Recent Posts

1
Sceners Guild / Re: Dragonstone editing - with new costal assault
« Last post by Tedeum on March 28, 2020, 10:21:34 PM »
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v5.0 / Re: 5.3 bugs
« Last post by Hedgeknight on March 28, 2020, 05:48:39 AM »
It seems I can get only 1 prisoner of each type when I jump in to help out fellow lords (irrespective of how my companions are placed in party).

Are you playing on the latest version? This should have been fixed.

Yep, version 5.3  patched from version 5.1 downloaded from ModDB.
I noticed your patch has a Resource folder and a new Resources folder with some files repeated Am I correct in assuming that's related to the banner-lord compatibility and a non issue.

Edit: Also, aren't robber kights treated as a bandit party anymore? They seem to run right by lords unopposed. Funny to see lords jump to my aid against 3 thieves but leave me to die against a band of 25 robber knights. They are now behaving like those pesky hill tribesmen (which I have never understood why they are not hostile to vale lords).
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Sceners Guild / Dragonstone editing - with new costal assault
« Last post by Tedeum on March 27, 2020, 08:54:59 PM »


It started with I got pissed off that the sea attack on Dragonstone hasn't been fixed since I played version 2.0. Produno respond I want to, I can fix it. Probably if not coronavirus, it would've ended up there.

Its the first time I fired the warbandy in edit mode and started to make a scene - I've tweaked siege of Maidenpool. After getting used to the tools I went back to Dragonstone to fix it.

So... the results Red line is the predicted path of attack. (predicted, from what I've learned AI mesh is... quite random and sometimes very surprising).
https://imgur.com/a/dsk0XDH

The biggest problem I had with the ships. The original scene with Dragonstone Fortress is really well done and I decided not to throw it away, but to build a port around it. But it meant very little space for beaches to land and sea to navigate.

Ships are caused biggest problems. The code is from VC, basically it means spawn ship in point A and land in point B where the ship is going in a straight line (ignoring any other objects, co easly culd stuck) The problem is, as I said, there's very little space so ships were blocking each other. In addition, there are different lengths, sizes, etc. of ships. Generally - hell. Eventually, I managed to place spawn/land points that everything  work. But there is a catch. If player is going to navigate his ship and not sail in a straight line, he can enter the AI line, which goes in a straight A-B and block it.

tl;dr
Images are here:
https://i.imgur.com/2kf5q2R.jpg
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v5.0 / Re: 5.3 bugs
« Last post by Aurion on March 27, 2020, 05:33:00 PM »
In my current game, truces, casus belli, alliances etc. do not expire. It keeps saying 20 days left and I am about day 700 (yes, I noticed that late). I started the game with static wars and tried to switch to sandbox. Waited 20 days, still 20 days left (every truce, alliance etc).

It is just my kingdom. Other factions truces expire normally.

I found no fix in the web although others seem to have that issue, too. Can I somehow repair my current save or do I have to start a new game in sandbox mode?
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v5.0 / Re: 5.3 bugs
« Last post by Produno on March 25, 2020, 06:17:17 PM »
It seems I can get only 1 prisoner of each type when I jump in to help out fellow lords (irrespective of how my companions are placed in party).

Are you playing on the latest version? This should have been fixed.
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v5.0 / Re: 5.3 bugs
« Last post by Hedgeknight on March 25, 2020, 05:44:00 AM »
It seems I can get only 1 prisoner of each type when I jump in to help out fellow lords (irrespective of how my companions are placed in party).
7
v5.0 / Re: King's Hammer
« Last post by Hedgeknight on March 25, 2020, 05:36:16 AM »
It's classed as a hammer, which means it causes blunt damage. I think other than writing a new trigger for it, i could change it to cut damage or something, although that would not be technically correct.

Piercing would probably be a better fit imho, sort of like a pick.

If not i think just adding the damage on it might make some sense. As it stands now using  two handed battle axe does more than the legendary hammer.

Edit: Also +1 to make it a 1 handed hammer (thinking an OP dog cudgel).
I know the show had Gendry wield that awful 2 handed monstrosity. But really warhammers cannot be so big and heavy to be meaningfully used in battle.
Then I can restore Gendry his family heirloom. ;D. One handed fits better in a blacksmith's hand than that overgrown sledge hammer.

Edit2: i made above post before I had ever used a Dog cudgel in game. No need to alter stats, its OP enough.
Its my new footman's weapon of choice. Crushes armored foes like nothing......makes tournaments a breeze.....take that Harold Harding and the Kettleblacks.
Just looks ugly as hell.... :P
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Help and Support / Castle Guards
« Last post by berkcemal on March 24, 2020, 10:30:42 PM »
why when i started my own kingdom, my castle guards are not from the culture of my player instead of simple guards? they were change every time i changed the culture of my kingdom, in 5.3 they are not anymore.
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Help and Support / Can't find new companions (Sands)
« Last post by berkcemal on March 24, 2020, 05:13:37 PM »
I have played the mod in 5.3 version until 190 days, when i opened the cheatmenu, at left down corner in the screen writes which companion is at which city, i go that city tavern and they never been there.  is this a bug? obara sand, nymeria sand and the other one... i never find them.
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v5.0 / Re: 5.3 bugs
« Last post by Hedgeknight on March 21, 2020, 04:25:21 PM »

1. Companions do not seem to always generate +3 RTR after their trip. Dialogue for I want to be king remains active even when they return after X days.


Further testing revealed that this happens if you are on a paid boat. The companions report reads "attempting to rejoin" and a little while after you've disembarked at your chosen destination, the companion rejoins, but it forgets the mission.
Said companion can immediately be sent on another 21day run for RTR.