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

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Ah, after 1,5 hours of tweaking I've managed to make my ugly red decorated tournament helmet to look like fi_greathelmet_3...

Satisfaction!
 
I captured Renly for the crowned stag quest but I'm not getting the option to kill him when I talk to him, am I doing something wrong? I'm not sworn to any faction nor do I have a holding or anything if that matters.
 
I have my own faction, and since dragonstone is being obliterated by qohor, stormlands and the reach, i wanted to save stannis, i talk to him and he gave me the quest, i have captured renly too, but also, i don't have to option with stannis to kill him, meanwhile he is my prisioner, hope he doesn't scape.
 
What's the deal with the Valyrian steel swords now? Besides the Mott swords all having the same texture and none being able to stab, and the reach of all Valyrian steel swords in the mod being reduced way below realistic levels, the new textures are just outright ugly and feel wildly out of place considering the quality of other weapon textures in the mod. Comparing them to 4.0, the last version I played, there's a very obvious decline in quality.
 
Player leading various parties bug...

So, this bug is not gone, furthermore, I have found, through forum-lurking, it is not an ACoK bug, but rather a Diplomacy bug (and maybe even a Native bug).

Now, for some time I thought it happens when after-battle autosave is loaded (which can only be done by alt-tabbing). If one loads such an autosave after a battle in which he helped some party, the battle in the autosave will not be over, but the party that was defeated would have 0 troops in it...

But now I was getting Player leading Villager parties without loading post-battle autosaves...

However... Now that I think about it - what if it happens when a villager party is reinforced by a lord, wins its battle, but loses all the troops? Then it will still be "alive" as a party AND maybe it will have troop 0 as its first troop. And troop 0 is the Player... And this will explain why such parties do not appear right away... And this will explain why there are more of them as the game progresses.

A partial "fix" would be to add villagers into villager parties upon them reaching their village if they are below some number of troops. Will not help with bandit parties though.
 
How hard is it to increase a town's prosperity? I got Fairmarket, and while it's now in a very safe position far from war and raiding, it's very poor and it's nothing but a money drain at this point. I've tried doing a lot of quests and selling raid loot to them, but it doesn't even go up to Poor. Should I just give it up? Especially since I was granted Tumbleton recently.
 
Grank 说:
How hard is it to increase a town's prosperity? I got Fairmarket, and while it's now in a very safe position far from war and raiding, it's very poor and it's nothing but a money drain at this point. I've tried doing a lot of quests and selling raid loot to them, but it doesn't even go up to Poor. Should I just give it up? Especially since I was granted Tumbleton recently.

Set tax rate to very low.

Goes for all the cities and villages you own.

Also garrison it with levies only to save money (you get more auto-calc "power" with lower level troops than with higher level troops of the same upkeep cost.)
 
Grank 说:
How hard is it to increase a town's prosperity? I got Fairmarket, and while it's now in a very safe position far from war and raiding, it's very poor and it's nothing but a money drain at this point. I've tried doing a lot of quests and selling raid loot to them, but it doesn't even go up to Poor. Should I just give it up? Especially since I was granted Tumbleton recently.

I'm running King's Landing, and it'll go from Very Poor to Rich in less than 3 weeks through no special effort of my own. It drops when I get sieged, but bounces back very quickly. Could be a special case though, I've yet to take any other towns.

possible bug, ACOK 7.1:

Enterprises are occasionally returning more than the initial investment as a weekly revenue, i.e. a Dyeworks paid out 11.5k coins, Ironworks paid out 5k coins, etc. My Dyeworks at my home city frequently pays out 1.7k or so, maybe the enterprise payout is a function of city prosperity in some way? I'm not sure how exactly enterprise values are calculated, and normally mine are in the ranges I'd expect (or else they go negative).
 
TarquinGaming 说:
...
possible bug, ACOK 7.1:

Enterprises are occasionally returning more than the initial investment as a weekly revenue, i.e. a Dyeworks paid out 11.5k coins, Ironworks paid out 5k coins, etc. My Dyeworks at my home city frequently pays out 1.7k or so, maybe the enterprise payout is a function of city prosperity in some way? I'm not sure how exactly enterprise values are calculated, and normally mine are in the ranges I'd expect (or else they go negative).

This is not neccessarily a bug.
Enterprises pay off based on prices of goods they consume and produce.
Prices of goods are determined in a complex way, based on presence of goods at the city.
Cities and villages produce goods AND have a demand for goods.
When there is a high demand for a certain product that is not fulfilled, this product in that city's market will cost more, even MUCH more than usual.
When there is surplus, the product will cost less.
Goods are carried around between towns by Caravans and between villages and towns by Villagers.
No city can fulfill its own demand for everything.
If villagers bring raw goods unhindered, raw goods will cost little, if simultaneously city's demand for your enterprise's product is unfulfilled (e.g. city is coded to have little own production of this type and Caravans from other cities did not arrive due to Banditry or Raiders) - your product will cost a lot and enterprise will be quite profitable.
If, on the other hand, villager parties were dispersed by enemy lords, but caravans arrived unhindered - tough luck, raw goods will be expensive, products will be cheap, you will get negative income.

EDIT:

Also, TarquinGaming has returned to making videos, apparently! =D

 
TarquinGaming 说:
I'm running King's Landing, and it'll go from Very Poor to Rich in less than 3 weeks through no special effort of my own. It drops when I get sieged, but bounces back very quickly. Could be a special case though, I've yet to take any other towns.

possible bug, ACOK 7.1:

Enterprises are occasionally returning more than the initial investment as a weekly revenue, i.e. a Dyeworks paid out 11.5k coins, Ironworks paid out 5k coins, etc. My Dyeworks at my home city frequently pays out 1.7k or so, maybe the enterprise payout is a function of city prosperity in some way? I'm not sure how exactly enterprise values are calculated, and normally mine are in the ranges I'd expect (or else they go negative).
God damn you're rich. In my playthrough, enterprises only pay off around the initial promised value. Some even falling off to negatives in bad weeks. Maybe it's because I set my campaign difficulty to Average (I don't want to deal with fullstack armies one day after I kill them), or maybe it's some settings in the camp. I think there's a Economy Changes (fast/med/slow) option there. Will look into it later.
 
Gates of The Moon siege has some defending archers spawn behind back walls (probably not enough spawn entry points as in The Crossing's case.)
 
locochombok 说:
I have my own faction, and since dragonstone is being obliterated by qohor, stormlands and the reach, i wanted to save stannis, i talk to him and he gave me the quest, i have captured renly too, but also, i don't have to option with stannis to kill him, meanwhile he is my prisioner, hope he doesn't scape.
Azsouth 说:
I captured Renly for the crowned stag quest but I'm not getting the option to kill him when I talk to him, am I doing something wrong? I'm not sworn to any faction nor do I have a holding or anything if that matters.

I think you have to be a Vassel of Dragonstone to execute Renly. Ive watched Reformist on youtube. He is a Vassel of Dragonstone and he had the option to execute him.
Might be a Bug.

 
Is it impossbile for the Vale to be at war with any faction? I'm a Vassel of the Vale and I tried to make Lord Nestor Royce go to war but he just won't. I was also lucky to get the quest from a Vassel of the Vale who wanted war with the Westerlands. I attacked a Caravan and the Quest succeeded. But for some reason there's no war. The Westerland only hate me now but not the others. No Villages are being looted and no Castles taken. So I took things into my own hand and took Charlston from the Westerland and looted 1 village but still no real war.. I really don't know what else I can do. The westerlands also dont really seem to care too much either. They wont try to take charlston back. At some point Dorne declared war on the Vale. I got the Quest to join the marshall, once i was there i talked to him and right after that me and my companiens got 30k exp and it was over lol. It's really weird. Dorne also declares war on House Targaryen for some reason.. Anyone got an idea on how I get the Vale to war?
 
Jona22 说:
Is it impossbile for the Vale to be at war with any faction? I'm a Vassel of the Vale and I tried to make Lord Nestor Royce go to war but he just won't. I was also lucky to get the quest from a Vassel of the Vale who wanted war with the Westerlands. I attacked a Caravan and the Quest succeeded. But for some reason there's no war. The Westerland only hate me now but not the others. No Villages are being looted and no Castles taken. So I took things into my own hand and took Charlston from the Westerland and looted 1 village but still no real war.. I really don't know what else I can do. The westerlands also dont really seem to care too much either. They wont try to take charlston back. At some point Dorne declared war on the Vale. I got the Quest to join the marshall, once i was there i talked to him and right after that me and my companiens got 30k exp and it was over lol. It's really weird. Dorne also declares war on House Targaryen for some reason.. Anyone got an idea on how I get the Vale to war?

The Vale get their diplomacy "unlocked", eventually, but "unlocked" faction still can not declare war on a "locked" faction. And in your case, I suppose The Westerlands were "locked".

For me The Vale got into its first war with Qohor at about day 600.
 
Do not send your companions to "Spy on another sovereignity" via Minister's dialogue.

This caused scheduled crash to me, spent 1,5 hours figuring it out and fixing with SaveGameEditorConverter.
 
Jona22 说:
locochombok 说:
I have my own faction, and since dragonstone is being obliterated by qohor, stormlands and the reach, i wanted to save stannis, i talk to him and he gave me the quest, i have captured renly too, but also, i don't have to option with stannis to kill him, meanwhile he is my prisioner, hope he doesn't scape.
Azsouth 说:
I captured Renly for the crowned stag quest but I'm not getting the option to kill him when I talk to him, am I doing something wrong? I'm not sworn to any faction nor do I have a holding or anything if that matters.

I think you have to be a Vassel of Dragonstone to execute Renly. Ive watched Reformist on youtube. He is a Vassel of Dragonstone and he had the option to execute him.
Might be a Bug.

if the quest is receivable as a merc or independent warband shouldn't you have the option to kill him to complete the given quest? if you couldn't get the quest because you weren't in the faction that would make sense but making the quest available for anyone then not allowing people to finish it is kind of cruel if it's intentional.
 
Azsouth 说:
if the quest is receivable as a merc or independent warband shouldn't you have the option to kill him to complete the given quest? if you couldn't get the quest because you weren't in the faction that would make sense but making the quest available for anyone then not allowing people to finish it is kind of cruel if it's intentional.
I agree. It's also such a powerful tool for role playing and creating your own story, so it's a waste to lock the quest like that. It's not like you have to carry Renly to Melisandre for blood sacrifice or anything. You just go capture him and chop his head off. Anyone should be allowed to do that.
 
Azsouth 说:
Jona22 说:
locochombok 说:
I have my own faction, and since dragonstone is being obliterated by qohor, stormlands and the reach, i wanted to save stannis, i talk to him and he gave me the quest, i have captured renly too, but also, i don't have to option with stannis to kill him, meanwhile he is my prisioner, hope he doesn't scape.
Azsouth 说:
I captured Renly for the crowned stag quest but I'm not getting the option to kill him when I talk to him, am I doing something wrong? I'm not sworn to any faction nor do I have a holding or anything if that matters.

I think you have to be a Vassel of Dragonstone to execute Renly. Ive watched Reformist on youtube. He is a Vassel of Dragonstone and he had the option to execute him.
Might be a Bug.

if the quest is receivable as a merc or independent warband shouldn't you have the option to kill him to complete the given quest? if you couldn't get the quest because you weren't in the faction that would make sense but making the quest available for anyone then not allowing people to finish it is kind of cruel if it's intentional.
Grank 说:
Azsouth 说:
if the quest is receivable as a merc or independent warband shouldn't you have the option to kill him to complete the given quest? if you couldn't get the quest because you weren't in the faction that would make sense but making the quest available for anyone then not allowing people to finish it is kind of cruel if it's intentional.
I agree. It's also such a powerful tool for role playing and creating your own story, so it's a waste to lock the quest like that. It's not like you have to carry Renly to Melisandre for blood sacrifice or anything. You just go capture him and chop his head off. Anyone should be allowed to do that.

Yea, like I said It might just be a bug. But I guess in this version it's only possbile for Vassals.
 
There is a somewhat severe bug with Ser Jaime Lannister's troop and/or faction and/or reinforcements definitions:

Нe seems to not have the Westerlands as his initial faction, but has Westerlands reinforcements assigned to him.
So, at least when in Player's faction, he recruits Westerlands troops... And then disbands them, because he is not a "westerlands-culture" lord.

When in other factions he runs around with a small retinue of westerlands knights. When asking to be admitted into player faction, he does not know who his initial faction leader was.

Also it would be cool if he had custom gloves with one golden hand, right?

EDIT#1: Looked up in SaveGameEditor, and yes, his initial faction is 0 instead of 43 (Westerlands). This does not cause noticeable problems with other "sellsword" lords, because sellsword troops are not auto-dismissed, and they recruit them, but for Jaime it is not good.

EDIT#2: And indeed, changing his "initial faction" slot to 43 fixed the problem.
 
So, the changelog said:

Added 6 new lord personalities

And so far I have found (via Debug Mode):

New Lord Personalities
Internal NameDescription*Additional Info
Aristocraticclosed book
Deviousclosed book
Devoutmost devoutworships The Seven
Devoutclosed bookworships The Lord of Light
Devoutedclosed booklikes Lyseni women with low social responsibility
Godlyclosed bookprobably worships The Drowned God
*Description given by relatives.

Did I find them all?

Mechanics-wise they seem mostly equal to an upstanding or good-natured lord
  • no relation loss due to not having fiefs
  • no relation loss when a fiefless lord is granted a fief
  • no honor bonus to Player's relation (except for the devout of The Seven).

I would assume them not having proper descriptions (instead of "closed book") and not having unique "What do you think?..." answers is kind of an oversight.

EDIT#1: So, in Strings.txt their descriptions are defined, this means the dialogue/script which provides descriptions does not correctly determine all new personalities, except the devout of The Seven.

EDIT#2: I would assume that disrepancy is caused by new reputations being defined in module_constants.py in one way and being checked for in other scripts (like dplmc_troop_political_notes_to_s47) in other way (or maybe that double _devout screws things up...)

EDIT#3: Aha! Found it, in scripts.txt it has these lines in the dplmc_troop_political_notes_to_s47:

5 0 540 3 1224979098644774912 52 1 2320 2 46 216172782113788607
5 0 540 3 1224979098644774912 52 5 2320 2 46 216172782113788608
5 0 540 3 1224979098644774912 52 3 2320 2 46 216172782113788609
5 0 540 3 1224979098644774912 52 4 2320 2 46 216172782113788610
5 0 540 3 1224979098644774912 52 2 2320 2 46 216172782113788611
5 0 540 3 1224979098644774912 52 6 2320 2 46 216172782113788612
5 0 540 3 1224979098644774912 52 7 2320 2 46 216172782113788613
5 0 540 3 1224979098644774912 52 8 2320 2 46 216172782113788614
5 0 540 3 1224979098644774912 52 8 2320 2 46 216172782113788615
5 0 540 3 1224979098644774912 52 8 2320 2 46 216172782113788616
5 0 540 3 1224979098644774912 52 8 2320 2 46 216172782113788617
5 0 540 3 1224979098644774912 52 8 2320 2 46 216172782113788618
5 0 540 3 1224979098644774912 52 8 2320 2 46 216172782113788619
5 0 540 3 1224979098644774912 52 21 2320 2 46 216172782113788620
5 0 540 3 1224979098644774912 52 22 2320 2 46 216172782113788621
5 0 540 3 1224979098644774912 52 23 2320 2 46 216172782113788622
5 0 540 3 1224979098644774912 52 25 2320 2 46 216172782113788623
5 0 540 3 1224979098644774912 52 24 2320 2 46 216172782113788624

Which, I think, correspond to the

(troop_slot_eq, ":troop_no", slot_lord_reputation_type, lrep_martial), (str_store_string, s46, "str_dplmc_reputation_martial"), (else_try),
(troop_slot_eq, ":troop_no", slot_lord_reputation_type, lrep_debauched), (str_store_string, s46, "str_dplmc_reputation_debauched"), (else_try),
(troop_slot_eq, ":troop_no", slot_lord_reputation_type, lrep_selfrighteous), (str_store_string, s46, "str_dplmc_reputation_pitiless"), (else_try),
(troop_slot_eq, ":troop_no", slot_lord_reputation_type, lrep_cunning), (str_store_string, s46, "str_dplmc_reputation_calculating"), (else_try),
(troop_slot_eq, ":troop_no", slot_lord_reputation_type, lrep_quarrelsome), (str_store_string, s46, "str_dplmc_reputation_quarrelsome"), (else_try),
(troop_slot_eq, ":troop_no", slot_lord_reputation_type, lrep_goodnatured), (str_store_string, s46, "str_dplmc_reputation_goodnatured"), (else_try),
(troop_slot_eq, ":troop_no", slot_lord_reputation_type, lrep_upstanding), (str_store_string, s46, "str_dplmc_reputation_upstanding"), (else_try),
(troop_slot_eq, ":troop_no", slot_lord_reputation_type, lrep_conventional), (str_store_string, s46, "str_dplmc_reputation_conventional"), (else_try),
(troop_slot_eq, ":troop_no", slot_lord_reputation_type, lrep_adventurous), (str_store_string, s46, "str_dplmc_reputation_adventurous"), (else_try),
(troop_slot_eq, ":troop_no", slot_lord_reputation_type, lrep_otherworldly), (str_store_string, s46, "str_dplmc_reputation_romantic"), (else_try),
(troop_slot_eq, ":troop_no", slot_lord_reputation_type, lrep_moralist), (str_store_string, s46, "str_dplmc_reputation_moralist"), (else_try),
(troop_slot_eq, ":troop_no", slot_lord_reputation_type, lrep_ambitious), (str_store_string, s46, "str_dplmc_reputation_ambitious"), (else_try),

(Well, the uncompiled part is from Diplomacy source, so no new rep. types there...)

But notice, how compiled version checks for rep. type 8 several times? It should probably check for different ones! (Except that we do not know which numbers did Cozur give to the reputations in module_constants.py...)
 
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