Nope. Warband is very similar to the original game. The constants that the game uses to define things haven't changed much. If there was a problem the compiler would point that out.Dazzer said:Apparently rubik's code is for original Mount & Blade. Is it possible it may cause some issues because of that?
1. v1.8 changed the culture system. Value to change culture of faction was reduced in half but changing it doesn't change the FIEF culture. I did this to allow for players to have fiefs with different cultures of their choosing. Read the changelog for more details.Nicodemus. said:1. IS THe faction culture change glitched or what? tried 3 different cultures and all end up being the same: halqa Levy and Bedouins, the culture of the closest faction.
if you knew that the overhead spear animation is bugged, then why did you add it to the game? bots look stupid even with shields.
2. also an original bug from 1257 is that spears keep on breaking even when the "weapon break" option is off.
3. also is there a way to revert to the old map?
4. where do the Varangian Guard appear, and are they obtainable? they have a troop.
I started a new game here as welsh but didn't find any problems in over 30 game days.Dazzer said:Alright then. So far so good, started the campaign as a Welsh vassal, gave myself a nice Welsh sounding name and suddenly on the campaign map I got renamed to 'Islam' . I havent played vanilla AD for some time so I dont remember if thats a vanilla bug or its coming from this
Also tried out being a Bohemian prince (this time got recalled to Livestock Farm) and as I was travelling through my manor, more than half of the people were drunk. Now that is quite accurate for Czechs, but it happened in the Welsh manor aswell. It has no major impact of course but the chance of meeting a drunken villager could be lowered a bit
1. This is from vanilla 1257 and my guess is because Berke Khan was a muslim and even though the Il Khanate was governed by mongols the bulk of it's population and troops is muslim (turks). We can discuss this further if you want.secretstamos said:Just some minor details I noticed.
1. Both the Il Khanite and the Golden Horde have their religion as Islam, but they didn't convert to Islam until the start of the 14th century. Shouldn't they be Mongolian Paganism since that's what they were primarily in 1257?
2. Not that it matters to me, but the Pope in the mod is Pope Gregory XI, but in 1257 it was actually still the papacy of Pope Alexander IV.
3. A minor detail, but the Il Khanite and the Golden Horde women are all caucasian/arab. Just find it a bit curious there are asian men but no asian women.
4.Haven't run into any technical problems except where I hired myself as a vassal. Occasionally character clones can be encountered in Manors, especially when they expand and have more spawn points.
Love the new map textures!
Gekokujo has some, maybe they'd be willing to share? Who knows.KratosMKII said:3. The mod is missing face textures for asian woman.
Thank you for expanding on that. This is the kind of discussion we need on this forum. Yes you're right, the faction's religion should prevail against the subjugated people's religion. I changed the religion of the Ilkhanate to mongol pagan and of the Latin Empire to catholic. Golden Horde will stay as it is. I also made things save compatible. You just have to wait 24 hours for the changes to take effect.secretstamos said:In regards to the religion of the Il-Khanite, Golden Horde and (to a lesser degree the Latin Empire), I understand the original intention of the creators having it be dictated by the bulk of the population rather than the leaders. However, I personally feel like your modification of the mod's likelihood to declare war lends itself much better to historical accuracy and the case of the religion being that of the administration. I'll use the Latin Empire as an example.
The Latin Empire's populations were mostly Orthodox in 1257, but the state was designed as a pro-Catholic entity by the 4th Crusaders. Currently with your (awesome) modification to war against differing religion neighbors, they are more likely to engage war against Catholic neighbors, and less likely to engage war against Orthodox neighbors.
Historically we know this wasn't the case because the Catholic leaders of the Latin Empire rather consistently waged war against their Orthodox neighbors (Bulgaria, Nicaea), with which they had a lot of religious strife with. I'd argue this is because the Latin Empire was not a democracy, and ultimately followed the policies of their Catholic dictators.
Arguably the Latin Empire, Il-Khanite and Golden Horde are controlled by dictators, so I'd make the point they should follow the religious influences of their leaders as opposed to their general populations.
I would say since a faction's listed religion dictates how they operate, we should consider it more from which religion their command structures adhere to.
Thanks for discussing it with me! That's pretty much all I'd have to say about it. After all, you're the king and I'm the peasant here
Yes i will contact the author.secretstamos said:Gekokujo has some, maybe they'd be willing to share? Who knows.
KratosMKII said:I tried adding that (the modsys version) but instead of executing the overhead animation my character starts playing the tavern eating animation. I'm currently trying to fix this.
Looks like you need to copy over another texture from native? Perhaps steppe_mountains_b.dds or steppe_mountains_c.dds ?Nicodemus. said:WHat Has gone wrong?
Actually probably no need. There's an OSP here with some:KratosMKII said:Yes i will contact the author.
secretstamos said:Awesome! I looked around the map, and all the factions seem to be accurate, at least from my understanding.
Sorry for throwing so much stuff your way, but I noticed an apparent oversight from the original creators of 1257:
https://www.reddit.com/r/mountandblade/comments/28cfj9/anno_domini_1257_changing_companions_names/
They allow you to export companion stats, but their names are locked from edit. I know a few other mods with this companion export system (Floris, Clash of Kings) that have the name field open for edit. 1257 seems to be intended to allow companion name changes since John, Peter and Joseph are seemingly just generic templates.
Here's an example of it in Clash of Kings (Arcade Knight's tutorial)
https://youtu.be/nIOlDjbS1ew
1257 is such a good mod, probably one of the best. I think it's really cool how you're polishing it and finally finishing it.
Master Rawl said:1.8 Bugs
1. Too many options in a fief's menu screen can cause the player to get stuck in the fief because the Leave option is hidden on the bottom. This happened in another mod I tested and the dev fixed it by adding an Other option that combined some options.
https://i.imgur.com/CQ4VgXX.jpg
2. Some options in a fief's management window give the incorrect option when clicked. Also, building fief improvements may give the incorrect option and not take into account the party's Engineering skill. In the example below, I tried to build a fortified manner in a village but a school was started instead. The party had a 10 in engineering but the build time was 56 days.
https://i.imgur.com/uStCm9x.jpg
This was me trying to award my character a village but it gave me a town instead.
https://i.imgur.com/7al0ElR.jpg
4. Script Error after a marshall raids a village
https://i.imgur.com/rqc0R60.jpg
Gregor Eisenhorn said:KratosMKII said:I tried adding that (the modsys version) but instead of executing the overhead animation my character starts playing the tavern eating animation. I'm currently trying to fix this.
Interesting. I think I encountered a similiar problem in a different mod when I tried to edit the actions.txt file and add the new lines manually, but the extra animation slots that were supposed to be used by polearms were already taken by said tavern animations.
I couldn't have done anything about it since I didn't had access to source. Maybe it's more manageable here, since we have access to it?
Nicodemus. said:WHat Has gone wrong?KratosMKII said:3. Copy vanilla 1257AD map.txt + texture files:
map_steppe.dds
map_steppe_pl.dds
ocean.dds
desert.dds
dry_grass.dds
secretstamos said:Looks like you need to copy over another texture from native? Perhaps steppe_mountains_b.dds or steppe_mountains_c.dds ?Nicodemus. said:WHat Has gone wrong?
Actually probably no need. There's an OSP here with some:KratosMKII said:Yes i will contact the author.
https://forums.taleworlds.com/index.php/topic,125606.0.html
womanface_yiy_7
womanface_yiy_9
womanface_yiy_11
womanface_yiy_12
Lastly, I also noticed this was open source. Crusaders Way to Expiation has some extremely good looking Crusader armor and middle east scenes. Pretty amazing they're allowing them to be used openly so long as credits are given.
https://forums.taleworlds.com/index.php/topic,337081.0.html
Lassekongo said:Hi really love your mod and how you have polished everything. Just a question is there any new music added and can i add the oroginal music addon that was published in december of 2015 to the enchanced edition or will i screw up the other sounds ?
snd_dedal_tavern_lute 1378 3 786 0 787 0 788 0
snd_dedal_tavern_lyre 1634 3 789 0 790 0 791 0
snd_woman_grunt 1376 5 792 0 793 0 794 0 795 0 796 0
snd_woman_stun 2096 3 797 0 798 0 799 0
snd_woman_grunt_long 1888 4 800 0 801 0 802 0 803 0
snd_woman_victory 2640 7 804 0 805 0 806 0 807 0 808 0 809 0 810 0
Sayd Ûthman said:Just found out this mod is using some old helmet models I made for darkness rising while playing it. I don't mind at all actually it does make me happy to see them being used, just wanted to know how they ended up here or if they were in the original 1257 Ad version ? The helmets in question are named spangenhelms IG and are used by the lithuanians (I initially made them for the langobardi) some of them also have hair attached to them.
kreamy said:SUGGESTION:
CARAVANS.
Can we get this implemented? Im spending every week travelling trading goods.... To spawn a caravan and give troops or whatever (i believe they had it in Brytenwalda or other) would totally change the dynamics of the game...