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Minor and Big Bugs in 9.9

Started by Akbar The Great, December 22, 2016, 03:21:56 AM

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Hello,

First off, I absolutely ADORE this mod. I've been playing it endlessly for some time now and considering I've played practically all popular mods and warband for a few years now, that's saying something!
So thank you for the work you've put in, truly.

Major bugs:

I've completed Vary's questline and the Targaryens have invaded, with each lord having 600 soldiers and the King has 1800.
Problem 1: They scattered themselves all over the place and went ahead and declared war even on the vale and riverlands, along with westerlands, stormlands and the reach. They are stretched thin.
Problem 2: They have no objective, for the first week or so they are a force to be reckoned with, however as days pass, their forces dwindle and arent able to replenish because they arent sieging any castles or towns.
Problem 3: I've joined them as a Lord and became Marshall, no lords are following me except one Jon Lothston. Upon further investigation the lords are scattered among the area and do not move, when I ask them what they are doing, (for example Balaq Sotoros) he said he's in Moat Calin, resting while he was idle in Kings Landing area.
Problem 4: Clones of Jon Lothston, I've counted 3! One is the actual, who has the regular options when speaking with him, the other is roaming around Dorne, and the third clone only gives option to speak privately and then upon exiting the game takes us to the pre battle screen as if he were invading a village and I am opposing him, does not give the option to battle, only leave.
Problem 5: Dorne still hasnt joined the war, I assumed I needed to speak to someone, I spoke with the prince, and then went looking for the actual prince again in water gardens (who happens to have the same name as the prince ruling dorne)

So all in all, we're totally screwed at the moment.

Minor bugs
Problem 1: King Stannis Baratheon has been recruited as a lord for the Westerlands after having his faction eliminated.
Problem 2: Ser Davos Seaworth is still flying the banners of dragonstone and it still says that he is a lord of Dragonstone.

I will keep updating, unfortunately I cant seem to remember them all.

I started the game in static mode.

Quote from: Akbar The Great on December 22, 2016, 03:21:56 AM
Hello,

First off, I absolutely ADORE this mod. I've been playing it endlessly for some time now and considering I've played practically all popular mods and warband for a few years now, that's saying something!
So thank you for the work you've put in, truly.

Major bugs:

I've completed Vary's questline and the Targaryens have invaded, with each lord having 600 soldiers and the King has 1800.
Problem 1: They scattered themselves all over the place and went ahead and declared war even on the vale and riverlands, along with westerlands, stormlands and the reach. They are stretched thin.
Problem 2: They have no objective, for the first week or so they are a force to be reckoned with, however as days pass, their forces dwindle and arent able to replenish because they arent sieging any castles or towns.
Problem 3: I've joined them as a Lord and became Marshall, no lords are following me except one Jon Lothston. Upon further investigation the lords are scattered among the area and do not move, when I ask them what they are doing, (for example Balaq Sotoros) he said he's in Moat Calin, resting while he was idle in Kings Landing area.
Problem 4: Clones of Jon Lothston, I've counted 3! One is the actual, who has the regular options when speaking with him, the other is roaming around Dorne, and the third clone only gives option to speak privately and then upon exiting the game takes us to the pre battle screen as if he were invading a village and I am opposing him, does not give the option to battle, only leave.
Problem 5: Dorne still hasnt joined the war, I assumed I needed to speak to someone, I spoke with the prince, and then went looking for the actual prince again in water gardens (who happens to have the same name as the prince ruling dorne)

So all in all, we're totally screwed at the moment.

Minor bugs
Problem 1: King Stannis Baratheon has been recruited as a lord for the Westerlands after having his faction eliminated.
Problem 2: Ser Davos Seaworth is still flying the banners of dragonstone and it still says that he is a lord of Dragonstone.

I will keep updating, unfortunately I cant seem to remember them all.

I started the game in static mode.


Yes, you're right. The targeryan lords are scatered all over the place and have clones that don't even move to any location, even when they marshall commands. These clone stay where they apeeared. They don't raid a single village.

In my case, i couldn't even join them because King Aegon has left the realm,  though his faction has not yet been defeated (but the mesage of his landing at the stormlands has already appeared for me).



More intersting: I made my all faction defeating the wildlings and the northeners. To defeat the northeners, I started to persuade some lords of defeated/almost defeated  Factions. They are: Davos Seaworth (Dragonstone), Monford Velaryon (Dragonstone), Qorin Half-Hand (Night's Watch) , Ser Rolly Duckfield (House Targeryan), Lord Jon Connington (targeryan), Lord jon Losthton (targeryan), Ser Barristan Selmy (Companion), Tormund (Wildlings), Styr Magnar (Wildlings). With the exception of Barristan, who is my companion, the targeryan was the easiest to persuade. They appear to hate Aegon since the begining of the targeryan invasion. When I convinced them to join me, I actually talk to their clones. These clones accepted my offer of vassalage, but do not move to my court. The real ones appear at my court. Now we have two jon Connington and two Rolly Duckfiled: the real one folloew me and the clone follow Aegon:

http://imgur.com/T3Amh1o

http://imgur.com/MQXfFQY     

http://imgur.com/JyG4Lx4

http://imgur.com/rozKFAW

http://imgur.com/dDB63dS


They should all land together in the stormlands, maybe take some castles automatically (in the books, they easily take Griffin's Roost, Rain House and Crow's Nest).


About defeated factions, Dragonstone is completely defeated in 50 days! You don't even have the chance to increase your renown and became a vassal of Stannis  :-\. I do not known if there are many people that play to serve King Renly, but maybe remove him and the war against the powerful Reach and give all the stormlands to Stannis could avoid the complete destruction of Dragonstone in the begining of your campaing. Or maybe a small quest following the bastards and the broken things quest could help. If you give the letter to Stannis, he command you to escort Melissandre to Storm's end. Some days latter a message says that king Renly is Dead and King Stannis has the control of the Stormlands.

Ok some invaluable reports here, thanks.

The cloned targ lords is an old bug that seems to have reappeared. Initially it was a problem with a trigger only in brytenwalda which took me ages to find. Did anyone notice behaviour in the earlier release?

Thanks so much for replying so quickly!

Is there a way to change from static to normal mid game? Is dorne not joining with targaryens intentional or a bug?

I have not noticed it from earlier versions
King Stannis is the rightful heir...but anyone can be the rightful conqueror.

December 23, 2016, 03:10:03 PM #4 Last Edit: December 23, 2016, 03:31:49 PM by thenextking
About cloned lords in earlier releases:

- In beta 7, cloned lords appeared in every faction, not only the targeryens.

- In beta 8/8.5/8.6 there was no cloned lords in any faction.

- Same thing in beta 9: no clones

- beta 9.9, in my case, only the targeryens had cloned lords.


and I agree with Akbar The Great, in order to keep the balance between factions, maybe the targeryens shouldn't be at war t against The Vale and The Riverlands, and I also would remove their war against The Iron Islands.


About other minor bugs there is a few more to report:


Weapons:

some two-handed/one handed swords do not work well. Even when you're not using a shield, you hold them only with your right hand. More strange: you receive two handed proficiency:

The two handed valiryan blade:

http://imgur.com/IRexS5W

The Longsword:

http://imgur.com/5p29uTB


The next one is not a bug, but seems unbalanced in my opinion. The cutlass used by the pirates near Volantis is too powerfull. I mean, its weapon reach is 53, smaller than an arakh, but its swing is 40! ???. I think this weapon is too light to make so much damage through a plate armor:

http://imgur.com/A6kLhIp


the last one: when you're almost winnig the battle and your last enemies try to escape, you receive a message that both you and your enemies are routing because the battle is lost (and also some red text):

http://imgur.com/NtJYCDP


UPDATE 12/23:  I used cheatmenu, got relations with Doran Martell to 100 and convinced him to go to war with The Reach, The Vale and stormlands joined shortly after. King Aegon left the realm and Essos never goes to war it's day 380 I don't know if it's intentional
King Stannis is the rightful heir...but anyone can be the rightful conqueror.

December 24, 2016, 04:16:11 PM #6 Last Edit: December 24, 2016, 04:20:02 PM by thenextking
This will be my last post in a few weeks, after that, I promisse you Produno, I will stop to bother you for a long time  :)

It is about your religion and its effects in relations with your villages and towns.

Basically, your villages and towns will only like you if you share the same religion with their habitants. It doesn't matter if you build a monument to convert people, if you reduce their taxes, if you build improvements to increase their prosperity. They will always hate if you follow a different god. Soon, you'll not be able to recruit peasants from your own villages.

But, if chose to be and old god of forests follower, things are much more easier for you. All you have to do is buil a weirwood to worship the old gods and people will start to love you automatically, you do not need to invest nothing more in your villages and towns.

This kind of situation creates an unfair advantage for those the sympathize with he old gods. Or you convert yourself to the old gods, or people with different  religions you always hate you. I've already tested all religions.

I think the relation between you and your villages should be influenced by other factors, like prosperity and when you defeat an enemy lord that was raiding your village, not only by religion.

Quote from: thenextking on December 24, 2016, 04:16:11 PM
This will be my last post in a few weeks, after that, I promisse you Produno, I will stop to bother you for a long time  :)

It is about your religion and its effects in relations with your villages and towns.

Basically, your villages and towns will only like you if you share the same religion with their habitants. It doesn't matter if you build a monument to convert people, if you reduce their taxes, if you build improvements to increase their prosperity. They will always hate if you follow a different god. Soon, you'll not be able to recruit peasants from your own villages.

But, if chose to be and old god of forests follower, things are much more easier for you. All you have to do is buil a weirwood to worship the old gods and people will start to love you automatically, you do not need to invest nothing more in your villages and towns.

This kind of situation creates an unfair advantage for those the sympathize with he old gods. Or you convert yourself to the old gods, or people with different  religions you always hate you. I've already tested all religions.

I think the relation between you and your villages should be influenced by other factors, like prosperity and when you defeat an enemy lord that was raiding your village, not only by religion.


When you build a religious building the village will slowly convert to that religion. Meaning you should choose a building that related to your own religion. After a while they will convert and start to like you more. At least that's how it is meant to work.

Quote from: Produno on December 27, 2016, 02:58:35 PM
Quote from: thenextking on December 24, 2016, 04:16:11 PM
This will be my last post in a few weeks, after that, I promisse you Produno, I will stop to bother you for a long time  :)

It is about your religion and its effects in relations with your villages and towns.

Basically, your villages and towns will only like you if you share the same religion with their habitants. It doesn't matter if you build a monument to convert people, if you reduce their taxes, if you build improvements to increase their prosperity. They will always hate if you follow a different god. Soon, you'll not be able to recruit peasants from your own villages.

But, if chose to be and old god of forests follower, things are much more easier for you. All you have to do is buil a weirwood to worship the old gods and people will start to love you automatically, you do not need to invest nothing more in your villages and towns.

This kind of situation creates an unfair advantage for those the sympathize with he old gods. Or you convert yourself to the old gods, or people with different  religions you always hate you. I've already tested all religions.

I think the relation between you and your villages should be influenced by other factors, like prosperity and when you defeat an enemy lord that was raiding your village, not only by religion.


When you build a religious building the village will slowly convert to that religion. Meaning you should choose a building that related to your own religion. After a while they will convert and start to like you more. At least that's how it is meant to work.


Are you sure that it works correctly? The convertion system seems unbalanced to me.

I'll explain with two examples (based in my campaing on beta 9.9):

1) During the character creation, I chose to follow The Seven, once I'm a stormlander. Then I started to conquer the wildling fiefs, where people follow the old Gods. Because of that, people hate me with a passion since the first week of my reing. So I ordered the construction of a septry in all my villages to convert people. Eight weeks after I beat Free Folk, my relation with my villages is around -200, and still getting worse.



2) In order to conquer the North, I converted myself to the old Gods and only three weeks after that I already had a positive relation with some of my villages. At war with the northerners, I took White harbour, where people follow the seven. Because of that my relation with them was -87 after two weeks. To improve my relation with them, I built a Weirwood to convert people to my new faith. And now is the problem:it took only two weeks before my relation with the city become 20! Apparently, the convertion system works only for the old goods, and work too fast. after defeating the North, I attcked an weakened Dorne, where people follow the seven and had the same results I had with whit harbour: the convertion to the Old gos were really fast.


I don't known if other people have noticed this, but it could be a good idea if another person (tester) make a small test to confirm what I'm saying. 

January 05, 2017, 12:29:46 PM #9 Last Edit: January 05, 2017, 03:28:49 PM by Produno
OK, so thanks to your testing I have found a few bugs in this and consequently fixed. Some of them actually quite serious!

So currently,

If you build a religious building in a village, the village will convert to that religion.

If you have the same religion as the building you built, then every week your faith will increase with that village by 5. If you don't, then your faith will decrease with that by 5.

Once I have finished checking all the code I will send you the update so you can re-test it for me if that's ok? btw, did you receive the files for the latest test build labelled Beta 10?

I don't want to add it to the beta 10 changelog until its tested and working. So for my own notes and your if you decide to test, I will post what I have currently changed here.

Fixed various bugs in the religious building system.
You should now correctly gain extra taxes from all villages that are the same religion as yourself. Different religions are more profitable than others.
Prosperity should now be adjusted correctly according to the building built and the players religion in relation to the village.



EDIT**

Ok, it turns out even though I modified the code from brytenwalda, it will still not work as intended. The brytenwalda code is only aimed towards two religions. We have 4. So no matter what there will still be inconsistencies. There are also parts of the code that will not even work in Brytenwalda, I guess an oversight of the coder at the time. So I'm going to re-write the whole lot myself. This is quite a massive task though as its pretty well embedded in the whole mod.

This is how it should work:

Each village is assigned a religion - as is currently the same.
They will have a random faith amount given depending on the religion set.

Every week any villages with the same religion as the player will increase in relations. In an opposite effect, any villages not the same religion as the player will reduce relations.

Increase faith per village every week depending on its current religion and decrease faith of the village of other religions. - I guess this means the longer the village is of a certain religion the harder it will be for the player to convert.


Building improvements:

If you build a religious building, the village will change to that religion.
Every week that village will then increase faith with that religion and lose faith with the other religions at an exaggerated amount compared to the above.

Depending on the faith amount and if the player owns the village, then it will yield better prosperity.


 I haven't received any files yet, but I could test the build during the weekends, if the build is ready for testing, of course  ;)

Quote from: thenextking on January 05, 2017, 03:40:15 PM
I haven't received any files yet, but I could test the build during the weekends, if the build is ready for testing, of course  ;)

Just got a few more changes/fixes then it will be ready. Maybe tomorrow afternoon or Tuesday.

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