m3:Sellsword Bug Thread

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maw

Sergeant Knight at Arms
ok. report the bugs you find, here. for now, i'll pre-empt:

* THIS GRAPHIC INTENSIVE MAP TAKES A WHILE TO LOAD sometimes as long as 5 minutes. and yes, if you have a graphic card or game settings set for other things, it sometimes won't load on the older machine. try unclicking all those boxes in configeration.


* after recruiting a named NPC in a town, if you immediately talk to them, it shows the camp dialogs - fixed for next release
* unmatched end_try on first victorious battle
* occaisional 'supertroops' with outrageous (300+) profeciencies when promoting a serjeant from a party member
* sometimes blank status on reputation - fixed for next release
* only one Okin mission as of 4/24
* "Tell Me About Yourself" character view screen bug - fixed for next release
* HORSE MESHES don't match on some models, on list of things ta do - fixed for next release (i hope)
* HIRING in taverns, not activated yet
* RECRUITING and ATTACKING peasants, farmers, refugees, and manhunters activated - outlaws still being tweaked
* I SEEK REST through the Lord Dialog - fixed for next release
* strange short sword mesh issue - fixed for next release
* ctd after battle - fixed  for next release
* cannot attack farmers, peasants, refugees - fixed for next release

* screen lockup after hiring peasants, farmers, or refugees - fixed for next release
* shiny armor and faces - fixed for next release- were settings in materials
* after taken prisoner, ctd - fixed for next release
* camp dialog issues - fixed for next release

* camp dialogs messed up, working on it
* faction recruit messed up, working on it
* castle options/seige/control (not implemented)
* equipment and horses after battle not being added to loot
* some citys have blocked terrain, Reyvadin and Sargoth - i need to edit map to reflect they are on mountains
* death script is cumbersome, lacking - new script, you'll have to test effects next release
* Volkier prisoner dies automatically in battle. no, he's not committing suicide. - fixed
* transferring troops to Serjeant party near town messed up
* caravan invest scheme not completing
* dialog with merchant determining trade reflects numbers rather than goods and locations


and keep them coming. maw
 
Tuckles said:
heya maw, i dunno if this is a bug or not, but it's like 100% after my dudes get knocked out, i join the next battle and they die. Is that supposedly right? and does surgery have anything to do with the chance of survival?

i hate my death script, but its the best i can come up with right now.

presently, if you or your npc drop to less than 50%, the script kicks in which takes the existing health, adds the PARTY surgery, and weighs that against a random number. if the random number is higher than the health+surgery number, you die.

it gives me a good average of life/death, but is cumbersome and if you don't pay attention during the battle (knowing who gets beat on) you tend to lose troops.

IMMEDIATE FUTURE FIX: i think i can put a status listing troop health into the intermediary screen that allows you to either attack again or withdraw. i'll see what i can do so that when the screen asks to continue the battle and lists casualties, it might also say "Marnid and Ardenious are seriously injured, and require immediate attention." so that you still have the option of risking them.

the first aid skill that adds 7% to npcs after battle is also a big plus, as it kicks in before the death script is run, so there is an additional influence on survivability.

after i got use to it, i avoided having the troops go hand to hand unless they had an advantage, or until i got them in to good armor.

Tuckles said:
'kay, now I've got a real 100% bug.

When you ask a unit (I asked farmer) about his stats, the dialogue doesn't continue and you're stuck in that screen.
same goes with asking people to rejoin your team. (after they've left)

k. new one. i'll check it. i take it its the party dialog in map or camp. maw
 
CXZAR said:
another bug...

(horse mesh to bone issue)

and IMO is way too shiny, just like the new face on the face gen... maybe you could correct that as well, by the way, why it is so difficult to shot the long/war bow???

first, you are right. some of the horse meshes don't really mesh. i'll get to that, but it'll have to go back to the horse mesh guy... i think theres a bone connected wrong.

the shiny stuff doesn't happen on my machine - first i've seen it. so i dunno. might be a configuration bump/pixel/shader choice. i'll see if i can do anything with it... but try shutting those off.

if it was simply the horse, then i'd say it was the skin... but since you indicated it was with one of the new faces.... i think its more likely config settings. anyone else have an idea? maw
 
Servitor said:
If I remember correctly, it crashed at with the pic showing guys putting a sword at your throat!

Yea, I am sure. Thats the one!  :eek:

Same just happened here.  At first I wondered if it was like the "dying" script in the earlier version that force-shut the game and deleted the profile.  Thought I'd check here just incase and lo & behold its one of the first bugs found.

This looks ace btw, though I never enjoyed the arena as much as the rest of the game so I'm a little stuck wondering what to do with even the River Pirates being so much harder (I mean woah!, crossbows?! That was a nasty surprise.  Plus the whole outnumbered 16:3 and being on foot :razz:)

Edit:

Just to note that I've now experienced the conversation freezing when you talk to the lords (I wasn't a vassel - does this matter?) and I thought I should mention that the arenas other than Zendar appear to pay much less :razz:
 
i'm desperately trying to find that capture bug... and soon as i do, i'll update. seems to be one of the two biggest bugs to me.

if you do get captured, you lose everything, and escape with nothing - forcing you to the arena, or scabbing battles off of overpowered allies for loot. unfortunately, its only working half the trime for me.

***

my direction with the arenas is going to be more focused on building a reputation, except for the outlaw keeps (stonehold and devhorak) which will be big pay outs for a fight-to-the-death. payouts otherwise will be minor, but i can see local 'personal vandettas' extending to the town arenas, with the player either representing someone, or responding to or giving an offense, witch may provide opportunity for 'off track betting' or other neat things - like an ally in town that allows you and your boys stay for free...

i've been messing with a sort-of Feat-of-Armes thing that has multiple parts, with a dozen opponents:

* pageant of arms, armor, and horse that judges the quality of everything, based on the most number of laurels received
  several prominent women will view and vote for your armor; some opportunity for a side-quest or story as well as developing a protagonist
* three pass joust, with points for strikes and knockouts, and deductions for a miss or horse strike; single elimination; winner gets a good gift, second gets a laural; 2% chance of dying
* three rounds of one-handed plus shield, two-handed, and polearm with shield; single elimination; 2% chance of dying
* injuries received are maintained throughout till the end of this multi-day affair, with only regular healing overnight
* most prominent gets reputation boost, some 'allies' in town, some of a random award of gold, horse, armor, weapons, whatever
* opportunity to receive/respond to or give a personal affront, allowing an all-or-nothing mano-a-mano combat for your opponents items

i did, however, get most of Janus's stuff working at Zendar... i'm looking to develop that throughout the various cities... its on the list. maw
 
sargoth and reyvadin.... yep. i have to edit the map slightly...

Quanta was kind enogh to design those two towns in a manner that they can only be entered from the main gate, however, at the time the icons were a different size, about 5 times larger... so when i shrunk the icons, the blocked terrain extended beyond the icon, which kinda flubbed the purpose.

i'l either make a special, larger town icon (unless someone wants to give me one) or i'll edit the map to pu them on mountain heights. sorry for the annoyance. maw

ps its a feature, not a bug. riiiiiiight.
 
I lost against a battle of 16 Pirates, (Borcha, and the new guy both got rocked without killing one), and after I died, it showed the taken prisoner screen, and then the screen turned white and the "unexpected error has occurred" screen popped up.
 
I thought i had already posted this, dont know what happened  :?:

About the horses, i think the problem is that some of the meshes you used are from 751. I got the horse with the teutonic texture, it was bugged, so i use brf editor to replace the mesh with the war horse one from the common res folder, now it works fine (and it still uses the teutonic texture, of course).

Sometimes, when i talk to the arms or armors dealer my char talks to himself, he says "captain?" and a bunch of options appear, if i choose to trade, i see my inventory in both sides, after i get out of that screen, my char is completely unequiped.

Hope, this helps, this is an awesome mod.

edit: removed the horse texts thing
 
wow, this mod has quite a lot of potential!

anyway, i played last night for a while and found some bugs, most of them were already posted here:

- When promoting a troop to sergeant they become a random hero. After you promote A LOT of sergeants (yeah i did that :smile:) you start getting an hero that you already had received before and his skills are doubled (aributes, proficiencies, and skills)... I had a few heros with multiple skills at level 10. Also when this happens you get a window pop up showing a formula that basically says the skills are too high and you have to click ignore and the game proceeds normally :smile:
 
Two thing:

1. When asking about what do caravans trade or whatever that question is from merchant he responded with numbers instead of name of the good like "next time you come here brign me some 12".

2. Went to battle, ordered my allies to stay back and killed enemies miself. After battle I got teh "despite your surgery attempts x has died". Strange thing considering he didn't even see the enemy :wink:

EDIT: This has happened twice in a row now, both times with Ardenius.

EDIT2: Okay I have absolutely no idea if this is a bug, but it seems kinda strange. So when I'm near town and I'll tell one of my guys to wait for me here I'll go to party screen and can recruit troops stationad at city. Makes me wonder if this is a bug cause that is kinda illogical way to recruit troops :p
 
icran said:
1. When asking about what do caravans trade or whatever that question is from merchant he responded with numbers instead of name of the good like "next time you come here brign me some 12". OKAY, I'm checking - yes.... trying to fix now.

2. Went to battle, ordered my allies to stay back and killed enemies miself. After battle I got teh "despite your surgery attempts x has died". Strange thing considering he didn't even see the enemy :wink: - its the death scheme I have... i don't like it, but it reflects  "Bleed Out"... unfortunately, its not well addressed. i'm still improving the death scheme...

Okay I have absolutely no idea if this is a bug, but it seems kinda strange. So when I'm near town and I'll tell one of my guys to wait for me here I'll go to party screen and can recruit troops stationad at city. Makes me wonder if this is a bug cause that is kinda illogical way to recruit troops :p
inside city or near it? haven't been able to duplicate this yet....
 
maw said:
icran said:
1. When asking about what do caravans trade or whatever that question is from merchant he responded with numbers instead of name of the good like "next time you come here brign me some 12". OKAY, I'm checking - yes.... trying to fix now.

2. Went to battle, ordered my allies to stay back and killed enemies miself. After battle I got teh "despite your surgery attempts x has died". Strange thing considering he didn't even see the enemy :wink: - its the death scheme I have... i don't like it, but it reflects  "Bleed Out"... unfortunately, its not well addressed. i'm still improving the death scheme...

Okay I have absolutely no idea if this is a bug, but it seems kinda strange. So when I'm near town and I'll tell one of my guys to wait for me here I'll go to party screen and can recruit troops stationad at city. Makes me wonder if this is a bug cause that is kinda illogical way to recruit troops :p
inside city or near it? haven't been able to duplicate this yet....

About the last one: its near the city. I had it too. It happened to me near Zendar when i was promoting sergeants and kicking out the bad ones (by telling them to set camp and wait for me. They asked if i wanted to leave some troops with them and then the troop exchange screen showed up, with Zendar on the left part and it's 6 troops. It happened near another city too, forgot wich.


EDIT: Well, since i have this post here i might as well use it to add another one i forgot. I cant say for sure if this is a bug or not:

- I invested 300 gold on a caravan. almost 20 days later i still had it on the quest menu. I didnt follow the caravan to make sure it arrived the destination because i was escorting another one to a diferent direction but i think in 20 days it should have arrived or been destroyed so either way it looks like something is missing :smile:
Tomorrow i will play a bit more and try to confirm this on a new game.
 
Hi,

I don`t know if it`s a bug or a just not yet implemented feature but my farmers, gaischiochs(?) and manhunters do not upgrade. BTW, those are the only troop types I have.
I get info abt. exp gain through fighting and training, but they will not upgrade. Myself I upgraded by training once.

Regards, Oldtimer
 
Greetings and congrats on the extremely entertaining mod! Highly recomended!
But...I had this trouble...
Everytime I get taken prisoner or surrender the game crashes after the little picture screen. Any suggestions?
 
Brilliant mod, keep up the fantastic work. I only play this and BfS nowadays.
In my opinion, the only bug that really annoys me is when my often pimped out NPC's die when joining a battle. I've read up on what you're thinking about this and I would like to suggest an adjustment.

Make the percentage of health where npc's get knocked out higher than the percentage where they risk dying. So if Marnid has for example 50% health left, he gets knocked out, while he might die when he has less than 30%. This leads to two things:

1. Only high-damage hits will be potentially lethal, since you would have to lose at least 30% in a single blow to go from 60% health to 30%. To me, this is good and realistic.

2. They will be less likely to join a battle and dying, especially with a high first aid skill. Which is kind of the point.
 
you can pretty much script anything, i guess. or set a selection at game start for how insane you want ta be. i'm working that direction.

if a players hp are less than 20, he can't join a battle. if the npc is less than 30, then he can't join a battle. however, if a troop or player drops to less than that threshold during the battle without being knocked unconcious, he can continue on through till the battle resolution.

i'm still working scripts and trying to determine if the hp/unconcious is fixed (at a set hp) or whther its a proportion of drop (say, 50% loss from battle start). its bugging me cause when i write the scheme one way, it works for a while, then i'll get an off-the-wall death; the same if i write it the other way.

nothing i have yet has the feel i want, which is more like the non-hero unconscious/death coded directly into the game.

i have bounced all the heros down to troops in something i was testing, and i like it, but i am unable to trade with them at that point. get all sorts of funky errors.

so i'm still working that issue, using the half-assed scheme i have now

***
Legg: i identified the crash and believed i fixed it for the next release.

Flat:  i'm working more towards that; actually, i was looking at a graduationg scale where the inverse of the remaining hp adjusted by surgery skill would be the chance of death, for instance, if the troop is at 67% health after battle and the company surgeery skill is 9, he has 33% chance odf dying minus 9, or 24% chance of death. a rand number is pulled, and if the number falls below 24, the troop 'dies'.

what i found out, though, is before all that kicks in the company first_aid skill also kicks in, returning a percentage of HP immediately at battles end and before the script can be activated, essentially boosting a her's HP before all that is taken into account. this makes it so death becomes seldom rather than casual - and i didn't want that. it was so seldom that i foulnd myself back into the attrition-fighting mode, and not worrying about the risk of troop loss.

***

what i want is the feel of the player to act with careful thought on whether he should engage battle, some amount of tactics and caution in battle, and a sense of desperation when he is forced in to battle against his will or at horrible odds. the goal is to raise the level of stress with lethality, create conditions of 'attachment' to the company troops, and add a sense of purpose and responsibility. part of this should occur when i get the reputation fully implemented, as well as interactions/rating on how good a player is (how many victorie:losses, how many troop losses, how many times won a battle while outnumbered, etc).

purpose and responsilbility should tie in to missions and goals (such as vengeance, employment, protecting your lands or castle). reputation should tie in to all interactions, combat/merchant/interactive choices (such as rescuing someone, joining a battle to help a faction, or going outlaw). all this with a background and story. not much for a novice, huh?

i'm working through it; most of the bugs are fixed; some new stuff is getting tweaked and then.... soon.... very soon... maw
 
It seems that when you "Enter the castle" in some Vaegir towns, the lord is not there (is he disembodied, or out for luch?).
 
RGL ERROR
unable to open Modules\m3v808a\skins.txt

what i am doing wrong  :smile:
this error comes when i try to start to mod..
 
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