[S] A New Dawn

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Another bug to report. Pretty sure this is a native one, but I hate it none the less. If you capture something and request it be yours as a vassal then take over another one, the game forgets the one you wanted and only remember the most recent. So if you don't get it you don't have the option to rebel. Now if I don't care I can cheat in some cash, but there is no option to rebel.

So I would like to see the native bug fixed, or be given the option to declare my own sovereignty when ever I feel like it. Or both, for that matter. 
 
NewPlanet said:
Yokoshima said:
It's a quest to kill a named bandit. Makes a lot of towns and villages like you plus pays ~ 18k. I suggest doing it and just paying for peace (it costs about 3k I think).

I decided to kill the black khergit fellow too, I attacked him while he was in battle with others and to my surprise I got no penalty with his faction after defeating him :eek:. After that I was able to complete both quests and I got tons of cash and xp.

BTW do you know the purpose of the armory we have acess to with the constable? There are some items there, not sure where they come from.

Yeah that bugged me. They are his items (the constables). There is a long standing bug w/diplomacy where they show up. They are not supposed to and it *may* override your loot. Though if you give him a dress (or anything else he can wear) and he thinks it's better he puts it on.
 
Another bug to help this get 15 pages.

So this or some variation happens a lot. Only with this mod so far. Kinda neat sometimes.


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A small patch for Christmas!

Changelog :

- Fixed the drop rate of the juggernaut's armor
- Nerfed the Kolkar in several ways. The armies of their lords are smaller, the required player level to trigger their invasion has been increased and the troops have got less power strike and ironflesh.

The nerf to the Kolkar is a first step. I'll find a solution for the garrisons in towns later on.

The download link should be available on the nexus and on moddb as well relatively soon.
 
Deathwhisper said:
A small patch for Christmas!

Changelog :


- Nerfed the Kolkar in several ways. The armies of their lords are smaller, the required player level to trigger their invasion has been increased and the troops have got less power strike and ironflesh.


That is awesome. They were so OP it was sad. Honestly I thought you were just one of those guys with a hard-on for anything remotely Asian so they were meant to be that way.



Anyway onto a bug/balance issue.


Spear brace does nothing or close to it. Cavalry just blow through it. If they have lances they destroy the spearmen, if not the spearmen just sit there and get destroyed anyway. Pretty sure when that was made it was assumed it would at least kill the horse. So, imho, the brace should do far more damage as to actually mean something, or the AI should be tweaked to leave that mode after the first charge and not go back into it 'till no enemy agents are around so they don't just sit there and get wailed on.
 
Deathwhisper said:
A small patch for Christmas!

Changelog :

- Fixed the drop rate of the juggernaut's armor
- Nerfed the Kolkar in several ways. The armies of their lords are smaller, the required player level to trigger their invasion has been increased and the troops have got less power strike and ironflesh.

The nerf to the Kolkar is a first step. I'll find a solution for the garrisons in towns later on.

The download link should be available on the nexus and on moddb as well relatively soon.

will they change to the nerfed stats if they already spawned our game?
 
[/quote]

will they change to the nerfed stats if they already spawned our game?
[/quote]

Pretty sure stats are locked into our saves. If you don't mind editing files, you could use Morgh's Editor to nerf, or swap their equipment. Not sure if it would effect the autocalc battles though.
 
Their equipment hasn't been changed and unfortunately the lower stats might not affect an already ongoing game. The other nerfs should work though.

The Kolkar are meant to be the hardest faction to fight (a bit like the Noldor in PoP actually) but now their army won't spawn until the player is at least level 20, so hopefully it should give you more time to have an actual army and maybe lands by the time they conquer a castle and are an actuel threat.
 
If you could increase it to say 30-35 people and other lords will have grown enough to put up a nice fight and they may not just conquer everything
 
Just a small suggestion, but could the weapon proficiency bonus for starting with the Sarranids include throwing weapons, since that is their focus now?
 
Another bug (still using version .6).

When I send a patrol, they just go into the center. They do not reinforce the garrison nor help when defending a village. They just sit there. When hostiles approach they do nothing. But I do still have to pay for their wages.
 
THe game continually crashes upon the loading screen. I have searched through for help; the one thing I can see is to lower the graphical settings. Didn't help. I may have moved the mod in incorrectly. I placed the New Dawn folder in the modules folder like any other. WHat else could I do?
 
major.hillman said:
THe game continually crashes upon the loading screen. I have searched through for help; the one thing I can see is to lower the graphical settings. Didn't help. I may have moved the mod in incorrectly. I placed the New Dawn folder in the modules folder like any other. WHat else could I do?

Load textures one demand?
Maybe re-download, my first download was corrupt.
 
King Jerry said:
major.hillman said:
THe game continually crashes upon the loading screen. I have searched through for help; the one thing I can see is to lower the graphical settings. Didn't help. I may have moved the mod in incorrectly. I placed the New Dawn folder in the modules folder like any other. WHat else could I do?

Load textures one demand?
Maybe re-download, my first download was corrupt.

What had happened was that I had put the 6.0 patch in incorrectly. It was a strenuous fix, but got it working.
 
Yokoshima said:
Another bug (still using version .6).

When I send a patrol, they just go into the center. They do not reinforce the garrison nor help when defending a village. They just sit there. When hostiles approach they do nothing. But I do still have to pay for their wages.

does anyone know how to hotfix this patrol bug? patrols are useful because if they are defeated you know a 200+ or more army is around the corner
 
Hey im getting an error which spams the whole text everytime i enter a battle so i cant see damage,who kills who etc.

unrecognized opcode 2099.; Line NO. 46
At Script : init_agent_modifiers
At Script : init_agent_modifiers

And sometimes i get such errors on themap aswell, will there be a fix for it in the near future?

More bugs:

Getting a lot of RGL warning when trying to look at armor in "all items" report
in the companion overview you get  a few red text messages/errors when you click on your character
 
NathanXS said:
Hey im getting an error which spams the whole text everytime i enter a battle so i cant see damage,who kills who etc.

unrecognized opcode 2099.; Line NO. 46
At Script : init_agent_modifiers
At Script : init_agent_modifiers

Have you got v1.157? If you haven't the game will try to use opcodes which don't exist with your current version, which generates the error.

And sometimes i get such errors on themap aswell, will there be a fix for it in the near future?

You need to give me the exact error message (like you did with the previous bug). Such bugs are sometimes hard to track down though, even with the message.

More bugs:

Getting a lot of RGL warning when trying to look at armor in "all items" report

That's probably because the game can't load so many armors at once. I'd advise you to go through each item menu slowly, in order to let your computer load everything correctly.

in the companion overview you get  a few red text messages/errors when you click on your character

What are the error messages?

When I send a patrol, they just go into the center. They do not reinforce the garrison nor help when defending a village. They just sit there. When hostiles approach they do nothing. But I do still have to pay for their wages.

I know where that one comes from, shouldn't be too hard to fix.

Just a small suggestion, but could the weapon proficiency bonus for starting with the Sarranids include throwing weapons, since that is their focus now?

Good idea. They now get a +15 throwing / +10 one handed instead of +15 one handed / +10 two handed.

If you could increase it to say 30-35 people and other lords will have grown enough to put up a nice fight and they may not just conquer everything

I'll have to see how it plays with the current required level. They don't spawn instantly as soon as you reach level 20, instead there's a small chance of this happening every few days. And then, the army has to take a castle or town, so in the end you probably won't see their lords until you're a few levels above 20.
 
Hi, i am really enjoying your mod.
However, like i wrote in ModDB page, i noticed few bugs and have few points of critisism- first new factions (when AI lurker conquers a castle/town) always spawn about 5-6 lords with 200+ in party each (this part is good). Except for one (ashwan or something similar, mainly attacks Jamiche castle, purple). That one AI faction has 2000+ elite troops even before capturing castle and when it captures castle, it spawns again 5-6 lords sides faction leader, but instead of 200 or so troops, each has like 500+ troops and faction leader has over 1000 troops. All elite.

Also, terrains are always like you'd fight somewhere in the hills. even in desert (it has desert textures, but its mainly mountain climbing anyways). while it gives interesting tactical opportunities, it is pain in the backside when you want quick battle. Sides, i prefer flat ground anyways- more room for actual skill.

Speaking of quick battles, even 20vs20 battles can take up to hour between highly armoured troops- while i do like realism, i (and apparently many others) would like option for having quicker battles as well, making armoured troops less OP. I mean, i had battle yesterday where 15 juggernauts knocked out (when facing my army of 100 of high tier troops) 60 troops before taking the fall themselves. and it took half hour. And its not only juggernauts issue- every enemy with more armour than some cloth takes only 10 damage max even if you have best weapon in the game.

And before you ask- i have latest version of New dawn.

So please, for next update, flat the battlefields to almost nothing (i kinda mean it- there aint lot of places in world where there is such huge difference of terrain in such small area than in this game), reduce OP of new AI factions, especially that ash-something one and please, allow option for increasing damage to high tier units

Thank you
 
Meelis13 said:
Hi, i am really enjoying your mod.
However, like i wrote in ModDB page, i noticed few bugs and have few points of critisism- first new factions (when AI lurker conquers a castle/town) always spawn about 5-6 lords with 200+ in party each (this part is good). Except for one (ashwan or something similar, mainly attacks Jamiche castle, purple). That one AI faction has 2000+ elite troops even before capturing castle and when it captures castle, it spawns again 5-6 lords sides faction leader, but instead of 200 or so troops, each has like 500+ troops and faction leader has over 1000 troops. All elite.

Asharians? They normally aren't that big, they're about the same size as most factions and actually smaller than some like highlanders or black khergits. The faction leader's army gets is merged with the army that took the castle though, which might explain why his army was that big (it could have had a lot of rescued prisoners for example).

Also, terrains are always like you'd fight somewhere in the hills. even in desert (it has desert textures, but its mainly mountain climbing anyways). while it gives interesting tactical opportunities, it is pain in the backside when you want quick battle. Sides, i prefer flat ground anyways- more room for actual skill.

I've tried to improve that with v0.6 by making everything flatter and it seems to be ok in plains. But you're right, it easily gets ridiculous if you're near a hill on the world map, but I'm afraid that comes from the engine's map generation and there isn't much I can do about that.

Speaking of quick battles, even 20vs20 battles can take up to hour between highly armoured troops- while i do like realism, i (and apparently many others) would like option for having quicker battles as well, making armoured troops less OP. I mean, i had battle yesterday where 15 juggernauts knocked out (when facing my army of 100 of high tier troops) 60 troops before taking the fall themselves. and it took half hour. And its not only juggernauts issue- every enemy with more armour than some cloth takes only 10 damage max even if you have best weapon in the game.

Well, you're exagerating a bit, I don't think you'd deal only 10 damage to most armored troops with weapons like the wicked scythe (100 damage). But I see your point - damage is much lower than in other mods and hp are higher. Adding such an option shouldn't be too hard, as agent damage can already easily be increased in battle.
 
Thank you for reply
And yes, i meant asharians, but they took castle over when it had only 2 prisoners (was scouting area out for possible expansion) in first time and second time (when started a new game) it had 15 prisoners.

I know you tried to improve battle map and i wouldnt mention it otherwise, but in some other mods (calradia imperial age for example) and also in vanilla, maps were generally more even. Not realisticly even, but more than in ND (i.e no large hills in middle of flat terrain).

Ok, i may indeed be wrong about that, but still, i have quite good weapon for mods standards (more powerful ones seem to be expensive as hell), yet i can only dish out damage i noted. Plus crossbows should do more damage anyhow as historically they were basically only weapons that could punch right trough plate armour, yet here it is quite low damage even for cloth as armour people. And juggernauts indeed took out 60 of my rather elite troops in that time- Ghasis, protectors, sword sisters, valkyres and mercenary captain. And Floris, who is well-armoured by default. So yeah, it would be terrific if you could make option to preserve realism (thats actually good what you did with realism here) or to go for more vanilla-like combat system where you can kill enemies more easily

anyways i hope i was of some use and i really hate to be so nitpicky
 
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