Patch 1.126 Feedback/Suggestions

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BobSels

Veteran
What are your thoughts on this matter of prevalence; my findings on this new version are listed below.

12:58 PM - 7/8/2010: My findings after four months in the game have found the Khergits doing well defending themselves against the Vaegirs and Sarranids but when Swadia declared war on the Khergits; they successfully managed to annex Eastern Swadia after weeks of fighting. Another factor for the Khergit Khanate's success against Swadia might be attributed to the fact that Swadia was also fighting against the Nords of which the Swadians committed most of their forces against; losing and gaining Knudarr castle. I believe Swadian infantry and ranged troops should be given a boost but not up'd to the point where they are on par with the Rhodoks or Nords.

I should also note that the Swadians where before beginning their act of hostilities against the Khergits where at war with the Rhodoks all by themselves. No loss or gaining of territories where achieved by both sides so I believe this "Swadian Catastrophe" might have been attributed by the AI committing too much or all forces on one front.

EasternSwadiaAftrerKhergitInvasion.png


9:27 PM - 7/8/2010: After starting a new game coincidentally the Khergits and Swadians where fighting each other from the beginning without interference from the other factions. It seems the AI is focusing to much forces on one front when fighting on a multi-front war or is actually not using a defensive strategy in which they only come to the aid of cities/castles which are under siege or counterattack. You can find the results of my findings in the spoiler below (picture taken after a peace settlement was made).

EasternSwadiaOnOneFront.png

9:27 PM -7/8/2010: I decided to start a new game after being discontented with my last one. Coincidentally, Swadia and the Khergit Khanate was already at war with each other without interference from other factions. This time though, the Swadians did much better than I previously reviewed. My observations saw the Swadians commit all their resources in striking at the enemy when they attack one of their strongholds and then counter-attack when they are already committed to sieging it (very ingenious strategy, dividing enemy forces then attacking). This though was used for defensive purposes I believe because neither side made any territorial gains.

I believe my findings confirm that factions when fighting a multi-front war are focusing to much against one country. I believe that countries fighting such multi-front wars should divide forces acceptably to the point where they can use them to defend cities/castles under siege at anyone time to give the a fighting chance. You may all find the results of my review in the spoiler below. Also please note that this picture was taken after Swadia made a peace settlement with the Khergits.

EasternSwadiaOnOneFront.png
 
I have important positive information. I am in game more than 2000 days and didn't meet any C++ runtime error yet. I think this crucial bug was really removed from these new versions of game. 
 
Well I stil have this strange bug when if somebody is hit by the arrow the game freezes on 0.001 second. Or when one dies from the shot. It's really annoying.
And that's in SP.
I have ATI RAdeon video card. I wonder if anyone have the same "complaints".
 
I've noticed all the text is stuffed up. Used to be crisp and clear, it's now all fuzzy, in-game and in menus.
 
Maybe it reset your resolution set it to one that makes it "crisp and clear" again certainly does not sound like a bug at all just a setting change
 
Nah, tried that. Resolution was the same, and everything stayed fuzzy when I changed it to something else and back again.
 
Just downloaded and started running it. Works great with my savegame... Checking out some thing now. Just took Jameyyed castle (and found you don't even need the tower? You can run around/up the hill on the right side/onto the wall :razz:!... I totally RAEPED like 20 archers :grin:!!!) ---> With just my party, and it got a free garrison!!! 35 low/mid tier Sarranid troops! Yay!. Now I'm going to look if I can finally get my hands on some more chargers :smile:.

I'd like to add that the lord recruitment has been changed. My companion lord Firentis had been stuck at ~40 troops ideal forever, with the new patch I just saw him on the map with 70 troops (including 30 recruits/footmen). :smile:. Also, the morale hit for recruiting enemy troops seems to be more realistic/fixed now, I just recruited 24 captured mamlukes and my guys have been stuck in the gutter (even when I reduce my party size by 100 men) for a couple days now :grin:. I used to recruit captives all the time before, and never got a real morale hit. :smile:.
 
I remember when 1.125 was out somebody took MS to compare the changes.
May be somebody with enogh MS knowledge could compare 1.125 and 1.126 MS and make a list of changes.

Though it could be better if devs would post it somewhere by their own.
 
Crossbow Joe 说:
  • Reinforcement cost for lord now depend on difficulty
  • Darts are now set as ranged_weapons_begin (you can't use them or javelins in tavern fights now)
  • Couple of dialog spelling fixes
  • In certain cases assigned fiefs no longer gets free reinforcements (they're assigned in menu instead)
  • Autocalc now has "minimum strength calculation" to deal more accurately with battles on smaller scales
  • You can't collect taxes from infested villages
  • You must be same faction as owner of castle to manage garrison
  • You can rest for free in castles and towns with unassigned lords
  • You can no longer assess prices in hostile towns (so no sneaking in and resting)
  • Rebels will switch titles upon pretender quest completion
  • nomad_cap_b (the one with funny flaps) and steppe_cap both get +3 head armor. Also, leather_steppe_cap_c now has the same mesh as steppe_cap
  • All items from hammer to warhammer, and spiked club to iron mace now have knockdown capabilities
  • Great Bardiche now in shops, Voulge, Long & Great Long Bardiches no longer carried like axes on back
  • Double-sided lance now has no penalty with shield, slash (25 cut), reduced weight (4.0), speed boost (95) and length fix (12:cool:
  • Bec-de-Corbin (Warhammer) now carried like staff
  • Khergit War Helmet (the one with a red stripe) changed to an unused newer and similar model, marked as merchandise along with Khergit Cavalry Helmet (cost 333 instead of 433 now), and Khergit Guard Helmet (40 head armor now from 36)
  • Probably fixed hanging round end glitches
  • Tundra bandit map icon changed to axeman instead of horseman
  • Faction reinforcement template composition changed massively
  • New Swadian houses
  • Khergits get modified hats, steppe armor instead of leather vest in multiplayer
  • Probably fixed auto-battle crashes between empty parties
  • Auto-battle base upgrade xp reduced from 1500-4500 to 200, no longer affected by difficulty for player faction
  • Prevents shifting of wedding NPCs (groom, bride, dad, bishop) from their pre-set position
  • Raw leather is now raw material for leatherworks
  • Fishing fleet set for Kulum instead of Tebandra
  • NPC ideal party size changed - Marshal gets extra 20, so does every castle owned, player's level has more effect (multiplier of 1+level/80 instead of 1+level/90)
  • Prisoner rescue quests only offered if giver's faction is at war with captor (so indicted family members usually cannot be targets)
  • Tavernkeepers will no longer find quests from imprisoned lords
  • Marshal NPC will get an extra 1000 income per week, king bonus income reduced to 1000 from 1500
  • Initial kingdom hero party upgrade amount depends on difficulty
  • Looting villages reduce NPC owner's wealth, resets taxes and tariffs to 0
  • NPCs won't "do business" in centers being besieged or raided/looted, i.e. court ladies, collect rent, look for volunteers
  • Battle AI won't go try to go to high ground 20 meters near map edge
  • Duelling romantic rival quest cancelled when player is married
  • Lords with low party strength will collect rents if below 1800 wealth (otherwise not enough wealth to reinforce party), ignoring player orders, feasts, etc.
  • NPC marshal acceptance ratings changed (~40% will not join on medium diff.)
  • Center sieging decision power ratio altered, villages no longer get 1.5 more priority (now all centers do)
  • Reduced kingdom army actions if at peace
  • Report to Army quest fixed
  • Merchants now sell items based on original faction, not current faction
  • Swadian Man-at-Arms now level 21; Khergit veteran horse archers get steppe instead of saddle horses, +1 riding, power draw, ironflesh, and cavalry helmet instead of steppe cap; lancers get spiked instead of winged mace, one-handed war axes instead of spear, and hafted blades instead of bow&arrow, splinted leather greaves and scale gauntlets, +1 riding, +3 power strike+ironflesh, +30 weapon proficiency;Khergit castle/prison guard get khergit leather boots; Rhodok sergeants are now level 25; Rhodok Veteran Crossbowmen reintroduced; Mamlukes are level 27; Manhunter tree altered
  • New display_debug_message also writes to rgl_log
 
Nothing were substantially changed or repaired in this version what about AI and military campaigns concern. I am a marshal an my town was invaded by huge Nords' army. So I hurried and gathered our Swadians' army and brought them back to Reyvadin hoping our army will help me to defend my town. But they only stayed around town and didn't help me. I am really very disappointed when such crucial matters aren't repaired and improved.  :???:
 
Rad 说:
Nothing were substantially changed or repaired in this version what about AI and military campaigns concern. I am a marshal an my town was invaded by huge Nords' army. So I hurried and gathered our Swadians' army and brought them back to Reyvadin hoping our army will help me to defend my town. But they only stayed around town and didn't help me. I am really very disappointed when such crucial matters aren't repaired and improved.  :???:


I think it is a personality thing... Some lords are just cowards/only fight with the marshal/easy fights... I've seen others go raging in to defend a castle or village when outnumbered. Same goes for when you're on the offensive. You can tell some lords to go lay siege somewhere and they'll do it, and other will say something like 'why should I go die while others wait outside the walls?!?!?', and they're pretty useless :razz:.
 
Rad 说:
Nothing were substantially changed or repaired in this version what about AI and military campaigns concern. I am a marshal an my town was invaded by huge Nords' army. So I hurried and gathered our Swadians' army and brought them back to Reyvadin hoping our army will help me to defend my town. But they only stayed around town and didn't help me. I am really very disappointed when such crucial matters aren't repaired and improved.  :???:

We fixed that bug (lords which are following player do not join siege defense as helper) yesterday about one hour after patch 1.126 is ready. So it will be in next patch.

Edit.
You can fix this bug by yourself too by changing module system :
search for this in module_game_menus.py
(call_script, "script_let_nearby_parties_join_current_battle", 0, 1),
make it
(call_script, "script_let_nearby_parties_join_current_battle", 0, 0),

Actually this is not exact solution, now each nearby friend npcs (not only followers) will join battle when you enter a siege defense of your own kingdom. It will work same like how this (let_nearby_parties_join_current_battle) works in map. But it is easy way to get rid of that bug.

Edit 2.
I also examined your savefile that you uploaded in bugtracker (related to that bug). Then I see that you mentioned something different. You are not mentioning "not joining battle with player in siege defense bug", your main point is although you start a campaign as faction marshal nobody is coming and following you. I think you mentioned this (what I see in your savefile).

I examined each Swadian lord in your savefile and asked what they are doing. They all have different logical reasons. Most of them have very less troops, I think you made them tired and weak after lots of battles and campaigns or a huge one battle. And they are refusing to join any new campaign. Also most of lords are at Praven which is far away to you and besieged center then they do not know where to find faction army. I added some new codes to increase information radius if player is marshal but this addition is not huge so you have to go and travel some to collect more lords, you cannot do it by just standing where you are if you are far from most lords. And do not forget you can only get strong ones, if any lord's party is weak they prefer resting and collecting army.

So this is not a bug (the one you posted in bugtracker and posted here), but it was a feature which can be improved to be more player-friendly. And it will be improved in next patch. Other situation was a bug (lords which are following player do not join siege defense as helper) and it will be fixed in next patch.
 
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