[S] A New Dawn

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i only got the game to finish loading on 30 graphic quality

anything higher and it reaches 4gig of ram usage on task manager
 
Anyone know how to edit the code for lord escape rates? Tired of them getting away at an empirical ~74% (50+ battles) at 9  prisoner management.
 
I have  a huge problem :/ sometimes the game drops to 0.20 fps while entering a battle or location which forces me to close M&B in processes as it is unresponsive, bu thats not the problem. During one of these "crashes" something went wrong and now some of the enemies spawn without their armor, village elders are naked and my Chamberlain too, enterprises dont produce anything, instead they have one pair of boots in inventory ( the guy at the enterprise is barefoot, so somehow instead or producing oil they just removed npcs boots, put them in enterprise's inventory and stopped producing oil, how the **** did that happen, how bad Ai processing got ****ed up to do that?) also all money that I kept in my treasure disappeared.......

I have deleted mod and copied freshly unpacked copy into steam folder but that didn't help... seems that save is corrupted, any one knows how can I save my efforts? its the second time I have started from scratch and I am afraid I have no enough steam to do it third time........
 
So either this is a bug or I am retarded. For some reason I can no longer use PBOD

tE0XU.jpg

Any ideas on a fix? I have a few commands going out to 8 different groups each battle (Infantry, Archers, Archers Div. II, Cavalry, Cavalry Archers, Skirmish, Royal guard, Medic, and just maybe I was thinking about adding spearmen) and I really, really don't want to micro manage that each and every battle.


EDIT:
Yeah didn't know I need more than 0 tactics for a party size over 3xx. So I cheated up my level to test and lo and behold it works now. Time to waste some skill points. 
 
Radix said:
I have  a huge problem :/ sometimes the game drops to 0.20 fps while entering a battle or location which forces me to close M&B in processes as it is unresponsive, bu thats not the problem. During one of these "crashes" something went wrong and now some of the enemies spawn without their armor, village elders are naked and my Chamberlain too, enterprises dont produce anything, instead they have one pair of boots in inventory ( the guy at the enterprise is barefoot, so somehow instead or producing oil they just removed npcs boots, put them in enterprise's inventory and stopped producing oil, how the **** did that happen, how bad Ai processing got ****ed up to do that?) also all money that I kept in my treasure disappeared.......

I have deleted mod and copied freshly unpacked copy into steam folder but that didn't help... seems that save is corrupted, any one knows how can I save my efforts? its the second time I have started from scratch and I am afraid I have no enough steam to do it third time........


99% sure you are SOL is it's a save corruption. I was told 1.164 caused some problems with some mods if you updated. Imho, always have 3 or 4 different save files. every 10-20 days or so.


That being said you could get lucky, the game backs up your last save. So check your documents folder and restore the old one.
 
sobora said:
jesus the stats on this guy

don't let the cloth armor fool you it has about 100 body armor  :!:

usGJ8Bv.jpg
Shoot'em in the head, Decapitate them, DESTROY THEM...before they are able to get 1 volley of arrows off or your ****ed
 
sobora said:
i only got the game to finish loading on 30 graphic quality

anything higher and it reaches 4gig of ram usage on task manager

Are you using 'Load Textures on Demand'? I am and it's using about 2.3 gigs of ram, without it will crash on start, or soon afterwards.

Edit: Should have said 2.8 gigs, it runs at 3+ gigs but the scripts are slow firing.
 
I'm having a problem with archery. Even with 300+ archery and a 100 accuracy bow the reticule will not close. On 3 occasions it has gotten better. Once, during a siege, I stepped forward and turned and it almost closed. The second time I took minor damage and it almost closed. The third time, I accidentally dropped my bow, after picking it up the reticule was perfect.

ps, liking the mod so far.
 
King Jerry said:
Yokoshima said:
Anyone know how to edit the code for lord escape rates? Tired of them getting away at an empirical ~74% (50+ battles) at 9  prisoner management.

http://forums.taleworlds.com/index.php/topic,46290.0.html
or TweakMB.
I have already tried those, guess I should have said that.
Unless tweakMB has been updated in the last week it does not work for this mod (using the Floris 2.55 setting), and the string of code cited in the 82 tweaks link is not there. It has been replaced by entirely new code.

It is supposed to be, in native,
cf_check_hero_can_escape_from_player -1
11 21 1 1224979098644774912 2133 2 1224979098644774913 0 4 0 200 1 504403158265495583 1073742370 3 504403158265495583 2 1224979098644774912 546 3 504403158265495583 4 1224979098644774912 2133 2 1224979098644774913 1 3 0 31 2 1224979098644774913 0 2136 3 1224979098644774914 0 100 2147483678 2 1224979098644774914 80 

And the line to modify is the final number (the 80).

Mine is
cf_check_hero_can_escape_from_player -1
39 21 1 1224979098644774912 2133 2 1224979098644774913 0 4 0 200 1 504403158265495592 1073742370 3 504403158265495592 2 1224979098644774912 546 3 504403158265495592 4 1224979098644774912 2133 2 1224979098644774913 1 5 0 30 2 1224979098644774912 360287970189641000 2147483678 2 1224979098644774912 360287970189641002 4 0 200 1 504403158265495654 2133 2 1224979098644774913 1 5 0 2133 2 1224979098644774913 -1 3 0 3 0 2133 2 1224979098644774914 0 4 0 31 2 1224979098644774913 0 2136 3 1224979098644774915 0 100 2147483678 2 1224979098644774915 70 2133 2 1224979098644774914 1 5 0 31 2 1224979098644774913 -1 2133 2 1224979098644774914 1 3 0 4 0 33 3 1224979098644774912 360287970189640064 360287970189640070 2133 2 1224979098644774914 1 2133 2 1224979098644774916 576460752303423496 2133 2 1224979098644774917 576460752303423502 6 3 1224979098644774918 1224979098644774916 1224979098644774917 544 3 1224979098644774918 8 1224979098644774912 504 3 1224979098644774918 6 0 504 3 1224979098644774918 10 -1 3 0 3 0 31 2 1224979098644774914 1

The string preceding the 80 (1224979098644774914) is followed by a 0 or a 1 so my guess is not to touch it. Also I can't read any of it because I suck.

I guess I could just disable the script all together but then I think I will get them 100% of the time and I don't know if I get relation bonus or penalty. Thanks for trying though.
 
Since this needs posts and there is no suggestion board for this mod there is one balance thing I'd like to mention.

Snipers are comparatively weak.

Sure they look like OP gods with that 510 damage each shot, but at a speed of 6 they are often vastly out-performed t6 archers. I had 40 snipers and 15 marksmen (in each battle). In 6 battles, (5 vs. the nords, 1 vs. some unlucky scum), the marksman in total killed 568 troops. The snipers killed 213. The problem is their actual (not on paper) DPS is low. Here is why:

If they miss, no damage (and they miss. A lot.)
If they overkill - less DPS.

Say an archer has a bow with 32 damage, 6 power draw, 50 speed, and +4 arrows. Assume that 100 = 1 attack/seconded just for some easy math. That comes out to (32+4)*1.84 or 66.24 damage a shot, and ~132 DPS. The sniper does 510 damage a shot, but attacks about once every 5 sec.  So ~102 DPS. So already the sniper looses in sheer sheet DPS. And to top it off our theoretical bow sucks.

So if our crappy archer misses or hits a shield and does no damage, he only wastes 66.24 damage, or over a 10 sec. window that is about 5% DPS. The sniper, over the same time, losses out on 50% DPS if he misses even once. So the archer would need to waste ten shots on shields or missing just to match the snipers' loss for missing even once in a ten sec. window.
Or to put it another way, a miss for a sniper is 10 TIMES as detrimental as a miss or hitting a shield for out archer.
For all non heavy's they hit they do insane overkill damage.  I cheated in their stats and weapon+ arrows and did 324 damage to a nord warrior. He only has I think ~80 hp. So now that DPS goes down to 80 damage over ~ 5 sec, or 16 damage/s over the last 5 seconds.

I know their use is meant for heavy/shielded units, but the cost if far too high. Any other archer at that tier could kill a on shielded heavy in about the same time if not only a bit slower (I know with heavy armor 72P for example is far more than double the actual damage of 40p). Hell lets say that other like tier archers take 3x as long. Being 3x better at killing heavies/shielded troops does not make up for having up to 10+ times less actual DPS in many combat situations. If you could somehow tell them to only aim for heavies and ignore anything else it might help a bit, but you can't. They waste shots on fast/light/medium troops doing overkill damage or just missing.


And before anyone starts to complain yes I know the NPC snipers xbow has the extra penetration flag, (and the can_kock_down flag, which I found surprising and somewhat useless, but neat all the same) with their high damage they pretty much ignore shields. I had an ally using a bulwark, lordly twilight gloves, and the celestial bulwark and, with his shield raised and 300 xbow, I did 190 damage.

Another useful thing about snipers is their range. But that is only situationally useful and often short lived.

I gave them (NPC's weapon, the Jelkalan_Sniper_Arbalest) a dramatic buff in speed, bringing them up to 11. I buffed the Arbalest's damage to 146 and speed to 18 (to still make it an attractive troop upgrade option as it kills light/med units much more effectively), and I buffed the normal sniper with a minor damage buff to 127 do to the aforementioned penalties for slow weapons actual DPS and the fact that the unbuffed Arbalest is still probably better. I also added the extra_penetration flag to the normal sinper's xbow because I thought it was odd it didn't have it.

My marksmen (T6 troop) still kill more, but it's not a joke anymore.

Oh and one other downside to them the snipers I forgot to mention: Moving. If you want to move snipers you had to tell your archers to hold fire, else your snipers would shoot, stand still for ages while they reloaded, move two steps, shoot, repeat. I know this is a problems with all missile troops but these guys lagged way behind all the time unless they were micromanaged (because bow users at least walk while they string an arrow, and they don't take shots halfway across the map).


And last but not least:
Yes I know they are heavily armored and can deal with melee a lot better than most other archers, but again the cost of that was way to high. Even with the buffs I gave them Vaegir Luchniks and Dvors, as well as the Khergit Windriders and Grim riders kill more by standing in my archer line then my snipers do the vast majority of the time counting all melee and ranged kills. Hell even the Nord "archers" can do better in close range. But none of them can snipe.

If anyone cares about how I tested the results I got 40 of each troop and went into battle with all 40 (sinpers, dvors, etc.) but only one set. So 40 total missile troops. I then teleported around the map and fought 12 lords in total (I fought at least one from each faction, each was 200+ in size) and 2 large adventuring groups with each group. Each was supported by 200 legionaries. In terms of raw kills, the buffed snipers were about the same/slightly better (they beat the Windriders and Grim riders by about 20%) or fell short of all the other groups when standing in an archer line (That is to say the cavalry units just stood there and used their bows, I didn't reposition them so they got back attacks and they were dismounted).


The Imperial sentinel still makes the sniper look like a child with a toy in both ranged and even more so in melee.


....so yeah sorry for that wall of text.
 
Yokoshima said:
King Jerry said:
Yokoshima said:
Anyone know how to edit the code for lord escape rates? Tired of them getting away at an empirical ~74% (50+ battles) at 9  prisoner management.

http://forums.taleworlds.com/index.php/topic,46290.0.html
or TweakMB.
I have already tried those, guess I should have said that.
Unless tweakMB has been updated in the last week it does not work for this mod (using the Floris 2.55 setting), and the string of code cited in the 82 tweaks link is not there. It has been replaced by entirely new code.


Mine is
cf_check_hero_can_escape_from_player -1
39 21 1 1224979098644774912 2133 2 1224979098644774913 0 4 0 200 1 504403158265495592 1073742370 3 504403158265495592 2 1224979098644774912 546 3 504403158265495592 4 1224979098644774912 2133 2 1224979098644774913 1 5 0 30 2 1224979098644774912 360287970189641000 2147483678 2 1224979098644774912 360287970189641002 4 0 200 1 504403158265495654 2133 2 1224979098644774913 1 5 0 2133 2 1224979098644774913 -1 3 0 3 0 2133 2 1224979098644774914 0 4 0 31 2 1224979098644774913 0 2136 3 1224979098644774915 0 100 2147483678 2 1224979098644774915 70 2133 2 1224979098644774914 1 5 0 31 2 1224979098644774913 -1 2133 2 1224979098644774914 1 3 0 4 0 33 3 1224979098644774912 360287970189640064 360287970189640070 2133 2 1224979098644774914 1 2133 2 1224979098644774916 576460752303423496 2133 2 1224979098644774917 576460752303423502 6 3 1224979098644774918 1224979098644774916 1224979098644774917 544 3 1224979098644774918 8 1224979098644774912 504 3 1224979098644774918 6 0 504 3 1224979098644774918 10 -1 3 0 3 0 31 2 1224979098644774914 1

Here is mine.
cf_check_hero_can_escape_from_player -1
39 21 1 1224979098644774912 2133 2 1224979098644774913 0 4 0 200 1 504403158265495592 1073742370 3 504403158265495592 2 1224979098644774912 546 3 504403158265495592 4 1224979098644774912 2133 2 1224979098644774913 1 5 0 30 2 1224979098644774912 360287970189641000 2147483678 2 1224979098644774912 360287970189641002 4 0 200 1 504403158265495654 2133 2 1224979098644774913 1 5 0 2133 2 1224979098644774913 -1 3 0 3 0 2133 2 1224979098644774914 0 4 0 31 2 1224979098644774913 0 2136 3 1224979098644774915 0 100 2147483678 2 1224979098644774915 0 2133 2 1224979098644774914 1 5 0 31 2 1224979098644774913 -1 2133 2 1224979098644774914 1 3 0 4 0 33 3 1224979098644774912 360287970189640064 360287970189640070 2133 2 1224979098644774914 1 2133 2 1224979098644774916 576460752303423496 2133 2 1224979098644774917 576460752303423502 6 3 1224979098644774918 1224979098644774916 1224979098644774917 544 3 1224979098644774918 8 1224979098644774912 504 3 1224979098644774918 6 0 504 3 1224979098644774918 10 -1 3 0 3 0 31 2 1224979098644774914 1

Look for a "-1", go up one line and you'll see a "70" is changed to a "0".
"1224979098644774915 70 2133 2 1224979098644774914" is changed to "1224979098644774915 0 2133 2 1224979098644774914"

 
sobora said:
P.S it would be nice to see more dev activity here, cose the thread is dying out a little

I'm a bit busy these days, but I've been noting the bugs and will try to fix them in the future. Kolkar parties will be nerfed in some way, probably by being smaller (in the case of the lords and armies) and especially garrisons.
 
King Jerry said:
Yokoshima said:
King Jerry said:
Yokoshima said:
Anyone know how to edit the code for lord escape rates? Tired of them getting away at an empirical ~74% (50+ battles) at 9  prisoner management.

http://forums.taleworlds.com/index.php/topic,46290.0.html
or TweakMB.
I have already tried those, guess I should have said that.
Unless tweakMB has been updated in the last week it does not work for this mod (using the Floris 2.55 setting), and the string of code cited in the 82 tweaks link is not there. It has been replaced by entirely new code.


Mine is
cf_check_hero_can_escape_from_player -1
39 21 1 1224979098644774912 2133 2 1224979098644774913 0 4 0 200 1 504403158265495592 1073742370 3 504403158265495592 2 1224979098644774912 546 3 504403158265495592 4 1224979098644774912 2133 2 1224979098644774913 1 5 0 30 2 1224979098644774912 360287970189641000 2147483678 2 1224979098644774912 360287970189641002 4 0 200 1 504403158265495654 2133 2 1224979098644774913 1 5 0 2133 2 1224979098644774913 -1 3 0 3 0 2133 2 1224979098644774914 0 4 0 31 2 1224979098644774913 0 2136 3 1224979098644774915 0 100 2147483678 2 1224979098644774915 70 2133 2 1224979098644774914 1 5 0 31 2 1224979098644774913 -1 2133 2 1224979098644774914 1 3 0 4 0 33 3 1224979098644774912 360287970189640064 360287970189640070 2133 2 1224979098644774914 1 2133 2 1224979098644774916 576460752303423496 2133 2 1224979098644774917 576460752303423502 6 3 1224979098644774918 1224979098644774916 1224979098644774917 544 3 1224979098644774918 8 1224979098644774912 504 3 1224979098644774918 6 0 504 3 1224979098644774918 10 -1 3 0 3 0 31 2 1224979098644774914 1

Here is mine.
cf_check_hero_can_escape_from_player -1
39 21 1 1224979098644774912 2133 2 1224979098644774913 0 4 0 200 1 504403158265495592 1073742370 3 504403158265495592 2 1224979098644774912 546 3 504403158265495592 4 1224979098644774912 2133 2 1224979098644774913 1 5 0 30 2 1224979098644774912 360287970189641000 2147483678 2 1224979098644774912 360287970189641002 4 0 200 1 504403158265495654 2133 2 1224979098644774913 1 5 0 2133 2 1224979098644774913 -1 3 0 3 0 2133 2 1224979098644774914 0 4 0 31 2 1224979098644774913 0 2136 3 1224979098644774915 0 100 2147483678 2 1224979098644774915 0 2133 2 1224979098644774914 1 5 0 31 2 1224979098644774913 -1 2133 2 1224979098644774914 1 3 0 4 0 33 3 1224979098644774912 360287970189640064 360287970189640070 2133 2 1224979098644774914 1 2133 2 1224979098644774916 576460752303423496 2133 2 1224979098644774917 576460752303423502 6 3 1224979098644774918 1224979098644774916 1224979098644774917 544 3 1224979098644774918 8 1224979098644774912 504 3 1224979098644774918 6 0 504 3 1224979098644774918 10 -1 3 0 3 0 31 2 1224979098644774914 1

Look for a "-1", go up one line and you'll see a "70" is changed to a "0".
"1224979098644774915 70 2133 2 1224979098644774914" is changed to "1224979098644774915 0 2133 2 1224979098644774914"


Worked like a charm, thank you.
 
I don't think reduced sizes will do much, considering how I can't clear a full wave without all my troops dying (Khergit top tier and warmasters) dying, The AI can send a few more waves too, the troops have to be nerfed, whether you do an add on for it (dlc kind of thing which is optional) or let us be able to recruit them from their vilages
 
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