1st off, GREAT MOD!
Good job, fantastic, and superduper! much improved over pre7 even
that said, a few bugs noticed as follows:
still says pre7 up on the top left instead of pre8, but you're aware of this I believe,
Also some Script errors from native unchanged / not transcribed / translated to European map, such as, *Noticed a few script errors in game, where characters refer to themselves as other people, or refer to swadian, nord, ect. that were in native, instead of corresponding European areas / factions.
IE. Marsk Stig < the claimant to Denmark .. refers to himself as Lethwin Far-Seeker (the guy who was claimant to the Nord throne in Native).. and refers to the land as Nord, as well as refering to the Ruler of Denmark with the Nord ruler name from native a few times. Not a game crashing bug, but immersion related. When you speak to the current ruler of Denmark, he also refers to the Marsk Stig as Lethwin Far-Seeker, as if you were playing Native again.
IE. 2. Another case of this that is more annoying, (while also kindof funny) > is that the claimant "Magnas Olafsson, King of Mann & The Isles." ... thinks that He's a Swadian Princess. NO, REALLY! he does!. Once again, is script error not translated from native, He seems to think that he's the ousted princess from Swadia from Native, and complains that he was ousted because he was a girl, and the daughter of the king, ect. I wanted to hit him with a large blunt object. I would have taken his quest, except not sure if it's further broken, with no swadia, even though he/she beleives that they are the princess of swadia. That, and I was just too confused at that point to agree to help them.
Also, I understand is a Work In Progress, and good job, but would help immersion if we weren't running into Castle 235 & Castle 243, owned by placeholder 341, ect.
I don't know the real numbers, but some cities are just named with numbers, (castles) and some people are named placeholder *** with some random number as well. a bit annoying, but there ya go.
also mentioned before the way arround the merchants quest near the beginning, when you leading the townspeople in revolt against yadayada whoever they are, but all your troops try to fight through a wall at the last guy, can bypass by heading out the gates & choosing leave & reentering, but it acts as iff you didn't help at all, and I'm selfish and want the renown & recognition, so a fix would be good
.
also, maybe it's just me, but how the heck do all those lords afford the massive amount of troops they have? I have a small band of 60, and I'm paying out 7900 a week! (and only 3 of the 60 are knights).. I think cost is a bit high, but maybe it's supposed to be. as long as the lords have to put up the same cost as I do, and they don't get free money from money trees to pay for them, I suppose is balanced, otherwise, I need to be able to afford my troops as well. in my oppinion, which is about as valuable as a warm cup of unrefrigerated pudding, troop costs are a bit high on player end. , especially, when the guildmasters are only shelling out 200 for an entire escort for a caravan to another area, 1 knight errant costs more than that at 500 a week! oh my, and constantly raiding bandits for what they have to help support your troops doesn't supply enough cash to support them either. Tourneyments seem the only viable option to support the troops, but at low level, without cheating, winning 1 is pretty much a lost cause. Don't believe that any troop
By himself should cost more than the entire job you're using him for. hope we can re-balance troop costs a bit in future fixes.
I haven't run into any CTD's*YET* in this version, but I understand alot of you are. In pre7 I was running into that after big battles, hope that is fixed, if not, hope that fix is on way. Great job still on a terrific mod! Keep up the good work, sleep well, ...we'll most likely kill you in the morning.