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

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I just downloaded this mod and while it looks awesome randomly during battle it crashes to the desktop. I have tried lowing the settings but this did not help. I am using whatever version this page links to.

Any help would be appreciated as this looks like a fantastic mod and i hope i can successfully play it.
 
Cozur said:
Cozur said:
Still looking for people to help me out with the mod, pretty much every position is open.

Only recently downloaded this mod (after reading the first 4 books, after discovering the universe through the first season of the TV show) and still exploring, but I'd love to help out with this thing.

I'll only be able to do something later this summer though, exams are coming up and they'll require my focus first.

I can model with 3DS max, both high and low poly (although I guess you'll only need the latter) and am able to texture said models (although I'd like to be better at texturing than I am). I also posses some C++ coding skill and should be able to pick up other things relatively fast too.

I haven't contributed to mods that much (aside from mods for games that have construction sets) and this would be my first work on an M&B:WB mod too, although I'm willing to learn. ^^

I'm quite engulfed in the universe right now, so I'd love to help if you'd find me something to do.
 
Tobias Rieper said:
Cozur said:
Cozur said:
Still looking for people to help me out with the mod, pretty much every position is open.

Only recently downloaded this mod (after reading the first 4 books, after discovering the universe through the first season of the TV show) and still exploring, but I'd love to help out with this thing.

I'll only be able to do something later this summer though, exams are coming up and they'll require my focus first.

I can model with 3DS max, both high and low poly (although I guess you'll only need the latter) and am able to texture said models (although I'd like to be better at texturing than I am). I also posses some C++ coding skill and should be able to pick up other things relatively fast too.

I haven't contributed to mods that much (aside from mods for games that have construction sets) and this would be my first work on an M&B:WB mod too, although I'm willing to learn. ^^

I'm quite engulfed in the universe right now, so I'd love to help if you'd find me something to do.

That's great, pop me a PM with what exactly you'd be willing to work on, and I'm sure we can figure something out.  I feel like the OSP community have provided adequate medieval styled armor, but I'm in dire need of new armors for the essosi cultures.
 
Cozur said:
pchalk said:
pchalk said:
hi, im just curious what all the diplomacy mod does. i managed to start my own kingdom at Harrenhall. but i noticed that i provoked just about every faction. i know this is normal but it seemed to happen all a lot quicker than usual. very soon before my first wave of emissaries went out i was at war with 5 factions. i notice that the diplomatic situation changes very frequently and its not unusual to see a faction at war with half of the map :razz:.  is this part of this diplomacy mod? Which options should i tweek if i want to tone it down a bit?


so anyone know the answer to this?

Wait for 0.5.

thanks Cozur and, again, good work on this mod.
 
Seems to be a common problem, might be from the Warband update.  Regardless really looking forward to seeing this project continue to develop! 
 
Othurin said:
all these people, that cannot read some pages back for their problem... Myself I chose to just wait for 0.5 instead of going back to 1.143

0.5 will only work with 1.143.

ACOK 0.5 will have a few key elements missing:

Not up to date. It will require 1.143.
No proper sea travel. You will be able to sail a boat and travel the high seas, but NPC's will still be travelling on water by riding on it.
No family relationsships. Everything is still messed up. I cannot figure this particular problem out and as such am obviously looking for help (hint).
And a few kinks in the start up, mostly cosmetic, such as having to choose only one option out of 3. If you choose option 1 or 2, the game will crash. Only option 3 is supposed to work, just have to figure out a way to remove option 1 and 2.

That's about it.

I'm redoing the faction items for what feels like the 107th time in the last 2 months, and after that I have to redo the troop trees (for the 107th time). And then test test test before the next version of the beta is released.

0.6 should then hopefully have the above problems fixed and I can begin doing the fun stuff, such as adding custom scenes.
 
i remember asking if 0.5 will work with the new version and people took the mick because they thought it was a dumb question..



guess whos laughing now biatches  :twisted:
 
Cozur said:
Othurin said:
all these people, that cannot read some pages back for their problem... Myself I chose to just wait for 0.5 instead of going back to 1.143

0.5 will only work with 1.143.

ACOK 0.5 will have a few key elements missing:

Not up to date. It will require 1.143.
No proper sea travel. You will be able to sail a boat and travel the high seas, but NPC's will still be travelling on water by riding on it.
No family relationsships. Everything is still messed up. I cannot figure this particular problem out and as such am obviously looking for help (hint).
And a few kinks in the start up, mostly cosmetic, such as having to choose only one option out of 3. If you choose option 1 or 2, the game will crash. Only option 3 is supposed to work, just have to figure out a way to remove option 1 and 2.

That's about it.

I'm redoing the faction items for what feels like the 107th time in the last 2 months, and after that I have to redo the troop trees (for the 107th time). And then test test test before the next version of the beta is released.

0.6 should then hopefully have the above problems fixed and I can begin doing the fun stuff, such as adding custom scenes.

1.143 FTW Great job so far Cozur.Hopefully Targaryen invasion on 0.5?
 
Turabar said:
Cozur said:
Othurin said:
all these people, that cannot read some pages back for their problem... Myself I chose to just wait for 0.5 instead of going back to 1.143

0.5 will only work with 1.143.

ACOK 0.5 will have a few key elements missing:

Not up to date. It will require 1.143.
No proper sea travel. You will be able to sail a boat and travel the high seas, but NPC's will still be travelling on water by riding on it.
No family relationsships. Everything is still messed up. I cannot figure this particular problem out and as such am obviously looking for help (hint).
And a few kinks in the start up, mostly cosmetic, such as having to choose only one option out of 3. If you choose option 1 or 2, the game will crash. Only option 3 is supposed to work, just have to figure out a way to remove option 1 and 2.

That's about it.

I'm redoing the faction items for what feels like the 107th time in the last 2 months, and after that I have to redo the troop trees (for the 107th time). And then test test test before the next version of the beta is released.

0.6 should then hopefully have the above problems fixed and I can begin doing the fun stuff, such as adding custom scenes.

1.143 FTW Great job so far Cozur.Hopefully Targaryen invasion on 0.5?
still a beta, i doubt Cozur is going to add something as sophisticated as an invasion so soon.
 
A great thanks for the modder
It's my first mod for warband it works perfectly and i really enjoy it (360 days, my own kingdom with the targaryen on all the vale and part of the riverlands)

I just have one question : I m a newbie in mod... so is it possible to have more soldier on the battlefield with this mod ?(all my troops in one time and not with renforcements)

I found the mod "battle sizer" but i dont know wich version works with this mod or if it's the best things to do.

Could someone links me the good mod to download or the good way to do ?

Thanks a lot

PS: sorry for my english, but we, french guys, are not famous for yours foreigns languages :smile:
 
Right now the most pressing problem is a working family relations template. I need a way to define families, as in making Eldon Estermont the father of Andrew Estermont etc.

I'm using the Floris 2.5 source code, so if you download that you should have about the same .py files as the ones I have. I'd be pretty awesome if you could find a way to make that work.
 
I'll take a look at it then.

EDIT: module_scripts.py on Floris Dev Suite 2.5\Source\Source - Floris Expanded Mod Pack\Module

This sets all the family trees, you have to take into account the number you assign the lords on the troops.py

I dont know if this is what you were looking for.

  ("initialize_aristocracy",
    [
      #LORD OCCUPATIONS, BLOOD RELATIONSHIPS, RENOWN AND REPUTATIONS
     
  #King ages
  (try_for_range, ":cur_troop", kings_begin, kings_end),
(troop_set_slot, ":cur_troop", slot_troop_occupation, slto_kingdom_hero),
(store_random_in_range, ":age", 50, 60),
(troop_set_slot, ":cur_troop", slot_troop_age, ":age"),
##diplomacy start+
#(eq, ":cur_troop", "trp_kingdom_5_lord"),#<-- There was no reason for this to be in the loop, so moved it out.
#(troop_set_slot, ":cur_troop", slot_troop_age, 47),
  (try_end),
  (troop_set_slot, "trp_kingdom_5_lord", slot_troop_age, 47),#<-- Moved from above
  ##diplomacy end+
     
      #The first thing - family structure
      #lords 1 to 8 are patriarchs with one live-at-home son and one daughter. They come from one of six possible ancestors, thus making it likely that there will be two sets of siblings
      #lords 9 to 12 are unmarried landowners with sisters
      #lords 13 to 20 are sons who still live in their fathers' houses
      #For the sake of simplicity, we can assume that all male aristocrats in prior generations either married commoners or procured their brides from the Old Country, thus discounting intermarriage
     
      (try_for_range, ":cur_troop", kingdom_ladies_begin, kingdom_ladies_end),
        (troop_set_slot, ":cur_troop", slot_troop_occupation, slto_kingdom_lady),
      (try_end),
     
      (assign, ":cur_lady", "trp_kingdom_1_lady_1"),
     
      (try_for_range, ":cur_troop", lords_begin, lords_end),
        (troop_set_slot, ":cur_troop", slot_troop_occupation, slto_kingdom_hero),
       
        (store_random_in_range, ":father_age_at_birth", 23, 26),
        # (store_random_in_range, ":mother_age_at_birth", 19, 22),
       
        (try_begin),
          (is_between, ":cur_troop", "trp_knight_1_1", "trp_knight_2_1"),
          (store_sub, ":npc_seed", ":cur_troop", "trp_knight_1_1"),
          (assign, ":ancestor_seed", 1),
         
        (else_try),
          (is_between, ":cur_troop", "trp_knight_2_1", "trp_knight_3_1"),
          (store_sub, ":npc_seed", ":cur_troop", "trp_knight_2_1"),
          (assign, ":ancestor_seed", 7),
         
        (else_try),
          (is_between, ":cur_troop", "trp_knight_3_1", "trp_knight_4_1"),
          (store_sub, ":npc_seed", ":cur_troop", "trp_knight_3_1"),
          (assign, ":ancestor_seed", 13),
         
        (else_try),
          (is_between, ":cur_troop", "trp_knight_4_1", "trp_knight_5_1"),
          (store_sub, ":npc_seed", ":cur_troop", "trp_knight_4_1"),
          (assign, ":ancestor_seed", 19),
         
        (else_try),
          (is_between, ":cur_troop", "trp_knight_5_1", "trp_knight_6_1"),
          (store_sub, ":npc_seed", ":cur_troop", "trp_knight_5_1"),
          (assign, ":ancestor_seed", 25),
         
        (else_try),
          (is_between, ":cur_troop", "trp_knight_6_1", "trp_kingdom_1_pretender"),
          (store_sub, ":npc_seed", ":cur_troop", "trp_knight_6_1"),
          (assign, ":ancestor_seed", 31),
         
        (try_end),
       
       
(try_begin),
(lt, ":npc_seed", :cool:, #NPC seed is the order in the faction
##diplomacy start+ do not overwrite reputation if it was already set explicitly
(troop_get_slot, ":reputation", ":cur_troop", slot_lord_reputation_type),
(try_begin),
(lt, ":reputation", 1),
#Original behavior:
(assign, ":reputation", ":npc_seed"),
(try_end),
##diplomacy end+
(store_random_in_range, ":age", 45, 64),

##diplomacy start+ only set father if not already set
(try_begin),#<- dplmc+ added
(troop_slot_eq, ":cur_troop", slot_troop_father, -1),#<- dplmc+ added
(store_random_in_range, ":father", 0, 6), #six possible fathers
(val_add, ":father", ":ancestor_seed"),
(troop_set_slot, ":cur_troop", slot_troop_father, ":father"),
(try_end),#<- dplmc+ added
##diplomacy end+

#wife
##diplomacy start+ do not rebind an already-set wife
(try_begin),
(troop_slot_eq, ":cur_troop", slot_troop_spouse, -1),
#There may be a better solution, but to avoid oddities disable automatic spouses if there is a gender mismatch.
#Mods that add additional races may want to tweak this (for example if some races shouldn't intermarry).
(call_script, "script_dplmc_store_is_female_troop_1_troop_2", ":cur_troop", ":cur_lady"),
#Types are stored to reg0 and reg1.
(neq, reg0, reg1),#lord and lady aren't both female or both non-female
(val_mul, reg0, reg1),
(eq, reg0, 0),#at least one of lord or lady is non-female
##diplomacy end+
(troop_set_slot, ":cur_troop", slot_troop_spouse, ":cur_lady"),
(troop_set_slot, ":cur_lady", slot_troop_spouse, ":cur_troop"),
(store_random_in_range, ":wife_reputation", 20, 26),
(try_begin),
(eq, ":wife_reputation", 20),
(assign, ":wife_reputation", lrep_conventional),
(try_end),
(troop_set_slot, ":cur_lady", slot_lord_reputation_type, ":wife_reputation"),


(call_script, "script_init_troop_age", ":cur_lady", 49),
(call_script, "script_add_lady_items", ":cur_lady"),

(val_add, ":cur_lady", 1),
##diplomacy start+
(try_end),
##diplomacy end+

#daughter
##diplomacy start+
(try_begin),
##diplomacy end+
(troop_set_slot, ":cur_lady", slot_troop_father, ":cur_troop"),
(store_sub, ":mother", ":cur_lady", 1),
(call_script, "script_init_troop_age", ":cur_lady", 19),
##diplomacy start+
#fix native bug (daughters are their own mothers)
#(troop_set_slot, ":cur_lady", slot_troop_mother, ":cur_lady"),
(troop_set_slot, ":cur_lady", slot_troop_mother, ":mother"),
(try_begin),
#swap father and mother slots if the lord was female (do nothing if both were female)
(call_script, "script_dplmc_store_is_female_troop_1_troop_2", ":cur_troop", ":mother"),
(neq, reg0, 0),#:cur_troop is female
(eq, reg1, 0),#:mother is not female
(troop_set_slot, ":cur_lady", slot_troop_mother, ":cur_troop"),
(troop_set_slot, ":cur_lady", slot_troop_father, ":mother"),
(try_end),
##diplomacy end+
(store_random_in_range, ":lady_reputation", lrep_conventional, 34), #33% chance of father-derived
(try_begin),
(le, ":lady_reputation", 25),
(troop_set_slot, ":cur_lady", slot_lord_reputation_type, ":lady_reputation"),
(else_try),
(eq, ":lady_reputation", 26),
(troop_set_slot, ":cur_lady", slot_lord_reputation_type, lrep_conventional),
(else_try),
(eq, ":lady_reputation", 27),
(troop_set_slot, ":cur_lady", slot_lord_reputation_type, lrep_moralist),
(else_try),
(assign, ":guardian_reputation", ":reputation"),
(try_begin),
(this_or_next|eq, ":guardian_reputation", lrep_martial),
(eq, ":guardian_reputation", 0),
(troop_set_slot, ":cur_lady", slot_lord_reputation_type, lrep_conventional),
(else_try),
(eq, ":guardian_reputation", lrep_quarrelsome),
(troop_set_slot, ":cur_lady", slot_lord_reputation_type, lrep_otherworldly),
(else_try),
(eq, ":guardian_reputation", lrep_selfrighteous),
(troop_set_slot, ":cur_lady", slot_lord_reputation_type, lrep_ambitious),
(else_try),
(eq, ":guardian_reputation", lrep_cunning),
(troop_set_slot, ":cur_lady", slot_lord_reputation_type, lrep_adventurous),
(else_try),
(eq, ":guardian_reputation", lrep_goodnatured),
(troop_set_slot, ":cur_lady", slot_lord_reputation_type, lrep_adventurous),
(else_try),
(eq, ":guardian_reputation", lrep_debauched),
(troop_set_slot, ":cur_lady", slot_lord_reputation_type, lrep_ambitious),
(else_try),
(eq, ":guardian_reputation", lrep_upstanding),
(troop_set_slot, ":cur_lady", slot_lord_reputation_type, lrep_moralist),
(try_end),
(try_end),

(call_script, "script_add_lady_items", ":cur_lady"),
(val_add, ":cur_lady", 1),
##diplomacy start+
(try_end),
##diplomacy end+
#high renown

(else_try), #Older unmarried lords
(is_between, ":npc_seed", 8, 12),

(store_random_in_range, ":age", 25, 36),
##diplomacy start+ do not overwrite reputation if it was already set explicitly
(troop_get_slot, ":reputation", ":cur_troop", slot_lord_reputation_type),
(try_begin),
(lt, ":reputation", 1),
#Original behavior:
(store_random_in_range, ":reputation", 0, :cool:,
(try_end),
##diplomacy end+

(store_random_in_range, ":sister_reputation", 20, 26),
(try_begin),
(eq, ":sister_reputation", 20),
(assign, ":sister_reputation", lrep_conventional),
(try_end),
(troop_set_slot, ":cur_lady", slot_lord_reputation_type, ":sister_reputation"),

(troop_set_slot, ":cur_lady", slot_troop_guardian, ":cur_troop"),
##diplomacy start+
#Initialize parents
(try_begin),
(troop_slot_eq, ":cur_troop", slot_troop_father, -1),
(store_mul, ":new_index", ":cur_troop", DPLMC_VIRTUAL_RELATIVE_MULTIPLIER),#defined in module_constants.py
(val_add, ":new_index", DPLMC_VIRTUAL_RELATIVE_FATHER_OFFSET),#defined in module_constants.py
(troop_set_slot, ":cur_troop", slot_troop_father, ":new_index"),
(troop_slot_eq, ":cur_lady", slot_troop_father, -1),
(troop_set_slot, ":cur_lady", slot_troop_father, ":new_index"),
(try_end),
(try_begin),
(troop_slot_eq, ":cur_troop", slot_troop_mother, -1),
(store_mul, ":new_index", ":cur_troop", DPLMC_VIRTUAL_RELATIVE_MULTIPLIER),#defined in module_constants.py
(val_add, ":new_index", DPLMC_VIRTUAL_RELATIVE_MOTHER_OFFSET),#defined in module_constants.py
(troop_set_slot, ":cur_troop", slot_troop_mother, ":new_index"),
(troop_slot_eq, ":cur_lady", slot_troop_mother, -1),
(troop_set_slot, ":cur_lady", slot_troop_mother, ":new_index"),
(try_end),
##diplomacy end+

(call_script, "script_init_troop_age", ":cur_lady", 21),
(call_script, "script_add_lady_items", ":cur_lady"),

(val_add, ":cur_lady", 1),

(else_try), #Younger unmarried lords
#age is father's minus 20 to 25
(store_sub, ":father", ":cur_troop", 12),
##diplomacy start+
#Some submods don't pay attention to this aspect of the troop list, and
#so initialization produces absurd or impossible results.  Prevent such
#things from appearing in the game.
(try_begin),
#"father" can be father or mother
#(troop_get_type, ":parent_type", ":father"),
(try_begin),
#(eq, ":parent_type", tf_female),
(call_script, "script_cf_dplmc_troop_is_female", ":father"),
(assign, ":parent_slot", slot_troop_mother),
(assign, ":eek:ther_parent_slot", slot_troop_father),
(else_try),
(assign, ":parent_slot", slot_troop_father),
(assign, ":eek:ther_parent_slot", slot_troop_mother),
(try_end),

(troop_slot_eq, ":cur_troop", ":parent_slot", -1),
(store_add, ":logical_minimum_age", ":father_age_at_birth", 16),
(troop_slot_ge, ":father", slot_troop_age, ":logical_minimum_age"),
#Passed test
(troop_set_slot, ":cur_troop", ":parent_slot", ":father"),
#Set mother if not already specified
(try_begin),
(troop_slot_eq, ":cur_troop", ":eek:ther_parent_slot", -1),
(troop_get_slot, ":mother", ":father", slot_troop_spouse),
(troop_set_slot, ":cur_troop", ":eek:ther_parent_slot", ":mother"),
(try_end),

(troop_get_slot, ":father_age", ":father", slot_troop_age),
(store_sub, ":age", ":father_age", ":father_age_at_birth"),

(troop_get_slot, ":reputation", ":cur_troop", slot_lord_reputation_type),
(try_begin),
#Don't change reputation if it already has been set
(lt, ":reputation", 1),
#50% chance of having father's rep
(store_random_in_range, ":reputation", 0, 16),

(gt, ":reputation", 7),
(troop_get_slot, ":reputation", ":father", slot_lord_reputation_type),
(try_end),
(else_try),
#Average age is [45,63] minus [23,25], so [22, 38]
(store_random_in_range, ":age", 22, 39),
(troop_get_slot, ":reputation", ":cur_troop", slot_lord_reputation_type),
#Don't change reputation if it already has been set
(lt, ":reputation", 1),
(store_random_in_range, ":reputation", 0, :cool:,
(try_end),
#diplomacy end+
(try_end),
       
        (try_begin),
          (eq, ":reputation", 0),
          (assign, ":reputation", 1),
        (try_end),
       
        (troop_set_slot, ":cur_troop", slot_lord_reputation_type, ":reputation"),
       
        (call_script, "script_init_troop_age", ":cur_troop", ":age"),
      (try_end),
     
      (try_begin),
        (eq, "$cheat_mode", 1),
        (assign, reg3, "$cheat_mode"),
        (display_message, "@{!}DEBUG -- Assigned lord reputation and relations"),
       
        #     (display_message, "str_assigned_lord_reputation_and_relations_cheat_mode_reg3"), #This string can be removed
      (try_end),
     
      (try_for_range, ":cur_troop", pretenders_begin, pretenders_end),
        (troop_set_slot, ":cur_troop", slot_troop_occupation, slto_inactive_pretender),
        (store_random_in_range, ":age", 25, 30),
        (troop_set_slot, ":cur_troop", slot_troop_age, ":age"),
        (eq, ":cur_troop", "trp_kingdom_5_pretender"),
        (troop_set_slot, ":cur_troop", slot_troop_age, 45),
      (try_end),
  ]),
 
I'm well aware of where the troops family relations are defined in the script, what I need is a custom made operation to define the family relations. I used to have a script that looked like this:

    (troop_set_slot, "trp_knight_1_1", slot_troop_age, 31), 
    (troop_set_slot, "trp_kingdom_1_lady_1", slot_troop_spouse, "trp_knight_1_1"),
    (troop_set_slot, "trp_kingdom_1_lady_2", slot_troop_father, "trp_knight_1_1"),
    (troop_set_slot, "trp_kingdom_1_lady_3", slot_troop_father, "trp_knight_1_1"),

    (troop_set_slot, "trp_knight_1_2", slot_troop_age, 45), 
    (troop_set_slot, "trp_kingdom_1_lady_5", slot_troop_spouse, "trp_knight_1_2"),
    (troop_set_slot, "trp_kingdom_1_lady_4", slot_troop_father, "trp_knight_1_2"),

    (troop_set_slot, "trp_knight_1_4", slot_troop_age, 51), 
    (troop_set_slot, "trp_kingdom_1_lady_6", slot_troop_spouse, "trp_knight_1_4"),
    (troop_set_slot, "trp_kingdom_1_lady_7", slot_troop_father, "trp_knight_1_4"),
    (troop_set_slot, "trp_knight_1_15", slot_troop_father, "trp_knight_1_4"),

    (troop_set_slot, "trp_knight_1_6", slot_troop_age, 52), 
    (troop_set_slot, "trp_kingdom_1_lady_8", slot_troop_spouse, "trp_knight_1_6"),
    (troop_set_slot, "trp_kingdom_1_lady_9", slot_troop_father, "trp_knight_1_6"),
    (troop_set_slot, "trp_kingdom_1_lady_10", slot_troop_father, "trp_knight_1_6"),
    (troop_set_slot, "trp_knight_1_14", slot_troop_father, "trp_knight_1_6"),

    (troop_set_slot, "trp_knight_1_11", slot_troop_age, 41), 
    (troop_set_slot, "trp_kingdom_1_lady_11", slot_troop_spouse, "trp_knight_1_11"),
    (troop_set_slot, "trp_kingdom_1_lady_12", slot_troop_father, "trp_knight_1_11"),
    (troop_set_slot, "trp_kingdom_1_lady_13", slot_troop_father, "trp_knight_1_11"),

    (troop_set_slot, "trp_knight_1_3", slot_troop_age, 43),
    (troop_set_slot, "trp_knight_1_5", slot_troop_age, 36),
    (troop_set_slot, "trp_knight_1_7", slot_troop_age, 21),
    (troop_set_slot, "trp_knight_1_8", slot_troop_age, 16),
    (troop_set_slot, "trp_knight_1_9", slot_troop_age, 41),
    (troop_set_slot, "trp_knight_1_10", slot_troop_age, 3:cool:,
    (troop_set_slot, "trp_kingdom_1_lady_14", slot_troop_spouse, "trp_knight_1_10"),
    (troop_set_slot, "trp_kingdom_1_lady_15", slot_troop_father, "trp_knight_1_10"),
    (troop_set_slot, "trp_kingdom_1_lady_16", slot_troop_father, "trp_knight_1_10"),
    (troop_set_slot, "trp_knight_1_12", slot_troop_age, 44),
    (troop_set_slot, "trp_kingdom_1_lady_17", slot_troop_spouse, "trp_knight_1_12"),
    (troop_set_slot, "trp_kingdom_1_lady_18", slot_troop_father, "trp_knight_1_12"),
    (troop_set_slot, "trp_kingdom_1_lady_19", slot_troop_father, "trp_knight_1_12"),
    (troop_set_slot, "trp_knight_1_13", slot_troop_age, 27),
    (troop_set_slot, "trp_knight_1_14", slot_troop_age, 21),
    (troop_set_slot, "trp_knight_1_15", slot_troop_age, 23),
    (troop_set_slot, "trp_knight_1_15", slot_troop_age, 17),

But for reasons unknown, it does not work anymore.
 
Well at first glance it looks fine, but without taking a look at the actual code i cant really try to find the error, anyways having it isnt a guarantee of finding it though  :lol:.
Could it be the script is working fine and then something is running afterwards and botching all the ops done by it?
 
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