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Messages - Produno

Pages: 1 2 3 ... 73
1
V7.0 / Re: Obsidian mine storage issue
« on: June 11, 2021, 03:16:02 PM »
For V8 i have reduced the timber amount required by 10, this should help with the inventory situation. I have also added a fix for the obsidian not stacking when it should.

2
V7.0 / Re: Cider Hall inner keep insta-death in siege combat
« on: June 11, 2021, 01:33:58 PM »
Posting this here at Fallen Lord's request after mentioning it in the Discord

Thanks, this is certainly the best place to report bugs.

3
Help & Support / Re: About the Dothraki
« on: June 11, 2021, 01:31:19 PM »
Usually when the enemy retreats and gets to the end of the map, the dothraki gets stuck there for some reason. Its really annoying.

It happens on some maps for some reason, it happens sometimes when the map size in increased. Not entirely sure why though.

4
V7.0 / Re: Lords
« on: April 10, 2021, 02:23:46 PM »


I am new to the forum. I hope I am not repeating what has already been said and that it is relevant to the current addition. I have not been able to see all of the change logs as I am just starting to follow. I rebooted the current version from Steam.



Nope, these are perfect, thanks!

5
There are ways of doing anything, if you hack it in or make it extremely un-performant. The case here would be having to check every single party on the map to see when they went to one of these locations, then deciding what to do with them.

It would take a lot of work to make it work right. ACoK does not have a proper North of the Wall, where parties can roam freely between the two. They are completely separated and i guess the option to not pass is only for the player. This is the easy part and can be done in about 15 mins of coding. The hard part is working out where all the Ai for travel is for the NPC parties, finding out when they get to certain locations, then deciding what to do with them, or how.
Imo, its not worth the effort, or decrease in performance for the mod to make this achievable.
Is python really that difficult to work with?
Code: [Select]
If GetDiplomacy(ValeFaction,FactionAtDoor) == Enemy or GetRelations(ValeFaction,FactionAtDoor) < -10 then
    fight
end
^^Instead of processing all the AI is it possible to run a check on separate threads which lets most pass unaffected and only triggers a stoppage in a special scenario? Or is all of it processed on a single thread and zero option of being able to run the two codes simultaneously? (Two codes = 1. default movement code of AI and 2. scanning of area for enemies).

Edit: Maybe a scan loop?

An extremely late reply here, but the warband script is not the same as Python. There is no way to specify what threads what runs on, even some fully fledged game engines do not make that kind of thing easy. Also if we want to get a faction, we need to loop through every other faction and check against each until we find the one we want. We dont have the luxury of anything that normal languages implements.

For example, in another language you could potentially use the Observer pattern for this.

6
No problem :)

7
There is an option for this in the camp menu options.

8
V8.0 / Changelog
« on: February 01, 2021, 06:13:09 PM »
Anything labelled ** Means it was taken from Fallen Lords Documentation thus commissioned by him.


Changes

Buffed Brienne of Tarth **
Increased renown for Balon Greyjoy **
Increased renown for Yara Greyjoy **
Buffed Ironborn Veteran Marauders **
Buffed Faceless Man **
Added Veteran Faceless Man troop **
Added Areo Hotah as an npc companion **
Added Fireborn Veteran troop **
Added several new Wildling weapons created by Bastien Carter **
Added two new troops to Myr troop tree **
Added a new trainer to Myr where you can recruit specific troops **
Slightly buffed Gregor Clegane **
Added new special recruitable troop to the Riverlands - Riverlands Ranger Guards **
Added Riverlands Ranger Guards to Riverrun, Bynden Tully, Edmure Tully parties **
Added new npc's to Stannis Barratheons party; **
  • Godry farring
  • Corliss Penny
  • Brus Buckler
  • Malegorn of Redpool
  • Patrek of King's Mountain
  • Narbert Grandison
  • Benethon Scales
  • Dorden the Dour
  • Lambert Whitewater
  • Perkin Follard
  • Merrel
  • Morgan
Added the Mountains Men companions to Gregor. **
  • Plliver
  • Shitmouth
  • Joss Stilwood
  • Raff the Sweetling
  • Dunsen
  • Chiswyck
  • Eggon
  • Tobbot
  • Weasel
  • Perkin Follard
Switched Matthos Seaworth to be an npc in Davos Seaworths party **
Gave merc cavalry hand armour **
Updated/improved some of the flora wind shaders. **
Increased weapon proficiency of Queen's Men. **
Gave Reed a shield. **
Increased Brog shield skill to 6. **
Increased Reeds shield skill to 8. **
Added a new horse to equip Brog with. **
Increased One handed wep proficiency of Sellsword Captain. **
Increased Khiarai's power draw to 6 **
Increased Giants Head Armour values. **
Added a new unit to Dragonstone. **
Added a new recruitable troop Dornish House Guard to Sunspear. **
Adde 15x Dornish House Guards to Prince Doran Martells party. **
Added 10x Dornish House Guards to Prince Oberyn Martells party. **
Changed Red Cloak Knights armour. **
Added a new special recruitable troop to Westerlands faction. **
Added special troops to Tywins party. **
Increased Power Draw for Dongo. **
Giants arrows do damage to wights. **
Added new Giant Archer upgrade for Giant troop. **
Added three new units to Free Folk, Wildling Beserker, Wilding Vet Berseker, Wildling Vet Raider. **
Added 2 new troops to the IronBorn. **
Changed Crownlands Lancer horse. **
Added a new Crownlands cavalry troop. **
Added a new Targaryen special troop. **
Added 10 x Dragon Guard troops to Aegon. **
Added a new Stormlands Special recruitable troop. **
Added new troops to Renly's party. **
Added extra troops to The Dreadfort. **
Added a new Dothraki Event. **
Added some new horse textures. **
Adjusted some Essos faction party troop compositions. **
Added the ability to deposit money into the Iron Bank. **
Added elephants. **
Optimised files by removing unused native assets plus some other textures etc. **
Added special elephant troop to Volantis. **
Added new Cavalry troop to Volantis. **
Added elephant troops to Golden Company. **
Added NPC's with custom dialogue written by Fallen Lord to the Iron Bank scene. **
Added a new NPC companion to Prince Adaros Aloran's party. **
Exchanged Magister Illyrio Mopatis for Magister Meryn Terys. **
Added Magister Illyrio Mopatis to Illyrios Manse. **
Added special recruitable troops from Magister Illyrio Mopatis. **
Updated Wildling and Thenn troop compositions. **
Added Elite Cavalry unit to mercenary roster. **
Added Merc Elite Cavalry to Adaros Aloran and Narbo Oloryon's parties. **
Added merc party Gallant Men. **
Added 2x new Dothraki armour. **
Added 2x new Dothraki troops. **
Adjusted some Dothraki gear. **
Adjusted some Dothraki troop names.**
Added some special NPC Bloodriders to Khal Pono. **
Added a new Valyrian Glaive. **
Added Areo Hotahs Glaive. **
Added 3x new Stormlander helmets. **
Added Sons of the Harpy mask. **
Updated Stormlands troops headgear. **
Added a new merc company, The Ragged Standard inc 4 new troop types. **
Added 2x new Bravossi troop. **
Added a new Dornish troop. **
Gave several dornish troops hand armour. **
Added 3x new Norvos troops. **
Added 7 special companions troops to Archon Alegro Tumitus. **
Added new Vale Knight troop. **
Vale Knight of the gate is now a special recruitable troop. **
Adjustments to War for Dawn quest and messenger troop. **
Added a new Merc company - Iron Legions. **
Iron Legions can be recruited from a special map location. **
Added a new special map location - Temple of the Bearded Priests. **
Adjusted Lods for arrows.
Increased Brienne of Tarth payment price
Changed Targaryen Local Lords horse.
Slight adjustment to the Stormlands Troop tree.
Some modifications to the Targaryen troop tree.
Changed Crownlands Local Lord horse.
Changed some westerlander troop names.
Added a new Brotherhood troop.
Modified stats slightly of most troops to allow a wider curve of stats between levels.
Increased max Weapon Proficieny by a few hundred. This allows a wider range between level 0 to max levels.
Reduced some levels of troops so upgrade costs and xp should be slighlty lower across the board (Though mainly towards the higher end of the scale).
Buffed Essos peasants to be of similar stats to Westerosi peasants.
Local Lord stats have been increased to make these a more viable option to recruit.
Buffed many special NPC's stats.
Removed the option to choose who can join you in battle as it causes several major bugs.
Improved the fog shader - SupaNinjaMan
Improved The Wall scene.
Removed the fight promoter as he doesnt actually do anything.
Removed some un-needed global vars and functions.
Adjusted/optimised how random renown amounts are calculated.
Various code optimisations.
Updated the direwolf lair dialogue to make it clear the direwolf needs to be fed to grow.
Updated Nessa Goodbrothers age.
Gave arrows to Khiarai.
Removed fog from tavern and castle court scenes.
Dagmer is now his own faction - this stops some issues where the player could not fight him if they were also Ironborn.
Wild Hares now have horses.
Adjusted lods for some flora meshes.
Reduced the amount of timber needed for the obsdidian mine by 10.
Made it clear that the mine requires the item timber rather than just wood.
Added new pretender. Commission by WitchKang, dialogue written by Tages.
Tidied up module.ini and renamed some brf files.
Updated Spanish translation files from Kokemen.
Added 6 new Valyrian swords - commissioned by Paladin, Tages and Fallen Lord, created by Avelium.
  • Truth
  • Brightroar
  • Vigilance
  • Just Maid
  • Orphan Maker
  • Lady Forlorn
Added a menu option when selecting to work for a village as a farmer. Courtesy of Fallen Lord!
Added weapons to Nymeria and Tyrene Sand.
Added a few new shields.






Fixes

Fixed issue with Dothraki Bloodrider trainer
Fixed small issue with Red Priests party.
Fixed small issue at Moat Cailin.
Fixed incorrectly registered skybox.
Fixed issue with Northern Horses textures.
Added various extra faction checks in invasion triggers, which should stop some rare bugs.
Smoothed some terrain at Storms End and added some extra Ai mesh for peasants.
Removed candles from under water in the opening scene.
Updated mounted archery units to have horse archery skill.
Attempted fix - Troops spawning incorrectly at White Harbour Siege scene.
Various fixes/checks for various events.
Janis Lyren should always join your party now even if you do not have room.
Fixed an issue with the random giant recruitment bug.
Fixed several reported issues with Winterfell scene.
Attempted fix - When obsidian is being added to the mine it was not being stacked.
Fixed issues with recruitment from special recruitment npcs.
Adjusted Varys dialogue so he does not ask you to meet him in to incorrect location.
Added a chest to Dragonstone throne room.
Added some extra entry points to the Red Keep Interior.
Fixed an issue which stopped the War for Dawn quest from progressing.
Updated all duplicated menu id's. This was stopping translators from translating all id's correctly. Thanks Daneel53 for pointing this out to me!
Fixes various text issues.
Fixed passages to the castle and prison at Castle Stokeworth.
Fixed an issue where buying obsidian troops checking was out by one.

9
There are ways of doing anything, if you hack it in or make it extremely un-performant. The case here would be having to check every single party on the map to see when they went to one of these locations, then deciding what to do with them.

It would take a lot of work to make it work right. ACoK does not have a proper North of the Wall, where parties can roam freely between the two. They are completely separated and i guess the option to not pass is only for the player. This is the easy part and can be done in about 15 mins of coding. The hard part is working out where all the Ai for travel is for the NPC parties, finding out when they get to certain locations, then deciding what to do with them, or how.
Imo, its not worth the effort, or decrease in performance for the mod to make this achievable.

10
V7.0 / Re: Can't Recruit Prisoners
« on: November 09, 2020, 10:41:10 AM »
Hello.  I am having issues attempting to recruit prisoners into my party.  I applies to all manor of troops that I have captured and the Kingsguard neutral faction companions.  The group recruit feature from the camp menu appears to work, but not talking to prisoners in your party screen to recruit 1 troop at a time.

That feature was removed, as it done pretty much the same thing, other than cause a few bugs or allow recruitment of people that should not have really been recruitable.

11
V7.0 / Re: BUG FILES
« on: November 09, 2020, 10:40:10 AM »
PRODUNO i had a 400 day game on 7.0 and i overwrite these files to my files of 7.0 and now my save doesnt open. i press it to open and the game close with an error message <<load error: invalid number of troops:2774>> what do i do to fix this? it takes a lot of time to reah 400 days you know and i really dont want to lose it. i could re download the v. 7.0 and keep my save but you dont even have a link for it anymore only for 7.1... so if you can tell me how to fix this or give me a link to download 7.0 again please

You will need to revert to a previous version. You can download it from ModDB.

12
V7.0 / Re: Script Error OPCODE 2281
« on: November 09, 2020, 10:39:27 AM »
On three separate save games, I've always encounter, "SCRIPT ERROR ON OPCODE 2281: Invalid Party ID: 10XX; LINE 70: At script [214] get_dynamic_quest" usually after I interacted with lords. This error spams the message log, making it 'disappeared' for a while. Can anyone shed any light on this?

Did you start a new game on a new version of the mod?

13
V7.0 / Re: Several error messages in chat
« on: November 09, 2020, 10:38:03 AM »
Ok, so it sounds like and issue with Dirk specifically, thanks.

14
V7.0 / Re: Several error messages in chat
« on: September 14, 2020, 11:36:34 AM »
Guys, there are several error messages appearing in the chat to me saying:
get_object failed to mesh: map_flag_kingdom_f
Does anyone know how to fix it?
I'm playing in version 7.0
Thanks in advance.

Make sure your warband version is upto date and is not a pirated copy. You may have missing files, so you may need tor try and redownload and reinstall the mod.

15
Suggestions & Discussion / Re: Night's Watch [AWOIAF Suggestions.]
« on: August 16, 2020, 10:24:56 PM »
Top marks for presentation  ;D

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