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 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 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".
really? try to mastership all major skills, thats impossible in life timespiritquazus said:I'm so excited to see the diplomacy, crafting and bard features in action!
clock4orange said:really? try to mastership all major skills, thats impossible in life timespiritquazus said:I'm so excited to see the diplomacy, crafting and bard features in action!
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.
spiritquazus said:clock4orange said:really? try to mastership all major skills, thats impossible in life timespiritquazus said:I'm so excited to see the diplomacy, crafting and bard features in action!
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.
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?
spiritquazus said:Hey GS, "morrowind man" here 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!
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"
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.
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This is ONE DAY'S changes, from Nameless Warrior and I working in tandem.
Imagine a whole month like this...
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.
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
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 RAMgsanders 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.