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  1. Bug Reports and Player Feedback

    When attempting to start a feast, the menu is broken at "...let us take inventory of our household possessions". It says please left click to continue but left clicking does absolutely nothing.
  2. Diplomacy+Pre-Battle Orders & Deployment (Diplo v4.2+PBOD v0.96.3) for 1.143+WSE

    I'm having some trouble with standard battle reinforcement waves. It seems that changing the value of "$g_defender_reinforcement_limit" has no effect. Through experimenting i've found that this is the same value that tweakmb changes, although you need to load the diplomacy+pbod module with the native tweak database. The number in green i changed as an experiment because it was 2 before and i figured that was just presumptuous coding. Changing it had no effect.

    This is the area in question:
          (0, 0, ti_once, [], [(assign,"$g_battle_won",0),
                              (assign,"$defender_reinforcement_stage",0),
                              (assign,"$attacker_reinforcement_stage",0),
                              (call_script, "script_place_player_banner_near_inventory"),
                              (call_script, "script_combat_music_set_situation_with_culture"),
                              (assign, "$g_defender_reinforcement_limit", 1337),
                              ]),

          common_music_situation_update,
          common_battle_check_friendly_kills,

          (1, 0, 5, [
                                 
          #new (25.11.09) starts (sdsd = TODO : make a similar code to also helping ally encounters)
          #count all total (not dead) enemy soldiers (in battle area + not currently placed in battle area)
          (call_script, "script_party_count_members_with_full_health", "p_collective_enemy"),
          (assign, ":total_enemy_soldiers", reg0),
         
          #decrease number of agents already in battle area to find all number of reinforcement enemies
          (assign, ":enemy_soldiers_in_battle_area", 0),
          (try_for_agents,":cur_agent"),
            (agent_is_human, ":cur_agent"),
            (agent_get_party_id, ":agent_party", ":cur_agent"),
            (try_begin),
              (neq, ":agent_party", "p_main_party"),
              (neg|agent_is_ally, ":cur_agent"),
              (val_add, ":enemy_soldiers_in_battle_area", 1),
            (try_end),
          (try_end),
          (store_sub, ":total_enemy_reinforcements", ":total_enemy_soldiers", ":enemy_soldiers_in_battle_area"),

          (try_begin),
            (lt, ":total_enemy_reinforcements", 15),
            (ge, "$defender_reinforcement_stage", 1337),
            (eq, "$defender_reinforcement_limit_increased", 0),
            (val_add, "$g_defender_reinforcement_limit", 1),                   
            (assign, "$defender_reinforcement_limit_increased", 1),
          (try_end),   
          #new (25.11.09) ends
         
         
         
         
         
         
          (lt,"$defender_reinforcement_stage","$g_defender_reinforcement_limit"),
                    (store_mission_timer_a,":mission_time"),
                    (ge,":mission_time",10),
                    (store_normalized_team_count,":num_defenders", 0),
                    (lt,":num_defenders",6)],
              [(add_reinforcements_to_entry,0,7),(assign, "$defender_reinforcement_limit_increased", 0),(val_add,"$defender_reinforcement_stage",1)]),
         
          (1, 0, 5, [(lt,"$attacker_reinforcement_stage",1337),
                    (store_mission_timer_a,":mission_time"),
                    (ge,":mission_time",10),
                    (store_normalized_team_count,":num_attackers", 1),
                    (lt,":num_attackers",6)],
              [(add_reinforcements_to_entry,3,7),(val_add,"$attacker_reinforcement_stage",1)]),

    Any help is appreciated, i assume the formations ai may have something to do with it but i have no idea where to look.
    Attacker reinforcements work fine, i think. Reinforcements are functioning properly in sieges for both sides.

    I am now also noticing that defender reinforcements are also not working for village raid battles(with ai lords). I'm almost certain attacker waves are functioning correctly in all cases.

    EDIT: i've noticed that using the wrong database for tweakmb has disabled my ability to sell prisoners to tavern keepers, among other things im sure i havent noticed yet. This can be fixed by using tweakmb with the appropriate (diplo 4.2) database.

    EDIT: It appears to work now! I'm not sure what i did but i know not to mess with it again. Except now i need a fix for the battle text taking up half the screen...

    I figured out the confusion, apparently PBOD adds an extra stage to battles in which you can fight the routed enemies.
  3. Field Battle 3-second stutter

    Yeah, i tried several old and new display drivers but it didnt appear to have any effect on this issue. I've set the battle size to 200 and the issue is *almost* unnoticeable. It's especially prevalent at the beginning of the battle, when the troops are clumped together, perhaps it has something to do with all the pathfinding? I would think skipping frames is a graphics card issue, whereas pathfinding would be a cpu issue, but i dont really know anything about computer science.
  4. Field Battle 3-second stutter

    rgl_log
    Starting new log file.
    Version:  1.143

    -- OS: Microsoft Windows 7  Service Pack 1 (build 7601), 64-bit
    -- RAM: Available physical RAM: 3063MB/4079MB
    -- CPU:        Intel(R) Core(TM) i5-2300 CPU @ 2.80GHz (GenuineIntel)
    - L2 cache size: 256K
    - CPU Features: FPU MMX SSE SSE2 SSE3 SSSE3 EST HTT
    - Number of CPUs: 4 ( Speed: ~2793MHz / ~2793MHz / ~2793MHz / ~2793MHz )

    -- GPU:
    - D3D9 Adapter: 0 / Driver: nvd3dum.dll / Description: NVIDIA GeForce GT 430
    - Texture Memory: 2761 ( Available Texture Memory: 2749 )


    Processing Ini File {
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    Num Hints =  12
    Setting Map Min X =  -180.000000
    Setting Map Max X =  180.000000
    Setting Map Min Y =  -145.000000
    Setting Map Max Y =  145.000000
    Setting Time Multiplier =  0.250000
    Setting Seeing Range Multiplier =  6.500000
    Setting Track Spotting Multiplier =  0.800000
    Setting player_wounded_treshold =  5.000000
    Setting hero_wounded_treshold =  15.000000
    Setting Skill Prisoner Management Bonus =  5
    Setting Skill Leadership Bonus =  3
    Setting Base Companion Limit =  20
    Setting player_xp_multiplier =  10.000000
    Setting hero_xp_multiplier =  4.000000
    Setting regulars_xp_multiplier =  4.000000
    Setting damage_interrupt_attack_treshold =  3.000000
    Setting damage_interrupt_attack_treshold_mp =  1.000000
    Setting armor_soak_factor_against_cut =  0.800000
    Setting armor_soak_factor_against_pierce =  0.650000
    Setting armor_soak_factor_against_blunt =  0.500000
    Setting armor_reduction_factor_against_cut =  1.000000
    Setting armor_reduction_factor_against_pierce =  0.500000
    Setting armor_reduction_factor_against_blunt =  0.750000
    Setting horse_charge_damage_multiplier =  1.000000
    Setting couched_lance_damage_multiplier =  0.650000
    Setting fall_damage_multiplier =  1.000000
    Setting shield_penetration_offset =  30.000000
    Setting shield_penetration_factor =  3.000000
    Setting missile_damage_speed_power =  1.900000
    Setting melee_damage_speed_power =  2.000000
    Setting multiplayer_walk_enabled =  0
    Scan Module Textures =  1
    Scan Module Sounds =  1
    Loading Resource  test
    Loading Resource  textures_face_gen
    Loading Resource  shaders
    Loading Resource  textures
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    Loading Resource  ani_lady_stand
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    Loading Resource  ani_run_p
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    Loading Resource  uni_strikes3
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    Loading Resource  ani_run_sideways
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    Loading Resource  ani_crouch_down
    Loading Resource  ani_low_walk
    Loading Resource  ani_turn_man
    Loading Resource  ani_attacks_single
    Loading Resource  ani_lancer
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    Loading Resource  valleyProps
    Loading Resource  workshops
    Loading Resource  barrier_primitives
    Loading Resource  town_houses_e
    Loading Module Resource  Papas_Community_Animations
    Loading Module Resource  pbod_resources
    Unrecognized Module_info directive =  network_compatible . Skipping.
    Unrecognized Module_info directive =  hide_other_mod_servers . Skipping.
    Unrecognized Module_info directive =  ground_weapon_collision . Skipping.
    Unrecognized Module_info directive =  use_missile_damage_type . Skipping.
    Unrecognized Module_info directive =  allow_unset_script_params . Skipping.

    } //Processing Ini File Finished
    Loading Music...
    Loading Textures...
    Finished Loading Textures...
    L8 Format is  supported
    WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_start
    WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
    Loading Module...
    Loading item kinds...
    Loading dialogs...
    Loading mission templates...
    Loading party templates...
    loading time:  30889
    Finished All...
    load_map_data complete.
    Init_map complete.
    init_meta_mission complete.
    map mesh built.
    get_ideal_sun_color.
    get_ideal_fog_color.
    240 parties added.
    launch complete.
    Switching to menu window...

    Saving Game... Creating new savegame file... Saving header... Saving game state... Closing new save game file... Starting checksum control... Performing checksum control... Savegame checksum control succeeded...
    Backing up old file name... Removing old backup file. Renaming old savegame to backup file. Renaming new savegame file. Savegame succeded...

    Frame# : 10802
    Saving options...  OK!
    Exiting network manager...  OK!
    Deleting resources...  OK!
    Exiting physics manager...  OK!

    num rt_material : <c: r  7 > / <c: y 10 >

    Render Target Format Usages:
    A8R8G8B8 :  4 ( 1 1 1 1  )
    A8 :  5 ( 1 1 1 1 1  )
    D16 :  2 ( 0 1  )
    R16F :  1 ( 1  )

    Dumping resource usage information:
    #Full textures:  99
    #RT textures:  12
    #RT materials:  10
    #RT Memory usage:  19456
    Exiting graphics manager...  OK!

    Current Config {
    first_time : 0
    texture_detail : 100
    render_buffer_size : 128
    max_framerate : 50
    start_windowed : 0
    use_pixel_shaders : 1
    use_vertex_shaders : 1
    fake_reflections : 1
    show_framerate : 0
    use_ondemand_textures : 1
    use_ondemand_textures_mt : 1
    disable_music : 0
    disable_sound : 0
    disable_frequency_variation : 0
    cheat_mode : 0
    enable_blood : 1
    enable_edit_mode : 0
    force_single_threading : 0
    debug_mode : 0
    display_width : 1366
    display_height : 768
    display_bits : 32
    antialiasing : 0
    sample_quality : 0
    alpha2coverage : 0
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    shadowmap_quality : 1
    shader_quality : 2
    postfx_dof : 0
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    postfx_autoexp : 0
    flora_degrade_distance : 100.000000
    flora_lod_detail : 0
    use_instancing : 0
    use_secure_connection : 0
    max_number_of_connections : 16
    look_for_server_on_this_machine : 0
    music_volume : 0.149300
    sound_volume : 1.000000
    mouse_sensitivity : 0.500000
    invert_mouse : 0
    enable_lighting : 1
    enable_particles : 1
    enable_blood : 1
    enable_character_shadows : 1
    enable_accurate_shadows : 1
    number_of_corpses : 5
    grass_density : 50
    combat_speed : 1
    friend_combat_difficulty : 2
    adapter_format : 0
    reduce_combat_ai : 1
    reduce_campaign_ai : 0
    combat_difficulty : 2
    display_labels : 1
    display_targeting_reticule : 1
    display_attack_direction : 0
    turn_camera_with_horse_in_first_person : 2
    verbose_damage : 1
    verbose_shot_difficulty : 1
    battle_size : 2.250000
    attack_direction_control : 2
    defend_direction_control : 1
    lance_control : 2
    anisotropic_filtering : 1
    enable_environment_shadows : 1
    verbose_casualties : 1
    verbose_experience : 1
    realistic_shadows_on_plants : 2
    number_of_ragdolls : 5
    gamma : 1.798100
    character_detail : 0.516800
    character_shadow_detail : 0.513200
    control_mouse_movement_y_scale : 1.500000
    blood_stains : 2
    use_winmm_audio : 0
    auto_gfx_quality : 0
    }

    Closing log file... 
    I have tested with both native and diplomacy 4.2. The stutter appears to be equal in both modules. I've read that it might be an nvidia issue but i dont have another graphics card to test this.

    It is definitely worse with warband 1.143 and the diplomacy+pbod module using WSE. Not sure if the 1.152/1.153 patches alleviated the issue, or if its just because of the extra ai routines running in pbod(or something else).
  5. Field Battle 3-second stutter

    The other day i discovered the battle sizer, which was awesome, but i'm having one problem with it. I'm getting a stutter in battle that occurs about every 3 seconds, constantly. The length of time that it stutters (# frames skipped?) seems to be dependant on the number of troops on the field...
  6. Modding Q&A [For Quick Questions and Answers]

    Has anyone yet discovered how to increase the cap on the player xp multiplier (or perhaps alter the leveling system entirely)?
  7. Modding Q&A [For Quick Questions and Answers]

    Thanks alot, that was becoming a serious problem for me...
  8. Are lord without a castle (just villages) entirely useless?

    I haven't noticed any problem with vassals joining campaigns, the only thing they won't do is join a feast. Unless i order them to...
  9. Modding Q&A [For Quick Questions and Answers]

    I'm wondering if anyone has any idea how to get AI lords to rest at other lords castles, as though they (the castles) were their own.

    My problem is that vassals with only a village assigned as a fief will rest at the adjoining fortification, but for some reason they never attend feasts because their men are "weary". My vassals are in a constant state of weariness, which for some reason only prevents them from attending my feasts. I'm assuming it's in the scripts somewhere but i have far too little experience reading the code to find the script that handles it.

    I did find this, which is exactly what they say when i ask them what they are doing. (Within "npc_decision_checklist_party_ai")
    #My men are weary, and I wish to return home
    (else_try),
      (eq, ":do_only_collecting_rents", 0),
      (this_or_next|gt, ":hours_since_last_rest", 504), #Three weeks
      (lt, ":aggressiveness", 25),  
      (gt, ":hours_since_last_rest", 16:cool:, #one week if aggressiveness < 25
      (eq, ":eek:peration_in_progress", 0),
     
      (call_script, "script_lord_get_home_center", ":troop_no"),
      (assign, ":home_center", reg0),
     
      (gt, ":home_center", -1),
      (assign, ":action", spai_holding_center),
      (assign, ":eek:bject", ":home_center"),
     
      (try_begin),
        (eq, ":troop_no", "$g_talk_troop"),
        (str_store_string, s14, "str_my_men_are_weary_so_we_are_returning_home"),
        (str_store_string, s16, "str_my_men_are_becoming_weary"),
      (try_end),
  10. Lords not taking castles

    I read somewhere on this forum that the AI was changed to favor towns, thats probably whats going on.
  11. Are lord without a castle (just villages) entirely useless?

    Is anyone savvy enough with the code that they could suggest a fix for this? It's a total pain because you can't start wars without nearly irrevocably losing standing with some of your vassals - unless you give them each a fortress, which severely limits the number of vassals you can have.

    The only workaround i can figure is to host a feast and then tell the vassals to go to that fort, at which point ending the feast will give you a bonus of 2. They seem to stay for about 48 hours before they want to leave, at which point you can catch them and order them back so you can wait for a day and get the +1 bonus.
  12. Modding Q&A [For Quick Questions and Answers]

    Oh, hahaha, thanks alot. I noticed that error while it was compiling but i'm totally noob so i didn't think much of it.

    I actually haven't tried the camera thing yet, but i'd have been lost there too, so thanks!  :grin:
  13. Modding Q&A [For Quick Questions and Answers]

    So i've been trying to make the battle continuation thing work using the method outlined by MartinF.http://forums.taleworlds.com/index.php/topic,61929.msg1603855.html#msg1603855

    Everything works perfectly except for the common_battle_tab_press constant, i think. When i press tab, it always asks to retreat, regardless of whether i've won or lost the battle. Does anyone have any experience with this particular modification or know how i can fix this?

    Here's the code
    common_battle_tab_press = (
      ti_tab_pressed, 0, 0, [],
      [
        (try_begin),
          (eq, "$battle_won", 1),
          (call_script, "script_count_mission_casualties_from_agents"),
          (finish_mission,0),
      (else_try),
          (eq, "$pin_player_fallen", 1),
          (call_script, "script_simulate_retreat", 5, 20),
          (str_store_string, s5, "str_retreat"),
          (call_script, "script_count_mission_casualties_from_agents"),
          (set_mission_result, -1),
          (finish_mission,0),
        (else_try),
          (call_script, "script_cf_check_enemies_nearby"),
          (question_box,"str_do_you_want_to_retreat"),
        (else_try),
          (display_message,"str_can_not_retreat"),
        (try_end),
        ])
  14. Module System Errors

    Ok, i'm stupid. It seems now that the error may be due to my savegame being somehow screwed. :oops:

    Thnx everyone for your help.
  15. TweakMB (With Fire & Sword support!) [v5.09; updated 12.29.13]

    Some of it does, but not the most important things like battle continuation and fief income.
  16. Module System Errors

    Thnx for the responses

    It shows up a few errors about unused variables while building the module but i thought i read elsewhere that that's nothing to worry about.

    I've tested it out by trying to just build_module to a copy of my native folder, without editing anything. When I ran that module there were a few errors(OPCODE 521?), the arena was acting strangely, and it was in cheat mode for some reason.

    I'm running version 1.127 of both warband and the module system.

    Am I not using the correct version of python? i tried with 2.6 and 2.7 but it didn't seem to matter.

    Here's the output from the module system.
    Initializing...
    variables.txt not found. Creating new variables.txt file
    Compiling all global variables...
    variables.txt not found. Creating new variables.txt file
    variable_uses.txt not found. Creating new variable_uses.txt file
    Exporting strings...
    Exporting skills...
    Exporting tracks...
    Exporting animations...
    Exporting meshes...
    Exporting sounds...
    Exporting skins...
    Exporting map icons...
    Creating new tag_uses.txt file...
    Creating new quick_strings.txt file...
    Exporting faction data...
    Exporting item data...
    Exporting scene data...
    Exporting troops data
    Exporting particle data...
    Exporting scene props...
    Exporting tableau materials data...
    Exporting presentations...
    Exporting party_template data...
    Exporting parties
    Exporting quest data...
    Exporting info_page data...
    Exporting scripts...
    Exporting mission_template data...
    Exporting game menus data...
    WARNING: Usage of unassigned global variable: $g_presentation_marshall_selection
    _max_renown_3
    WARNING: Usage of unassigned global variable: $g_presentation_marshall_selection
    _max_renown_3_troop
    WARNING: Usage of unassigned global variable: $g_presentation_marshall_selection
    _max_renown_3
    WARNING: Usage of unassigned global variable: $g_presentation_marshall_selection
    _max_renown_3_troop
    exporting simple triggers...
    exporting triggers...
    exporting dialogs...
    Checking global variable usages...
    WARNING: Global variable never used: tutorial_1_finished
    WARNING: Global variable never used: tutorial_2_finished
    WARNING: Global variable never used: tutorial_3_finished
    WARNING: Global variable never used: tutorial_4_finished
    WARNING: Global variable never used: tutorial_5_finished
    WARNING: Global variable never used: g_election_date
    WARNING: Global variable never used: g_presentation_lines_to_display_begin
    WARNING: Global variable never used: g_presentation_lines_to_display_end
    WARNING: Global variable never used: $g_presentation_marshall_selection_max_reno
    wn_3
    WARNING: Global variable never used: $g_presentation_marshall_selection_max_reno
    wn_3_troop
    WARNING: Global variable never used: $g_presentation_marshall_selection_max_reno
    wn_3
    WARNING: Global variable never used: $g_presentation_marshall_selection_max_reno
    wn_3_troop
    Exporting postfx_params...

    ______________________________

    Script processing has ended.
    Press any key to exit. . .

    And here's the error ingame


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  17. Module System Errors

    Ok, so i've been trying to figure out why when i enter the arena the game thinks im in a tournament and quickly eliminates me. I found that it was the modules system after simply exporting the clean module files into a seperate module folder named "Native2" and placing the Mission_Templates file...
  18. need help with prison break

    So i recently changed module_missions_template to stop the game from automatically losing my battles when i get knocked out. All I did was comment out (neg_hero_fallen) in some of the templates and commented out the lines after pin_hero_fallen in some of the templates. Now when i attempt a...
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