Warsword Rigale release, bugs, comments, etc.

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I ran into the keep issue when I was working as a mercenary and invited to a feast. Door stayed locked for several days and there were no outbreaks or anytging going on.
 
gsanders said:
Alevort said:
Update: another bug I saw today, was two or more war parties or bandits npcs getting stuck next to the battleground after a battle.
- Also you can avoid the battle simply saying "the audience is over". I did and now i feel dirty for using that exploit  :mrgreen: haahahh

- Pirates in battle, seem to run away almost at the beginning like was happening on beta. But it was a battle 5 to 1 with our advantage. So maybe is this. It was a caravan on Saurus Kingdom I didn't try more. I think happens when I activated formations AI. It is not like they escape, a bit skirmish. Maybe is intended.

Edit: Confirmed even large army, instead of stay and make a hard shoot volley (they could win) they escape

- SCRIPT ERROR ON CODE 1610: invalid party id: -1, line no: -12
at simple trigger trigger no: 110

- Also when you go to reports, and choose faction relation reports you can't see half of the factions cause there is not enough space or a bar to move to the right. Even this I loved this feature, is so useful.

  script error at simple_triggers (anything from 98 to 19:cool: these are reinforcements and the main lord getting reinforced is not available (captured, defeated/something).  That should be fixed for next patch; I recall seeing Nameless Warrior put checks for all of these in the main mod's upcoming patch, I'll copy them across.

  as for faction reports this is why the main mod doesn't have graphical display but just dumps text for you and you only.

  Archers try to jump back to keep space between them and their target as a skirmish mode in AI.  One of the modes turens that off; I think that's the Native AI making skirmish mode and PBOD they just wait where you left them but wont advance on their targets closer than 10 meters if they don't have the option to treat them as infantry when out of ammunition.

  Audience is over is if they like you enough, if they really dislike you they attack and you can try "is there no way to avoid this fight" and the other says "that may be but I want to fight you".

Thank you Gsanders for your fast  answer, even all the little stupid bugs that is normal it has, for me is the best mod and submod. You are making an amazing work.
 
Hey GS, "morrowind man" here  :grin: I finally found some time to install Rigale, but from what I see in the forums we are getting a patch by wednesday? If it invalidates save game within your submod I'll just try to wait till after tomorrow.

I'm so excited to see the diplomacy, crafting and bard features in action!
 
clock4orange said:
spiritquazus said:
I'm so excited to see the diplomacy, crafting and bard features in action!
really? try to mastership all major skills, thats impossible in life time

That doesn't change my excitement, and I'm guessing GS meant the skills to be specialized in, not necessarily for you to become an ace of all trades.
 
Elred said:
I ran into the keep issue when I was working as a mercenary and invited to a feast. Door stayed locked for several days and there were no outbreaks or anytging going on.

there is a minimum 100 renown needed for feasts, from Native
 
spiritquazus said:
clock4orange said:
spiritquazus said:
I'm so excited to see the diplomacy, crafting and bard features in action!
really? try to mastership all major skills, thats impossible in life time

That doesn't change my excitement, and I'm guessing GS meant the skills to be specialized in, not necessarily for you to become an ace of all trades.

  My advice is get each crafts / harvesting skill to about 8 or 9, you will fail often below 8 and by then you succeed most of the time.  As harvest skills climb the number of those harvest sites that present themselves climb, also up exploring.  Bard is very slow to take off, basically the more BARD renown (from successes at early play) the higher the category you can attempt in a town or castle.  I basically start by trading, usually trading salt or iron, then eventually get a ship, trade some more, then buy peace one faction at a time, trade some more, and finally start investing in training.  It isnt the first week but something after a month.

  My test char for this run looks like:
  https://drive.google.com/open?id=0B4sh7GRykLgENzVrOHJON2tpRkU  started in Araby

  I must say I got lucky on this one and had an epidemic I could work for cash as soon as I had a large group of villagers hired; the cash is higher burying dead when you have many recruits.
 
clock4orange said:
Mr. GS, is it a bug or something else I need to do to get into castle hall?
I'm merc. captain with Chaos and I need to report to the marshal, who sitting in the castle... time running and the doors are locked, ech, another fail?

ps. I have 600+ reown, 30 honor and +/-30 right to rule, but I am not noble yet, no banner, so is that the issue?

  you dont get a banner until you join a kingdom correctly; hiring as a mercenary isnt the same thing.
  you can't choose Yozzer's method?  I'll look at how the doors could be locked for you.
 
spiritquazus said:
Hey GS, "morrowind man" here  :grin: I finally found some time to install Rigale, but from what I see in the forums we are getting a patch by wednesday? If it invalidates save game within your submod I'll just try to wait till after tomorrow.

I'm so excited to see the diplomacy, crafting and bard features in action!

  Two different underlying data structures.  I mirror anything new in a patch here the next day, assuming Nameless Warrior remembers to include me on the source update.  For some time I wasn't getting updates, then he found I was useful in submitting changes and now he remembers me.  For stuff I send him, of course the update is seen here first, such as the smoothening for movement which you got last Friday instead of waiting on the next patch.

  Comparing Rigale submod to main mod:
  items    Rigale adds more trade items, shifting the rows by around 20-30 places
                cost of items that can be crafted is considerably lower to prevent an exploit in re-selling lordly items
                weight of some items is changed to allow better encumbrance values; some armors protect slightly more

  troops  many troops are defined for future use and some such as lovers (male and female, and their upgrades - awarded to bards) have special purpose.  There are specialists defined but not yet used for guilds.  These change the troops file.  Also 2 less
lords per faction to free up 36 icons as a test to resolve an issue Nameless Warrior is working with in terms of king's banners.
Kings get banners last after lords so fewer lords allows awarding banners such that the soft cap isnt hit.  However this is complicated by Nameless Warrior not having awarded the last banners correctly in his code.

    troop_templates    added random and permanent camp types for the harvests (fishing, lumberjacking, mining, gardening, hunting), entrenching, ambush

    scene_props  some changes
    meshes          some added meshes
    dialogs            totally, completely rebuilt
    game_menus  totally, completely different
    scripts            perhaps 40% new content due mostly to diplomacy and rigale
    mission_templates  nearly identical (this is the battle code), the one used in main game came originally from this submod
    trees2          tree viewers came from this and only changes were start/stop boundaries for different tabs
    simple_triggers  Rigale added some new triggers but those were placed in one section at the end and otherwise they are nearly identical.  Some of these in the main mod came from Rigale/Phosphor (kingdom parties and sea traders)
    triggers    identical
    strings      (nearly) identical after first patch
    sounds and music    added crafting noises only
    particle_systems  identical
    skins      identical, this was built by me
    pbod      identical, this was pulled from Rigale/Phosphor

  So patch made for the main game cannot work here.  But so long as Nameless Warrior shares his source and my changes are accepted by him, we can each publish a patch in parallel with only a day lost in moving changes across the source sets.  I've adjusted scripts to be easier to move changes as of patch1 (june 2) for the main game, where around 10,000 source line differences were reduced to around 300 differences.  Some ease of trasferring between mods was put in at patch1 - thus it came Wednesday night instead of Tuesday.
 
I played at about a dozen places at a bard, and all I'm know as is awful. And I'm a guild grand master. Also, it seems you have persino names for  knowledge for trade listed and in the menu it switches to the native country. Other than a few bugs, I'm loving the sub mod. Can't wait till magic and religion is put in.
 
Hey GS, I have read most of your posts till know, and really can't help. the only thing I can say is to cheer up, for all that matter or helps. Your mod is certainly unique and adds a side of Warband that nobody cared to do before, it's still pretty rough and many people want to see polish comparable to a full dev team with thousands of dollars. Simply unreal if you ask me, so if you feel this isn't worth your time, you are on your own right to look for better things.

More bugs, I found that after opening the backspace menu during battle, the minimap stayed there.
 
today's changelog:
7 June changelog:

1a) (game_menus)
Nameless added changes for Vampire and for some text strings
  at character start

1b) (items)
    arrows (new factions getting them), some pistols (same), ratrobes for females (deleted)
    ratrobes females moved to skaven probably female skaven have race change now
    banshee and ghost damage changed
    adjusted length of Great guard yari from 21 to 210 cm

1c) new meshes (banners)
1d) (mission_templates) Mightly blow given a minimum
    ignore_pain is 4 times not 3 times ironflesh

1e) (party_templates)  changed reinforcements for chaos
1f) (parties) Dark elf cities adjusted
              reek moved

1g) (scripts) wood elf village walkers set
      nerf of woodelf high tier units
      script_party_get_ideal_size changed to make lower party sizes
      set_troop_skill_flags 
          all high elf ladies dodge
          but not dark elf ladies
          added sand_wraith to dodge
          daemonette can dodge
          vampires and vampire ladies can dodge
          woodelves and wood elf ladies can dodge
        Jalil can no longer dodge,
        10 more npcs can dodge
        player can no longer dodge for free at start
       
        Orc_big now has ignore pain
        beastman_raider_champion has ignore pain
        player no longer starts with free ignore pain
        5 new npc have ignore pain
       
        player no longer gets a free best ward
player no longer gets free mighty blow

      ce_put_troop_encumbrance    adjusts limits for favorable bonuses from encumbrance
      party_calculate_regular_strength  lowered bonus for mounted troops

1g) (simple_triggers) lowered rents slightly
1h) (troops) adjusted Orcs, some empire troops, highelf
      added a 3 chaos troops that breaks Savegame!!!
      some adjusts to dark elves, tomb kings, kislev, beastmen,
      changes to Vampire faction,

    moved glade rider to break savegame!!!
    many lords changed
    skaven ladies changed, probably messing up gender and making weddings seem homosexual

2) split the code into two patch sets - one that can go out now and preserve savegame,
  one for breaking savegame at a later time.

3) exploit fix:
  looping back at character creation rumored to not clear stats/items
    correct:  mnu_start_game_0
    fixed 1 location in chaos menu where looping back skipped clearing the items/stats/money
    (line 3024)

4) removed duplicate diplomacy economic report from first reports menu

5) mnu_dplmc_manage_loot_pool
  removed "manage auto loot settings" from game_menus camp actions
  removed "entrench camp" from camp actions menu

6) adjusted diplomacy auto-loot to stop looping; exits to camp menu instead
7) set presentation "game_start" to show a new version "0.1 Test B"

:cool: new strategy for (re)-populating bandits.
  Testing to see if it worked....

9) another check for 0 encumbrance at script "ce_put_troop_encumbrance"

10) implemented Nameless Warior's changes to towns, testing shows they help with trade to chaos.
  I noticed Dark elf faction makes a decent sea trader, many neutral factions.
    Main issue keeping me from making a patch tonight is solely lack of bandit parties.
  Maybe I should revert to the old bandit party spawns for now, there were many of them.
----------
This is ONE DAY'S changes, from Nameless Warrior and I working in tandem.
Imagine a whole month like this...
 
On current version, and I think this was reported already, but I can confirm that after a fight and on the loot screen, you won't stop getting money and experience, thus the game is stuck in that loop until it crashes.
 
another bug - when you talk to the lord (happen twice with Arab one and Dark Elf) after he said 'good bay' game frozen, I 'ctrl+tab' to see what going on (usually it's help, as it flush RAM memory {sic!}) in task manager... I need to cancel a process and start again, nothing game breaking, but I think it is a problem with auto saving, game could have no 'right' to change files on partition C (system partition usually) in documents, where save's are

edit, English is my fifth language, so not perfected yet :cool:
 
gsanders said:
today's changelog:
7 June changelog:

1a) (game_menus)
Nameless added changes for Vampire and for some text strings
  at character start

1b) (items)
    arrows (new factions getting them), some pistols (same), ratrobes for females (deleted)
    ratrobes females moved to skaven probably female skaven have race change now
    banshee and ghost damage changed
    adjusted length of Great guard yari from 21 to 210 cm

1c) new meshes (banners)
1d) (mission_templates) Mightly blow given a minimum
    ignore_pain is 4 times not 3 times ironflesh

1e) (party_templates)  changed reinforcements for chaos
1f) (parties) Dark elf cities adjusted
              reek moved

1g) (scripts) wood elf village walkers set
      nerf of woodelf high tier units
      script_party_get_ideal_size changed to make lower party sizes
      set_troop_skill_flags 
          all high elf ladies dodge
          but not dark elf ladies
          added sand_wraith to dodge
          daemonette can dodge
          vampires and vampire ladies can dodge
          woodelves and wood elf ladies can dodge
        Jalil can no longer dodge,
        10 more npcs can dodge
        player can no longer dodge for free at start
       
        Orc_big now has ignore pain
        beastman_raider_champion has ignore pain
        player no longer starts with free ignore pain
        5 new npc have ignore pain
       
        player no longer gets a free best ward
player no longer gets free mighty blow

      ce_put_troop_encumbrance    adjusts limits for favorable bonuses from encumbrance
      party_calculate_regular_strength  lowered bonus for mounted troops

1g) (simple_triggers) lowered rents slightly
1h) (troops) adjusted Orcs, some empire troops, highelf
      added a 3 chaos troops that breaks Savegame!!!
      some adjusts to dark elves, tomb kings, kislev, beastmen,
      changes to Vampire faction,

    moved glade rider to break savegame!!!
    many lords changed
    skaven ladies changed, probably messing up gender and making weddings seem homosexual

2) split the code into two patch sets - one that can go out now and preserve savegame,
  one for breaking savegame at a later time.

3) exploit fix:
  looping back at character creation rumored to not clear stats/items
    correct:  mnu_start_game_0
    fixed 1 location in chaos menu where looping back skipped clearing the items/stats/money
    (line 3024)

4) removed duplicate diplomacy economic report from first reports menu

5) mnu_dplmc_manage_loot_pool
  removed "manage auto loot settings" from game_menus camp actions
  removed "entrench camp" from camp actions menu

6) adjusted diplomacy auto-loot to stop looping; exits to camp menu instead
7) set presentation "game_start" to show a new version "0.1 Test B"

:cool: new strategy for (re)-populating bandits.
  Testing to see if it worked....

9) another check for 0 encumbrance at script "ce_put_troop_encumbrance"

10) implemented Nameless Warior's changes to towns, testing shows they help with trade to chaos.
  I noticed Dark elf faction makes a decent sea trader, many neutral factions.
    Main issue keeping me from making a patch tonight is solely lack of bandit parties.
  Maybe I should revert to the old bandit party spawns for now, there were many of them.
----------
This is ONE DAY'S changes, from Nameless Warrior and I working in tandem.
Imagine a whole month like this...

For **** sake, I'm wondering how a skaven female and with these clothes look. Do they have feminine appearance ?
 
Floriano said:
On current version, and I think this was reported already, but I can confirm that after a fight and on the loot screen, you won't stop getting money and experience, thus the game is stuck in that loop until it crashes.

  I think I fixed that today.  I'll try to get the patch out tomorrow after I have more bandit spawns working.
 
clock4orange said:
another bug - when you talk to the lord (happen twice with Arab one and Dark Elf) after he said 'good bay' game frozen, I 'ctrl+tab' to see what going on (usually it's help, as it flush RAM memory {sic!}) in task manager... I need to cancel a process and start again, nothing game breaking, but I think it is a problem with auto saving, game could have no 'right' to change files on partition C (system partition usually) in documents, where save's are

edit, English is my fifth language, so not perfected yet :cool:

that is a good guess.  Documents usually has write access.  Are you not running as Administrator?
I'll have to try that - not running the game in admin mode for rights.
 
Strange bug it seems.

I am a King, and have not been a vassal.
I have a Town, (Kislev), and a couple of villages, all gained by default when I then took the Town. I took a castle, and asked a companion if he would like a fief, so gave it to him. I then asked my Minister to give him a village, no problem.
I took another Town, (Askreved), and selected "I will decide later", and via the Minister, tried to have the Town for me, and gave the village to my Lord. He got the village OK, but the Town was not assigned to me!

I have tried various options, but it seems impossible to get the fief for me, though I can give it to a Lord OK.

I just tried giving the Town to a vassal, and the question from the Minister changed as expected to asking if I wanted the village, but the same problem, it is not assigned to me but stays available to be assigned to the vassal.

It seems I cannot get another fief from the Minister, though I assume I will keep it if I choose that option when I take the next Town or castle.
 
gsanders said:
that is a good guess.  Documents usually has write access.  Are you not running as Administrator?
I'll have to try that - not running the game in admin mode for rights.
yes, I on Admin profile, so shouldn't be a problem, also set priority to above normal, to be sure that game have access to all available RAM

edit: I usually play on 300 battle size, every mod except that one, here I have 20-40 fps (two times less than Warsword), I know you add a lot of things, but this drop is dramatical, even if my computer is not latest - Xeon (serwer processor equal to Intel q9550, 4 core and 6mb L3 chche) and AMD r5770 with 1gb ddr3 memory

edit2:
mb5.jpg

last sentence - little bug - Soth is mine, but I am not king yet, just a little lord of Chaos with small village
 
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