Bugs, Errors, or Problems (with patch 2.2)

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Place your bugs here.  They may or may not get fixed before version 3 depending on the severity.  My best advice to any and all of you.  Save often and keep multiple saves just in case!
 
Why.so.seriousa? said:
i cant seem to leave Ferontar after doing the Death's hand quest.

Did you start a new game or is this an old save?  The patch is not compatible with old save games.
 
Can you explain? Leave the town via the menus, or actually stuck on the map?
 
Unstoppable hordes!!

In the 2.2 version you increased starting troops number of the Feron and Undead, plus some other bonuses for both races...

...maybe you've done too much

During the first two decades, the undead kept occupied all the Illoriaon armies, forcing them to fight 3 to 5 against one, with an increadible succes rate in their operation (of course the undead always lost but they contantly threatened and occupied the humans), a bit away from Illoriaon. And meanwhile, the Feron Tribes conquered Caeln, Maria Castle, Wind Dead Keep, Azad, Blade's End Castle, Yalemnir, Nemeya, Bralich Castel, Iban, Love Lost, Immortal's Rest Keep, and Tahl... twice (I played two games, the first where I noticed it, and a second where I happened again), and even Eagle Watch once.

I don't know if it's just for me that the corps and the orks are that effective, but if it is not the case

Who will stop the Hordes?
 
Megilfa said:
Unstoppable hordes!!

In the 2.2 version you increased starting troops number of the Feron and Undead, plus some other bonuses for both races...

...maybe you've done too much

During the first two decades, the undead kept occupied all the Illoriaon armies, forcing them to fight 3 to 5 against one, with an increadible succes rate in their operation (of course the undead always lost but they contantly threatened and occupied the humans), a bit away from Illoriaon. And meanwhile, the Feron Tribes conquered Caeln, Maria Castle, Wind Dead Keep, Azad, Blade's End Castle, Yalemnir, Nemeya, Bralich Castel, Iban, Love Lost, Immortal's Rest Keep, and Tahl... twice (I played two games, the first where I noticed it, and a second where I happened again), and even Eagle Watch once.

I don't know if it's just for me that the corps and the orks are that effective, but if it is not the case

Who will stop the Hordes?


It will be a delicate balancing act.  For the most part, the Feron have 10 extra troops then before, and only to start with.  The only other buff they got was a slight increase in bloodthirst, which increases the level of their berserkers (this would cause them to have a slight increase in effectiveness  in AI vs AI simulated combat). 

The Plague I'd understand a bit more.  They have been given an extra 25 or so starting troops (most of them are only level 4 revived corpses though), and increased necromancy abilities. 


The theme of the mod is for the three to have to group up to fight the two hordes.  In what I saw, the Illoriaons, Asaleth, and Planelords joined up to take down the large armies.  Let's gather all the feedback and see what everyone's experience is.  Based on the pre-patch version, it was mostly that the Feron and Plague needed a big buff to compete. 

That's great feedback and exactly what we need.  Keep it coming, but probably in a new thread based around balancing rather then this bug fix one.
 
The Feron were that succesfull because there was nobody to counter them I supposed.

And for the undead it is as you say, the typical battle, being one undead army against 2 to 4 Illoriaon plus one Asaleth and one Planelord, allowing the other undead party to travel freely (and maybe conquer), and opening a colossal freeway fot the Feron.

I'm going to launch a third game to see how everything will evolve
 
no, i can't leave via the menus, i can't even rest in the town. This is a new game btw. I had to quit and load for it to work again
 
Why.so.seriousa? said:
no, i can't leave via the menus, i can't even rest in the town. This is a new game btw. I had to quit and load for it to work again

When you quit and reloaded you were able to proceed with the quest line?  I'm not sure I completely understand the eventual outcome.

Basically you completed quest 4 and then received quest 5 and could not leave the town?  When exactly did this occur?  I wonder if anyone else has progressed that far in version 2.2 to state if they encountered a similar issue or not.  I ran through the whole quest chain before release and never encountered that issue.
 
Why.so.seriousa? said:
i thought Krug was in Ferontar, but he wasn't. So when i tried to leave, i couldn't

So if you go back there at any time you can't leave now? 

Do other towns act the same way?

Perhaps you can send me the save file?
 
its fine now, but the first time i went in, i couldn't get out. Also, i keep getting crashes if i press tab after a battle, is that a mod bug or just my com?
 
Why.so.seriousa? said:
its fine now, but the first time i went in, i couldn't get out. Also, i keep getting crashes if i press tab after a battle, is that a mod bug or just my com?

I've not changed anything to my knowledge regarding the tab key in the mission templates, so I have no idea why it would crash at that point.  It would have to be one of the windows that launches after a battle end, like the inventory loot menu, talk with friendly/enemy lords after battle, or the prisoner menu.  That said, I've never had it crash like that.  Have you tried alt tab to see if there is another window open indicating what the error is?  Sometimes it will provide an RGB error or something else that may provide some information.  This could be related to that rare loot item bug that Khandrak reported but I could never duplicate or narrow down.
 
I acutally like the changes alot, the only real issues is that the feron seem to steam roll that side of the map since two of the three are dealing with the new undead zerg.  I must say the undead feel much more undead now and not seeing dread lord whoever has been defeated every minute is better.  I do like their bigger armies full of pansy troops, makes zombie hacking much more realistic.

Whoever said it before is correct the new strength of the plauged armies is a huge aid for the feron tribes.  Probably much bigger than the small buff they did get. 

Then I fired up a new game and went and joined the undead to see how the new necro things works.  I must say it is great fun being able to replenish your armies even after taking heavy casualties.  The revived corpses are really weak, but the two new ones are not too shabby for being free to get. 

The only problem is that when you smash a barbarian tribe that has 50 some prisoners you can just dump the weak revived and pick up all the good troops, this can get you some pretty huge armies after awhile and the computer doesn't seem to care if it is filled with elite troops or all revived corpses.  They still run from you if your army is bigger.  Which means you can pretty much escort your AI lords around and keep the enemy off them while they start killing off the defenders.  When they are not being harrased their armies do some pretty nice work. 

I also must admit that I like the all or nothing feel of defending things with the undead that you are proposing.  The only issue woudl be if you couple the charge with a decent amount of archers and you can put a hurt on alot of attacks.  Not only that but you can refil the ranks with revived and again the computer only seems to see quantity and not quality. 

All in all I do like the changes.  I would like to see some auto upgrade of gear for hero's or at least an option to turn it on.  In a couple of other mods I kind of like the idea of setting them on their path (choosing their weapons in each slot) and watching them grow into monsters on the battlefield.  Personally I hate comparing stats on say shields and making sure everyone has the best of whatever they are using after every fight.

I would also love to an auto tax system, every week or month you get whatever money your towns, keeps, cities produced minus the expences of your forces.  It gets tedius wading through 500 barbarians trying to move between your keeps to collect taxes and start upgrades. 

Anyway keep up the good work and sorry for the suggestion-ish thread in the bug topic.  :sad:
 
Gwhorg said:
I acutally like the changes alot, the only real issues is that the feron seem to steam roll that side of the map since two of the three are dealing with the new undead zerg.  I must say the undead feel much more undead now and not seeing dread lord whoever has been defeated every minute is better.  I do like their bigger armies full of pansy troops, makes zombie hacking much more realistic.

Whoever said it before is correct the new strength of the plauged armies is a huge aid for the feron tribes.  Probably much bigger than the small buff they did get. 

Then I fired up a new game and went and joined the undead to see how the new necro things works.  I must say it is great fun being able to replenish your armies even after taking heavy casualties.  The revived corpses are really weak, but the two new ones are not too shabby for being free to get. 

The only problem is that when you smash a barbarian tribe that has 50 some prisoners you can just dump the weak revived and pick up all the good troops, this can get you some pretty huge armies after awhile and the computer doesn't seem to care if it is filled with elite troops or all revived corpses.  They still run from you if your army is bigger.  Which means you can pretty much escort your AI lords around and keep the enemy off them while they start killing off the defenders.  When they are not being harrased their armies do some pretty nice work. 

I also must admit that I like the all or nothing feel of defending things with the undead that you are proposing.  The only issue woudl be if you couple the charge with a decent amount of archers and you can put a hurt on alot of attacks.  Not only that but you can refil the ranks with revived and again the computer only seems to see quantity and not quality. 

All in all I do like the changes.  I would like to see some auto upgrade of gear for hero's or at least an option to turn it on.  In a couple of other mods I kind of like the idea of setting them on their path (choosing their weapons in each slot) and watching them grow into monsters on the battlefield.  Personally I hate comparing stats on say shields and making sure everyone has the best of whatever they are using after every fight.

I would also love to an auto tax system, every week or month you get whatever money your towns, keeps, cities produced minus the expences of your forces.  It gets tedius wading through 500 barbarians trying to move between your keeps to collect taxes and start upgrades. 

Anyway keep up the good work and sorry for the suggestion-ish thread in the bug topic.  :sad:

Thanks, even if it is really more of a commentary on the mod then a bug post, I am quite pleased to read it.  In fact, I would rather read something like this then some annoying bugs anyway.  :smile:  Let me do my best to comment on your comments.

The AI does not disregard quality when determine who and what to attack.  Technically, the way AI armies work is they look at the army strength of opponents, basically the battle advantage.  This is based to my knowledge both on quantity and the level of the troops involved.  Whereas the revived corpses are level 4, an Illoriaon Paladin or Shaledorian Druid is level 30.  In my opinion, an army of 1 paladin would not run from an army of 5 revived corpses simply because it is larger.  I've not tested or looked into this too thoroughly, but it is based on my observation of how often smaller parties will attack my much larger party if it contains nothing but entry level recruits.  I can look into boosting the other 3 nations troop levels slightly, if we want to leave the Feron and Plague the way they are now.  This may help prevent them running away all the time.

I have considered disallowing hiring prisoners you take or free from capture, but that opens up a whole lot of issues in and of itself.  For one, some people really like being able to replenish their army as they go.  One thing I could do is implement an element where non-undead party members, at least for the player party, suffer from poor morale and leave your party either right away or after a day or two.  I mean, how many of the living would want to fight alongside a bunch of undead troops?

I've not touched the companions at all yet.  It just has not been a high priority yet as I've focused on faction mechanics and the player's character.  To be honest, when I test I do not use companions at all.  What I would like to do is create the companions so that you don't have visibility to their equipment.  This can easily be done by removing the dialog option.  I could then implement a auto leveling of equipment, complete with new models, as you are suggesting.  Again, we're talking extra models, balancing, and planning to do that, so it is more of a 'down the road...' type project.

Auto-tax collection I want to do.  I will have this in place in 3.0.  I will also see about issuing orders to have things built from afar.

Thanks for the great feedback!  Keep playing and see how you feel about the Feron and Plague.  Perhaps a slight increase of level is in order for the other three factions now to counter the increased Plague numbers, but let's give it some time to see how things shake out in most people's games.  I could also decrease necromancy effectiveness if numbers are getting out of hand in most people's minds.

 
Cookie, regarding the shield bug you posted earlier.  It is a Mount & Blade bug, not a mod bug.  Here's a post from the Rat Catchers Hovel game bug report thread:

Fei Dao said:
There's a bug with damageable shields. It doesn't work.

In battle, sometimes when you get your shield broken, a message that comes up saying "shield deformed."

However, the shield does not deform after battle, and by pressing the "switch shield" key, (default is scroll down with the mouse) your shield is regenerated in battle.

Damageable shields worked in .751, so why don't they work now?  :neutral:

Sometimes I like to take a look there to see if it something I've done wrong or something wrong with the game/module system itself.  It looks like in this case it's the game.
 
Cookie Eating Huskarl said:
woot... that means 'ultimate unlimited shield cheat' glitch, doesn't it... :neutral:

It seems like its only an occasional thing.  I know I've had shields permanently destroyed before.  It's probably some glitch based on how much damage the shield takes or something, but I don't know.  Possibly it could be fixed in the module system, but I've not seen any shield code so far.  Then again, I've not looked real hard for it. 
 
lol, i've run into another bug where the shields just start hopping, loads of them just start hopping around, it's really funny :grin:, shame i can't post a screen.
 
Why.so.seriousa? said:
lol, i've run into another bug where the shields just start hopping, loads of them just start hopping around, it's really funny :grin:, shame i can't post a screen.

as in hopping around jumping around hopping??
 
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