SP Fantasy (Game of Thrones) A Clash of Kings (7.0 released 13th of May, 2019)

Which do you prefer?

  • The books

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  • The show

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As Cozur has stated, the version are incompatible. They are completely new and you need a new install. Not trying to be rude but before you complain atleast read abit mate
 
Ithilien5 说:
As Cozur has stated, the version are incompatible. They are completely new and you need a new install. Not trying to be rude but before you complain atleast read abit mate

I'm pretty sure you're the one who didn't read properly: The discussion is about the difference when starting a new game with the downloaded Patch 0.93 or with the full Mod version 0.93. Because apparently there are some differences there...

By the way: This is the helm I mentioned in my first impressions of this mod as the Unsullied helm:
53F6E904098886CF76E4A5078EF8989F58B6A9A1
As I said he imo really takes away the human attitudes of the carrier, a very fitting style for Unsullied...
 
Aye, I was curious why Importing Characters Makes you incapable of moving inside anywhere without being thrown into and out of walls and cellings. I understand the whole preventing overpowered characters thing and how it breaks the lore and mod and such, But I happen to edit all my charcters, and sometime import them from other files when I dont want to go through the whole face editing thing all over again.

Soo, I was just curious if you had a reason further then the overpowered characters, and if therer was a fix..
 
Lord Nicholas Gilmore 说:
Longtime lurker first time poster. Have played this mod to death since I discovered it. Literally the only video game I even feel like playing.  But I couldn't agree more with the execution feature being added. As a ASOIAF lore-meister I feel it would fit in nicely to the universe and would be a very practical gameplay function. 

I could understand not letting the CPU have that function, but I think for the player this would add so much fun and realism. Please! Would it take much work?

Here Here!!, Ill drink to that! (I've mentioned this before, Back in .7 I htink and it just started a huge argument. But I concur, Execution seems fesible as well as neccicary. Cozurs response I belive was if i can find the files and send them to him he would implemnet it into the game. Wheather it was sarcasm or not isnt exactly the issue. For me the issue is navigating Python Becasue that program is a F*&^%() headache.
 
How would it be balanced if the player could execute people and lords couldn't? Furthermore, in real life their sons/daughters/other heirs would take over their lands, titles, etc, but in Warband no such thing happens. There would just be a massive vassal deficit and too much land compared to nobles.
 
Epicrules 说:
How would it be balanced if the player could execute people and lords couldn't? Furthermore, in real life their sons/daughters/other heirs would take over their lands, titles, etc, but in Warband no such thing happens. There would just be a massive vassal deficit and too much land compared to nobles.

I don't see how it would be unbalanced to not allow the AI to excute lords. Infact, I don't see how it would affect balance at all.

Still, why can't people just leave it. There is obviously a reason why it's not been added yet but for some reason people can't seem to realise it and basically every page of this thread has at least one person suggesting it
 
You are absolutely right ccllnply! An experienced modder like you for sure know how easy that is, why don't you put it in a download link? Jesus christ people...
 
The reason for it not being added yet are multiple. 1st it takes time to add that feature to the game, 2nd there are still numerous bugs in the game that take priority in addressing before this feature can be installed. 3rd to add this feature before the other bugs are sorted out will just add to the confusion of bug fixing.

I like the idea of this feature myself, but it does bring in some concern for immersion purposes. ie: what if say stannis checks out before Renly? Its entirely possible with the Reach having Dragonstone as its only enemy. Or Robb Stark gets his head chopped off early by the Ironborn? granted it is a game and anything is possible.

But there are numerous filler lords that I wouldn't mind sending to the chopping block so..... I'm all in favor of adding the feature just not until everything else has been ironed out. 
 
First of all I just want to say I seem to have fallen madly in love with this mod. It's probably the best ASOIAF mod I've seen around, must've taken so much effort.

I was just wondering a few things about marriage at the moment. I'm not exactly an expert, heck I only actually bought the game to play this mod...so I don't know how the marriage system works in the game.

Will there ever be a point down the line where you can marry say, Robb or other eligible kings? And what about sons and daughters of Kings like Theon and Loras? Don't know if I can't marry him in my game or if my character just incessantly bothers him and he finds her creepy.

I tried to check through and only found marriage questions regarding Asha and Cersei so I figured I'd ask, sorry if I missed anything earlier on in the thread.

Also, if Loras is marriageable will characters like Jaime be when they're implemented?

Once again, you and everyone who's worked on this mod...are simply awesome.
 
I'm pretty sure you can marry kings, at least as a noble woman. Just get a good relation with them and a lot of renown. And make sure they're not married already :wink:

I actually have a question, too:
Can I marry a king as a queen with an own kingdom and somehow merge our two kingdoms together?
 
Bug Report: 0.93 with patch
  • Velvet and tools in inventory and can't move the court of kingdom = confirmed
  • Two types of unsullied
[list type=decimal]
[*]The good ones you get from finding the recruiter in a tavern (for got his name)

[*]When you do have a kingdom and recruit in a castle / town you get the old unsullied from 0.7
[/list]
 
Just ran a diff on the 0.93 files and the 0.93 patch files....theres no reason why the 0.93 patch should be affecting food items in any way. All the 0.93 patch should be affecting is the fur tunic issue and switching a few items around...its really not that big a differential between the two files in the patch and the base 0.93 install.

I'm wondering if its a difference between installing ACOK 0.93 to a Steam 1.154 Warband, and a non-Steam 1.153 Warband (cause 1.153 is the latest TW patch available but Steam seems to have the 1.154 version).

Going to test out a patched ACOK 0.93 on both installs and see if the food bug is different between the versions cause the ACOK patch actually causing the food bug makes no sense whatsoever as neither of the files in the patch actually have anything to do with food types.

 
Actually its nothing to do with 1.154/1.153....the food bug is introduced by the 0.93 patch, it also assigns the healing/wound treatment stuff to oil and salt.

My only real idea here looking at the differential between the patch files and the mod files that get patched is that the 0.93 item_kinds1.txt has 1205 entries whereas the patch version has 1201...the -4 being the removal of the tourney outfits from that file. Other small changes are present but nothing about food items are affected in the file.

The only thing I can really assume (I'm not a WB modder though I am a scripter and modder of other games) here is that somehow the changes in the patch are offsetting values which are assigning improper attributes to items further into the file. Which makes a certain kind of logical sense because the items that are loading below the tourney outfits that were simply cut out of the file are actually the books in the game that give bonuses to the player while in inventory and whats right below those books? Food items.

So I think largely what I'm going to try next here is fixing the 0.93 item_kinds1.txt file with just the changes to actual armors and not removing the tourney outfits....because I think its the block removal of those items that is causing the offset.

This of course won't fix farmers being non-existent but one set of problems at a time I suppose.

EDIT:

I merged all the changes from the 0.93 patch item_kinds1.txt into the 0.93 version and left the tourney outfits in place in the file. With my adapted item_kinds1.txt and the troops.txt from the patch everything appears to function correctly. All consumable foods have the appropriate morale bonuses associated with them, and the units have their appropriate gear.

I'm not entirely sure what the removal of the tournament outfits was supposed to achieve and the last changelog associated with the mod is for 0.92 so I'm not sure what that change in the 0.93 patch was supposed to address but it did cause some pretty major data offset problems in the items table.

Here is my fixed version of the item_kinds1.txt file which fixes the bug with food. Just cut and paste it into the item_kinds1.txt file in the ACOK93 directory and save the file, also be sure you're using the troops.txt file from the patch.

Pastebin of my fixed ACOK93 item_kinds1.txt

It could be that the removal of the arena tunics was done with good reason but I can't really justify offsetting the table balance for everything below the removal unless whatever the arena tunics are doing is a massive problem (I haven't had time to test a tournament yet).

I'll continue to test and see what else I can try to address.


 
Agrippa91 说:
I'm pretty sure you can marry kings, at least as a noble woman. Just get a good relation with them and a lot of renown. And make sure they're not married already :wink:

I actually have a question, too:
Can I marry a king as a queen with an own kingdom and somehow merge our two kingdoms together?

I doubt the political system in Warband can handle something that complex. I have to imagine that you would need to give up your kingdom/fiefs to your husband :/ But who knows! It might be possible.
 
After some investigation it seems that by modifying item_kinds1.txt everything works right...the tourney point counter works again too though there are some error on opcode messages in there that don't seem to affect the flow of the tournament. But this is only with the usage of the troops.txt file from the patch which causes all kinds of other weirdness as well, companion characters are wearing nothing, Qohori Vouglemen are wearing dresses, lots of sellswords have no armor on.

I think I'm going to have to fix troops.txt as well to make this all work better. Going to poke at it for awhile in KDiff and perhaps dig up Morgh's Mod Tools and see if I can fix Troops.txt to stop causing these problems as well.

I'll pastebin a troops.txt fix when I've got it done.

This is odd and I'll need to read up on it but I think the problem with the Troops.txt is pretty much the same issue. Its a data offset thats occurred between the patch file and the 0.93 install file version that is causing all items to shift. Notice here looking at the same entry from the different versions.

ACOK 0.93 troops.txt
trp_multiplayer_profile_troop_male multiplayer_profile_troop_male multiplayer_profile_troop_male 0 133169168 0 0 1 0 0
  810 0 444 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0
  6442450945 3952873730080618203 1947355 0 0 0 0 0

ACOK 0.93 Patch troops.txt
trp_multiplayer_profile_troop_male multiplayer_profile_troop_male multiplayer_profile_troop_male 0 133169168 0 0 1 0 0
  806 0 440 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
  0 0 0 0 0
0 0 0 0 0 0 0
0 0 0 0 0 0
  6442450945 3952873730080618203 1947355 0 0 0 0 0

Notice the difference in the highlighted reference numbers is exactly 4, which is exactly the amount of items that were removed from the item_kinds1.txt file as well.

I'm going to merge the diff using everything from the original troops.txt that is a differential conflict and ensure the issue with the fur vests is addressed and this may fix all the wonkey item assignment to the NPCs in the game (ergo, naked characters, male tavern keeps that have dresses on...which btw they're not actually assigned dresses at all so its definitely a table data offset issue that is causing the problem.) and do a little more tweaking but I think I can fix this too.
 
Here is my fixed ACOK 0.93 Patch

ACOK 0.93 Patch for the Patch

The two files are the two files from the 0.93 patch posted by Cozur. What I've done is fixed the table offset problems that were causing the item attribute table to assign the wrong attributes to various food and support items.

All companion characters will be properly dressed, all sell swords are also properly armored for their tier.

A few tavern keeps are still coming up as wearing nothing, but all tavern keeps are actually assigned items to wear, it may be a mesh assignment error but I haven't looked that deeply into it. But there are no more male tavern keeps wearing dresses.

Anyways this also fixes a lot of the error on opcode messages that were occuring during first load, and the ones I saw in the tournaments. The tournament point counter still doesn't work correctly far as I can tell but the tourneys do work regardless of that. It also fixes the short resolution lag that occurred on first load of the map view.

This won't fix the farmer bug (the farmer units ARE in the troop tree but they simply aren't moving from village to city as per standard in Native) I think this might have a root cause issue in the party_templates.txt file but I'm not entirely sure.

Regardless aside from not fixing the farmer bug, this fix may have reverted a few unit/item changes done by Cozur but it at least allows the patch to be more functional than it was.

It is highly likely that this is not save game compatible so...if you use it, you'll have to start over.
 
I think I found a team of companions with only good relationships. I just finished my tests, and after several battles I did not see any conflict at all.

(price)
yohnas (0)
graznon (500)
gyrnir (0)
bilaquo (400)
serol (900)
jaspers (1500)
felton (1200)
kanut (1500)
kanosos (2500)
garret (600)
claviss (1500)
matrim (3000)
alexos (300)
Poor Allen, those knight bastards didn't want you at all :sad:


Relations found so far, FYI :

LIKE

maron / colin
berengar / jasper
alexos / maron
felton / jasper
bilaquo / gyrnir
graznon / bilaquo
kanosos / bilaquo
allen / maron
clavis / drollo
drollo / matrim
matrim /clavis
garrett / matrim
jasper / kanut
kanut / allen
serol/ kanosos
yohnas / alen
martin / halbert
bryden / maron
gyrnir / matrim


DISLIKE

felton / bryden
jasper / martyn
gyrnir / colin
berengar / gyrnir
bryden / alexos
arratos / jasper
graznon / arratos
clavis / colin
kanosos / drolo
kanut / maron
halbert / serol
allen / kanut
yohnas / drollo


--------
Tell me if you ever have problems with them so I can edit my mistakes.
I have not tested it but I guess the rest will go well together
 
PsykoOps 说:
Thanks for the fix. Now I dont have to travel the whole map to find consumable food items :grin:

You're welcome....I really want to like the mod but there are so many little issues that need attention and I figured rather than sit here and complain about it I'd put my mind behind at least fixing a few of the problems.

Like I said I'm not really a WB modder but I have a ton of experience in modding other games and I do script based applications for a living so its not too hard to look at the logical short falls in the text tables and try to adjust them to make them work better.

I'm going to try to figure out the farmer issue if I can (and if Cozur doesn't throw an anvil at me and tell me to stop messing with his files) and perhaps try to get the tourney point system working correctly.

Other than that I think the only major outstanding issues are kingdom diplomatic shortfalls where alliances aren't occurring as expected or much even at all and then theres the really horky boat system which could use a lot of tweaking to be more naturally adaptive to any obvious coast line rather than a few fixed points but I think that one might be out of my scope.

But overall those would largely address the major problems with 0.93 and if I can be of assistance in trying to get them ironed out I'll do what I can.
 
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