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

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The reason companions complain about leadership is due to other companions bothering them, or you are doing some things (raiding villages or such) that they disagree with, or you are not feeding your troops, etc.

There is usually always a reason. I don't think its a problem with the mod but I could be wrong.
 
I don't know, 800+ days into this mod, I have bunch of companions and they are all happy. I kicked out one companion because he was complaining and a few weeks later I took him in, he was happy about everything when he came back. I am literally starving my army, they didn't eat in like 100 days and it's all good. I think that most of the complaints that companions were giving were when I was raiding villages.
 
Sergio_Morozov 说:
Pogogo60 说:
A side note about this, they arent leaving due to companion incompatibility, but instead they say they're appalled by my leadership and how we're doing (which is weird since I havent lost a battle in a very long time and dont raid) and all of them tht due this are perfectly happy in earlier saves but once their upkeep reaches 139 denars, they change their tune and leave, so idk if that previosuly mentioned fix will work.

It works.

I made the change to the following line:
0.000000 0.000000 24.000000  0  127 2133 2 1224979098644774912 0 2133 2 1224979098644774913 99999 6 3 1224979098644774914

But it hasn't affected my current campaign, will this only effect new campaigns or does it work on current ones as well?
 
Pogogo60 说:
...
But it hasn't affected my current campaign, will this only effect new campaigns or does it work on current ones as well?

It should work on a campaign already in progress, but it needs a tiny bit of game time to work, so if some companion was about to leave already, he will leave.
 
Cozur 说:
Bugs:

The "player appearing as an enemy with bandits" bug should be fixed. Please report it if it still persists.
Fixed Mystic Merchant missing clothes.
Fixed Dorgoil castle ladder.
Fixed Oldcastle scene.
Some mesh UV map changes.
Fixed bards not appearing in taverns.
Fixed Pentoshi Lancers being unmounted.
Fixed Qohorik Lancers being unmounted.
Fixed Maester Colemons quest not clearing.
Fixed Draconys Tavern Keeper missing.

What about the missing "bull_shield_2" mesh?
I'm not 100% sure about the name, but it's one of the shields from the Witcher resources.
 
I have a user in reddit saying that they are not getting a helmet or a horse when joining "a lord's" army. I am in the process of asking him which lord and whether this is the only instance it happened.

For now did anyone else experience this problem?

jb7EgU2.png
 
Just my two cents on the topic of stuttering...

From my experience, the intense stuttering is not directly caused by textures and models.
Those are partially responsible, but I think that the culprits seem to be morale and (possibly) horse health/speed scripts.

Granted, my rig is an old relic so I keep my battles on the lower battle sizes (around 120).
However, the lagging starts only during protracted melee and immediately ends as soon as all of the enemies are dead/routed.
Still lags like hell if there's even one enemy left on the field.
 
Silver Wolf 说:
Just my two cents on the topic of stuttering...

I have found Tracking to super-increase stuttering on world map when getting from 0 tracking to 1 tracking, and the more tracking - the more stuttering!

Especially when leading my realm's host.

So I never have tracking.

In battle - just minimal amount of coprpses and ragdolls, and it seems fine... Some stutter when reinforcements enter the battlefield though.
 
Sergio_Morozov 说:
Silver Wolf 说:
Just my two cents on the topic of stuttering...
In battle - just minimal amount of coprpses and ragdolls, and it seems fine... Some stutter when reinforcements enter the battlefield though.

My settings seem to be the same .
Doesn't seem to be of any help, though.

I'm pretty sure that morale script tends to be responsible for this, as once it kicks in (usually after longer play) heavy lagging persists until the last enemy soldier is dead and immediately stops once only when no one but allies is left on the field. An interesting thing to note is that no lagging occurs during the ship combat "reinforcement" bug (during which allies seem to be spawned non-stop). So it might even be connected to scripts connected horses, as battles don't seem to lag until longer melees occur.
Also, despite all the lagging (which is to be expected on an older machine as mine) I've never experienced GPU-related crashes while playing this mod. I'd say that's due all the new scripts and features taking their toll on the CPU.

I've heard of that happening on much newer machines than mine too.
It also might be the game engine acting up.
However, I don't think it's a graphics-related issue.
Sure, there are some 2048x2048 textures (mostly from Narf's men at arms OPS) but they're so universally used in the mod that they shouldn't be too much of a problem.

What about .lod models though? They seem to be missing in this mod.
 
I can't seem to recall at the moment. Say you conquer a few castles and towns in the North, and change your castle or kingdom's culture to Westerlands. Over time wil the surrounding villages start adopting adopting Westerlands troop trees as well?
 
TAEHSAEN 说:
I can't seem to recall at the moment. Say you conquer a few castles and towns in the North, and change your castle or kingdom's culture to Westerlands. Over time wil the surrounding villages start adopting adopting Westerlands troop trees as well?

No, unless it was added in 5.0-6.0-7.0 (and, according to changelog - it was not.)
 
TAEHSAEN 说:
Then in aCoK changing the culture doesn't actually affect anything does it?

As far as I know, it doesn't.
From my experience, the settlements remain unaffected by faction culture in the current (6.2) version.
 
Razer' 说:
How in god's name does Ramsay Bolton have an upstanding personality lmao

Is he a lord of the North now? If so, either it was done to prevent him from defecting before a certain other event occurs, or it is an oversight.
 
Here's a tough one: For majority of the game Dyeworks seems to be the most profitable enterprise in most of the towns. As such historically I have always have 80% of my enterprises set to Dyeworks while the rest 20% on other stuff.

However, late-game my enterprise income completely plummets because there are too many Dyeworks in the market.

What is the best way to balance the number of Dyeworks to keep in a region? Should I try to balance it out and have no more than 1-2 Dyeworks inside a given region?
 
Ahh, yes, Dyeworks...However, there are other profitable enterprises. I end up with tools or brewery up north, oil or tools (but not if I put tools in White Harbour), in Braavos, and I kind of pepper different industries around. You don't always have to pick dyeworks, just pick a great other industry and mix and match. I only lose money on one when that area is in too much chaos for caravans to travel safely.
 
TAEHSAEN 说:
...Dyeworks...

How profitable an enterprise is depends upon demand for its produce and on supply of its raw materials.

Materials are supplied by neighbouring villages, and different city-villages groups are set in different ways, so for some cities dyeworks could (almost) never be the most profitable.

I think in Native city-villages groups are set in a more homogenous way (but then again - Curaw=Iron=Tools.)
 
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