  • You no longer receive messages about your patrols joining you in combat (but they do join you if they can) [this affects patrols only, regular armies report normally].
  • Added fief report: Fief Under-Construction Report - which tells you what construction projects are happening at which fiefs, and how long each has until completion.
  • Added fief report: Fief Needs-Construction Report - which tells you which fiefs are currently awaiting new construction projects (i.e. they aren't building anything right now, but they do have other buildings left that could be built.)
  • Improved fief report: Fief Prosperity Report - Less numbers, more words.  It now tells you in the same terms as you see when you visit a fief, and I removed the construction information to reduce the clutter).
  • Nobles are now recruited from all chapter houses, whether they're your fief or one of your lords' fiefs.  They all accumulate in one of your chapters.  Talk to the Marshall to set where they should recruit to.
  • Fixed & improved the messages you get when garrisoning troops.  You are now correctly told which castle was garrisoned, and exactly what units were garrisoned there, and what village the troops were conscripted from.  Also condensed this into a single message, so slightly less message clutter than before.
  • Increased ammo in quarrels to be the same as for arrows.  40 is the magic number for arrows or bolts.
  • Garrison Troops now automatically stops garrisoning at 200 for castles, and 350 for towns.
  • You can press P, I, or C hot keys when in the siege menu (not when waiting, you must be in the menu) to reorganize your troops, level up, or change your weapons selection.
  • AI parties have a little better than 2x their former XP rate increase over time.  This needs play-balance testing - but basically it should mean you'll see more Knights and Huscarls around.
  • Auto loot now takes into account whether you've asked your companion to be mounted or not.  If mounted, they won't use items that can't be used on horseback (unless they don't yet have a horse).
  • Auto loot now respects an items full requirements - so your heroes with 3 riding won't be using chargers anymore!
  • Report & camp menus now have background images.
  • Reorganized the camp & report menus.  Things should be less cluttered & easier to find.
  • If you are King, you receive your rents and pay for your keeps at the same time you pay for your troops.  They come to you, rather than your having to come to them (It is Good to be the King).
  • Added direct access to your council members from castle and town menus.  So you can jump to a conversation with your Chancellor or Marshal without having to schlep through your keep first!
  • Auto loot will not take a lame horse.  They're left in the loot pool for you to take so that you can heal them before giving them to a companion.

New in 4.1 (beta 3.1):
  • fixed a bug where troops would duplicate after a battle.

New in 4.1 (beta 3):
  • Fixed the crossbows failed to reload/fire bug.
  • The Imperials are now an inactive faction in the game until they arrive!  (You will not get quests referring to them, nor will they appear as a faction in the quest log, nor will peace or war be declared with them, etc.)
  • You can now join in on battles between combatants that you are neutral with.
  • Food stockpiles at towns and castles are now consumed at a rate proportional to the number of troops defending them, and their local civilian population (towns only).  Overall, Castles & Towns won't hold out as long as they used to.
  • When you go to a town or castle under siege, you are informed as to how long their food stockpiles will hold out.
  • The Imperials will now declare war on everyone (including the player)
  • The Imperials will never randomly declare or accept peace with anyone
  • Prisoner talk no longer lets you keep asking until they agree. Once anyone in a stack refuses, then you must wait until the following day to ask anyone in that stack again.
  • Added chance that a defeated lord may offer to join the player's kingdom (very small chance dependent on relations, persuasion, and honor).
  • Added "how long until your mercenary contract is up for renewal" to your character report screen (if you're currently a mercenary).
  • The main report screen and your character report can now properly distinguish between being a lord of a kingdom, or simply being a mercenary of one.
  • Includes More Metal Sounds 1.6 by Checkmaty

New Features in 4.1 + CO:
  • Integrated Jedediah Q's Companions Overview (to view your NPCs critical stats all at once - look under reports menu).
  • You must now confirm before declaring war by way of laying a new siege (so you don't accidentally start a war you didn't intend to!)
  • Added current days in Caladria to the main report page.
  • Increased the size of bandit-type wandering parties for the early game.  No more 5-8 size stacks - 20+ now.
  • Increased the count of arrows in quivers and maximum ammo for all throwing weapons except for quarrels of bolts (crossbows already have a very high number).

Bug Fixes:
  • Added some basic equipment to all characters so that they have something to wear when they start the game, regardless of their level one choices during character creation.
  • Caladrian towns and villages no longer change their relations with you based on religion, until you become their lord (by fief or kinghood).
  • Fixed bug in my autoloot enhancement where it would complain about invalid item id -1.
  • Strategic map is only available once you become a king (its confusing when its just blank, and its blank until you have your own lords).
  • Adenian knights no longer have War Axe (non-horseback axe).
  • Adenian characters no longer start with Marinian Regulars in their party.
  • You can no longer siege a castle or city owned by the kingdom of which you are a vassal.
  • Garrisoning ranged units was always generating Antarian Javeliners, not your culture's ranged units.
  • The Imperials no longer act as an active faction until they arrive.  So no more quests that refer to them... no more peace or war with them before they arrive, etc.

Misc:
  • Autoloot is a bit smarter when you have no companions (it doesn't let you press "auto loot", and hides other useless menu options).
  • Autoloot is smarter about when you have nothing left to distribute.
  • If you have no companions, then you go straight the native loot screen instead of to autoloot after a battle.
  • Got rid of "Prosperity of {s2} has changed from {s3} to {s4}" messages.
  • Asking for Village volunteers no longer deducts them from the taxable census.
  • Previously, villages & towns would lose respect for you based on their dislike of your faith over time.  Now, they start with a finite range of reaction to you, and then only your actions will change that unless you are their fief lord... in which case your faith does in fact affect them over time.  Religious buildings improve their respect for your religion, and thence their relationship with you.
  • XP for the party you just defeated is now given first-thing after the battle (rather than after you see the prisoners screen).  Helps to distribute XP before you see your party's condition after the battle, and you don't get two separate messages about members going up in level or ready to upgrade.Addendum: this was the cause of the stack copy bug. :sad:
  • Leadership skill now only gives a 5% discount to troop costs (as was true in SoD 4SF and Native).  It does still increase party size by 10 troops per skill point.
  • Removed extra "Yes..." after reorganizing a patrol.
  • Message level (game options) now controls "Lord xxx escaped from captivity!" messages.
  • Cleaned up the regiment dialogs so that they flow better (less redundant click to continue issues).
  • Integrated More Metal Sounds 1.6 by Checkmaty (thanks!)

Previously:

New Features in 4.1
  • When you start a new game, you start with homeland faction appropriate gear
  • The start date for the invasion is randomized between 9 and 12 months.
  • You can commandeer a siege that your own troops are engaged in.  If they've started attacking, then you join them as usual.  But if they're just standing there, you can take over the siege.  This is also true if you're playing as the Marshall of a Caladrian kingdom.
  • You can siege a castle or town regardless of your relationship with them (declares war against them)
  • Your lords can not lock you out of a castle in your own kingdom (you are the King, after all).
  • Your lords gain or lose some relation with you based on their quality of life (no fief = disgruntled, prison = hating life, village = ok, more fiefs = more positive relations) - updated once a week
  • You get a positive relation boost when you assign a fief to one of your lords, but you also incur an equal loss when you take it away (zero-sum game).
  • The investment system has been updated to be a more mellow one.  You always have risk, but your losses are mitigated by the number of Guilds, and when you experience a gain, its amplified by your Guilds.
  • Leadership is 10% troop cost reduction (instead of 5%)
  • Leadership gains you 10 troops / skill point (instead of 5)
  • Leadership improves morale by 10 / skill point (instead of 7)
  • Prisoner limit is now = skill x 7 + leadership (instead of skill x 5)
  • Negative morale from army size reduced by 1/3
  • Village cattle quests require you to obtain 1-5 cows (instead of 5-9 cows)
  • Marshall cattle quests require you to obtain 2-4 cows (instead of 5-9)
  • Manors bestow an additional 10% prosperity bonus
  • Manors give +5 renown / week to the village owner (even if not the player)
  • Schools give +1 relation / week to the player if his fief or if its his kingdom's village
  • Removed all training grounds
  • Marshall elections are held every 30 days (instead of 90)
  • Asking a hero to see their skills or equipment give you immediate access (no extra click "let me show you..." required)
  • Buying stuff from villages now improves village prosperity faster (+1 prosperity per 1000 denars, used to be per 3000 denars)
  • Villages produce more cattle on their own, so they should be easier to come by to fulfill quests
  • New Prisoner Management Dialogs (based on original code + concept by Leprechaun, expanded and enhanced by Mordachai)
  • Increased renown for successfully sieging a town (50), and a castle (25) (was 5 either way before)
  • Increased garrison rate to get a bonus troop of each type for every 100 population above minimum needed for that center.  Hence, well populated towns and villages should garrison quite quickly.  But the opposite is true if there are few folks there.
  • Added Lord Relations Report
  • Added Lord Battle Readiness Report
  • Added Lord Wealth Report
  • Added Fief Prosperity Report
  • Added Game Options Menu - under reports - allows you to control the verbosity of the messages from the various daily and weekly events in SoD
  • You now have a chance to ask for peace with even your nastiest enemies (though the price is insane).  The price is dependent upon your personal relation with the lord you're talking to, as well as on your Honor and your Persuasion skill.
  • Towns and Castles replenish their food stockpiles much more slowly than they used to (1/12th as quickly).
  • Various dialogs directly lead to the action intended, instead of having to click "continue" all over the place...
  • Added a Quick Start to the Camp/Action/Quit menu to allow you to fast forward in the game (as with the Jester: use at your own risk of game becoming stale).
  • An oath-breaker may now make peace with his former lord, just like any other kingdom
  • You can manage your lords' towns, castles, and villages.  So now you don't have to feel like you need to wait to assign a fief until you've upgraded it adequately, and can just upgrade it while its one of your lords fiefs.

Bug Fixes:
  • Its no longer possible to assign fiefs to new lords that aren't actually part of your kingdom yet (no more neutral town/village bug)
  • Pretender story-arc "who should I assign this fief to" dialogs no longer happen when you acquire a new center (no more schizophrenic dialogs with yourself, nor relation penalties with your lords because of it)
  • Low taxes correctly increase prosperity, and high taxes reduce prosperity (was inverted)
  • Bizarre messages in the Marshall "upgrade troops" dialog are fixed
  • In general, all of the dialogs with your Marshall, Treasurer, and Chancellor are improved
  • The population never drops below the proper minimums, even when being raided, etc.
  • Asking your Marshall where one of your vassals is works (used to always fail).
  • If you choose to allow a zealot to leave to become a priest, he actually leaves your party.
  • Chancellor gives you an accurate account of total faithful in your kingdom, as well as total population.
  • Kings faces no longer stick through their helms.
  • Villianese Knights now guaranteed to have their mount.
  • When you enter your own castles, you jump straight to the castle menu instead of having to hit "continue"
  • Starting health for villages is -100 to +50 (was -20 to +19)
  • Starting health for towns is -50 to +50 (was -20 to +19)
  • Starting faith is -100 to 11 (was -50 to 4)
  • Reduced the cost of Blacksmith to 1000 (was 4000).
  • Bound centers now add +1/10th of the prosperity of their villages (was 1/20th)
  • All centers tend towards their ideal prosperity weekly, instead of bi-weekly
  • You now collect taxes from any fief you visit, including a castle.
  • If you get volunteers from villages, they deduct from the village population.
  • Garrison troops will never dip into population below the minimum required for a location (you simply will stop getting garrison troops there until your population grows)
  • Persuasion and Honor have a (greater) impact on how easy/hard it is to secure peace or convince a prisoner to join you.
  • Much better chance of being able to ask an enemy lord to make peace based on your persuasion, charisma, and honor)
  • Zerrikanian scout, rider, veteran, elite, all have horse archery, and archery skills

Miscellaneous Changes:
  • In general, most of the dialogs give you more information about the state of affairs.
  • In general, dialogs allow you to keep interacting with them without having to go back to the root conversation and ask for that sub-topic again... so, for example, you can see how many troops of what type you're upgrading, and every time you upgrade some, you continue to have an update as to how many remain, and your options automatically update to show you what's available now.
  • In general, if you can't do something, you're informed why not, which should help new players figure out what they're supposed to do.
  • Your lords are no longer forced to have at least 20 relationship with you... so your relationship depends on your actions.
  • Tons of messages about the state of affairs in your kingdom.  Hence you can tell if your shrines make a difference, and if so, what sort of difference.  Again, should help everyone get a sense of whether their construction efforts are having an effect on the world.
  • Prosperity increase for Mills is +5 per. week (was +2).  Also, the overall prosperity potential for that village is higher with a Mill (25%).
  • Universities increase renown 5, prosperity 5, and relations by 5 (instead of +20 renown only).
  • Guilds grant 5 relations, and 5 prosperity, and considerably enhance your earnings when you invest money with the Treasurer.
  • Villages and Towns tend to dislike you only if they don't share your religion.  Once you build religious buildings, their feelings will improve.  But they shouldn't go to extremes even without a shrine or temple.
  • When you ask for a new lord, they start with 0-20 relation (its a promotion, after all).
  • You are notified daily for the final month before the invasion begins.  There's several different messages, depending on how close they are.  (You can disable this by turning down your messages level to minimum).

Auto Loot Changes:
  • You're told exactly who took what from the loot, or that nobody took anything (no more guessing).
  • When you return to the loot management screen, you always start on the first page now (used to be somewhat random).
  • Choosing any actions leads to its immediate effect (no second "continue" moment).

Please post any bugs you've encountered, with as clear a description of the circumstances as possible.  Do NOT post vague descriptions of "one time, I blah blah blah... and then blah blah blah".  If you can't tell me exactly in what dialog, under what circumstances, etc., then please refrain from posting that here (feel free to make your own thread for those).

Also, Please, be specific, and as brief as possible.  Do NOT discuss anything - just state facts, and I will look at them.  If you need to go on at length, make another thread for it.  I would very much like this thread to be TO THE POINT, and as BRIEF AS POSSIBLE.  Thanks!
 
Old bug report thread went out of control. Many people reported the same bugs (obviously there was no way to check 40 pages so I don't blame them). Also there were way too many things reported that were not SoD bugs.

I would add few bugs from myself:
1) Non-horseback weapons used by mounted troops - All items were heavily reworked before V4 final and some soldiers were not updated acordingly.
2) Villianese Knights don't have guarantee_horse flag and zerrikanian riders line doesn't have horse archery skill. Also the Villianese troops and Boundless Ones/Knights that use capes could be changed to use non-buyable and non-lootable versions of capes with increased head armor.
3) Treasurer's investmens were reported to givie wierd results sometimes. There must be some error in the equations.
 
Sometimes talking to the Jester makes M&B crash.

Villianese knights, as von said, are ****ed up. They are almost all on foot and carry non-mount weapons. So the ones on the horses can't even attack  :???:
 
Mabons - thanks - but for now I am unlikely to do anything with the Jester.  He's there (and I believe he even tells you so) for testing purposes.  He's not meant to be used to play the game (though of course if you wish to... accelerate your game... there are many ways to do so).

Eventually I'll have need to use his ... features, and I'll likely bug fix & improve him then. :smile:
 
I found specifically what makes him crash. When you ask for rangef in the item category menu, then try to access inventory, the game crashes.
 
happens to me

My 2 towns (Suno and Yalen) have Vaegir guards on the streets, instead of antarian ones

(bug may be due to me having V4, then patching to V4SF without restarting game)
 
Mordachai said:
I'm looking for a list of known bugs in SoD v4 final.

I will fix any that folks can report to me.

Bugs I've fixed so far:
  • You can't assign fiefs to new lords that aren't actually part of your kingdom yet, thus avoiding the bug where a village becomes neutral and can't ever be reclaimed.
  • The pretender story-arc dialog relating to "who should I assign this fief to" is now suppressed.
  • Low taxes now correctly increase prosperity, and high taxes reduce prosperity (was inverted).
  • Bizarre messages in the Marshall "upgrade troops" dialog are fixed (this happened if you didn't have the necessary facility to upgrade a given type of unit, e.g., at which point you would see random text in the dialog choices)
  • The population no longer drops below the proper minimums, even when being raided, etc. (I had previously had times where my population for a village was negative, leading to negative income!).
  • Asking your Marshall where one of your vassals is works (used to fail to list any of my lords when asking about their whereabouts).
  • more that I don't recall just now...

Please post any bugs you've encountered, with as clear a description of the circumstances as possible.  Do NOT post vague descriptions of "one time, I blah blah blah... and then blah blah blah".  If you can't tell me exactly in what dialog, under what circumstances, etc., then please refrain from posting that here (feel free to make your own thread for those).

Also, Please, be specific, and as brief as possible.  Do NOT discuss anything - just state facts, and I will look at them.  If you need to go on at length, make another thread for it.  I would very much like this thread to be TO THE POINT, and as BRIEF AS POSSIBLE.  Thanks! :grin:
Maybe you could help Vonmistont with V5?

About the villianese knights, Vonmisont simply forgot to turn on the thing that makes them always spawn with a horse, its a simple mistake.
 
It's great that you're fixing the bugs...but maybe you could include some script changes so we can fix them ourselves without having to re-download and re-install the mod. Especially in my case cause I tweak the livin' piss out of my game and it's a real bear sometimes to do all of that over and over again. And maybe include the dates when each bug was fixed.

Thanks for the fixes.
 
Sir Garon said:
It's great that you're fixing the bugs...but maybe you could include some script changes so we can fix them ourselves without having to re-download and re-install the mod. Especially in my case cause I tweak the livin' piss out of my game and it's a real bear sometimes to do all of that over and over again. And maybe include the dates when each bug was fixed.

Thanks for the fixes.
I think posting all of the fixes he will be adding will take a while...
but posting the save game compatible ones would be nice.
 
My source code is freely available (or will be).

However, I've only so much time in a day, and I won't be going through all of my changes to cull out those which are save game compatible, and making a special list.  Sorry, but I've got a loooong list of things I want to get to. :mrgreen:

Its extremely unfortunate that for all its power and flexibility, the module system has about the worst save game compatibility of any software I've seen in a long time.  No version # written out, and no discernible way to ensure that changes don't break compatibility. Believe me you, I would love nothing more than to stop breaking my own saves!  Sucks! :evil:

However, the features I've added I added for my own enjoyment, primarily, and the hope that others will get a kick out of them too.  So for me, any feature I think I'd like is weighted against "will this break saves... is it still worth it?"

Not all of us will ever agree on whether this or that is worth it - I'm the only judge and jury when it comes to this hobby.  But really - I do my damndest to ensure I add no triggers, I don't add or change the order of reference to globals, etc., unless absolutely necessary.

I would like to try a few things and see if I can create a hedge against future changes... but so far, the modding community doesn't seem to have solved this difficult problem with the module system.  :cry:

Again, my code will be freely available.  Its well-commented, and in most cases what I've done has a #MORDACHAI - <explanation> near it.  However, it would be up to someone else if they wish to go through all of that and patch the SOD 4SF sources and try to maintain save game compatibility. :???:
 
However, I've only so much time in a day, and I won't be going through all of my changes to cull out those which are save game compatible, and making a special list.  Sorry, but I've got a loooong list of things I want to get to.


I understand. As for myself...I'm not worried about save game compatibility.

The main deal with me is not overwriting my troops text. If that is not overwritten I don't have a problem with downloading again.

 
Sir Garon said:
The main deal with me is not overwriting my troops text. If that is not overwritten I don't have a problem with downloading again.
You can backup your copy of troops.txt, install the new SoD, then overwrite the new toops.txt with yours.  I'm not 100% that will work - it all depends on if the newer version uses troops that are simply missing from your version ... which there may be.

OTOH - the new troops.txt should have all of the fixes that have been mentioned to date.  So I have no idea if that takes care of your concerns, or if you've majorly changed troop stats in some way?
 
Downloading. I'll give it a try sometime tomorrow or the day after to see how it fares. I'm looking forward to it.  :grin:
 
Looks good Mord! Haven't actually played SOD in ages, will have to download this and take it for a spin.
 
I can only say : WOW what a nice job, you did really take into consideration all these pieces of suggestions, reports, flaws, glitches and whatsoever out there so far

Definitely will download and to start trying out.
 
Nice, lots of changes that SoD really needed. I have 20 or so centurians currently captured, so when I get the other 60 I will start a new game with this.

I think I will play as the marinians again... antarians seem a little strong and I do not want too much cavalry from the adenians.
 
Thanks to Mordechai for the excellent job!

Also one more small tweak is that You will find Your Villianese Infantry using spears and both Villianese Archers and Infantry better protected (head armor added).

EDIT: Also Boundless Ones/Knights have better protected heads.

Also there should be small update soon to remove this feature that was added by mistake:
"If you get volunteers from villages, they deduct from the village population."

Also You may soon expect update that add Twan's Changes from his Auxiliarii mod.

Once again thanks to Mordechai!
 
Oh and also there are some changes added to character creation.

Player will get specific (good) equipement depending on his motherland and faith.

Also previously starting soldiers were added to a player just after he have choosen motherland. That was not giving player a chance to improve his leadership and thus were leading to a situation where Antarian background that gives leadership and more renown than the others would allow to have 40 soldiers while other backgrounds were handicaped.

This two changes take some of the early MnB game feeling but it's in line with SoD background story (and with RPG Story that will be introduced in V5).
 
Can somebody make a tool to convert save-games from SoD-V4 to SoD-V4.1 ?

Or tell me why they are not incompatible.
 
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