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  1. An unsettling yet amusing event

    Daedelus_McGee 说:
    Jammen690 说:
    Lol. I think its funny sometimes. Its really nice when they all go to war then you can sneak in and steal a few castels and cities and 24 hours later be at peace with them. Yea its probally an expoilt but it's still fun.
    I just hate spending a lot of time and effort building relationships with a nation and see it go to stink without warning or mitigation. 

    If we could build a meta-relationship that had lasting value, that would be nice.  We have this to a limited extent with Lord, Town, and Village relationships.  It would be nice if our relationship numbers just took the -/+30 hit instead of the zeroing it takes now. 
    Does this mean that we'd lose the "War's over, all murderous criminals get a free pass!" exploit?
    Yes, and good riddance to it. 

    Now that I think about it, a variation of the "Make Sure Two Lords Do Not Object to Peace" quest could be just arranging for one lord to suffer a permanent mischief because one side won't make peace until that bloody-handed troll is buried.  Preferably at a crossroads...with a stake through his hear, his head cut off, and his testicles poached in a rosemary-basil cream sauce.

    I agree.

    Another thing that bugs (me) is that whenever someone wants to make peace with you and you declare demands you get a relation hit. But if the demands are accepted the relation is then, after the relation hit for the high demands, turned to zero again. These should switch order so that if you demand castles every time you will probably be struck at a very low relation with the kingdom - even when at peace.
  2. Enterprises, economy and trade agreements

    DoctorPringles 说:
    How'd you guys learn it? I wouldn't mind digging in and giving you guys some help, if at all possible. I'm already familiar with C++ and machine language, but this doesn't look even similar to either.

    It's Python. I've been meaning to get into it myself, shouldn't be >too< hard since I know Java, maybe we could help eachother? Do you have any IM program?
  3. Crash 3.0b

    hydrax 说:
    Hey guys, im on day 100 and the crashing has started.

    my specs are;
    windows 7
    i7 q740 1.73ghz 8CPUs
    4gb ram
    Geforce gts 350m 2743MB

    Ive done all the crash fixes on the faq page but they didnt solve anything.

    RGL:
    Starting new log file.
    Version:  1.134

    -- OS: Microsoft Windows 7  (build 7600), 64-bit
    -- RAM: Available physical RAM: 2880MB/4027MB
    -- CPU: Intel(R) Core(TM) i7 CPU      Q 740  @ 1.73GHz (GenuineIntel)
    - L2 cache size: 256K
    - CPU Features: FPU MMX SSE SSE2 SSE3 SSSE3 EST HTT
    - Number of CPUs: 8 ( Speed: ~1729MHz / ~1729MHz / ~1729MHz / ~1729MHz / ~1729MHz / ~1729MHz / ~1729MHz / ~1729MHz )

    -- GPU:
    - D3D9 Adapter: 0 / Driver: nvd3dum.dll / Description: NVIDIA GeForce GTS 350M
    - Texture Memory: 2743 ( Available Texture Memory: 2526 )


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    The crash now occurs few seconds when I launch my save.. literally I move a bit on the map and crash. So, anyone found a solution to these? Im playing 2.5b as I dont want to start again :mad:

    Even if there was a "solution" it would have to be patched, and most likely forcing you to start over. Install a fresh 3.0b and try it out, starting fresh might be horrible, but at least you're able to play. This is, unfortunately, not a finished modification and game-breaking things are to be expected.
  4. 3.0 Beta problems, can anyone help me? :)

    fysical 说:
    Tiarilir 说:
    fysical 说:
    Hello everyone i have a minor problem here.. I recruit a lord but he doesent recruit soldiers, or atleast he haven't for 2 weeks.

    And I have a question to, how can i get trade agreements with other kingdoms ? :smile:

    The lord can be slow on recruiting soldiers. Be sure that he has at least one fief (village, castle or city). It can take more than 1 month before he recruits, and even longer before he is done. Try giving him marshal and see if that helps him recruit, it gives him extra money.

    To have a trade agreement with other kingdoms you need to be recognized as a faction leader. You get recognized by sending an emissary with a letter of goodwill from one monarch to another, and it requires higher Right to Rule (found in character report notes), decent relations with the factions, and decent relation with the king, to work.

    To get relation with the king try to duel him alot once you have high renown :smile:


    Oh thanks, You wouldent happen to know why the game crashes everytime i enter a big fight that is'nt a siege or a defend? :smile: I have a new computer so it's not because of that.

    nope, no real clue to be honest. I've had some crashes fighting the marinian king, but that's the only fight-related crash I've had. Is it every faction or is there some kind of connection int he crashes?
  5. SOD Warlords - Suggestions & Discussions Thread

    DoctorPringles 说:
    I like the idea of faith granting relation boosts, and was even thinking that myself. Perhaps on the penalties for having opposing religion, they could be limited to never going below 0. Because -that- could cause a lot of problems. I understand that the world goes to war over religion all the time, but we're not exactly focusing on realism. xD
    It could cause alot of problems, but only providing a bonus for it would make it easier for the player causing more imbalance! But as a precaution of things not going all too wrong, maybe the relationship drop after 0 could be halved? Meaning you'd maybe lose 1-2 relation per week if both religions faiths are maxed. That isn't alot, really, but still provides a different dynamic to the game!

    DoctorPringles 说:
    EDIT: I'd like to make a suggestion regarding the economic system in this mod. Whenever I go to invest in land for a productive enterprise through the guild masters, they always have the same cost/profit ratios in every type of product. Every city has high profits on wine, low profits on other drinks, high cost/profits on weaving linen and weaving/dyeworks, and mid-low profits on ironworks. Do you think we could get a bit of variation in the economic system? Or is this already being done? For instance, the Legion and Antarian Empires are right next to mountains, so ideally they'd be making a hefty profit selling iron. However, because it's a mountainous region, they would not be able to sell very much wine, which would bring profits down. I think it'd add quite a bit of fun trying to figure out where to sell what.

    I've noticed it as well. It varies >some<, but not alot at all. I think it might be because most factions have trade agreements all over all the time, meaning the influx of certain wares doesn't vary alot. It would be cool if for example the Aden were the main export of grain, and dropped trade agreements with everyone making grain cost ALOT.
  6. 3.0 Beta problems, can anyone help me? :)

    fysical 说:
    Hello everyone i have a minor problem here.. I recruit a lord but he doesent recruit soldiers, or atleast he haven't for 2 weeks.

    And I have a question to, how can i get trade agreements with other kingdoms ? :smile:

    The lord can be slow on recruiting soldiers. Be sure that he has at least one fief (village, castle or city). It can take more than 1 month before he recruits, and even longer before he is done. Try giving him marshal and see if that helps him recruit, it gives him extra money.

    To have a trade agreement with other kingdoms you need to be recognized as a faction leader. You get recognized by sending an emissary with a letter of goodwill from one monarch to another, and it requires higher Right to Rule (found in character report notes), decent relations with the factions, and decent relation with the king, to work.

    To get relation with the king try to duel him alot once you have high renown :smile:
  7. SOD Warlords - Suggestions & Discussions Thread

    On Faith; Just tossing in a few ideas.

    At the start of the game each AI faction should either randomize a faith, or pick one that feels "right" for their particular faction.

    Having the same faith as a faction will give you relations boosts every week, depending on how much faith both factions have.
    Having more faith will decrease relations every week (maybe just by a few points even at "maxed" faith), depending on what kind of religion you and the other factions have. (this could be reduced to ONLY one type of religion for every religion, to reduce the impact this will have on diplomacy over time)
    Some religions go well together and do not give any bonuses or losses, and certain religions do not go together at all and give larger decreases. The Void, for example, does not go together with any religion.

    Having a lot of faith could spawn a new type of unit patrol, Religious Fanatics, that are basically peasants but with slightly better equipment. These could be anywhere between 50 and 70 units, and spawn up to 5 nobles as well. To counter the bonus from this the rate at which holdings gain villagers could be decreased.
  8. On balancing, faction strength, and similarity in troops.

    manekemaan 说:
    haha you really should go check out the mercenarys :p thats exactly what they do :grin:

    Oh trust me I've checked out alot of mercenaries. I just want there to be more :mad:
  9. On balancing, faction strength, and similarity in troops.

    manekemaan 说:
    ah yes :p we totaly kept the faith out of consideration :p

    you have a point alurian, the new are al based on the old ^^

    tiarilir, would you then suggest some kind of mercenaries? i mean, those are available to all faction.

    so narrowing down the basic faction troop tree, making them more specialised and replacing what is currently missing by mercenaries? that is kinda what happens in sod gold already isn't it? example the jotnar clan is hired by the nords, jotnar clan have very good cavalry.

    sorry if I misunderstood once more :p my mind is clouded lately

    You understood me correctly. I haven't been following SoD gold as of late, last I played was over 1.5 years ago. But not just replacing them with current mercenary factions, expanding on them as well, making units that might be even more unique that don't really "fit" in factions.
  10. Sword of Damocles Warlords 3.0 Beta - Bugs, Problems, and Improvements Thread

    LordXenu 说:
    Currently have a problem with both 3.0B and 2.4. Anytime I train a village against bandits, as soon as I'm done and try to leave the game crashes. Any idea how to fix this?

    I have no idea what this issue is all about, but to figure out whether it's that particular game or your install, or something completely else, you could try to reproduce it (start a new game and see if it happens again, just for the sake of testing) to help Computica out.

    LordXenu 说:
    Removed and reinstalled the 3.0b file and patch and started a new game hoping that would fix the problem. Everything was going fine for an hour or so, but it seems to have a chance to crash anytime I save. My computer is well above the specs, so the computer shouldn't be a problem.

    Any idea how to fix this bug? A friend who recommended SoD to me hasn't had any problems with 3.0B, so I don't know what it could be. I'm running XP and he's running Windows 7 if that helps.

    Other than this bug I don't have any problems, the mod is fantastic.

    Edit: Lol, how fun that you just responded before me.
    I've encountered the crash when trying to save-bug as well. It seems easily avoidable if you wait a few seconds after pressing ESC, before pressing save.
    Try it :smile:
  11. On balancing, faction strength, and similarity in troops.

    manekemaan 说:
    ah yes I get what you mean. But that would also take away each factions advantage over an other me thinks...

    i mean, the rhodoks get their advantage in battle because of their superior crosbowmen. If the rhodocks would siege on the swadians, and the swadians would have the exact same crosbowmen, the rhodocks would completely lose their advantage.

    example: In sod 5.0 gold I found this bug in which the rhodocks (lol what a coincidence) as the last faction remaining had been recruiting such a large amount of antarian units (my faction) trough building baracks, stables and partice ranges in their castles/towns that 3/4 of their army consisted of the antarian units.

    concequence? I completely lost my advantage during sieges/field battles as having superior infrantry because I was being countered with the same units. On the other hand, the rhodocks only had a handfull of crosbowmen on the field thus losing their normal ranged advantage.

    In fact It was almost like I was fighting a rebel faction of my own faction...

    but back to the case at hand.

    What you are thinking of is a  troop tree like this?
                                                                            ----------- horse archer -------------- veteran horse archer
                                                  ------------archer
                  ------------skirmisher                          ---------- veteran archer -------------- marksman
                                                  ------------ crosbowmen-------------- veteran crosbowman --------- sharpshooter
        recruit                                                                  ---------- man at arms ----------------- knight
                                                    ----------- footman
                          ----------- militia                              --------- warrior ----------------veteran ----------- huscarl
                                                    ------------ spearman ---------- veteran spearman -------- sergeant

    or something like this?
    Meaning as much units in a single tree?

    I'm kinda against it... I like the fact that each faction has a certain elite unit, and certain "supporting units" giving the elite units some kind of benefits by being able to perform a certain tactic, like I described earlier.

    I think we should start with this vision and work this out more in depth.

    for example factions like swadia and aden just have a EVERYONE CHARGE!!!! tactic in which horses will pwn all and sieges will be a headache. In my opinion this is one of the factions that require the most work. Factions like villianese etc are in my opinion pretty much finished.
                                                                           

    I'm with you on a few parts. The advantages and disadvantages of factions are important to keep because it diversifies each game, for example.
    The troop tree you presented is nothing like the one I envisioned. I prefer short troop trees with varying ways to get ahold of the units (I do not believe every unit should spring from recruits, but rather there should be different types of non-faction recruits, that can later turn into elite units of a certain faction (maybe this could only be possible by training them in a barracks, or something).


    DoctorPringles 说:
    Well, he's not necessarily wanting to take away the elite units, just make them really hard to get and make all the precursor units very similar between factions. While he's right, that would be much simpler, I think it would take away from the game. Like I've said, I personally prefer the complexity of the troop trees and being able to notice a difference between, say, a Swadian crossbowman and a Rhodok crossbowman. Like Manekmaan said, simplifying and narrowing the troops would blurr the differences even further.

    I'm actually a bit confused, and I'm hoping you can clear this up for me, Tiarilir. You want the factions to be less similar, but you want certain troops to be more similar. Is this a correct assessment? If so, my question further is, if you make the lower-tier troops more similar, what are your ideas for diversifying the factions?

    I'm sorry if I confuse you, my mind works in mysterious ways :razz:
    The only units I want to simplify between factions are the side-units, and not the main focus of the faction. For example Villianese focuses mostly on longbowmen. Do they then really need to have a specialized infantry troop? I may be underestimating the advantage the Villianese infantry offers in this example, but wouldn't it be easier to balance and even less to keep track off if you had a few medium armored infantry troops to choose from?
    This would also make your army more personal. You could for example combine the Villianese longbowmen with an infantry type that uses blunt weapons as a main source of damage. This could, in theory, give you more prisoners for when the infantry finishes off the enemy forces that the longbowmen merely wounded.
  12. Sword of Damocles Warlords 3.0 Beta - Bugs, Problems, and Improvements Thread

    DoctorPringles 说:
    Have you tried switching to the 3.0 beta? I've noticed a large improvement over 2.4, especially in map lag. However, I have also noticed that the lag is indeed largely in part to the bandits/raiders/etc. in the game. Later in the game, when there are a lot fewer, you'll notice a lot less lag. I've also noticed that, when there's any sort of diplomacy change going on, it lags quite a lot. For instance, when it says "Kingdom of Swadia and Kingdom of Rhodok have concluded a trade agreement.", it will lag for about 5 seconds prior to the message. It's worse when there's several.


    Oh, btw, the link for 3.0b is http://www.mbrepository.com/file.php?id=2671

    Indeed, the diplomacy changes cause quite alot of lag. I also believe they happen too often to be anything other than massively confusing. Maybe the frequency of diplomacy changes cross-factions could be tuned down, somehow?
  13. On balancing, faction strength, and similarity in troops.

    manekemaan 说:
    I can understand your points tiarilir but as pringels replied, everyone has his/her own way of playing.

    I myself agree completely with you that every faction should have its own kind of units/ specialities. But I must also disagree with you considering the new faction = to the old. They are based on at most.

    Let me expand:

    Vaegirs are an archer based faction, with medium-heavy cavalery to break the enemy ranks and two handed axeman (guards) to finish them off.

    Villianese are an archer based faction, with very light horse archers(scouts) to harras the enemy and make them turn their shield away from the main force and very defensive infrantery for in case the enemy ignores the horse archers(scouts) and charges for the archers.


    Nords are an shield and axe based shock infrantry faction, with longbowmen to support the main infrantry force and to help in sieges.

    Antarians are a two handed shock infrantry faction, with javelinmen to break the enemy shields and ranks

    Rhodocks are a crosbow, pike and shield faction, the crossbow thin the enemy ranks while the pikemen keep the horses at bay and finish of the infrantry when it gets close

    the marinians are a crossbow and halberd faction, in this case they both have the same role but the difference between a pike and shield faction and a halbard faction is that the halbard is a less good againt cavalry but much better against infrantry

    the swadians are a heavy cav faction, with heavy armored infrantry and medium skilled crosbowmen

    the adenians are a heavy cav faction, more spear based cavalry tough, with medium infrantry and medium archers.
    About these 2 factions the difference is mostly in the crosbow vs archer,the heavy inf vs medium and the morningstar/sword cav vs spear cav

    the khergits horse archer and spear horsemen

    the zerrikians i have never played with so no idea...

    Alright, the difference might be larger between the new and old factions than I made it out to be, but you don't get away from the fact that they are still quite similar and because of that there is a huge amount of units in-game that have only a small difference towards eachother. I'm not saying that troop types should be removed from factions, but are certain factors of the troop tree really needed?

    Let's grab the Swadians and Adenians as an example.

    The Swadians have the:
                                                                  Swadian Footman  -  Swadian Infantry    --  Swadian Sergeant
                                                                /                                \  Swadian Man-at-arms    -- Swadian knight
    Swadian recruit  --  Swadian Militia  --
                                                                \
                                                                Swadian Skirmisher  -- Swadian Crossbowman  --  Swadian Sharpshooter


    While the Adenians have:

                                      Adenian regular infantry  -  Veteran infantry  -- Elite infantry
                                    /                                          \  Light cavalry --  Medium cavalry -- Heavy cavalry
    Adenian recruit  --
                                    \ 
                                      Adenian Archer  -- Veteran Archer  --  Elite Archer


    that is ALOT of troop types being chewed up for two factions. I realize that each troop has their own weapons, different stats, and such. But wouldn't it give more possibilities if for example instead of having the Swadians have a special type of crossbowmen, they could - in essence - have the same crossbowman unit as the Rhodoks?  In that way you can save 3 types of troops and even balancing issues for those troops in one swift move. The veteran crossbowmen could also turn into a Rhodok Sharpshooter or a Swadian Sharpshooter at the elite level, if that is preffered. Nationality shouldn't be that important in the world considering how often settlements change owners. It should mostly, following logic, be a matter of what kind of armors and weapons are available.

    Now if this would be implemented it would be easy to get different faction elite troops, I get that this might be an issue. As a workaround for that the cost of upgrading to a faction troop should be at least doubled. Maybe the maintenance cost for troops of another faction could even be higher by somehow coding it into the tax screen. This could be explained by the slightly higher difficulty in accessing other factions armors and weapon types.

  14. On balancing, faction strength, and similarity in troops.

    I'll start out by excusing myself if I do anything wrong by creating a new topic rather than posting in the suggestions thread. However, not counting the many features of the game this topic touches, to preserve some type of self-respect I have to consider myself intelligent and important enough...
  15. Lords stopping recruiting.

    It seems the lords may hickup if you change your domestic policies (theory tested in only two games on three different lords, with the use of cheats on the last game and two lords) and it doesn't seem like it's related to their income. In my first game I waited 6 weeks without anything happening, gave the lord more fiefs and also declared him Marshal, but it took a  while for him to start recruiting again.

    In the second game I simply waited 4 weeks and changed the domestic policies back again and it did the trick after a few more days. I cannot say for certain however that this is what is causing the lords to start recruiting again, but if anyone else encounters this issue there are at least a few steps you can make. Keep in mind that you have to put the vassal up for treason if you regret the decision of giving him more fiefs, though.

    I changed the topic to "Lords stopping recruiting." which feels more appropriate.
  16. Lords stopping recruiting.

    I did stop recruitment from villages for a while, but then resumed it. Could this be what's causing the issue?
  17. Lords stopping recruiting.

    So the only way I managed to get a lord was by recruiting one outside of the world (forgot the name :P). He started saving up units till he got 66 troops, but now he isn't recruiting anymore, and he refuses to heed my commands or anything else. I've got a city and a castle, and 4 villages. I...
  18. OSP Kit Campaign Outposts! v0.8 - updated 15.07.11

    Hah! Awesome, I didn't know about this. Great work mate :smile:
  19. How do I leave a faction?

    Chaosye 说:
    Well, I know you can pay money to lords, but for some reason whenever I try to talk to a lord that's inside a castle I immediately end the conversation with "The Audience is over" or something like that

    To pay the money do you have to be on really good terms with the enemy lord?

    No, but if the option isn't there it might be so that you don't have enough money to choose the option for them to forgive you.
  20. Will be mods in warband and if it will be can we play that mods online?

    Colonel_Ryan 说:
    veni, vidi, vici !

    You're wrong. It's:

    vidi, vici, veni.
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