Perisno Mod Bug Reports

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0.771. Grund cannot be reached unless you use teleport cheat, everyone stop outside the city.

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Michadr said:
C5 said:
0.771. Grund cannot be reached unless you use teleport cheat, everyone stop outside the city.

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Bug has been noted. Will be fixed.

NunoMFC said:
confirm, in my game nobody enter or leaves Grund

  I looked into why this happens and here's my take on it:
  when leaving town, the script called attempts to place a (land based) party at distance 1 from the town, in the direction 0 degrees (due north).  If that puts it in the water or on a mountain it tries again, and again, rotating around the town, until all attempts to find a spot 1 unit of distance away that is open terrain have failed.  For water based units it looks for the nearest water, inland lake or open sea, and parks it there.  If parked at an inland lake its possible a sea trader can never leave, until auto removed 8 days later.

  The solution isn't to revert to old locations, but to find locations where open terrain exists 1 unit of distance away, while NOT moving closer to an inland body of water.  For Grozny (ex-Grindr), this can be up on the plain farther AWAY from Grund, so long as it isn't moved closer to the inland water, which was the whole issue to begin with.  Sea traders are perfectly happy to park ships at a cliff; perhaps unseen paths exist or some sort of rope and winch allow transfer of cargo up the cliff.  So long as an open spot exists on land next to the city all is well.  The beach strip is very narrow on that side of the Valhi island; mainly the inland lake, which looked pretty and was harmless before sea traders, is the big issue.  Without editing the map, its easier to move a town by just marking a new location while in game edit mode by ctrl-e and recording coordinates for your party moving around, writing down a likely number, and opening text editor to edit  module_parties.py for location of cities 23 and 24 (Grund and Grozny).  Recompile and age the game 2 weeks to watch land parties come and go.

  I'd do that myself but I am away all day today, and tomorrow is my earliest time on PC without my family hijacking it or me.  I also have a pressing engagement at Warsword to turn in.  Its a trivial task for a dev, if any dev besides me wants to actually do something with Perisno.  I hate being the only dev.

  - GS

EDIT:
  good places to park the two cities are on the plains at opposite sides of the islands - Grund to the east and Grozny to the West, in both cases away from the inland lake.  The change won't be seen until a new game is started; the tuning of distance to water is checked once only at game start and also the location to use for the caravan routes is read once only at game start.  Putting Grund East of where it originally was, past the mountain, also adds a strategy element as the city is then defended by a castle which makes excellent sense given its status as a capital and the faction being underpowered in terms of total lords and at war with two stronger factions at game start.  I'd park it due south of Skapta, which is to the left looking from the East map edge, around  91.45, 153.52
Grozny could be 22.15, 166.30    The main thing that could go wrong next is whether the terrain is very uneven.

  This is a (best case) 10 minute fix -- I'm just letting our chief get some practice with a simple edit.  He used to be a coder; I'm not asking much.
Testing now to be sure these coordinates are safe.

  - GS

EDIT 2:
  Those values worked, tested entering and leaving, walked around city center to make sure terrain was not an issue.
  I suppose I can leave my results in case Michadr works more 16 hour shifts:
  https://drive.google.com/file/d/0B4sh7GRykLgEZDhRUGJ0U3EtVW8/view?usp=sharing
 
- Forniron has 2 merchants in the form of boats which can't get into the city. They're stranded on the water's edge.

- For some reason toggling "horse damage slows horse down option", toggling this OFF, turns it ON and turning it ON, turns it OFF.

- There was a land boat sailing the open fields. Strange place to fish.

0.771

EDIT: The land boats are all Drachen. They are caravans from Drachen. Some of them move at what I guesstimate is double the maximum speed of the player. I may be wrong in my guesstimation but I'm going to be wary of raiding those caravans.

EDIT2: Sometimes my troops spawn on the other side of the map, behind the enemy. I'm not sure yet what causes it. I suspect it's the pre-battle formation order things. Whenever I used that, it can happen. But I'm not sure so I'll try a bunch more times.

Edit3: Lille has a drachen caravan boat trying to reach it from the water but can't make land
 
Don Leo said:
- Forniron has 2 merchants in the form of boats which can't get into the city. They're stranded on the water's edge.

- For some reason toggling "horse damage slows horse down option", toggling this OFF, turns it ON and turning it ON, turns it OFF.

- There was a land boat sailing the open fields. Strange place to fish.

0.771

EDIT: The land boats are all Drachen. They are caravans from Drachen. Some of them move at what I guesstimate is double the maximum speed of the player. I may be wrong in my guesstimation but I'm going to be wary of raiding those caravans.

EDIT2: Sometimes my troops spawn on the other side of the map, behind the enemy. I'm not sure yet what causes it. I suspect it's the pre-battle formation order things. Whenever I used that, it can happen. But I'm not sure so I'll try a bunch more times.

  Boats are supposed to spawn at the waters edge as sea traders and then stay there for 2 days while they are trading.  So for Forniron this is correct behavoir.

  The "flying boats" occurs at a place that is incorrectly set as a sea route instead of a land route, usually AFTER a successful sea trade.
  It could be a destination had a inland river or lake near it so wrongly got set as "coastal", but not marked by me afterwards to revert to be "not coastal".
I set around 8 cities as "not coastal", such as Uliastai, Galwe, Amana, Karnoth, and several others -- all which have water near them but are not part of a continuous sea path.  If one DOEs cross dry land they move at speed 15.0, making them more like Zeppelins or "air boats" than sea ships.  At one time all the routes did this but I thought I had found the combinations which did this.  There is probably a destination from one city that is still marked as a coastal town, perhaps from translation from Phosphor where many more towns were at the sea (Elsinore, Desouk, and Mataqeya were all moved to be coastal towns in Perisno 0.8 alpha/Phosphor v21 as published openly 2 months ago).

  Troops spawning at opposite edhe of the map I have not seen but it was reported before.  I am curious if these are open field battles, or seiges of towns/castles, as they get different maps.  Open maps are one of 7 maps, but seiges have many more variations.

  I don't have time to chase these until next month, at best - and unfortunately, when the "other devs" are blogging or chatting on Steam etc they sort of imply they are writing plenty, but actually I see pretty little output from them.  Perhaps you will have better results than me -- Michadr, Firebird and the rest listen to YOU.  I'm probably perma-muted here.  I do get excellent feedback and if this was Rock or Jazz music the feeling of Jamming while coding with say Warsword Conquest, but darn it, Perisno just 1 year ago COULD have been the same sort of jam session.  I just got tired of begging for even one real helper that actually delivered.  I'll back patch more of Phosphor next month, as not all of it is buggy or unfinished, just the Rigale side is very incomplete. 

-------------------    NUMBER ONE HELP I NEED:
--->    The flying routes number 1 main information I need is where a ship crossing land seems to have LAST been and most important of all ITS DESTINATION.  Just follow it or watch it until it arrives at the next city so I know what route to edit.  DESTINATION is enough to solve the problem.
_____________
(as all routes connecting to a destination are commented in the source code, something I did to better debug Phosphor.  The v771 routes are modifications from Phosphor but adapted to Desouk/Elsinore/Matareya moving from Perisno 0.8 locations, and with cities 28, 29, 30, 31, and 32 removed from all routes.)


    PBOD pre battle formations can be turned off or set to Native AI by PBOD settings in camp menu, so at least there is more control than before.
  I won't feel sorry to put it in instead of the other system.

  For diplomacy horse damage I suspected this but thanks for confirming.  I could I suppose change the text message to flip the description to better match behavoir.  This is something set by diplomacy and not a tweak from me, but it has existed for at least 3 years and simply not always been open to toggle.
Nice to see a clearer explanation.

  - GS
 
Note:
I should have a 0.772 patch out by the end of the week. That way I can close more bugs that will be reported, rather then releasing a new patch everyday for every small bug reported.
 
Michadr said:
Note:
I should have a 0.772 patch out by the end of the week. That way I can close more bugs that will be reported, rather then releasing a new patch everyday for every small bug reported.

  That's reasonable.  Also by making changes in smaller increments it helps stress test a smaller slice of code, so the "100% working" base (which is always assumed, since we sometimes have issues that were there from years ago)  - well, its easier on everyone to fix.  They have the patch here above if they want it.

  At least there's something fresh for the holidays.  If in suggestions thread I got feedback of what Phosphor features should be moved to Perisno for .78, I'd consider it.  So far the only things that have open issues are things that take "time" - guilds, harvests, and crafting.  Instant things tend to work well. I could remove the time wasting aspect of these but then it seems more artificial - the time wasting, when it works, adds to immersion.  "When it works".  At least the Perisno elements mostly work well.
 
gsanders said:
Michadr said:
Note:
I should have a 0.772 patch out by the end of the week. That way I can close more bugs that will be reported, rather then releasing a new patch everyday for every small bug reported.

  That's reasonable.  Also by making changes in smaller increments it helps stress test a smaller slice of code, so the "100% working" base (which is always assumed, since we sometimes have issues that were there from years ago)  - well, its easier on everyone to fix.  They have the patch here above if they want it.

  At least there's something fresh for the holidays.  If in suggestions thread I got feedback of what Phosphor features should be moved to Perisno for .78, I'd consider it.  So far the only things that have open issues are things that take "time" - guilds, harvests, and crafting.  Instant things tend to work well. I could remove the time wasting aspect of these but then it seems more artificial - the time wasting, when it works, adds to immersion.  "When it works".  At least the Perisno elements mostly work well.
That is true, but the changes (hopefully) won't break save game from base 0.77. The ones I have made so far haven't broken save game but it all depends on the other bugs that pop up.

EDIT!
Unfortunately the bug fixes are breaking save game... I think it's time to release Bannerlord. This is as annoying to me as it is to you guys.
 
I'm not sure what you tried as a bug fix Michadr but I'll place a modified traders for you around my lunch time.
I've made the changes already and am testing now.

EDIT:  I've tuned this to add some more hot_patch type aspects in case the earlier save game did not set
coastal cities correctly.  Still testing...

EDIT: I think finally flying boats are gone but I did see a land merchant get stuck at a lake and since its over water the icon is a boat.
  Theres some code for stuck parties I can use for this and then I think I can release an unofficial .773
  out of time will finish from home.  Found the code for stuck land parties, thanks to Lor Dric for troubleshooting this "find stuck parties" code.

  - GS
 
Aww, save breaking, oh well, not like I progressed that far.

- I'm not sure if this is a bug or not but after I join as a mercenary, I keep getting a message that a spy trying to find info on me has been slain somewhere. Is it normal to be sent so many spies? Every few minutes there's another slaying of a spy.

- I noticed pressing T will give me an overview of the current cohesion of troops. It seems to be double-bound to "whistle for your horse" so when I press T it whistles for horse and does the overview thing. There were other double bindings but I could fix those through various in-game keybinding options.
 
Don Leo said:
Aww, save breaking, oh well, not like I progressed that far.

- I'm not sure if this is a bug or not but after I join as a mercenary, I keep getting a message that a spy trying to find info on me has been slain somewhere. Is it normal to be sent so many spies? Every few minutes there's another slaying of a spy.

- I noticed pressing T will give me an overview of the current cohesion of troops. It seems to be double-bound to "whistle for your horse" so when I press T it whistles for horse and does the overview thing. There were other double bindings but I could fix those through various in-game keybinding options.

  I'm not sure it really breaks save game.  My test is 771 -> 773
  I think Michadr was using a blunderbuss (this is a 17th century shotgun) to undo most of 771/772 and broke save game; 771 at least doesn't seem to have save game issues with the fix _I_ tried for 773, which Michadr will see in about an hour.

  here's my version of an unofficial .773 with no flying boats and quite possibly save game compatible to .771
https://drive.google.com/file/d/0B4sh7GRykLgEbG9sc0hqeTJUWUE/view?usp=sharing
https://drive.google.com/file/d/0B4sh7GRykLgEN2VFXzlFWE1IMVE/view?usp=sharing

the technical changelog is:
  https://drive.google.com/file/d/0B4sh7GRykLgEdmgzMWxHQ3F0dm8/view?usp=sharing

- GS
 
(I posted my previous bug report in the release thread, it was about no caravans spawning at all)

I waited a day in-game, did a few fights, managed kingdom, still no caravans. Waited another day, no caravans, checked the cheat and there's now a few caravans on the map. I figure they'll repopulate in the next in-game week or so. Haven't seen coastal ones but I only went 2 days ahead. I'm going fast forward now to see if they'll pop up again. I'll edit in an hour or so
 
Caravans are back in business. The sea traders are hanging out at coastal cities again.

Now to deal with all them bandits who have taken up residence in my back yard
 
Don Leo said:
Caravans are back in business. The sea traders are hanging out at coastal cities again.

Now to deal with all them bandits who have taken up residence in my back yard

  thanks for checking this.  I probably should have increased the spawn rate for caravans and traders a little, but at least they are working.
I'll try to work in some of your suggestions next time I touch Perisno.  Now I'm off to Warsword Conquest for a while.

  - GS
 
Have a strange issue with Grund: No one can enter. Have hordes of Valahir vassals, trade ships, farmers, etc. just hanging out at the outskirts of the city. I, myself, am unable to enter as well.
 
DeathByRabbit said:
Have a strange issue with Grund: No one can enter. Have hordes of Valahir vassals, trade ships, farmers, etc. just hanging out at the outskirts of the city. I, myself, am unable to enter as well.

5 posts above this gsanders put up some files that fix it but I had to start a new game to make the new locations work.
 
Don Leo said:
DeathByRabbit said:
Have a strange issue with Grund: No one can enter. Have hordes of Valahir vassals, trade ships, farmers, etc. just hanging out at the outskirts of the city. I, myself, am unable to enter as well.

5 posts above this gsanders put up some files that fix it but I had to start a new game to make the new locations work.

Thanks for the info, much appreciated. I was planning on starting a new one anyway to test some other things so it is no issue at all.
 
Is it normal for my own kingdom to have 0 caravans at 4 towns?

Edit:
- Report: some of the Function keys are double bound. I think, starting from F5, they have extra options. I think they are formations that are double bound. They interfere a bit with regular commands from F1-5

Edit: example: if I have a companion in cavalry division and the guy loses his horse and becomes infantry, I want to press F4 and then F5 to make infantry mount horses. Instead of mounting horses, this makes them form shieldwall because F4 is also bound as "ranks" in PBOD I think.
 
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