The LIVING DEAD (Kingdom edition) [2.028]

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kzwix

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So, now, it's been a loooooong time since I defeated the kingdom of Gwynedd (which had been defeated numerous times, in story mode, but kept respawning due to revolts in Din Bych, and, thus, kept getting Din Bych and Tref Bych back).

When I say a looooooong time, I mean several months. However, they STILL have lords, and they STILL plague me by raiding that village whenever they happen to be around when I'm not. And it's getting old, really, because it's costing me a lot of prosperity (my fortress was very rich, it's now barely average, the village was rich or better, and, of course, is down to very poor... you know how it goes), and I don't think the game will understand on its own that the kingdom should be dismantled.

In other words, I think there's a bug, here, probably caused by the numerous destructions it suffered in story mode, where it had to be recreated afterwards. I'm pretty sure it left a trigger or variable or whatever in a bad state, preventing the game from destroying the faction for good.


Now, when I look at it in the "factions" menu, it appears as destroyed. Which means I cannot use the page to look for lords affiliated to Gwynedd, but still, they come to me, and not always as paupers, too - I've seen a 250+ lord from this kingdom, not long ago, which I even had to flee from (the shame !).


So... any idea about this ?  Will you need the save file ?



Also, what is the "intended" behavior, when a kingdom falls ? Should its lords disband immediately ? Or fight on for some time, then, if they do not manage to capture something in a timely fashion, have the faction disband after the bell rings ?  Or fight on indefinitely, until all the lords, obviously landless, get to desert the faction, at which point the king will resign and seek its luck as a vassal from a living kingdom ? Or something else entirely ?
 
Capture them and release them. Until their relations go up with you, then convince them to change to your religion, then convince them to join your faction. Once they leave their old faction, that should be the end of it.
 
when a faction is destroyed you get a popup. A popup is either a menu or a presentation. Simple to find it: mnu_notification_faction_defeated

now see who calls the menu (which event), it will be either a trigger or simple trigger. A simple text search takes you to the correct line of code...

插入代码块:
 # Check if a faction is defeated every day
    (24,
      [
        (assign, ":num_active_factions", 0),
        (try_for_range, ":cur_kingdom", kingdoms_begin, kingdoms_end),
          (faction_set_slot, ":cur_kingdom", slot_faction_number_of_parties, 0),
        (try_end),
        (try_for_parties, ":cur_party"),
          (store_faction_of_party, ":party_faction", ":cur_party"),
          (is_between, ":party_faction", kingdoms_begin, kingdoms_end),
          (this_or_next|is_between, ":cur_party", centers_begin, centers_end),
          (party_slot_eq, ":cur_party", slot_party_type, spt_kingdom_hero_party),
          (faction_get_slot, ":kingdom_num_parties", ":party_faction", slot_faction_number_of_parties),
          (val_add, ":kingdom_num_parties", 1),
          (faction_set_slot, ":party_faction", slot_faction_number_of_parties, ":kingdom_num_parties"),
        (try_end),
        (try_for_range, ":cur_kingdom", kingdoms_begin, kingdoms_end),
          #(try_begin),
          #(eq, "$cheat_mode", 1),
          #(str_store_faction_name, s1, ":cur_kingdom"),
          #(faction_get_slot, reg1, ":cur_kingdom", slot_faction_number_of_parties),
          #(display_message, "@{!}Number of parties belonging to {s1}: {reg1}"),
          #(try_end),
          (faction_slot_eq, ":cur_kingdom", slot_faction_state, sfs_active),
          (val_add, ":num_active_factions", 1),
          (faction_slot_eq, ":cur_kingdom", slot_faction_number_of_parties, 0),
          (assign, ":faction_removed", 0),
          (try_begin),
            (eq, ":cur_kingdom", "fac_player_supporters_faction"),
            (try_begin),
              (le, "$supported_pretender", 0),
              (call_script, "script_deactivate_player_faction"),
              (assign, ":faction_removed", 1),
            (try_end),
          (else_try),
            (neq, "$players_kingdom", ":cur_kingdom"),
            (faction_set_slot, ":cur_kingdom", slot_faction_state, sfs_defeated),
            (try_for_parties, ":cur_party"),
              (store_faction_of_party, ":party_faction", ":cur_party"),
              (eq, ":party_faction", ":cur_kingdom"),
              (party_get_slot, ":home_center", ":cur_party", slot_party_home_center),
              (store_faction_of_party, ":home_center_faction", ":home_center"),
              (party_set_faction, ":cur_party", ":home_center_faction"),
            (try_end),
            (assign, ":kingdom_pretender", -1),
            (try_for_range, ":cur_pretender", pretenders_begin, pretenders_end),
              (troop_slot_eq, ":cur_pretender", slot_troop_original_faction, ":cur_kingdom"),
              (assign, ":kingdom_pretender", ":cur_pretender"),
            (try_end),
            (try_begin),
              (is_between, ":kingdom_pretender", pretenders_begin, pretenders_end),
              (neq, ":kingdom_pretender", "$supported_pretender"),
              (troop_set_slot, ":kingdom_pretender", slot_troop_cur_center, 0), #remove pretender from the world
            (try_end),
            (assign, ":faction_removed", 1),
            (try_begin),
              (eq, "$players_oath_renounced_against_kingdom", ":cur_kingdom"),
              (assign, "$players_oath_renounced_against_kingdom", 0),
              (assign, "$players_oath_renounced_given_center", 0),
              (assign, "$players_oath_renounced_begin_time", 0),
              (call_script, "script_add_notification_menu", "mnu_notification_oath_renounced_faction_defeated", ":cur_kingdom", 0),
            (try_end),
            #This menu must be at the end because faction banner will change after this menu if the player's supported pretender's original faction is cur_kingdom
            (call_script, "script_add_notification_menu", "mnu_notification_faction_defeated", ":cur_kingdom", 0),

 .... more stuff, not important

clean up the code....

插入代码块:
        (try_for_range, ":cur_kingdom", kingdoms_begin, kingdoms_end),
          (faction_slot_eq, ":cur_kingdom", slot_faction_state, sfs_active),

          (faction_slot_eq, ":cur_kingdom", slot_faction_number_of_parties, 0),
          (assign, ":faction_removed", 0),

          (try_begin),

            (faction_set_slot, ":cur_kingdom", slot_faction_state, sfs_defeated),

            (call_script, "script_add_notification_menu", "mnu_notification_faction_defeated", ":cur_kingdom", 0),

so all the games checks is how many parties are still around. Party can be either a vassal army or a center (town/castle/village).

TLDR: you need to hunt them down, or wait for random fights to kill them off.

Now if you see lords of a already defeated faction around... that is a problem. Create a thread on support forum and post your savegame.
 
Yes, the kingdom is destroyed, the king has left, but some vassals remain (when looking at their "character" info sheet, in the notes, you see they are vassals of <former king name>, but when you click that name, then you get a "<former king name> has left", or disappeared, or wandered off... well, something that tells you that he's nowhere to be found, and unlikely to come back. As in, you defeated him, and he retired to create the turnip farm he always dreamed about, or something like this :smile:

As of now, I only have internet at work (problems at home), so I cannot post savegames right now, but those will come. On the support forum, when I get the net back.


[edit]
Also, thanks Saxonation for your suggestion. I guess it could work, but it would require lords to get captured a bit more consistently than they are, now (because everytime I attack them, I take a hit to relations with them, even if they were in the process of burning my village. Somehow, I guess these guys have a problem discerning right from wrong ^^). So I would need to attack them, capture them, then liberate them, and hope the bonuses I get when liberating them are higher than the relation hits I suffer when attacking and capturing them. Plus, if they're jerks, I'll only get a relation loss anyway, even if I let them go. Oh, well, I'll wait until the bug is understood before getting rid of them. Or I'll have to edit the save to change their allegiance, dunno.

I'll keep you guys posted, but I need to get the net back first.
 
kzwix 说:
on the support forum, when I get the net back.

yeap do that. It may be a bug with storyline leftover, the rebellion system, some random thingy, etc, so devs will investigate and if its the case add clean up code to that event

remember to add any details you can remember about the defeated kingdom (did it revolt and came back on sandbox? Did it get destroyed in storyline? etc)
 
kzwix 说:
Also, thanks Saxonation for your suggestion. I guess it could work, but it would require lords to get captured a bit more consistently than they are, now (because everytime I attack them, I take a hit to relations with them, even if they were in the process of burning my village.
Ah, I see your problem. I don't attack them, I let them attack me.

I see a noble with 200 troops, I will automatically drop all my troops into Quarters and follow him 140-160 troops and let him attack me. A guy with 200 troops will run from a guy with 360, is what I've found, but when I put 200 troops into quarters, that boy with 200 troops all of a sudden wants to dance with my 160 man army.

Hope this trick helps you as much as it helps me. :grin:
 
Thanks, Saxonation, but I'd rather have it corrected directly in the savegame, for instance (if I know what to change with a hexa editor), than have to wait for those dummies, live the hassle of transferring most of my troops to camp, then transfer them back to party after I defeated them, etc.

However, the advice is noted and appreciated, it could be a useful trick.


Here is the last savegame I use (same I posted in the LIVING DEAD post): http://dl.free.fr/rTvEGVtce

(Could a nice wizard admin/mod teleport the topic to the Support subforum, please ?)
 
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