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  1. Crash Upon Attacking Hideouts?

    You know if the fix only works if you make a new character? Because it still does that on my old char.
    No idea. Probably it gives variable results. For example I did have one crash before the hotfix, but that didn't happen again once I loaded a previous save and entered the same hideout.
  2. Crash Upon Attacking Hideouts?

    There was a hotfix, which included a fix specifically for this (as in the never ending load screen, which was due to a missing texture)
  3. Please add another failstate to the Caravan Escort quest

    Yeah, Sea Raiders can mop the floor with caravans.
    Though that 0 thingy happened for me too... and the lost caravan without ability to cancel the quest.
  4. 4 hours of Warband

    Personally, I played for 7 hours and I feel that the combat system was far more enjoyable in Warband..
    It is for now, because the combat system should've been paired with suitable missions. Just old Warband missions won't work with this one that requires much more care, where even 1v1 melees have to be taken seriously. Unless you play horse archer strictly, that hasn't gone down in power scale as dramatically.
  5. Command AI Clan Party

    Isnt't the whole player kingdom part one of those things that didn't make it into early access?
  6. Blocking

    It indeed feels initially very hard compared to blocking with a shield. I don't know yet whether the direction is very important or is it more about timing. It just seems so fast that if you take one hit, you'll perhaps take several in a row.
  7. Where is the download

    It's Steam only for now. Maybe when it leaves Early Access, which they tell will take a year, and gets listed on GOG.

    (Epic store is also "coming soon", but I predict you might consider it pretty much the same as Steam)
  8. 76000+ players on Steam

    You have to log into the Taleworlds website and enter your serial codes. I think you can log in with you forum account but im not entirely sure.
    Here is the link: https://www.taleworlds.com/
    I think that access to the game ownership page was removed temporarily (hence the need to paste previous game key for discount instead of it being fetched automatically). There used to be a login button on the main/store page just before the launch. Logging in at the community page works, but it's atm not connected to the store - just the forum.

    But yes, it's the same account as in the forum once the login page returns.
  9. SP Medieval [WB] 1257 AD - Enhanced Edition

    Did some testing.

    Crusade -> works - gave 99k to Pope and targeted Alexandria. Soon a purple stack started building near Milano. At 1400 men it became mobile and the game produced a text line that the crusade has started. It was also possible to stop it by peacing out (Mam gave a free castle).
    Capturing lords -> works
    Castle guards -> fixed

    Occasionally the mercs in taverns are still bugged. I got one of those naked B2 troops there. Previously it was always when I saw elites there they turned out to be something else when recruited. For example knight -> almogavar or some other usual scrub.Maybe once I actually got less than half a dozen teuton half brothers.
  10. SP Medieval [WB] 1257 AD - Enhanced Edition

    Razielkh said:
    Love this mod, it's one of my favorites, but I've noticed a few strange things recently when I got back into it.

    Not sure if I am mixing mods up, but it seems like troops never flee or run away briefly due to loss of morale, they always fight to the death. I somehow remember it didn't work that way, could be wrong though.

    When Mamlukes takes over Acre, game freezes if it is assigned to a specific lord, "al-Said" something. Tested it several times with different characters, always the same issue. If any other lord gets it, it's fine.

    Another strange thing was that guild masters in almost every nation are giving me the same quest to deal with a specific lord, to kill him/defeat him. I doubt that is intended, as I doubt one lord could anger 10+ different nations. :smile:

    When a crusade spawns, message log is spammed with script error messages and then the crusade fails instantly.

    Lastly, helping a random army, caravan, etc. in a battle without a lord leading it, sometimes results in a crash.

    I'll be diving into some thorough sessions this week, and will report anything else I stumble upon. ^^
    Interesting. Your experience seems really weird.

    I've had Crusades succeed and fail (not by a glitch but their stack getting wiped). Often their first target is Baza (castle) in Granada.
    No occasional lordless army crash here.

    Fleeing out of map doesn't seem to be happening. But that old fleeing when previous whittled down spawn retreats toward new reinforcements does happen.
  11. SP Medieval [WB] 1257 AD - Enhanced Edition

    In my game Granada, Crusaders and Mamluks are all surprisingly resilient. Wales isn't.

    Sevilla, Damascus, Acre and Jerusalem change hands often.

    If somebody is taking a beating, you could try to fish for the guildmaster mission to allow peace. I did one for Ilkhanate to relieve pressure from Mamluks. Soon Ilks were hitting Nicea, which led to a similar problem of them getting doubleteamed.

    I've seen Portugal and Granada make peace. Italians seem hell bent on fighting each other almost forever.

    Certain things slow the progress: for example lord deaths or captures. If marshal goes rip/cap, then it takes quite some time to get another assigned and for it to go on campaign, rally troops.
    On the other hand those italian small factions disband their campaign as soon as there is no villages to sack because they estimate that 800 defender town + recuperating lords is a no-go.

    Early wars are quite predictable. For example Sweden usually takes Pskov. Then it either loses it or keeps it before first peace. Sevilla is often the first town to change hands, if not Damascus. Wales goes down to only a town. France decs England or HRE. Serbia vs. Venice, Bulgaria vs. Latin.

    I'm not sure that Mamluks (very big) are even supposed to get wiped. This mod was at least originally never really about kingdom level play. You were supposed to be the max castle owning vassal. Wars in this mod have always been mostly about looting villages.
    EE and Medieval certainly have their king/queen presets, but most of the 1257AD vanilla gameplay loop still shines through.

    Certain things like lord generation, when perfected allow easier player kingdom play.
  12. SP Medieval [WB] 1257 AD - Enhanced Edition

    Jason L. said:
    Which is the version of the enhanced 1257AD on which the patches should be added?
    Any of the previous hotfix ones or just 3.3.

    You only need the last one as it includes the same files that the previous ones alter.

    TrexTemplar said:
    Kindly tell me what setting to change please.
    Enhanced Options -> Party Options.
    I'd imagine that raising the Amount of renown needed to to increase by 1 would provide the best reduction for random scrublords.
    This way king, marshal and castle owners would remain a bit beefier.
    Though changing this makes the weakest lords challenged against random spawns like the 150+ war party or even the city patrols which can be 100.

    Another problem in raising that one is that it affects you too and renown is generally the main way to get beefy numbers. In that case Base size from 30 to 10 would drop 20 from everyone, but you can compensate by other means.

    They do get some attrition when they run out of money after their fief wealth gets pillaged compared to their original optimal party size. +150 kingdom bonus helps a lot, besides that 1k+ renown is quite reachable. Then you just have to snipe and compensate with uberelites and tactics.

    The first renown one is the best if you don't mind that it nerfs you eventually the most. But that way the total numbers against garrison sizes should drop the most.
  13. SP Medieval [WB] 1257 AD - Enhanced Edition

    When I was in a same situation the enemy siege never proceeded anywhere, camped for days for funsies. Only when I tried to leave the town it had to happen.
    Yeah, there's quite a bit of tweaking to be had.

    I had a similar experience to self-vassalization when I was a queen of my own kingdom and married someone elses lord.

    Lord buggedname and capturing lords needs to be fixed. But I'm not sure whether those three copies of yourself as guards/wonky bandit spawns are similar top priorities.

    Jason L. said:
    Did anybody manage to fix the "freeze  in campaign map" bug. I've lost 3 save games or so... :sad:
    No but I ran into it for the first time in about 50 hrs on this version. Good old crash. I'll try not to build the castle from the village next time if it helps, though it was fully upgraded for quite some time so it might not have had anything to do with it.
  14. SP Medieval [WB] 1257 AD - Enhanced Edition

    hueman337 said:
    you should be more specific whenever you need to make a new game in order for the hotfix to work, i just lost like a week of playtime in this save because i didn't make a new game after i installed this fix so i still get the no faction bug and i can't have a kingdom of my own, pretty much lost all reasons to keep playing now
    You can still do it the way I did before the fix if you really want to continue.

    It requires you to get the 3 ministers before founding a new faction. So either castle or town as a vassal, then rebel. If that is still messed, cheatmenu's establish player kingdom should fix it. Quite a hassle of a workaround.
    But I'd personally move on to a new start with character import + necessary adjustments to honor/renown etc. via cheats if there's no motivation for the build up phase.

    Kingfisher1990 said:
    I am experiencing a new bug however. I don't capture lords. When I defeat one in battle the "lord x escaped" does not show, it goes directly to prisoner screen, then loot, then map.
    I've seen this too. Currently about a dozen fights with 8+ prisoner management and zero captures. I've probably never captured a lord with this version, while kills are 10+ and some rescues from prisons. So the AI still captures them fine unless you are involved.
  15. SP Medieval [WB] 1257 AD - Enhanced Edition

    Jason L. said:
    Once I was trying to customize troops for a sub mode that I made for 1257AD. Some items didn't appear in game and I was wondering why. Then i realised that the stats of the given unit type (strength, agility ecc.) didn't permit it. So I changed the stats and it was O.K.
    That shouldn't apply here. CTT doesn't allow to add equipment which has higher requirement than what the unit has. Besides that, it's a buggy barely working thing.
  16. SP Medieval [WB] 1257 AD - Enhanced Edition

    Kingfisher1990 said:
    First off, great job picking up the mantle after Dr. Tomas!

    I have a bug where the 50% of the custom troops hired by my custom lords appear naked. Is this a known issue that is fixable?

    The lords are not naked, and about 50% of their troops are correct with the right name, but many of the custom units they have are simply named A3 Troop or similiar, and is naked.
    I had it once too. I think it could be because I had a custom lord with player culture before I had set up the kingdom troops. Were your kingdom troops still the blank templates when he started recruiting?
    Because when I built them, he started adding also the complete ones and later lords did start to raise only the proper ones. This one sorry lord ended up raising more than one type of those naked fistfighters, turning the unit card to mess (B2 below B2 etc. as supposedly different troop).
  17. SP Medieval [WB] 1257 AD - Enhanced Edition

    hueman337 said:
    also im wondering if i have lord killing on, and make one of the noble companions you get from your fief a lord, will he have a chance to die in battle aswell like the rest of the lords? im considering leveling up one of them to be my first lord but it doesn't seem worth it to go trough all that trouble if he's just gonna randomly die, specially considering how dumb the lord AI tends to be and how they always get themselves into trouble really easily
    I only know that it seems impossible to assassinate your husband even with 100 odds.  :wink:
    Just save and you don't need to worry the likelihood of this kind of things. You can decide with that approach if it ever ends up happening.
  18. SP Medieval [WB] 1257 AD - Enhanced Edition

    hueman337 said:
    i noticed that outlaws partys on the map don't support each other if closeby (joining forces) like in native or other mods, is that intended? i haven't tested if it happends with lords, kingdom patrols etc since im only farming bandits atm
    Most parties of similar type do reinforce. Diffeent faction lords can also pile together against outlaws (or run to another faction's town/castle to avoid big enemy). The reinforcement range feels shorter than in other mods, but that's likely due to the mod having a bit different scale anyway. Mods with a smaller map look like they have a larger reinforcement radius compared to the size/distance between the army models.
  19. SP Medieval [WB] 1257 AD - Enhanced Edition

    Interesting. I've had no problems after building the castle via fortifying a village manor.
    I've even done it multiple times with hotfix #2.

    Though was building fortifications supposed to change the door etc. in the walk in the courtyard scene? Because nothing changed even with lv III.
    Anyway, no red text or disappearing feeds here.
  20. SP Medieval [WB] 1257 AD - Enhanced Edition

    stevehoos said:
    If you watch the latest Reformist video you can see the black texture issue appear in the custom unit screen which then leads to a crash. :grin: Happens at 10 minutes. I think the new crusader armors from that other mod are going to have to be removed. I wish this would just go away, such a pain.
    I was able to get a repeatable black texture error when use_vertex_shaders = 1 in the rgl_config.txt and wading through the cheat menu's find item tabs that forces loading of a ton of icons at once. Eventually after scrolling through around 10 tabs I started getting several black textures and soon it crashed.

    Use_vertex_shaders = 0 never produced a black texture. use_pixel_shaders at 0 or 1 never produced black texture either. postfx_dof or postfx_hdr made no difference whether at 0 or 1.

    So putting that vertex shader to 0 might be a diy-fix worth making if facing this problem until the culprit is found. Unfortunately it makes the fief names look like ass because it gets rid of the borders. Especially Hungarian fief names are hard to distinguish from the background with it at 0.

    edit: Btw, assassinating doesn't work... or at least assassinating your husband. He avoided 2 tries with 100% chance.  :roll:
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