For people who want to preserve saved games on Steam.
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Quote from: Hector The Draconian on January 20, 2022, 03:45:42 PM
Not sure if this is intended or not, but on defeating the mountain all of his accompanying npcs were captureable like lords. None of the 'I'm busy' stuff.
Edit : Nvm, I'm told its cause I used Morgs editor.
Quote from: l.judereed on May 11, 2021, 10:12:34 AM
Posting this here at Fallen Lord's request after mentioning it in the Discord
Quote from: Reek on May 11, 2019, 12:12:59 AM
Usually when the enemy retreats and gets to the end of the map, the dothraki gets stuck there for some reason. Its really annoying.
Quote from: Funsir on April 06, 2021, 05:07:35 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.
Quote from: McCoy! on December 23, 2020, 11:53:29 PMQuote from: Produno on November 09, 2020, 10:46:10 AMIs python really that difficult to work with?
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.
If GetDiplomacy(ValeFaction,FactionAtDoor) == Enemy or GetRelations(ValeFaction,FactionAtDoor) < -10 then
^^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?
Quote from: KalDayne on October 11, 2020, 04:06:52 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.
Quote from: Triandalff on September 22, 2020, 09:17:09 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
Quote from: OldieCat on September 17, 2020, 09:06:15 AM
On three separate save games, I've always encounter, "SCRIPT ERROR ON OPCODE 2281: Invalid Party ID: 10XX; LINE 70: At script  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?