Bugs (Final Version)

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Jason L.

Master Knight
I'm sorry to report that some minor bugs persist in the final version:

1) Castle of Scila( southern Italy): The attacking troops (player) can't find their way through the gate. They get stack to your left side of the gate and if you order them to follow you in the side chambers of the gate. http://cloud-4.steamusercontent.com/ugc/27361658175143066/66580AF589A2DF121E80898A78CA4C18879851F7/

2) Some path finding problems previously reported by me: http://forums.taleworlds.com/index.php?action=profile;u=220769;area=showposts;start=135

  I'm really enjoying this mode that remains my favourite one. Thank you Dr Tomas and all the dev team.
 
Jason L. 说:
1) Castle of Scila( southern Italy): The attacking troops (player) can't find their way through the gate. They get stack to your left side of the gate and if you order them to follow you in the side chambers of the gate. http://cloud-4.steamusercontent.com/ugc/27361658175143066/66580AF589A2DF121E80898A78CA4C18879851F7/

until someone releases a fix: start your game with editor mode ON, go to that scene and use CTRL+E to open the map editor.

Check the AI MESH and if that is correct you can add OBJECTS of the type (AI_xxxx_ meters) to create barriers and that will help direct the npcs to the path you want. Red side means npcs cant cross it.

Cheers
 
Thank you so much for the quick replay ! I managed to finish the siege somehow. I'm not familiar with the simplest editing but I may give it a try. Is this going to affect all castles with similar morphology?
 
Jason L. 说:
Thank you so much for the quick replay ! I managed to finish the siege somehow. I'm not familiar with the simplest editing but I may give it a try. Is this going to affect all castles with similar morphology?

you edit one scene (map) at time, so if there are castles using the same scene -> yes.

Great youtube video about map editing:

.

It is easy do to small things like that fix.

Cheers
 
Hi DrTomas ! Very glad to hear from you. I wish you the best for your (new) real life. You know I'm not the right person to guarantee those changes. I will give it a try eventually or maybe someone else will ... :lol:
 
always sweet to hear from DrTomas ....though I am being tortured by Attila : Total-war lately  :mrgreen:
 
Even so, you can just upload them and tell us where to paste (resources folder) while we wait for a patch. :grin:

But it is understandable that total war or gta may be sucking the time and freedom to do this sort of work.
 
DrTomas 说:
Send me those fixed scenes and i'll add them in a patch, if I get the time do one eventually :smile:

"THIS IS THE FINAL VERSION FOR SURE"

"Hey there's a few bugs"

"THIS NEXT VERSION WILL BE THE FINAL VERSION FOR SURE!"

:grin: :grin:

Your work ethic is great :smile:
 
>If he has time to patch it up.

It's final because no more dedicated work will be done on it, but eventual bugfix or even small feature implements are possible.

But it is funny when you think about it. Just don't expect too much and too soon.
 
Here's a good one: When aiding your village manor's army, you can't capture an enemy lord; you get the army orders dialogue instead.

For clarity:
When you have a village manor, you can talk to the Marshal to call up an army (Angry Alcoholics).
Your army attacks a lord that's trying to sack your village. You jump in and help your army -- you win! Yay!
But if you have a chance to capture the enemy lord... you can't. He's visible on the screen, but the dialogue options are for the army of Angry Alcoholics (patrol a fief, follow me, disband). 

Edit: Possibly related
When you jump in to help an ally that's battling a Custodes unit, instead of your ally talking to you at the end and increasing your rep with them, instead the ally gives an attack order and the conversation ends.
 
I hate to complain about a free and mostly astonishing mod, but I actually experienced this issue in 1.03 as well:When talking to troops and companions on the party screen, their faces are blocked by tree branches. Fiddling around with vid config actually fixed it but I have been unable to replicate that. Any ideas or suggestions would be extremely helpful.
 
Here's an odd one: the ladies of Kingdom 13, Ireland, don't appear in the game -- but instead the ladies of Kingdom 14 take their place. Those of Kingdom 13 simply seem to have disappeared, though when looking at the save game file they're still present, still associated with certain Irish lords (even betrothed, in a couple cases!).  I'm going to try re-installing the mod, as I could *swear* the women were there when I first played it.

Edit: I found out what was going on, but have no idea how to fix it. For some reason, the program is confusing Kingdom 13 & 14 ladies. It's placing the 14 names on the 13 characters, but all interactions with the K_13 characters are recorded in the proper character file.

So I interact with what appears to be Siyafan (troop 1425), but it's all recorded under Sheelagh's (troop 1415) character record. All familial relationships, etc, are spot on -- but for some reason it refers to the Irish ladies by the names of another kingdom's ladies. A small bug, but a curious one.
 
Metaldwarf 说:
I hate to complain about a free and mostly astonishing mod, but I actually experienced this issue in 1.03 as well:When talking to troops and companions on the party screen, their faces are blocked by tree branches. Fiddling around with vid config actually fixed it but I have been unable to replicate that. Any ideas or suggestions would be extremely helpful.

This is bothering me for quite a while and I could not find a way to fix it yet. I thought it was an error with the scene modding, where the troop is placed next to a tree, but there was no way how I could edit that.
 
Actually, lowering grass density under % 10 may cause this issue as far as I remember.

Please check your grass density for this problem. 
 
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