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

Which do you prefer?

  • The books

    Votes: 888 51.2%
  • The show

    Votes: 847 48.8%

  • Total voters
    1,735

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Hey folks, can someone help me out?

I did play ACOK 2.1 and I really liked the special quests, specially the ones of the night's watch, but now, im unable to start the "Shadows in the Night" quest that was started in White Harbor, that unlocked "Blood in the Snow"... were these removed or the trigger was simply moved to another city/castle?

Thanks in advance!
 
Epicrules said:
It's not unreasonable to think that not everybody might be inclined to help you cheat.

More like "to shape the game to one's better enjoyment".

adrakken said:
Sergio_Morozov said:
adrakken said:
Really? Not a single person tried TweakMB yet?

Maybe they tried, but have nothing to say on the matter?

I asked if anyone was getting an error using it, tried 3 versions of it and no matter which database module I load it would give a loading progress error...

What do you mean by "loading progress error"? Is it just some tweaks being unavailable in the end, or it totally fails? Does not fail for me (and I did not actually use any of its tweaks, just checked if it loads.)
 
Anyone know how to bypass the problem of crashes caused by editing/adding items?

From what I hear people have managed edit the flags on the new helmets so that they appear in game, so is it just adding items in particular that causes the crashes? If using Morgh's is what causes it, could we perhaps go around it by adding items the hard way through directly editing the item_kinds text file?
 
shar_N said:
Anyone know how to bypass the problem of crashes caused by editing/adding items?

From what I hear people have managed edit the flags on the new helmets so that they appear in game, so is it just adding items in particular that causes the crashes? If using Morgh's is what causes it, could we perhaps go around it by adding items the hard way through directly editing the item_kinds text file?

I've edited an item (first shield in the file) with Morgh's editor, and I have no crashes.
If indeed, editing items is OK, then you could edit unused items.
 
Sergio_Morozov said:
What do you mean by "loading progress error"? Is it just some tweaks being unavailable in the end, or it totally fails? Does not fail for me (and I did not actually use any of its tweaks, just checked if it loads.)

Loading progress error is the one that happens when trying to load a database module from the module list, like Floris 2.54, Diplomacy 4.3 from the database list. If that error comes up, it will never load the module for you to even try to edit anything.

For the record. I only want to decrease the bet totals in tournaments, add a few hundred gold to merchants and increase time for enterprises to start.
 
Community weekly bug post. (ACOK 3.0)

12.12.2016-19.12.2016

Summary:
New bugs reported: 8
Old bugs reported: 0

Long version:
Taleworlds forums ACOK main thread:
8. Follow Marshall quest may yield overly large rewards if player leaves the faction while having it active.
https://forums.taleworlds.com/index.php/topic,194610.msg8626022.html#msg8626022
9. Iron Islands declare war on different factions for different players, possible inconsistency.
https://forums.taleworlds.com/index.php/topic,194610.msg8627319.html#msg8627319

modDB ACOK report bugs article:
http://www.moddb.com/mods/a-clash-of-kings/features/known-bugs/page/28#comments
10. [Some] companions do not have [proper] banners still.
11. After "Express my goodwill as one monarch to another" diplomatic action, recipient's positive answer may address player wrongly.
12. In custom battles all troops except Player are "farmers".

/r/mountandblade
13. Mercenary contract may yield overly large rewards in some cases.https://www.reddit.com/r/mountandblade/comments/5iqv82/thank_you_for_the_raise_your_grace/
14. Tourney at Ninestars quest: Text before the duel claims it is on horseback, but it is now on foot.
https://www.reddit.com/r/mountandblade/comments/5i4qkq/evidence_for_an_acok_30_hotfix/
https://www.reddit.com/r/mountandblade/comments/5iijy8/acok_progress_and_regress_of_30_with_bug_reports/
15. Tourney at Ninestars quest: Low-strength characters get no weapon during the duel.
https://www.reddit.com/r/mountandblade/comments/5iijy8/acok_progress_and_regress_of_30_with_bug_reports/
16. Tourney at Ninestars quest: Swords looted from brothers of the slain knight do not match swords they are actually using.
This bug is reported right here and now.
 
adrakken said:
Sergio_Morozov said:
What do you mean by "loading progress error"? Is it just some tweaks being unavailable in the end, or it totally fails? Does not fail for me (and I did not actually use any of its tweaks, just checked if it loads.)

Loading progress error is the one that happens when trying to load a database module from the module list, like Floris 2.54, Diplomacy 4.3 from the database list. If that error comes up, it will never load the module for you to even try to edit anything.

For the record. I only want to decrease the bet totals in tournaments, add a few hundred gold to merchants and increase time for enterprises to start.

Since not everyone gets this error (of the two reports, yours and mine, only half does, hehe), I would suggest redownloading/reinstalling both ACOK 3.0 and TweakMB.
 
Sergio_Morozov said:
shar_N said:
Anyone know how to bypass the problem of crashes caused by editing/adding items?

From what I hear people have managed edit the flags on the new helmets so that they appear in game, so is it just adding items in particular that causes the crashes? If using Morgh's is what causes it, could we perhaps go around it by adding items the hard way through directly editing the item_kinds text file?

I've edited an item (first shield in the file) with Morgh's editor, and I have no crashes.
If indeed, editing items is OK, then you could edit unused items.

Good idea, tried it and it works. Thanks Sergio  :smile:
 
Day 400 now, and all the invasions have been wiped out, Free Folk lasted for some time but targaryen and kevir khalasar are way too weak.
 
Does anyone have any opionions on what the 'ratio' for any of the factions are yet? I'm still trying (and mostly) failing to work it out

i.e 5 'points' per faction

1 point = light unit (range/infantry/cavalry)
2 point = medium (range/infantry/cavalry)
3 point = heavy (range/infantry/cavalry)

 
Ambrush said:
I played this mod back in its early days, it was fantastic, I don't know what happened but  is a little bit of a dull experience for me now, factions look too similar, lack of items, no balance between weaponry (look bastard sword vs arming swords) and I'm yet to discover more, perhaps I'm being a little harsh on the mod but is my opinion.

Also why the show's armor got removed? Some legal thing? they were pretty cool.

EDIT: Also forgot to mention the armour requirements are way too high closing in to ridiculous, I imported a Commander-like lvl33 build with:

strength = 15
agility = 15
intelligence = 18
charisma = 18

And I couldn't even use a chainmail, so if you start from lvl1 that means you have to go full warrior or level until say lvl34 considering my build just to use entry level heavy armour? Better to go back to 1257AD.
I have the same objections as you, but lack the experience of the previous versions of this mod. You say this mod was fantastic in the early days - do you recall which version you played then? It seems a lot easier to simply download an older version instead of fixing all the imbalances.
 
I have a question about the loot after battles. So lets say I fight a group of 30 elite deserters and end up winning with pretty much only myself and companions surviving. I then get to the loot screen and there are maybe 5 or 6 items available to be gotten. Granted, my looting skill is only at 4, though it still seems like you don't get much compared to the amount of loot you'd think would be available. Is this how the mod intends it to be or is something wrong?
 
Breadduck said:
Day 400 now, and all the invasions have been wiped out, Free Folk lasted for some time but targaryen and kevir khalasar are way too weak.

I have 213 day so far and no sign of any Free Folk or targaryen invasions...
Maybe bug?

 
Kinsume said:
I have a question about the loot after battles. So lets say I fight a group of 30 elite deserters and end up winning with pretty much only myself and companions surviving. I then get to the loot screen and there are maybe 5 or 6 items available to be gotten. Granted, my looting skill is only at 4, though it still seems like you don't get much compared to the amount of loot you'd think would be available. Is this how the mod intends it to be or is something wrong?

Well, the Warband manual says the loot is distributed in "shares", and player 10 shares, companions get 3 shares, troops get 1 share...

So, if Player had 10 companions only, he would get 10/(10+3*10)=1/4 of all loot dropped.
But, every item from the enemy does not drop with 100% probability, but with probability determined by its "abundance" stat.
(Although, interestingly, if a unit has several types of, say, armor, assigned, every type will drop, and 10 units may yield 20 armors).
So, well... Player is not guaranteed to get much loot. ACOK may have reduced "abundance" on items though.

Kissaki said:
Ambrush said:
...
EDIT: Also forgot to mention the armour requirements are way too high closing in to ridiculous, I imported a Commander-like lvl33 build with:
strength = 15
agility = 15
intelligence = 18
charisma = 18
And I couldn't even use a chainmail, so if you start from lvl1 that means you have to go full warrior or level until say lvl34...
I have the same objections as you, but lack the experience of the previous versions of this mod. You say this mod was fantastic in the early days - do you recall which version you played then? It seems a lot easier to simply download an older version instead of fixing all the imbalances.

This was a real necroanswer =D
However, if one does not like harsh requirements, and does not wish to modify items, one could grant oneself some bonus Str.

Hints on character development:

One can have 14 Str. right from the start.
One does not need to increase agility at all. Some starting quests give agility. Later in game (Lord/King stage) random events increase agility. (At least in 2.0-2.2, not checked for 3.0)
There are enough companions to make Int. heroes from.
One only needs 26 Charisma. There is a book for +1 Cha and a book for +1 Leadership.
 
March hardly qualifies as a necro considering this is the only thread for this mod, and the objections are still valid (which they are). I could have simply re-typed what he said without the quotes, but what would the point of that be?

Anyway, 15 STR is quite significant unless you are powerhousing that stat. Considering that historically, nobles also spent a lot of their time reading, learning languages, history and other non-martial arts as well, and were still perfectly capable of wearing plate, a requirement of 20 STR is absurd.

I also only managed 17 STR maximum from the onset, but then I had to choose man-at-arms for my father, craftsman's apprentice for my childhood and being forced out of my home as motivation - I was allowed Squire as profession, but a typical knight's background yielded me a strength of 13, agility of 4(!), intelligence of 6 and charisma of 5 - and that's after I poured all my extra skill points into strength. Now, if 15 is "not significant", those stats are positively crippling - especially as a knight would specialise in all of these, and not just focus on one or two. And not just historically, but in the universe of ASoIaF as well. The requirements of this mod precludes players from being all-rounders, which is what knights were. Alternatively, if 15 is "not significant", the beginning stats for this mod should be considerably higher, ranging from 10-19 instead of 4-13. But in this game, functionally, anything above 12 (or below 9) is significant.

Armour was never restricted because you needed to be particularly to wear it, but because it was expensive. A requirement of 10-12 in STR for wearing full plate harness is more than plenty. Access to armour will restrict itself from cost alone.
 
Kissaki said:
March hardly qualifies as a necro considering this is the only thread for this mod, and the objections are still valid (which they are). I could have simply re-typed what he said without the quotes, but what would the point of that be?

Anyway, 15 STR is quite significant unless you are powerhousing that stat. Considering that historically, nobles also spent a lot of their time reading, learning languages, history and other non-martial arts as well, and were still perfectly capable of wearing plate, a requirement of 20 STR is absurd.

I also only managed 17 STR maximum from the onset, but then I had to choose man-at-arms for my father, craftsman's apprentice for my childhood and being forced out of my home as motivation - I was allowed Squire as profession, but a typical knight's background yielded me a strength of 13, agility of 4(!), intelligence of 6 and charisma of 5 - and that's after I poured all my extra skill points into strength. Now, if 15 is "not significant", those stats are positively crippling - especially as a knight would specialise in all of these, and not just focus on one or two. And not just historically, but in the universe of ASoIaF as well. The requirements of this mod precludes players from being all-rounders, which is what knights were. Alternatively, if 15 is "not significant", the beginning stats for this mod should be considerably higher, ranging from 10-19 instead of 4-13. But in this game, functionally, anything above 12 (or below 9) is significant.

Armour was never restricted because you needed to be particularly to wear it, but because it was expensive. A requirement of 10-12 in STR for wearing full plate harness is more than plenty. Access to armour will restrict itself from cost alone.

Sounds to me like you just want to have your cake and eat it too.

There are lighter armors available for characters specializing in non-combat skills while the heavier armors (i.e those that need 20 str) are reserved for battle-focused characters. In addition to constant battling you have the random events giving you free stats so even an INT based character can end up getting heavy armor in the late game. I did a travelling merchant -> scribe -> shop assistant starting character and still managed to wear plate armor in the late game.

The only issue I have with armor is the stat decrease for Power Throw, which just makes the entire skill more useless than it already is.
 
greetings. I am having severe frame rate issues. Under 10FPS at certain points. When I first installed 3.0, I needed to play the game in windowed mode due to my cursor not being visible on the startup screen. It has something to do with the screen resolution I believe but I am unsure. It shoots back up to 60FPS when I open of the inventory screen or whenever i'm not on the world map. Does anyone have any suggestions of what I should do? I am at a loss.

My comp information is:

Processor: Intel(R) Core (TM) i7-5960x CPU 3.00GHz
128 GB RAM
64-bit OP
dual EVGA Geforce GTX Titan XX

 
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