Bug Reports (for Phantasy Calradia 2014 only please)

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Not sure if this was intentional or not, but I think it should be altered regardless. I went to the Elf Forest because I wanted to get a unicorn. They didn't have any in the store, so I figured I would do a quest for the guild master while waiting for the shop to restock. She gave me the quest to hunt down some bandits near Aendrilaiqua. I though "alright, this should be fine." I checked the location screen to see exactly where it was, and lo and behold, there's 2 places with that name. And they aren't exactly close to each other. So I had no idea where to scout around for these bandits. Makes the quest a lot harder than it should be.
 
awkwarrd said:
Yeah, i can understand that, but the heavy handed actions of the Morale D&D system are.. pretty much that.. really heavy handed.

I didn't mean to provoke all that thought. I was just making a joke. Hehe!

I actually agree. I don't know where I saw it. I think in CoffeeMud. But there is a concept of factions that stays away from alignment as a moral and ethical issue and just defines what groups do and do not get along.

This would make it possible, for example, for orcs to be considered "evil" by various races (defined as factions) but nevertheless allow orcs to not like undead and demons (also evil, but perhaps of a different or more extreme nature).

It still actually allows for moral and ethical framework factions as well, if one wants to set them up. But it is less restrictive and blanket. More flexible, in my opinion.
 
ShaneRoach said:
awkwarrd said:
Yeah, i can understand that, but the heavy handed actions of the Morale D&D system are.. pretty much that.. really heavy handed.

I didn't mean to provoke all that thought. I was just making a joke. Hehe!

I actually agree. I don't know where I saw it. I think in CoffeeMud. But there is a concept of factions that stays away from alignment as a moral and ethical issue and just defines what groups do and do not get along.

This would make it possible, for example, for orcs to be considered "evil" by various races (defined as factions) but nevertheless allow orcs to not like undead and demons (also evil, but perhaps of a different or more extreme nature).

It still actually allows for moral and ethical framework factions as well, if one wants to set them up. But it is less restrictive and blanket. More flexible, in my opinion.
Ah righto.

I don't know how the system works in coding, but it feels there needs to be another layer added to the system.
Like the primary GOOD vs EVIL layer, then a Faction layer.
So you can Setup the initial "Who is EVIL" and the "Who is GOOD", then you can specify the factions asif you were dealing with the Native version of Companions their Likes and Dislikes of other companions, but as a Faction to Faction thing.

So this way you can atleast have no Morale issues if you're evil, and are having Evil unit types in your army, which mostly consists of Hell units and Mummies being the primary problem with playing as Evil and losing mass morale.

And even then.. undead units or hell units suffering from morale? asif still clinging to their humanity and making a morale choice of their own while subjected to the necromancers will?
It doesn't feel real for the Phantasy universe, for every single unit in the game to be running on the same Morale system that subjects them to complaining and leaving an Army because they are a clingy GF who wants all the attention who says to the Necro at every Morale check "IT'S EITHER THEM OR ME! CHOOSE!" and most likely will just leave anyway.

With Maximum Necro skill, and a Necro staff, and Max Leadership, you will still have problems with a big army with 100% evil units.
And that's even if you are 100% fighting humans and killing people, and pillaging/burning villages.
Even Shadows appear to have some conscience.. if you go and kill alot of the Bandit shadows roaming around, your Shadows seem to lose Morale for fighting their own faction, then blame their Summoner, the character that brought them life, asif playing the "Shadow Race Card" and walking out on you, but not after capturing some Battle on video to show to the other shadows to start some conspiracy that forces all your shadows and sometimes your Companions to want to leave the army, until you have 60%-70% of your Army left, then they stop caring until you get more units.
This is all based around a 100 unit army, because more than that and Morale appears to be very problematic and restrictive for the Necro.
Unless you cheat and give yourself all the stats and skills, and will till get problems, but not as a problematic as if you didn't.


 
awkwarrd said:
Ah righto.

I don't know how the system works in coding, but it feels there needs to be another layer added to the system.
Like the primary GOOD vs EVIL layer, then a Faction layer.
So you can Setup the initial "Who is EVIL" and the "Who is GOOD", then you can specify the factions asif you were dealing with the Native version of Companions their Likes and Dislikes of other companions, but as a Faction to Faction thing.

So this way you can atleast have no Morale issues if you're evil, and are having Evil unit types in your army, which mostly consists of Hell units and Mummies being the primary problem with playing as Evil and losing mass morale.

And even then.. undead units or hell units suffering from morale? asif still clinging to their humanity and making a morale choice of their own while subjected to the necromancers will?
It doesn't feel real for the Phantasy universe, for every single unit in the game to be running on the same Morale system that subjects them to complaining and leaving an Army because they are a clingy GF who wants all the attention who says to the Necro at every Morale check "IT'S EITHER THEM OR ME! CHOOSE!" and most likely will just leave anyway.

With Maximum Necro skill, and a Necro staff, and Max Leadership, you will still have problems with a big army with 100% evil units.
And that's even if you are 100% fighting humans and killing people, and pillaging/burning villages.
Even Shadows appear to have some conscience.. if you go and kill alot of the Bandit shadows roaming around, your Shadows seem to lose Morale for fighting their own faction, then blame their Summoner, the character that brought them life, asif playing the "Shadow Race Card" and walking out on you, but not after capturing some Battle on video to show to the other shadows to start some conspiracy that forces all your shadows and sometimes your Companions to want to leave the army, until you have 60%-70% of your Army left, then they stop caring until you get more units.
This is all based around a 100 unit army, because more than that and Morale appears to be very problematic and restrictive for the Necro.
Unless you cheat and give yourself all the stats and skills, and will till get problems, but not as a problematic as if you didn't.

Going to PM you some information on the lore / backstory so as to make some more sense for the morality basis guspav is going for. PMing you because I don't want to clutter "bug reports" with non-bug related material.
 
SmurfInHell said:
awkwarrd said:
Ah righto.

I don't know how the system works in coding, but it feels there needs to be another layer added to the system.
Like the primary GOOD vs EVIL layer, then a Faction layer.
So you can Setup the initial "Who is EVIL" and the "Who is GOOD", then you can specify the factions asif you were dealing with the Native version of Companions their Likes and Dislikes of other companions, but as a Faction to Faction thing.

So this way you can atleast have no Morale issues if you're evil, and are having Evil unit types in your army, which mostly consists of Hell units and Mummies being the primary problem with playing as Evil and losing mass morale.

And even then.. undead units or hell units suffering from morale? asif still clinging to their humanity and making a morale choice of their own while subjected to the necromancers will?
It doesn't feel real for the Phantasy universe, for every single unit in the game to be running on the same Morale system that subjects them to complaining and leaving an Army because they are a clingy GF who wants all the attention who says to the Necro at every Morale check "IT'S EITHER THEM OR ME! CHOOSE!" and most likely will just leave anyway.

With Maximum Necro skill, and a Necro staff, and Max Leadership, you will still have problems with a big army with 100% evil units.
And that's even if you are 100% fighting humans and killing people, and pillaging/burning villages.
Even Shadows appear to have some conscience.. if you go and kill alot of the Bandit shadows roaming around, your Shadows seem to lose Morale for fighting their own faction, then blame their Summoner, the character that brought them life, asif playing the "Shadow Race Card" and walking out on you, but not after capturing some Battle on video to show to the other shadows to start some conspiracy that forces all your shadows and sometimes your Companions to want to leave the army, until you have 60%-70% of your Army left, then they stop caring until you get more units.
This is all based around a 100 unit army, because more than that and Morale appears to be very problematic and restrictive for the Necro.
Unless you cheat and give yourself all the stats and skills, and will till get problems, but not as a problematic as if you didn't.

Going to PM you some information on the lore / backstory so as to make some more sense for the morality basis guspav is going for. PMing you because I don't want to clutter "bug reports" with non-bug related material.
Thanks for taking them time to PM me that info.
We should talk more over PM so we can put together a list of things to share to others, so that we can understand what is intended and what is a bug, and possibly the story behind some of them.
It will make it easyer to bug test and for people to understand the concepts and design when they play and build a story around units with those designs and issues.

Oh i see we are continuing this convo in the "http://forums.taleworlds.com/index.php?topic=276393.675"
 
martin39000 said:
Not sure if this was intentional or not, but I think it should be altered regardless. I went to the Elf Forest because I wanted to get a unicorn. They didn't have any in the store, so I figured I would do a quest for the guild master while waiting for the shop to restock. She gave me the quest to hunt down some bandits near Aendrilaiqua. I though "alright, this should be fine." I checked the location screen to see exactly where it was, and lo and behold, there's 2 places with that name. And they aren't exactly close to each other. So I had no idea where to scout around for these bandits. Makes the quest a lot harder than it should be.
Oh, sorry, I didn't notice I had that name twice. Serves me right for using name generators. OK, the second village will be now called: Jilasari
I hope there aren't any more duplicates  :oops:
 
guspav said:
Barsolden said:
Skald in obsidian spire would freeze up on asking about the benefits of getting a wife. Reproduced 3 times. havent run into it in native before so I thought I would mention it.
Really? I haven't had any problems of the sort and I find it weird since I haven't modified anything about the tavern bards. I'll still have a look. If it's a save after the patch, something in the save might have become corrupted.

12oz Jesus said:
Mod pre-patch version works fine, but whenever I apply the 4.51 patch (unzip then copy and replace files to main Phantasy folder), my game crashes soon after trying to start new game.

I'd appreciate help if anyone has an idea.

This is strange.. has anyone had similar problems? I have played the mod extensively and haven't had any crashes (that weren't fixed already).

I've had this happen twice (In Dhirim for certain...in fact it's frozen now), when I ask about the advantages of having a wife. It pans to my character. I get the 'Left click to continue', but I can't left-click. It freezes on my character and the question goes unanswered. The game freezes. Can't Esc/Tab out, can't use inventory or party buttons to try to 'unfreeze' it. My character is a mage, and there are companions accompanying me in the tavern.

I've searched this thread and I couldn't pinpoint an answer, so I apologize if this has been recognized and I missed it somewhere else.

Great mod!

(Edit: When I look at the Windows Task Manager, it still says the game is running. It -does not- say "not responding". So the game still seems to be running. A loop, perhaps?)

(Edit 2: Tried again. Instead of asking about the advantages of marriage, I just said "That's all for now" and then spoke with the Wandering Skald again, and the option to learn a song was then available. Originally, this was the reason I kept trying all his speech options. Just trying to trigger the ability to learn songs. So if you already know (or can find out) the advantages of marriage elsewhere, this can be a temporary fix. Just avoid that question altogether)

 
Drazule said:
guspav said:
Barsolden said:
Skald in obsidian spire would freeze up on asking about the benefits of getting a wife. Reproduced 3 times. havent run into it in native before so I thought I would mention it.
Really? I haven't had any problems of the sort and I find it weird since I haven't modified anything about the tavern bards. I'll still have a look. If it's a save after the patch, something in the save might have become corrupted.

12oz Jesus said:
Mod pre-patch version works fine, but whenever I apply the 4.51 patch (unzip then copy and replace files to main Phantasy folder), my game crashes soon after trying to start new game.

I'd appreciate help if anyone has an idea.

This is strange.. has anyone had similar problems? I have played the mod extensively and haven't had any crashes (that weren't fixed already).

I've had this happen twice (In Dhirim for certain...in fact it's frozen now), when I ask about the advantages of having a wife. It pans to my character. I get the 'Left click to continue', but I can't left-click. It freezes on my character and the question goes unanswered. The game freezes. Can't Esc/Tab out, can't use inventory or party buttons to try to 'unfreeze' it. My character is a mage, and there are companions accompanying me in the tavern.

I've searched this thread and I couldn't pinpoint an answer, so I apologize if this has been recognized and I missed it somewhere else.

Great mod!

(Edit: When I look at the Windows Task Manager, it still says the game is running. It -does not- say "not responding". So the game still seems to be running. A loop, perhaps?)

(Edit 2: Tried again. Instead of asking about the advantages of marriage, I just said "That's all for now" and then spoke with the Wandering Skald again, and the option to learn a song was then available. Originally, this was the reason I kept trying all his speech options. Just trying to trigger the ability to learn songs. So if you already know (or can find out) the advantages of marriage elsewhere, this can be a temporary fix. Just avoid that question altogether)

I see! OK, it seems all tavern cycling NPCs, excepting heroes, have a chance of acting strangely. I am still not sure why yet. I think it might have something to do with the slots or slots numbers. I already gave it a look but couldn't find anything. I 'll look into it again, but if somebody has already a good idea of why it's happening, it will be appreciated.

EDIT: OK, I pushed the tavern people slot numbers by 10.  In a short test I made it seems to be acting like in vanilla Warband i.e. without weird issues, but I'll test a bit more, just to make sure that bug is flattened.
 
First of all, love your mod, but as has been mentioned on the Nexus forum, I seem to have a problem selling prisoners to brokers.  No matter how many I have, when I meet a broker, he doesn't recognize that I have them. :sad:
 
djgizmoe said:
First of all, love your mod, but as has been mentioned on the Nexus forum, I seem to have a problem selling prisoners to brokers.  No matter how many I have, when I meet a broker, he doesn't recognize that I have them. :sad:
As mentioned before and in the known issues thread, just talk to the brokers several times until the right dialog fires.

EDIT: To all of you having morale issues with demons, I actually double and triple checked the script and play-tested and the code seems fine. my test party includes:
- liches
- lesser liches
- master necromancers
- necromancers
- mummy priests
- mummy conscripts
- mummy infantry
- mummy footmen
- orc looters
- orc raiders
- orc riders
- orc pouncers
- orc bear warriors
- orc shamans
- zombies
- skeletons
- shadows
- zombie warriors
- skeleton warriors
- shadow warriors
- drow mages
- drow handmaidens
- drow scouts
- drow fighters
- drow female fighters
- clay golems
- stone golems
- balrogs
- hell knights
- hell riders
- hell guards
- hellspawn

and I am getting none of the bad morale signs, but the morale improving sign from the dark mages.
I only can suppose that you are using a save which is pre 0.723 and either some variables weren't updated correctly when you patched the mod or some troop slots weren't assigned correctly when you patched... it could be (very remotely) that I failed to assign a few of the troops their corresponding "evil slots", but those could only the ones not shown on my test evil army.


 
Hey, my minister (Currently Berembert) doesn't have the option to hire staff.
No guy to recruit or make patrols or to handle the coffers or anything.
 
I've come across a few minor problems in the mod so far. Sorry in advance if they were already mentioned, but I did not feel like pouring through 41 pages, and the search function isn't always useful.

[list type=decimal]
[*]You know those orc patrols that guard the lands near Bloody Cliff? Well, I got a quest from the Guild Master of Bloody Cliff to escort a caravan to another city, and those orc patrols immediately started attacking the caravan. Thankfully it didn't piss off the orc faction when I defended the caravan, but I still thought it odd that they'd be so bloodthirsty as to try raiding what should theoretically be good for their economy. I suppose you could say that the Guild Master actually hired me to protect the caravan from the nearby overzealous orcs, but it seemed like a bug or some such to me.
[*]One time I went to fight some of those random orc raiders (the bandit ones, not the patrols), and something weird happened. Curious of what would happen if I chose, "Please don't hurt me," I picked that first. Next, I tried the Diplomacy option with a low amount of points in the skill. I intended to fight the orcs, so I didn't really care if I were to fail the Diplomacy check. Well, it did fail, and it said I lost 5 relation with an unspecific "orcs" faction, which I assumed at the time to be a specific orc bandit faction, similar to how there are generic Bandits and there are Forest Bandits. I ended up not actually fighting the orcs for reasons (see next problem below) and moved on. Later, I realized that I had -5 relation with the Bleeding Throat clan. So evidently, pissing off these orc bandits, which are essentially deserters not of the Deserter faction, somehow made the orcs of the Bleeding Throat clan upset with me, even though they should have no affiliation with them, right? So yeah, I assume this one's a bug in that respect.
[*]The reason I ended up not fighting the orc raider bandits is because of this other problem I have, although I suspect it may be a problem with Warband in general and not your mod specifically, but I do not know for certain. Basically, after saving different bandits from defeat at the hands of wandering undead several times, I managed to inadvertently get on the bandits' good side. You'd think they would remember all of the even more numerous times I beat up the bandits, but nope, never got any negative relations from fighting them, prior to or after gaining their approval. I admit it's rather convenient that I can travel in relative safety now, but it has caused me an unfortunate side-effect as well. The problem I am having is that I cannot attack any bandits that I have a positive relation with, unless I join the side of someone else who is fighting with them. Because I can't directly fight with a lot of bandits now, there are a few quests I cannot complete if accepted. It seems odd to me that merely having positive relations with the bandits would end up treating them as if they were of my own faction rather than any other faction I have positive relations with. But, like I said, maybe this is just a problem of Warband's and there isn't anything that can be done.
[/list]
 
Suminagashi said:
I've come across a few minor problems in the mod so far. Sorry in advance if they were already mentioned, but I did not feel like pouring through 41 pages, and the search function isn't always useful.

[list type=decimal]
[*]You know those orc patrols that guard the lands near Bloody Cliff? Well, I got a quest from the Guild Master of Bloody Cliff to escort a caravan to another city, and those orc patrols immediately started attacking the caravan. Thankfully it didn't piss off the orc faction when I defended the caravan, but I still thought it odd that they'd be so bloodthirsty as to try raiding what should theoretically be good for their economy. I suppose you could say that the Guild Master actually hired me to protect the caravan from the nearby overzealous orcs, but it seemed like a bug or some such to me.
[*]One time I went to fight some of those random orc raiders (the bandit ones, not the patrols), and something weird happened. Curious of what would happen if I chose, "Please don't hurt me," I picked that first. Next, I tried the Diplomacy option with a low amount of points in the skill. I intended to fight the orcs, so I didn't really care if I were to fail the Diplomacy check. Well, it did fail, and it said I lost 5 relation with an unspecific "orcs" faction, which I assumed at the time to be a specific orc bandit faction, similar to how there are generic Bandits and there are Forest Bandits. I ended up not actually fighting the orcs for reasons (see next problem below) and moved on. Later, I realized that I had -5 relation with the Bleeding Throat clan. So evidently, pissing off these orc bandits, which are essentially deserters not of the Deserter faction, somehow made the orcs of the Bleeding Throat clan upset with me, even though they should have no affiliation with them, right? So yeah, I assume this one's a bug in that respect.
[*]The reason I ended up not fighting the orc raider bandits is because of this other problem I have, although I suspect it may be a problem with Warband in general and not your mod specifically, but I do not know for certain. Basically, after saving different bandits from defeat at the hands of wandering undead several times, I managed to inadvertently get on the bandits' good side. You'd think they would remember all of the even more numerous times I beat up the bandits, but nope, never got any negative relations from fighting them, prior to or after gaining their approval. I admit it's rather convenient that I can travel in relative safety now, but it has caused me an unfortunate side-effect as well. The problem I am having is that I cannot attack any bandits that I have a positive relation with, unless I join the side of someone else who is fighting with them. Because I can't directly fight with a lot of bandits now, there are a few quests I cannot complete if accepted. It seems odd to me that merely having positive relations with the bandits would end up treating them as if they were of my own faction rather than any other faction I have positive relations with. But, like I said, maybe this is just a problem of Warband's and there isn't anything that can be done.
[/list]

I can at least second problem number 3. Bandits under this mod, and apparently various factions of bandits, can be friendly, and will neither attack you nor allow you to attack them if ever you rescue them in battle.

I wasn't sure if this was a feature or a bug... I guess I'm still not sure.
 
It's sort of a unintended feature, but it can also break quests so it's also a bug :razz:
I can make a script that resets bandits' relations towards the player every day, though.
It could be useful if I made a new alternate way of becoming a bandit king, but that, so far is just an idea, so I'll just make the goddamn script hehe.
 
Oldpond and Dracwald belong to the Blazing Hand, but they aren't assigned to any castle, making the Blazing Hand impossible to defeat.
 
I just remembered something after I read this a few moments ago:
guspav said:
[size=18pt]Changelogs
Version 0.723

- Added a drowning script to ship battles so troops who fall from the ships will slowly be drained from hp and killed.
One time a while back my party and I started taking a bunch of damage in a sea battle and we were most certainly still on the ships. Thank goodness for healing spells but that apparent bug nearly did me in!
 
Mancave said:
Oldpond and Dracwald belong to the Blazing Hand, but they aren't assigned to any castle, making the Blazing Hand impossible to defeat.
I am aware of such bound village bugs. As I am writing this I am thinking of a way of fixing that... hopefully that nasty issue will be gone after this fix.
Suminagashi said:
I just remembered something after I read this a few moments ago:
guspav said:
[size=18pt]Changelogs
Version 0.723

- Added a drowning script to ship battles so troops who fall from the ships will slowly be drained from hp and killed.

One time a while back my party and I started taking a bunch of damage in a sea battle and we were most certainly still on the ships. Thank goodness for healing spells but that apparent bug nearly did me in!
Odd... that script will only fire if an agents' feet are under 1.5m under the water line. It would have to be a very deep ship for
that to happen. I will still check out if that is working OK, though.
 
Well, it only happened once, and it was a little different looking than the sea battle scene I usually saw. Normally I'm on a ship flanked by two enemy ships, but in that particular battle there were several ships, some of which looked like I might not be able to get to, although I didn't get the opportunity to look around better since I kept taking damage while on the ship even after the battle was won. I might not be remembering the boat positioning all that well as I've probably been in no more than 10 sea battles and it's been quite a while since my last one, but I do know I wasn't in or under the water. Maybe when someone else fell in it was hurting the rest of us too? I really don't know.
 
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