zyonix
Regular
Forgot about that feature :p Thanks!WolfWitness said:Try playing the mod in edit mode, that's the currently work around for the castle door issue.
Forgot about that feature :p Thanks!WolfWitness said:Try playing the mod in edit mode, that's the currently work around for the castle door issue.
Articulo34 said:The Bad aka Buggy things
1. The first siege door is always open, which prevents in some cases any redistribution of the men with some being trapped between the enemy and the second door.
2. During the infiltration scene doors are closed. This might prevent the player from either engaging the enemy or fleeing. It´s tedious having to change the option whenever you feel sneaky.
3. Defensive sieges are tricky because of doors. Even without the first bug the player must choose to stay, fight and risk getting trapped should the enemy slaughter the first wave of defenders or flee towards the respawn point before the enemy breaks in.
4. New bridge scene. For some reason many troops are unable to move, you have to go close to them, call for the closest ones to follow and then pray that they´ll obey. Not very good when the enemy is on top of you within a few seconds.
The Ugly aka Things I hate
1. The AI seems to use formations more often now than in the previous 3.1 beta, but IMHO not often enough. I still see proper armies charging in like headless chicken too frequently.
2. Kyoto´s siege scene. This is no siege at all, just a slaughter fest through the narrow streets of the town. It´s the kind of scene one would expect from the second stage of the siege.
Just to clarify. It´s not exactly the old Native YOLO charge that bandits do (which happens, but it´s more rare). They move slightly to their right usually with their cavalry ahead, but instead of stopping every once in a while to form up, they keep going. This means I can easily counter their cavalry by moving my spearmen to the flank and still have time to move them again to counter their infantry.phlpp said:aaaaaand I'm back again (for now)
Everything else I'll address too, but I'll have to think over carefully. Especially the inconsistent AI formations -- I've combed over the new code tooth and nail and I'm not exactly sure what I forgot that makes them continue to act like idiots.
Another bug related to that. Sometimes you don´t get the notification even when all enemy´s units are routing and they have no reinforcements left, thus if you tab out the battle is not considered a victory.Moridin said:
The doors not working during infiltration is a known bug. The second one used to happen to me in the previous 3.1 beta, I thought it was fixed.Woopzilla said:I know a lot of people are having gate problems in the 3.1 beta but my problem is slightly different:
When disguising and sneaking into castles the gates are always locked. A horde of angry guards try to attack me but can't reach me because they are stuck behind the gate. I had to use a cheat to knock the guards out as retreating only gives the option to surrender. The gates are correctly open though after the game says you 'lost the guards' and reloads the courtyard.
On a side note, gates during actual sieges seem to be working fine for me.
I'm using 1.168 with 3.1 beta. I couldn't find 1.166 on this site and thought 1.168 would be ok to use since the last two versions only made changes to Viking Conquest.
A second bug I get is a game crash from random encounters: http://i.imgur.com/kFm2ICT.png
Most encounters work fine but when it's preceded by that error message it always freezes or CTDs after I kill everyone.
oof, thanks for posting that screenshot, the error message will help a lot in tracking that downWoopzilla said:I know a lot of people are having gate problems in the 3.1 beta but my problem is slightly different:
When disguising and sneaking into castles the gates are always locked. A horde of angry guards try to attack me but can't reach me because they are stuck behind the gate. I had to use a cheat to knock the guards out as retreating only gives the option to surrender. The gates are correctly open though after the game says you 'lost the guards' and reloads the courtyard.
On a side note, gates during actual sieges seem to be working fine for me.
I'm using 1.168 with 3.1 beta. I couldn't find 1.166 on this site and thought 1.168 would be ok to use since the last two versions only made changes to Viking Conquest.
A second bug I get is a game crash from random encounters: http://i.imgur.com/kFm2ICT.png
Most encounters work fine but when it's preceded by that error message it always freezes or CTDs after I kill everyone.
I have book merchants in my game. There are a lot of towns, so its probably harder to encounter them.vintis88 said:Loving the mod and the new update! However, I don't seem to be able to find any book merchants. Is this WAD, a bug or am I just blind?
zyonix said:I have book merchants in my game. There are a lot of towns, so its probably harder to encounter them.vintis88 said:Loving the mod and the new update! However, I don't seem to be able to find any book merchants. Is this WAD, a bug or am I just blind?
Have you tried asking travellers? Although by the time you get there the merchants probably moved...
vintis88 said:zyonix said:I have book merchants in my game. There are a lot of towns, so its probably harder to encounter them.vintis88 said:Loving the mod and the new update! However, I don't seem to be able to find any book merchants. Is this WAD, a bug or am I just blind?
Have you tried asking travellers? Although by the time you get there the merchants probably moved...
I asked one and he replied that he hadn't met any lately...