Wow, this fix really made the game more fun again at the later stages. Before they all huddled together in one or two places, but now they're out patrolling and being active again. Hope it makes it in to an official patch. Really great find, thanks!
Almost completed my first big feast after the lazy noble fix on my first full game with Diplomacy (new game).
Things went beautifully, as almost every noble attended the feast at least twice (most constantly), so much so that there literally wasn't enough room for everyone. In order to talk to everyone to get the point of rep increase, I had to send people out on patrols to open up a slot for one of the other nobles sitting in the city but not showing up in the hall. I later figured out that they would luckily return soon after once done to the feast city (must have liked the bountiful amount/variety of food/alcohol/spice/oil).
So, I've spent the last 25 days feeding almost every noble for a day, sending them to patrol near their fiefs for a day, doing my short trade route in a circle around Vaegir and Khergit territory (takes about two and a half days), then returning to the feast to get my point of rep from everyone.
After the first series though, I noticed that they were bringing back TONS of bandits, a spread of sea raiders, tundra bandits, etc. (my kingdom is primarily Vaegir), worth about 7000 denars to my feast city. When I realized the potential, I started to send them into infested areas and they returned with 9000-12000 worth of prisoners each time.
So, instead of doing my trade run every series, I started to alternate with a trip to the Swadians for oil (Suno) and ale (Praven) with the ransom money from the prisoners. Which I used for even more rep increases through the Diplomacy gift system.
I'm finally living Haurlus' life! I work three days out of the week, go on beer runs for three days and party for one!
And to top it off, every time I get back there's a tournament that lets me beat up them all up!
...first off, apologies overall for thread-jacking.
Second, good news to report--the fix outlined here, with another small fix in the script governing lord recruitment, will be in the next patch. So all will be happiness and gum-drops...or at least lords will behave, in Native, as the should be behaving. This includes showing up to your feasts if they like you well enough, regardless of their land-holding situation (back on topic...see what I did there?)
nijis 说:
Ah -- I've just found the reason for the original change.
Lords who lose their men were then waiting in their lord's center for a considerable amount of time, because they were told to visit their fiefs, but it was not their center, hence no new funds were being raised.
This is newly added to the get_reinforcements bloc for npc_decision_checklist
EDIT: As of October 1st, patch 1.132 is up with this fix included and the problem line shifted to the checklist script, hopefully making everything work out. We'll need to observe their behavior and such, but things should be on the up and up.
+1 for Caba'drin!!
I suspect the Ai King maintain their vassal loyalty with the same way as we do, feast.
After using your patch, it's harder to poach another kingdom lord because they like their king better now.
It make the game more challenging
It actually is a lot harder. I've noticed that maybe 5-6 people were friendly with the king in the first game I did without the patch, but now more like 50-60% are friendly.
That is, if the king enjoys hosting feasts. For some reason, Khergit and Vaegir don't do as many feasts as the others. Rhodoks seem to do far less than Sarranad, Nords and Swadias, but still more than the other two.
Course, this might be determined by the personality type of the king for each game?
Kings have personality? I thought they were all opportunistic buttheads. I've never seen an honorable one; at least none have ever thanked me for aiding their villagers.
...first off, apologies overall for thread-jacking.
Second, good news to report--the fix outlined here, with another small fix in the script governing lord recruitment, will be in the next patch. So all will be happiness and gum-drops...or at least lords will behave, in Native, as the should be behaving. This includes showing up to your feasts if they like you well enough, regardless of their land-holding situation (back on topic...see what I did there?)
nijis 说:
Ah -- I've just found the reason for the original change.
Lords who lose their men were then waiting in their lord's center for a considerable amount of time, because they were told to visit their fiefs, but it was not their center, hence no new funds were being raised.
This is newly added to the get_reinforcements bloc for npc_decision_checklist
EDIT: As of October 1st, patch 1.132 is up with this fix included and the problem line shifted to the checklist script, hopefully making everything work out. We'll need to observe their behavior and such, but things should be on the up and up.
Hi,
I'm still getting the fiefless lord behaviour after the patch.
I'd still like to try the text file fix, however the numbers in my "troop_does_business_in_centre" section don't match those that Caba'drin has shown in his previous post on page 2, I'm guessing they were changed because of the patch.
Caba'drin, do you think that even though the entries in scripts.txt have now changed, the fix you posted earlier will still work?
Here is what my current entry looks like:
the red is my own to show differences
Any guesses whether that text fix will still work?
Also, should I change both script.txt files? i.e. the one in Modules\Native and the one in Modules\Diplomacy?
Hi,
I'm still getting the fiefless lord behaviour after the patch.
I'd still like to try the text file fix, however the numbers in my "troop_does_business_in_centre" section don't match those that Caba'drin has shown in his previous post on page 2, I'm guessing they were changed because of the patch.
Caba'drin, do you think that even though the entries in scripts.txt have now changed, the fix you posted earlier will still work?
Here is what my current entry looks like:
the red is my own to show differences
Any guesses whether that text fix will still work?
Also, should I change both script.txt files? i.e. the one in Modules\Native and the one in Modules\Diplomacy?
This text fix will no longer work, as in version 1.132 the Native script.txt file already includes this text fix. (The fix deletes a line of code that the developers deleted in 1.132...so there is no way to delete it again ) If you are observing some sluggish behavior in your vassals, they might actually be trying to recruit new troops, etc, but so long as you have upgraded 1.132, this fix is native, so there is no way to apply it again.
(Hypothetically speaking if you were to be tweaking the text file, yes, you would need to change both script.txt in Native and Diplomacy to see the effects in both...but again, this won't change the behavior you are seeing so long as you upgraded both Native and Diplomacy correctly.)
With Diplomacy, make sure you upgraded it correctly so the fixes of 1.132 applied to your recent Diplomacy installation (upgrade Warband, delete Diplomacy folder, install Diplomacy update).