NaikJoy said:Reformist made a video on the 1257 AD - Enhanced Edition. You'll get more traffic.
NaikJoy said:Reformist made a video on the 1257 AD - Enhanced Edition. You'll get more traffic.
Some scenes in this mod are spectacular, like Lewes Castle. Too bad that the fanciest ones are not where the initial action happens. For example all of the Italian towns around which happens the most after the Holy land and Granada are bog standard.stevehoos said:NaikJoy said:Reformist made a video on the 1257 AD - Enhanced Edition. You'll get more traffic.
Cool, I hope he visits some of my town and castle scenes!! Made a few of those back in the day.
magitsu said:Some scenes in this mod are spectacular, like Lewes Castle. Too bad that the fanciest ones are not where the initial action happens. For example all of the Italian towns around which happens the most after the Holy land and Granada are bog standard.stevehoos said:NaikJoy said:Reformist made a video on the 1257 AD - Enhanced Edition. You'll get more traffic.
Cool, I hope he visits some of my town and castle scenes!! Made a few of those back in the day.
English castles/towns never get sieged unless you go on a very long-winded campaign.
On the plus side, they should all work if one of them does. Some of the more ambitious ones have known to cause trouble throughout 1257AD's history.
1429 La Guerre de Cent Ans had also amazing scenes. Though in that one you mostly quested instead of faction war.
They are nice. Aqueduct as an element seems to repeat in two of them. It's a bit of a challenge to find all the functional npcs, starting from guild master in the largest scenes. For example London is huge. But once you do, you feel rewarded even though the exploring is fun in itself.stevehoos said:I did Sahpet, Karak, Antioch, and Jerusalem. That was like 7 years ago LOL.
There doesn't seem to be an entry under the camp menu.hueman337 said:isn't there a way to disable the whole feature that makes horsemen receive damage when their mount gets killed? or at least to tweak it a bit
Some files probably corrupted. I would re-download and install again. Usually the battle text dissappears only when the feed is flooded (even then it should return by next fight), or after some big chunks of red error codes.AnandaShanti said:I'm having no battle text come up. No damage, no exp and such. Tried turning it off and on in option and looked for more options but it seems to be just this mod and no way to fix it. Also had horrible white garbage grass over the battle fields but got rid of it by turning off some stuff.
KratosMKII said:Sorry guys. Here's the fix for that:
I tested it just now and the conversation after the siege triggered giving the player control over the fief.
MarquisDeLaJolla said:KratosMKII said:Sorry guys. Here's the fix for that:
I tested it just now and the conversation after the siege triggered giving the player control over the fief.
Thanks for the work, but I am still getting error with lift_siege. The fief becomes "No Faction" instead of "Player Faction".
magitsu said:It also needs a new save, at least in my tests.
But if you already have a save that you'd want to continue, might as well try if it works.
Certain custom maps in 1257AD have always been problematic like this.darnocslew said:Found a pretty annoying glitch. On some maps (I'm not sure of the name) on siege there's spikes past an inner gatehouse with stairs that go to the top of the keep. Firstly the AI can't navigate through this at all and they get stuck and glitch out. You might only get 1 making it through every 30 seconds. Another issue is at the inner courtyard spawnpoints before the spikes where there is a pile of wood. AI tend to spawn in there and get stuck. The attacking AI on the map ends up standing about trying to get to them but it can't. And if you spawn in there it's nearly impossible to get out.
Don't do anything. They fixed the same files, so #2 automatically includes #1.MarquisDeLaJolla said:I see. Thanks. I started the game with hotfix #2, so I should restart with hotfix #1? I am just testing the features with new game. Last save broke down by the ocean of Mongol hordes.
Oh thank you. I was searching for the source of the crashes but now at least i have a clue.magitsu said:Tweaking seems to be a good practice surprisingly often. For example I had to go to rgl_config and put 0 to all postfx etc. to be able to get pass a repeatable crash after distributing battle loot after defensive sieges or just general massive battles.
Even the mod author said he's playing on very modest graphical settings.
The civil war feature was attempted but sadly for some unknown reason it doesn't work when triggered in game. But it seems to work when triggered through the debug menu.darnocslew said:Just wondering will this mod be implementing some features from Medieval Conquests? Not all of them as I find that mod is a bit too bloated. But perhaps some features like civil wars and breakaway nations.