[BUGS] Support Thread for v3.9

Users who are viewing this thread

Vetrogor said:
1. Rebell from Fierdsvein
2. Conqer capital Javicsholm
3. Ask for protection to Fierdsvein and become a vassal
4. Lords spawn at Javicsholm and gathering troops
5. Rebelled from Fierdsvein

Lords are siting at Javicsholm and don't come out. They say "enemies_are_reported_to_be_nearby_and_we_should_stand_ready_to_either_man_the_walls_or_sortie_out_to_do_battle"
I have just followed your points to the letter.
Both lords who entered Javiksholm with their armies, as well as lords who had spawned there after lost battles, left the town as soon as they had enough troops.
One of the lords had no money at all and even him eventually left the town after a month (thanks to the "minimal weekly allowance").

I can't recreate described behaviour based on your points.

Who is their enemy? AI armies stand next to the city all the time? You must be friend as you can talk to the lords in the castle.

If described situation is real then all lords from the given kingdom would eventually be defeated and "locked" in the capital. Something like that would be rather hard to miss as it is game breaking bug, but I haven't seen any reports of this kind.

EDIT1: By "rebell" in points 1 and 5 do you mean:
1. speak with your king (and as a result Javiksholm is passed to Fierdsvain and has no owner)
or
2. conquer new fief, ask it for yourself, king refuses, you leave with your fiefs (and as a result Javiksholm is yours)?

EDIT2: I have checked both of above options and all lords left castle when they recruited enough soldiers.
 
Hi all,

my looted village requests help. When I arrive there only std option "Leave" is available. My relation with the village decreases anyway, prolly because I "failed" to heed the request.

Rgds, Oldtimer
 
IconracI said:
Vetrogor said:
1. Rebell from Fierdsvein
2. Conqer capital Javicsholm
3. Ask for protection to Fierdsvein and become a vassal
4. Lords spawn at Javicsholm and gathering troops
5. Rebelled from Fierdsvein

Lords are siting at Javicsholm and don't come out. They say "enemies_are_reported_to_be_nearby_and_we_should_stand_ready_to_either_man_the_walls_or_sortie_out_to_do_battle"
I have just followed your points to the letter.
Both lords who entered Javiksholm with their armies, as well as lords who had spawned there after lost battles, left the town as soon as they had enough troops.
One of the lords had no money at all and even him eventually left the town after a month (thanks to the "minimal weekly allowance").

I can't recreate described behaviour based on your points.

Who is their enemy? AI armies stand next to the city all the time? You must be friend as you can talk to the lords in the castle.

If described situation is real then all lords from the given kingdom would eventually be defeated and "locked" in the capital. Something like that would be rather hard to miss as it is game breaking bug, but I haven't seen any reports of this kind.

EDIT1: By "rebell" in points 1 and 5 do you mean:
1. speak with your king (and as a result Javiksholm is passed to Fierdsvain and has no owner)
or
2. conquer new fief, ask it for yourself, king refuses, you leave with your fiefs (and as a result Javiksholm is yours)?

EDIT2: I have checked both of above options and all lords left castle when they recruited enough soldiers.

OK. I have tested this. This bug occuries when lords don't have money. They will not have many reinforcements. Then script with alerts will be triggered and lords will be locked in the fief.

If lords have a lot of money they will gather many reinforcements. They will come out from the town before the script with alert will be triggered.

If this is not the case then here is how I recreated this bug.

I killed fierdsvein lords and conquered their fiefs except one. They become poor. Then I conquered the last town and founded a lord and with a cheat joined to their faction. Lords spawned at Javicsholm. I conquered a D'Shar castle which was at war with fierdsvein and asked it for myself. After it was declined I rebelled. Lords were locked at Javicsholm after they gathered enough troops.

In my last game. I conquered a lot of fiefs for myself and switched between Fierdsvein and Sarleon. When I finally created my kingdom lords were locked in Javicsholm.
 
It is not a bug when lords can't leave any fief due to their armies being too small because they don't have money to rapidly replenish their forces. This is exactly how it supposed to work. 

Thanks to that it is possible to eventually bleed enemy faction's treasury to death and slow enemy attacks (poorer lords will take more time to recover).

But every single lord will eventually gather enough troops (60% of ideal army size) to be allowed to leave fief. Even the completely bankrupted ones. All what they need is time.

This is happening thanks to introduced "weekly allowance", which is added to lord's treasure after he pays upkeep:
he pays upkeep -> has 0 gold (can't have negative) -> receives small allowance, which is enough to hire few rather weak soldiers -> he pays upkeep ...

This works for sure as one of the lords from my test above has only 229 denars (reinforcement cost is 600) when he respawned after lost battle in the town taken later by me. And after some time he happily escaped from my town accompanied by 62 warriors.   
 
If lords don't leave the town before script with alert triggered they will be locked. After they have more than 60% in the party they will say "enemies_are_reported_to_be_nearby_and_we_should_stand_ready_to_either_man_the_walls_or_sortie_out_to_do_battle"

They have more than 60% but can't leave the town. It is a bug that I meant.
 
Nicodemus. said:
Show us your ways, who knows, you might become the next saint.
My ways are simple - apply this tweak, and problem solved :smile:
Open mission_templates.txt, find this part:
-71.000000 1.000000 0.000000  9 2071 1 1224979098644774912 4 0 31 2 1224979098644774912 9 2133 2 144115188075857290 1 5 0 31 2 1224979098644774912 10 2133 2 144115188075857290 0 3 0 31 2 144115188075857290 1  19 12 1 1224979098644774912 1712 1 1224979098644774912 1704 1 1224979098644774912 1707 1 1224979098644774912 1702 1 1224979098644774912 1706 1 1224979098644774912 2147484193 3 1224979098644774912 15 1 1726 3 1224979098644774913 1224979098644774912 0 2147483680 2 1224979098644774913 -1 2133 2 1224979098644774914 4 6 3 1224979098644774915 0 1224979098644774914 1804 3 1224979098644774916 1224979098644774912 1224979098644774915 32 2 1224979098644774916 0 1570 2 1224979098644774917 1224979098644774916 33 3 1224979098644774917 2 5 2133 2 1224979098644774914 -1 1747 2 1224979098644774912 1224979098644774916 3 0 3 0
3.000000 0.000000 0.000000  1 31 2 144115188075857290 1  19 12 1 1224979098644774912 1712 1 1224979098644774912 1704 1 1224979098644774912 1707 1 1224979098644774912 1702 1 1224979098644774912 1706 1 1224979098644774912 2147484193 3 1224979098644774912 15 1 1726 3 1224979098644774913 1224979098644774912 0 2147483680 2 1224979098644774913 -1 2133 2 1224979098644774914 4 6 3 1224979098644774915 0 1224979098644774914 1804 3 1224979098644774916 1224979098644774912 1224979098644774915 32 2 1224979098644774916 0 1570 2 1224979098644774917 1224979098644774916 33 3 1224979098644774917 2 5 2133 2 1224979098644774914 -1 1747 2 1224979098644774912 1224979098644774916 3 0 3 0

it may not fit into the search bar entirely, but look for these 2 lines:
uITbD2M.png


And replace them with:
-71.000000 0.000000 0.000000  2 2071 1 1224979098644774912 31 2 1224979098644774912 9  1 2133 2 144115188075857290 1
2.000000 2.000000 0.000000  15 31 2 144115188075857290 1 1107 1 0 12 1 1224979098644774912 1702 1 1224979098644774912 1704 1 1224979098644774912 1706 1 1224979098644774912 1707 1 1224979098644774912 2147484193 3 1224979098644774912 15 1 1726 3 1224979098644774913 1224979098644774912 0 2147483680 2 1224979098644774913 -1 1770 2 1224979098644774914 1224979098644774912 1773 2 1224979098644774915 1224979098644774912 1790 3 1224979098644774914 1224979098644774915 10 3 0 1107 1 1  17 12 1 1224979098644774912 1702 1 1224979098644774912 1704 1 1224979098644774912 1706 1 1224979098644774912 1707 1 1224979098644774912 2147484193 3 1224979098644774912 15 1 2133 2 1224979098644774913 4 6 3 1224979098644774914 0 1224979098644774913 1804 3 1224979098644774915 1224979098644774912 1224979098644774914 32 2 1224979098644774915 0 2721 2 1224979098644774916 1224979098644774915 31 2 1224979098644774916 2 1747 2 1224979098644774912 1224979098644774915 2133 2 1224979098644774913 -1 3 0 3 0 2133 2 144115188075857290 0

There are 10 instances of that code in the file so you should do this 10 times. I also suggest to open ui.csv in languages\en folder and change
ui_order_button_use_blunt_weapons|Use only blunt weapons
ui_use_blunt_weapons_e_|%s, use only blunt weapons!

to
ui_order_button_use_blunt_weapons|Prefer blunt weapons
ui_use_blunt_weapons_e_|%s, prefer blunt weapons!
I investigated this issue a bit deeper, and turns out this bug is present in Native too, and when "charge" is issued after F3-F3 order, cav that doesn't have blunt weapons becomes braindead. I tried several workarounds:
1) To use PoP workaround code (switching to another melee weapon) in Native = didn't work, and also if we changing "use only blunt" to "prefer blunt" then we should allow switching to anything agent has, not specifically melee
2) To clear the scripted behaviour of agents with bare fists assuming they will no longer be restricted by that order = didn't work
3) To give "use any weapons" order to their divisions = well, it worked overall, but the ones who did have blunt weapons also switched to another ones, so the order purpose was actually lost. But I realised from this test that it's the order itself that causes dummy behaviour and the only way to fix it is to give another weapon order
4) To assign a separate division for them and order it to use any weapon, then revert them to initial ones = surprisingly the same effect as previous one
5) To give "use any weapons" order without changing anything, but then force the ones who has blunt weapons to equip them = it finally solved the problem

In mission templates:

  (ti_on_order_issued, 0, 0,
    [
      (store_trigger_param_1, ":eek:rder"),
      (eq, ":eek:rder", 9),   
    ],
    [
      (assign, "$dont_use_fist_enable", 1),
    ]),
   
    (2, 2, 0, # 2 seconds delay before applying the consequences are mandatory due to weapon switch animations
    [
      (eq, "$dont_use_fist_enable", 1),
      (set_show_messages, 0),  # It's better to give new orders silently since they will be issued for every agent with bare fists
      (try_for_agents, ":agent1"),
        (agent_is_alive, ":agent1"), # Agents within try_for_agents loop are always active, no need to check for it
        (agent_is_human, ":agent1"),
        (agent_is_ally, ":agent1"),
        (agent_is_non_player, ":agent1"), 
        (neg|agent_slot_eq, ":agent1", 15, 1),
        (agent_get_wielded_item, ":w_item", ":agent1", 0),
        (le, ":w_item", -1),
        (agent_get_team, ":team", ":agent1"),
        (agent_get_division , ":division", ":agent1"),
        (team_give_order, ":team", ":division", 10),         
      (end_try),
      (set_show_messages, 1),
    ],
    [       
      (try_for_agents, ":agent2"),
        (agent_is_alive, ":agent2"),
        (agent_is_human, ":agent2"),
        (agent_is_ally, ":agent2"),
        (agent_is_non_player, ":agent2"), 
        (neg|agent_slot_eq, ":agent2", 15, 1),
        (assign, ":end", 4),
        (try_for_range, ":slot", 0, ":end"),
          (agent_get_item_slot, ":item", ":agent2", ":slot"),
          (gt, ":item", 0),
          (item_get_swing_damage_type, ":dmg_type", ":item"),
          (eq, ":dmg_type", 2), # if blunt
          (agent_set_wielded_item, ":agent2", ":item"),
          (assign, ":end", -1),         
        (end_try),
      (end_try),
      (assign, "$dont_use_fist_enable", 0),
    ]),
 
IconracI said:
Would you be able to share savegame?

This is when alert triggered - enemies near. Ask lords with more than 60% party what they are doing.
https://www.dropbox.com/s/j5hru871bn2a47d/sg00.sav?dl=0

The same bug with siedge
https://www.dropbox.com/s/d8xg2nn09nh2uss/sg01.sav?dl=0
 
UndeadDuke said:
Nicodemus. said:
Show us your ways, who knows, you might become the next saint.
My ways are simple - apply this tweak, and problem solved :smile:
Open mission_templates.txt, find this part:
-71.000000 1.000000 0.000000  9 2071 1 1224979098644774912 4 0 31 2 1224979098644774912 9 2133 2 144115188075857290 1 5 0 31 2 1224979098644774912 10 2133 2 144115188075857290 0 3 0 31 2 144115188075857290 1  19 12 1 1224979098644774912 1712 1 1224979098644774912 1704 1 1224979098644774912 1707 1 1224979098644774912 1702 1 1224979098644774912 1706 1 1224979098644774912 2147484193 3 1224979098644774912 15 1 1726 3 1224979098644774913 1224979098644774912 0 2147483680 2 1224979098644774913 -1 2133 2 1224979098644774914 4 6 3 1224979098644774915 0 1224979098644774914 1804 3 1224979098644774916 1224979098644774912 1224979098644774915 32 2 1224979098644774916 0 1570 2 1224979098644774917 1224979098644774916 33 3 1224979098644774917 2 5 2133 2 1224979098644774914 -1 1747 2 1224979098644774912 1224979098644774916 3 0 3 0
3.000000 0.000000 0.000000  1 31 2 144115188075857290 1  19 12 1 1224979098644774912 1712 1 1224979098644774912 1704 1 1224979098644774912 1707 1 1224979098644774912 1702 1 1224979098644774912 1706 1 1224979098644774912 2147484193 3 1224979098644774912 15 1 1726 3 1224979098644774913 1224979098644774912 0 2147483680 2 1224979098644774913 -1 2133 2 1224979098644774914 4 6 3 1224979098644774915 0 1224979098644774914 1804 3 1224979098644774916 1224979098644774912 1224979098644774915 32 2 1224979098644774916 0 1570 2 1224979098644774917 1224979098644774916 33 3 1224979098644774917 2 5 2133 2 1224979098644774914 -1 1747 2 1224979098644774912 1224979098644774916 3 0 3 0

it may not fit into the search bar entirely, but look for these 2 lines:
uITbD2M.png


And replace them with:
-71.000000 0.000000 0.000000  2 2071 1 1224979098644774912 31 2 1224979098644774912 9  1 2133 2 144115188075857290 1
2.000000 2.000000 0.000000  15 31 2 144115188075857290 1 1107 1 0 12 1 1224979098644774912 1702 1 1224979098644774912 1704 1 1224979098644774912 1706 1 1224979098644774912 1707 1 1224979098644774912 2147484193 3 1224979098644774912 15 1 1726 3 1224979098644774913 1224979098644774912 0 2147483680 2 1224979098644774913 -1 1770 2 1224979098644774914 1224979098644774912 1773 2 1224979098644774915 1224979098644774912 1790 3 1224979098644774914 1224979098644774915 10 3 0 1107 1 1  17 12 1 1224979098644774912 1702 1 1224979098644774912 1704 1 1224979098644774912 1706 1 1224979098644774912 1707 1 1224979098644774912 2147484193 3 1224979098644774912 15 1 2133 2 1224979098644774913 4 6 3 1224979098644774914 0 1224979098644774913 1804 3 1224979098644774915 1224979098644774912 1224979098644774914 32 2 1224979098644774915 0 2721 2 1224979098644774916 1224979098644774915 31 2 1224979098644774916 2 1747 2 1224979098644774912 1224979098644774915 2133 2 1224979098644774913 -1 3 0 3 0 2133 2 144115188075857290 0

There are 10 instances of that code in the file so you should do this 10 times. I also suggest to open ui.csv in languages\en folder and change
ui_order_button_use_blunt_weapons|Use only blunt weapons
ui_use_blunt_weapons_e_|%s, use only blunt weapons!

to
ui_order_button_use_blunt_weapons|Prefer blunt weapons
ui_use_blunt_weapons_e_|%s, prefer blunt weapons!
I investigated this issue a bit deeper, and turns out this bug is present in Native too, and when "charge" is issued after F3-F3 order, cav that doesn't have blunt weapons becomes braindead. I tried several workarounds:
1) To use PoP workaround code (switching to another melee weapon) in Native = didn't work, and also if we changing "use only blunt" to "prefer blunt" then we should allow switching to anything agent has, not specifically melee
2) To clear the scripted behaviour of agents with bare fists assuming they will no longer be restricted by that order = didn't work
3) To give "use any weapons" order to their divisions = well, it worked overall, but the ones who did have blunt weapons also switched to another ones, so the order purpose was actually lost. But I realised from this test that it's the order itself that causes dummy behaviour and the only way to fix it is to give another weapon order
4) To assign a separate division for them and order it to use any weapon, then revert them to initial ones = surprisingly the same effect as previous one
5) To give "use any weapons" order without changing anything, but then force the ones who has blunt weapons to equip them = it finally solved the problem

In mission templates:

  (ti_on_order_issued, 0, 0,
    [
      (store_trigger_param_1, ":eek:rder"),
      (eq, ":eek:rder", 9),   
    ],
    [
      (assign, "$dont_use_fist_enable", 1),
    ]),
   
    (2, 2, 0, # 2 seconds delay before applying the consequences are mandatory due to weapon switch animations
    [
      (eq, "$dont_use_fist_enable", 1),
      (set_show_messages, 0),  # It's better to give new orders silently since they will be issued for every agent with bare fists
      (try_for_agents, ":agent1"),
        (agent_is_alive, ":agent1"), # Agents within try_for_agents loop are always active, no need to check for it
        (agent_is_human, ":agent1"),
        (agent_is_ally, ":agent1"),
        (agent_is_non_player, ":agent1"), 
        (neg|agent_slot_eq, ":agent1", 15, 1),
        (agent_get_wielded_item, ":w_item", ":agent1", 0),
        (le, ":w_item", -1),
        (agent_get_team, ":team", ":agent1"),
        (agent_get_division , ":division", ":agent1"),
        (team_give_order, ":team", ":division", 10),         
      (end_try),
      (set_show_messages, 1),
    ],
    [       
      (try_for_agents, ":agent2"),
        (agent_is_alive, ":agent2"),
        (agent_is_human, ":agent2"),
        (agent_is_ally, ":agent2"),
        (agent_is_non_player, ":agent2"), 
        (neg|agent_slot_eq, ":agent2", 15, 1),
        (assign, ":end", 4),
        (try_for_range, ":slot", 0, ":end"),
          (agent_get_item_slot, ":item", ":agent2", ":slot"),
          (gt, ":item", 0),
          (item_get_swing_damage_type, ":dmg_type", ":item"),
          (eq, ":dmg_type", 2), # if blunt
          (agent_set_wielded_item, ":agent2", ":item"),
          (assign, ":end", -1),         
        (end_try),
      (end_try),
      (assign, "$dont_use_fist_enable", 0),
    ]),
[/q]
UndeadDuke said:
It works! Kind of. I tested it with a band of sheriffs, merc cav, merc cav senior and the morion barclay (the ones you get the at the tavern). and got conflicting results. Sometimes, it goes on perfectly, sometimes I have to issue the order twice or the cavs and and the infs end up empty handed, and sometimes the cavs go normal and the infs go empty handed after issuing the order. I am rather perplexed. Does the rate at which I order them to do a command affects them in any way? Par exemple, If I issue the command in the very beginning of the battle, would this effect them somehow? Since I see some of them replace the weapon they spawn with.
Anyways, Thanks! And you see, I am a (wo)man of my word. After five years from your, in kinder terms I suppose, "expiration date" we can talk about canonization.
 
Nicodemus. said:
Sometimes, it goes on perfectly, sometimes I have to issue the order twice or the cavs and and the infs end up empty handed, and sometimes the cavs go normal and the infs go empty handed after issuing the order.
Try changing in the replace part 2.000000 2.000000 0.000000 to 3.000000 3.000000 0.000000 or 4.000000 4.000000 0.000000 . The code is not perfect but not my fault that Warband devs didn't allow us to totally remake orders from scratch. We can only issue an order, face all of its bugs, and do our best to implement a questionable workaround

Nicodemus. said:
And you see, I am a (wo)man of my word. After five years from your, in kinder terms I suppose, "expiration date" we can talk about canonization.
The perfect reward doesn't exi....
 
UndeadDuke said:
Nicodemus. said:
Sometimes, it goes on perfectly, sometimes I have to issue the order twice or the cavs and and the infs end up empty handed, and sometimes the cavs go normal and the infs go empty handed after issuing the order.
Try changing in the replace part 2.000000 2.000000 0.000000 to 3.000000 3.000000 0.000000 or 4.000000 4.000000 0.000000 . The code is not perfect but not my fault that Warband devs didn't allow us to totally remake orders from scratch. We can only issue an order, face all of its bugs, and do our best to implement a questionable workaround

Nicodemus. said:
And you see, I am a (wo)man of my word. After five years from your, in kinder terms I suppose, "expiration date" we can talk about canonization.
The perfect reward doesn't exi....
[/q]
UndeadDuke said:
I found that (or atleast so far) waiting a few seconds before issuing the command results in them acting as wanted. tested that in about a dozen battles, and with all of them, had no issues. then I started another battle and immeditely told them to go blunt, then ordered them to charge, and they became braindead, Turns out that was the problem, though in some battles, they won't go braindead when using this procedure. But that does not interest me, I am very pleased to say the least, of this tweak.
UndeadDuke said:
The perfect reward doesn't exi....
I am glad to see that you are pleased with my reward!
 
Vetrogor said:
IconracI said:
Would you be able to share savegame?

This is when alert triggered - enemies near. Ask lords with more than 60% party what they are doing.
https://www.dropbox.com/s/j5hru871bn2a47d/sg00.sav?dl=0

The same bug with siedge
https://www.dropbox.com/s/d8xg2nn09nh2uss/sg01.sav?dl=0
I presume above savegames doesn't come from the standard game, but were created using method mentioned by you earlier:
I killed fierdsvein lords and conquered their fiefs except one. They become poor. Then I conquered the last town and founded a lord and with a cheat joined to their faction. Lords spawned at Javicsholm. I conquered a D'Shar castle which was at war with fierdsvein and asked it for myself. After it was declined I rebelled. Lords were locked at Javicsholm after they gathered enough troops.
Not the ideal ones, but they are the only one I have as I still can't recreate this behaviour during my game. In your savegame, situation seems to go back to normal when I accept the peace offer from Fierdsvain.

Your code seems harmless and logical (why should they stay in the enemy city doing nothing useful for their kingdom) and will be added to the game.

Thank you for your help and time.
 
Ansen was in a garrison. I don't know how but I somehow got him out, so ignore the original text, which follows:

How do I get him out? The "Take" button is greyed out when he's selected...
 
Bug -  second message about village raid.
It occuries when two POP options ticked at the same time. And it is in players kingdom.
UsJjinK.jpg
LEhvA9P.jpg
LQdLoss.jpg

scripts.txt

It seems for me that this code in process_village_raids is useless
Code:
(else_try),
  (eq, "$notif_village_attacked", 1),
  (eq, "$g_option_important_news", 1),
  (call_script, "script_get_message_color", 5, ":var0"),
  (display_log_message, "@The village of {s1} has been looted by {s2}.", reg20),

1) Open scripts.txt
2) Find process_village_raids
3) Decrease the counter by 5. It was 166. Should be 161.
4) Find and delete this code
5 0 31 2 144115188075857265 1 31 2 144115188075856181 1 1 3 936748722493063798 5 1224979098644774912 1105 2 1585267068834414990 72057594037927956
5) Check that there is one space
 
Got kinda a dumb question. Not sure how I managed this. I have been looking and I can't seem to find anything under the terms I am searching for.

I have a bug with Dialogue not making sense, it happened once at the End of Kassim telling me how much he enjoyed Riva around.

But usually it happens when I get called back to help at my village or castle heart beat quest.

I get this weird error, any ideas what is causing this?


 

Attachments

  • 20191118225525_1.jpg
    20191118225525_1.jpg
    1.6 MB · Views: 14
Back
Top Bottom