Prophesy of Pendor 2.0 SUPPORT

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Lucius Emilius said:
Ok, another weird problem (or maybe I'm the weird one  :oops: ):
Some time ago the following error message started appearing, without apparent reason and now it happens always more frewquentle.
The error message is:

Code:
SCRIPT ERROR ON OPCODE 1641: Invalid Party ID: 242; LINE NO: 98:
At script: party_set_ai_state.
At script: party_set_ai_state.

This error message is often repeated twice.

I don't have the faintest idea of what this means, any suggestions?

Thanks in advance
Luciano

Interesting.. what else are you running with this?  Is this vanilla Mount&Blade and vanilla Prophesy of Pendor?

~Saxondragon
 
saxondragon said:
Interesting.. what else are you running with this?  Is this vanilla Mount&Blade and vanilla Prophesy of Pendor?

~Saxondragon

It should be.
I have a couple of copies of Native, modified with the formations/morale/shield bash pack and one with FormRanks (BTW, I would love to see one of these formations mod added to PoP), but I never modified Native or PoP.
I will have to try again Native to see if this error message appears again, in case it does I will let you know.

Thanks!
Luciano
 
I saw in the features list that I should be able to access my inventory during sieges. I read somewhere that it works both in the map screen while building towers and during actual battles by pressing I. I tried it in both situations without success. Am I doing something wrong?
 
You need to acquire the siege menue. The screen where you can chose to build ladders/tower, abandon the siege, talk with castle ruler, etc. Pressing I there will open up the inventory, P will open the Party screen. During the actual siege (fightinh), acquiring your inventory isn´t possible.
 
Few minor bugs.

1st one is the same problem as Lucius Emilius encountered. It doesn't "do" anything, it's just a slight annoyance as it announces the error. After that the game goes on as normal.

2nd one isn't a biggie either but begs for explanation; Sarleon deserters have spawned in the middle of the river. They can't go anywhere and no one seems to react to them, so it is just a party thrown to waste.

minorbug.jpg
 
Anyway you can help me out?

PLEASE?

I tried a Magelord tweek http://forums.taleworlds.com/index.php/topic,46290.msg1270097.html#msg1270097  to allow me to attack friendly factions (to hit the Noldor lord even though I have positive relations).

Didn't back up file.

I was sent the 10 lines of numbers following the word "mno_encounter_attack" in the menu.txt found in Mount&Blade/Data/Modules/Prophesy of Pendor 2 to recreat the file lines I had modified.

Even with the menu.txt lines from SCGavin (thanks!)... I now get a script error as follows when I "Charge the enemy":

SCRIPT ERROR ON OPCODE 21:  Invalid Script Parameter ID: 0:  LINE NO: 0:
At script: cf_get_first_agent_with_troop_id.


Anybody have the answer?



The following is the data I replaced by SCGavin to try to get my game back (my game is POP V2.02, day 122):

mno_encounter_attack  2 31 2 144115188075856041 0 2147485156 1
360287970189639680  Charge_the_enemy.  25 2133 2 144115188075856018 0 2133 2
144115188075856045 1 1 1 936748722493063383 1 1 936748722493063273 1691 1
72057594037927936 1020 0 4 0 31 2 144115188075856040 1 2133 2 144115188075856046
0 1911 1 792633534417207307 521 3 1224979098644774912 144115188075856039 9 1910
1 1224979098644774912 5 0 31 2 144115188075856040 2 2133 2 144115188075856046 0
1911 1 792633534417207307 521 3 1224979098644774912 144115188075856039 9 1910 1
1224979098644774912 5 0 1911 1 792633534417207305 1 1 936748722493063349 3 0
2133 2 144115188075856044 864691128455135267 2060 1 864691128455135272 2048 0 
.  mno_encounter_order_attack  3 31 2 144115188075856041 0 1 2
936748722493063242 648518346341351424 30 2 72057594037927936 4 
Order_your_troops_to_attack_without_you.  1 2060 1 864691128455135270  . 
mno_encounter_leave  1 31 2 144115188075856042 0  Leave.  18 4 0 31 2
144115188075856041 0 39 0 1 3 936748722493063487 1 216172782113784274 3 0 4 0 31
2 144115188075856041 0 39 0 1650 2 1224979098644774912 648518346341351434 6 3
1224979098644774913 0 1224979098644774912 1652 3 1224979098644774914
648518346341351434 1224979098644774913 33 3 1224979098644774914
360287970189640011 360287970189640121 2173 2 1224979098644774915
1224979098644774914 1 6 936748722493063527 15 360287970189639680 -1
1224979098644774914 1224979098644774915 3 0 3 0 1301 0 2040 0  . 
mno_encounter_retreat  12 31 2 144115188075856042 1 1 2 936748722493063474
1369094286720630799 2133 2 1224979098644774912 72057594037927936 2105 2
1224979098644774912 4 1 3 936748722493063242 648518346341351439 0 2133 2
1224979098644774913 72057594037927936 2108 2 1224979098644774913 2 2108 2
1224979098644774913 1224979098644774912 2111 2 1224979098644774913 1 1 2
936748722493063240 648518346341351424 2133 2 1224979098644774914
72057594037927936 30 2 1224979098644774914 1224979098644774913 
Pull_back,_leaving_some_soldiers_behind_to_cover_your_retreat.  1 2060 1
864691128455135268  .  mno_encounter_surrender  1 31 2 144115188075856042 1 
Surrender.  1 2133 2 144115188075855900 1  .
menu_encounter_retreat_confirm 0 As_the_party_member_with_the_highest_tactics_skill,_({reg2}),_{reg3?you_devise:{s3}_devises}_a_plan_that_will_allow_you_and_your_men_to_escape_with_your_lives,_but_you'll_have_to_leave_{reg4}_soldiers_behind_to_stop_the_enemy_from_giving_chase.
none 17 1 2 936748722493063474 1369094286720630799 2133 2 1224979098644774912
72057594037927936 2133 2 1224979098644774913 72057594037927937 2133 2
72057594037927938 1224979098644774912 2105 2 1224979098644774912 4 1 3
936748722493063242 648518346341351439 0 2133 2 1224979098644774914
72057594037927936 2108 2 1224979098644774914 2 2123 3 72057594037927940
1224979098644774914 1224979098644774912 2111 2 72057594037927940 1 4 0 31 2
1224979098644774913 360287970189639680 2133 2 72057594037927939 1 5 0 2133 2
72057594037927939 0 2322 2 3 1224979098644774913 3 0 2
mno_leave_behind  0  Go_on._The_sacrifice_of_these_men_will_save_the_rest.  10
2133 2 1224979098644774912 72057594037927940 6 3 1224979098644774913 0
1224979098644774912 1 2 936748722493063498 648518346341351424 2133 2
1224979098644774914 72057594037927936 2136 3 1224979098644774915 0 100 30 2
1224979098644774915 30 1611 3 144115188075856115 1224979098644774914 1 3 0 1 2
936748722493063331 -20 2060 1 864691128455135269  .  mno_dont_leave_behind  0 
No._We_leave_no_one_behind.  1 2060 1 864691128455135267  .
menu_encounter_retreat 0 You_tell_{reg4}_of_your_troops_to_hold_the_enemy_while_you_retreat_with_the_rest_of_your_party.
none 0 1
mno_continue  0  Continue...  10 1 3 936748722493063487 1 216172782113784274
1650 2 1224979098644774912 648518346341351434 6 3 1224979098644774913 0
1224979098644774912 1652 3 1224979098644774914 648518346341351434
1224979098644774913 33 3 1224979098644774914 360287970189640011
360287970189640121 2173 2 1224979098644774915 1224979098644774914 1 6
936748722493063527 16 360287970189639680 -1 1224979098644774914
1224979098644774915 3 0 1301 0 2040 0  .
 
Did you tell SCGavin you were running PoP 2.02?  Betcha he sent you the lines from 2.04 and that's why you have a problem.

Backups.  Always with the backups. :smile:
 
Sorry man,but pop 2.02 support is no longer supported,since the v2.04 being out,and most of the bugs in 2.02 being solved in 2.04,just upgrade,or you might have to solve your problems yourself.

~Ãbyss
 
Any idea why when you give your companions horses their wages increase?  I mean.. they're my damn horses and I can take them away if I want!
 
Well,I always tend to use noldor horses,mostly gray ones for companions,and rocket horse for me! zhooom!

I have been looking at jatu warbeasts recently,but my current char,"The N00b" is a lancer,I am much in favor of the spirit horse,though I could suggest jatu warbeasts for horse archer players for the sheer armor and hp.

Still,the rocket horse is a very safe bet for every char.

And yes,I have used the netherworld charger a couple of times,let me say it is awesome against noldor,and jatu if you have a bow/crossbow,simply doesn't die.But it is so damn slow you could prolly be faster off on a three-leg maimed turtle.

~Ãbyss
 
I'm worse off..I prefer the Ironbred stallion just for the sheer armor... most archers other then Jatu and Nolder have 1 -3 damage if any... plus i like the ability to just go through an entire line giving at least 10 Charge to them at full speed
 
Pay is based on unit level, +50% if they are mounted.  Companions follow the same rules for pay as regular troops.  So if you're strapped for cash, take their horses away before payday and then give em back afterwards.
 
Pode said:
Pay is based on unit level, +50% if they are mounted.  Companions follow the same rules for pay as regular troops.  So if you're strapped for cash, take their horses away before payday and then give em back afterwards.

Okay, but if your companions have horses it's up to your discretion, it's not like the powerful units that have their own horses.. so I still don't see the logic in increasing wages for companions where you can choose to give them horses or not.  Sure they're not mounted and could get mowed down easier... but to increase their wage based on something I give them doesn't logically make sense.  If that were the case any armor I give them should increase their wages as well as that keeps them better protected.
 
dont give the moder any ideas... its not good for business.... also all in all there should be a better way to tell why your companions are unhappy... I have had them leave me when i had 99 moral for almost 2 weeks...
 
Triggerhappy said:
Pode said:
Pay is based on unit level, +50% if they are mounted.  Companions follow the same rules for pay as regular troops.  So if you're strapped for cash, take their horses away before payday and then give em back afterwards.

Okay, but if your companions have horses it's up to your discretion, it's not like the powerful units that have their own horses.. so I still don't see the logic in increasing wages for companions where you can choose to give them horses or not.  Sure they're not mounted and could get mowed down easier... but to increase their wage based on something I give them doesn't logically make sense.  If that were the case any armor I give them should increase their wages as well as that keeps them better protected.
The logic is one code routine from native that covers everyone, instead of complicating the pay scheme for no real gameplay benefit.  As it is the pay scheme confused Armagan and crew, since what's displayed in your party screen as wages is only the wages of your party and there's no way to know in advance what your total bill is going to be.  In other words, pay is already complicated enough that native gets part of it wrong, and the mod team focused its VERY limited coder resources on things that determine the gameplay of the mod.
 
Horses cost money to maintain. Whether you let your party loot their own horses, or buy them for your party it's still irrelevant ... horses cost money to maintain ... and your companions don't have any money of their own. So YOU have to foot the bill for their horses ... if you want them to have horses.
  If you want them to have magic horses that cost nothing to maintain ... then there is no logic or reason in that.
 
Sir William Kelland said:
Horses cost money to maintain. Whether you let your party loot their own horses, or buy them for your party it's still irrelevant ... horses cost money to maintain ... and your companions don't have any money of their own. So YOU have to foot the bill for their horses ... if you want them to have horses.
  If you want them to have magic horses that cost nothing to maintain ... then there is no logic or reason in that.

To add to the magic armour that costs nothing to maintain?
 
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