B Medieval Medieval Conquests

Users who are viewing this thread

Alright gave it a shot as I really liked 1257AD despite gamebreaking bugs being present in final release.

The new features added in are definitely welcome.

I will simply list bugs:

1.  Upgrading all troops doesn't work.  insists my entire party is available to upgrade and a lot of the time their upgrade pathinto "lords", though regardless I cannot initiate the upgrade anyways.

2.  Remove crouching, crouch walking, whatever.

And just turn on crouching in module.ini.  Default.  Please, it looks bad on everyone but archers and cannot fully turn it off in game menu, why?  The AI isn't even smart enough to use it properly.  Only the player can really take advantage of it.  Leaving the command itself in is fine as I can see the use of having your infantry all crouch so ranged units can shoot over them.

3.  Can we get a rundown on how the new "wage system" works?  From my brief experience with it, you basically just pay 2 times a week instead of 1 time and at same rates.

Would be much preferable to have a global value for wages and just increase it.  Less menus the better.  Dunno if that's working as intended.

4.  The AI is weird.  Mostly ranged, land units.  I've watched archers moving on enemy, shooting, then 20 yards away pull out a melee weapon and even when in range of enemy, kinda of just....  stand around, and then die.

5.  the death camera is so far 100% broken when wanting to move and observe battle.  the camera ALWAYS gets stuck under the terrain so you cannot move ever.  Scrolling to troops view works though.

6.  A huge, massive problem I had with final state 1257 AD was the formation mod being utterly retarded, for some reason taking control away from the player at random times regarding his troops.

I briefly saw this once, where a position for cavalry suddenly disappeared from minimap.  I instinctively took back control before they did anything stupid and didn't observe the results.

7.  Following from #6, in field battles, when player dies, AI doesn't follow commands from map menu.  Even though for example my archer line is set to "charge" they simply hold their position until death.

8.  please remove cav/inf mixed units (bandits) from that mix.  Either they're 100% infantry or 100% cav.  I consider this a bug because there is mods that can sort these troops into proper designation after spawning, but as it is, there's no proper designation.  I don't ****in want cavalry in my infantry regiment and when I even tell them to dismount the order is ignored.

Just about everything else so far (only like 5 hours in) seems to be working.  I get error codes during field battles semi-regularly usually something_something_lead_charge_something.  As well as Error codes regarding traits application.  Not sure if they're working fine but giving errors anyways (ala decapitations) or what.

--

Regarding balance, javelins are not OP at all, anyone who says otherwise is plain wrong.  Simply look at the raw damage, a simple hunting crossbow with regular bolts does slightly more damage than a whole dang javelin.  Javelins are in much smaller quantities per troop compared to archers/crossbowmen/horse archers yet they on average less damage.  Not OP.  Not even slightly.  Dunno where that came from.  If anything, every other ranged units, cav archers especially, are bloody overpowered and always have been.

--

Instead of lords executing by chance, it would be very much preferable for executions to commence depending on the prisoner holder and prisoner relations.  Lower relation = execution.

As it is, executions are a meaningless way of losing AI lords in the game world with no replacement.  At least baron kurwa executing count poophead because the bastard keeps raiding his only village so he ended up hating his guts makes sense.

global execution value, especially at the default is crazy considering it's entirely meaningless, destroys player agency in the grand scheme of things (I got a lord 50+ relation, good friend, blah blah, suddenly RNG executed 4noraisin),  and just doesn't add anything to the experience.

--

Do turn on advanced_formations in module.ini.

No reason to ever have it off and if the placeholder names for forming rows bothers you just edit them.  Forming 2 solid rows of crossbowmen/archers with crouching enabled is godlike for concentrating firepower in certain areas (top of hill for example). And absolutely necessary for pure ranged unit army or in other words Robin Hood wannabes.

--

I see there is a body-sliding feature where when you die you switch to friendly troop but I could not pinpoint it in mod options to use it.  Just me?  I checked three times.

--

With worldmap performance as it is and probably always will be, decreasing menu usage which causes worldmap to load/unload is imperative.

For example, simply accessing "visit your camp" option, unloads the worldmap.  So doing something as simply as choosing wait for a bit causes you to have to wait 5+ seconds to reload the worldmap.

This stuff adds up, going from town to town to town trying to sell off loot from villages or battles, going to cattle herds to cut them up for meat to sell but being limited to 5 cattle a time forcing you to do it 3-6 times.

Imagine it.  butchering cattle through the menu bull**** can waste an entire 30+ seconds of time.  And that's assuming you have enough inventory space to grab it all at once.  Imagine butchering five, then selling the meat, going back, butchering, that's a WHOLE ****ING MINUTE of just doing that one tedious task because worldmap loading takes so damn long.

The microstuttering especially when travelling at faster gamespeed is bearable but that bit really isn't.

If there is anyway to prevent worldmap from unloading during as many menus as possible, or reducing the loading time somehow, that would be the biggest blessing possible as it all stands from my perspective.

This was always a problem with 1257AD as well.

--end

Despite the rant, I like the direction this submod went and is hopefully still going despite the controversy.

 
I have more bugs...
- Ismiilla, Akaba and Al-Arish (?) got siege scenes broken, first two share the same scene and troops can't pass the wall, they stuck by it and got killed
Al-Arish got siege tower, but troops can't find the way to the ramp - all of them stay under (2m away from entry into the ramp)

- when helping a lord or lords in battle, after the end all lords change their naames to 'unexisting token', including player

I see there is a body-sliding feature where when you die you switch to friendly troop but I could not pinpoint it in mod options to use it.  Just me?  I checked three times.
working during sieges, in field battles doesn't as far as I try it
 
news


I fixed bug of javelins not throwing from some troops.  Accuracy of javelin should be zero, nothing more.  Why it was changed ever during development of 1257AD I do not know. It causes AI not able to throw for some reason. And even at 0 too low skill troops cannot throw javelins consistently (im lookin at levies which have 40 throwing for some reason while all other stats are 70) After tweaking, throwing weapons are now used properly.  Anyone can apply this fix by using a troop and item editor easily acquired on this site.  or you can copy paste this into relevant files:  https://mega.nz/#!dwZVCA7K!gfpex6xduRRED_FqHWOZv0vdDqAaI03maKKvC2WYRh4

included modified files:  troops.txt and item_kinds1.txt

Changes
1.  All weakest levies boosted throwing skill 100-120 from 40
2.  javelins, jarids, throwing spears accuracy set to zero so functionality is restored.
3.  desert bandits reduces weapon loadout to lances, jarids, and flanged maces:  My idea is desert bandits would typically be slavers due to how common and accepted the practice was in such culture and the lack of manhunter parties to create a slaver warband was disappointing.
4.  Outlaw troop types in general customized to fit their specialized roles.  in vanilla every outlaw has exactly the same stats (90 in all weapon skills and 1 ironflesh, 2 power strike, 2 riding, etc etc, extremely lazy, probably vanilla 1257AD settings)  For example pirates now have 2 ironflesh and 4 power strike, and only ranged weapon is javelins.  Steppe bandits have higher polearm and riding skill, etcetc

That should be about it that i can recall.  Requires a new game for skill troop changes to take effect.

Also strange discovery.  Mod options are randomized in their working.  Say you have body-sliding feature checked at gamestart as it should be.  It won't work.  The solution is to go to the setting and to uncheck it and recheck it.  This goes for many other mod options features, so on gamestart be sure to remember to do such things.  I fear possibility of the messenger fix not working properly at gamestart despite being checked ruining realistic savegames.

Randomly but very unlikely recruiting lances costs 500 denars.  Thats especially wierd.  If this is related to new wage system im not sure.  My problem mainly is wages for levy troops.  submod author does realize most feudal lords didn't pay wage to levy right?  And upon becoming lord regardless of wage system mercenaries increase their price 3x so they are nerfed anyways.  Levy still cost less but are also a lot less effective than mercenaries disregarding noblemans.  That's the point though, levies are a war resource generated by the settlements held.  Paying for it is ridiculous, the payment is consolidation of forces for self-defense and oaths.  Not money.  personally i do not recommend using the new wage system, it's a bit inconsistent regarding levy recruitment and I don't think it fits.  Maybe if you wanna play slightly harder mode, fine.  I suppose massing weakest levy troop at 0 wage was kinda broken for garrisoning over time as there is no real consequences for holding onto lances permanently. (Why is there even a disband option?)

personally I wish the levy system from Blue Blood was ported over but AFAIK current AI uses lances from their fiefs to get troops aside from paying out the ass for mercenaries, dunno how such replacement and integration of system would be done.  I am not savvy enough myself.
 
A very good mod, i've been playing 1257 for a long time and now MC makes me play it more.
I have noticed that the yellow arrows that help the attack direction do not apeear in the mod, there's some way to turn on?
 
One of the primary reasons why I instantly felt cold towards 1257 was the lack of  a Turkish state in Anatolia. Sure Sultanate of Rum was defeated and vassalized, but it was still there. Sultans reigned in Konya, and Turkish tribes thrived in frontiers, one of those frontier fellas has founded a great empire a few decades later. Was the situation of Sultanate of Rum that different from the situation of Novgorod for example? Both Russians and Turks just have to be there as they are historically important to put aside.
 
SixRibbons said:
One of the primary reasons why I instantly felt cold towards 1257 was the lack of  a Turkish state in Anatolia. Sure Sultanate of Rum was defeated and vassalized, but it was still there. Sultans reigned in Konya, and Turkish tribes thrived in frontiers, one of those frontier fellas has founded a great empire a few decades later. Was the situation of Sultanate of Rum that different from the situation of Novgorod for example? Both Russians and Turks just have to be there as they are historically important to put aside.

The Turks are there in the troop tree, as one band of special mercenaries (AFAIK) and as the vassal lord (or lords) of the il-Khanate.
 
For some reason I am not unable to join battles in which my own countrymen are involved. For example: I am playing as a French duke. A French lord with 40 troops was in battle with a Castilian lord with 100. I tried to join but the only option I am given is “do not get involved” ! It’s the ONLY option listed

This issue has only come up recently in a long game but happens consistently.

What am I doing wrong?
 
Mikeck said:
For some reason I am not unable to join battles in which my own countrymen are involved. For example: I am playing as a French duke. A French lord with 40 troops was in battle with a Castilian lord with 100. I tried to join but the only option I am given is “do not get involved” ! It’s the ONLY option listed

This issue has only come up recently in a long game but happens consistently.

What am I doing wrong?

That is really strange. I'm able to join everyone's battle
 
Didn’t used to be an issue but now in my game it happens on any battle. My bet is a save game got corrupted or something
 
Great mod!

Though just a few issues I've come across:
- Emissaries never return.
- My name kept being reverted to only the title after every battle, so if I named myself 'King Jun.' After every battle, it resets to 'King .'
- There are castles in my world which has 'No Faction', so you cannot besiege it and therefore cannot be taken without cheats.
- And a few more like Upgrade troops in camp menu, literally can't be used.

All in all, the mod is great!
 
Enjoying the mod, glad someone decided to modernise/tweak 1257 as it's genuinely the best Warband mod. Though I have encountered strange dialogue/information bugs:

* Random naked NPCs with glitch number names like "[1]'name'" appearing in taverns with dialogue options to move out.
* Guild Master enterprise screen tells you 0 is always the sell price of items from enterprise (not the final profit at end).
* Tournament screens between rounds say you have lost or won the tournament every round.
* Some Arena masters, mostly in Eastern Europe are all wearing women's clothing.
* The NPC in taverns that tells you where someone is and where to find books, literally just spits out some random dialogue, takes your money and usually just states 'tail'?
* Recruit volunteers at town always says cost 25, but actually costs 1000 and doesn't tell you what your recruiting


Also I was wondering what happens after X amount of lords are beheaded? Are they dynamically replaced or something? Otherwise the number of people in game will eventually drop.
 
I'm also curious about the number of lords. I suppose their mortality in the mod sort of makes every game a bit more time-sensitive, which I do not consider a bad thing, personally.
There are a couple of features that I think would make the mod even better than it is but I suppose they'd be far too complicated to implement. Still, hunting and the city outfit option would really improve the immersion for me. I tend to struggle to find enough bandit parties or activities to undertake while on the road. Granted, it isn't the most suited play-style to just go around hunting bandits and winning tournaments, but it would feel more engaging to find preys as well or perhaps have more liars to raid.
Still, AD 1257 was such an amazing mod and seeing it polished and improved made Warband feel fresh again. I'm happy I don't have Steam tracking the hours played, otherwise I'd probably be hospitalzed for a demonstrable obsessive disorder. Good job on the upgrade!
 
Thanks for the amazing mod.
Though there is one disappointing problem: The city of Rome is the same as other Italian cities. It is sad to see that The Pope settled in such simple and crude castle. Can the scene be of more variety?
 
server could not be started due to network error quitting...?

I am getting this when I try to do the last step- setup multiplayer battle. Everything else is working, dedicated servers, ports forwarded... PLEASE HELP!!!!
 
Great mod.  I have some questions and some feedback.

1) I have tried configuring my party members to upgrade their gear but they never seem to do so.  I have tried applying to all and editing what I want for each of them.  They just keep using the same crappy gear.  What am I doing wrong?

2) Suggestion: I have noticed that in some mods you get messages about tournaments.  This would be a nice feature.

3) Suggestion: I think it was Floris or PoP that would warn you if you were quick traveling and an enemy came in sight.  I really miss this.

4) Some of the Turkish arena attendants have female bodies and male faces.  Maybe this is intentional.  :smile:

5) Suggestion: The number of ransom brokers feels too low. 

6) General question:  I have expressed an interest in two of the king's daughters.  The first one didn't like me at first but the second one did (I got an escort mission for her and broke the ice).  She is ready to marry now but I don't get a dialogue option for her because I asked about the first earlier.  Any way around this?  This worked itself out.

7) There is occasionally an erroneous NPC in taverns. He is naked and has a garbage name.  Based upon the interaction, I think he is supposed to be one of my men.

:cool: Big one:  I really prefer using the UI to command my troops (backspace).  It doesn't work.

All in all, I think what you have done is beautiful work and probably the best mod I have ever played.  I think the balancing is great.  It feels much more fair (in some ways easier, and in others more difficult).

Thanks again.  Great work.
 
Back
Top Bottom