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Messages - Produno

#526
Beta 10 / Re: Beta 10 Dev build bugs
January 15, 2017, 10:27:46 AM
Quote from: akbarshoxxx on January 15, 2017, 07:32:55 AM
More bugs. http://imgur.com/a/6WvgW
Infantry when in shield wall requires 2-4 orders to move to hold position, other orders work from the first time.

Pyke prison door is still not accessible + alot of the previous bugs I've mentioned

Any chance you can post the other bugs you reported here. It may be that I attempted to fix them but they still have some issues. Unfortunately not being able to alter the source code (of the main game) sometimes means work around shave to be created, and not all of them work as intended, some of these bugs may be such issues. Or there could be multiple layers to each bug, meaning I fixed one somewhere which then highlights a bug a bit further on in the same process (the strings could be one example of this)
#527
Help & Support / Re: Lannister Troops
January 13, 2017, 01:23:02 AM
I think you need Lannisport, then speak to the master at arms in the castle.
#528
Beta 10 / Re: Beta 10 Dev build bugs
January 11, 2017, 09:30:47 PM
Some issues I'm going to report so you guys don't need to, also to remind myself of any others that been reported and Ive missed.


Fix issue with wildlings women - courting errors again because i removed craster and his wife.
Fix issue with banner selection
fix issues in winterfell inn - fixed
Fix issue in fairmarket inn. - fixed
Archers don't seem to charge if the player dies in sieges.
Another map starting at the edge. Need to find which one.
One of the random maps has a floating rock.
Lod of Stark sword sheath shows the hilt of the sword at further lod distances when the sword is out the sheath. The same goes for other swords.
Lods not showing AO causing 'popping'. - fixed
Incorrect size of longclaw. - fixed
Westerland shield lod disappearing when worn on back.
Ongoing improvement - improve prices of shitty gear. ie, reduce prices.
Give new sept scenes ai mesh and entry points.
Create 3x new sept scenes.
Possibly change shaders to stop the annoying hair issue.
Give tribesmen hornmen. - fixed
Memorise division placements are not working - possibly due to volley being assigned to the same button. - fixed
Maybe increase the moral of player troops after some of the main story missions to help the player sustain an army through this period.
One of the missions your relations increases twice in a row with Robb. Cant remember which though - to check code.




As you may notice, I'm trying to note every single little issue/bug I come across. Would be perfect if everyone else could do the same. Let's get this mod as polished as possible :).
#529
Beta 10 / Re: Beta 10 Dev build bugs
January 11, 2017, 09:59:16 AM
Do the cloned lords appear ONLY after the Targs invade, or is it random?


I will strike through any bugs fixed. Other more general bugs/changes I shall still post in the beta 10 changelog, so don't forget to check their often too.
#530
Beta 10 / Beta 10 Dev build bugs
January 11, 2017, 09:56:38 AM
I will open this here and start by posting the PM sent to me from thenextking



-Pike Siege Bug is fixed!   (btw, I loved the helmets you gave to the kraken guards)
-most of the two-handed weapons work well (just take a look in the longsword, you still use only one hand to strike with it)
-removing the war between The Reach and Dragonstone really help Stannis!
-The religion system works perfectly!

The targeryan Invasion (in this case, there are good and bad news):
- The now take Griffin's Roost, which is good
-you can still find cloned lords
-They have a purpose, since they took Tumbleton from The Reach
-Unfortunetely, they can'y handle 6 enemies, so they rapidly lost Tumbleton to The Riverlands (I think they shouldn't be at war against The Vale, The Riverlands and The Iron Islands) They are now only at war with the stormlands and whomever owns Kings Landing. Dorne will also goto war against whomever owns kings landing. I have also made checks to make sure kings landing is not owned by dorne and the stormlands still exist to stop any errors. Hopefully this should be better. I may as suggested, add points where I force them to go to war with others, but I would prefer to keep it sandbox.
-after the message of Aegon's Landing at the Stormlands, there was another message telling me that House Targeryan and Dorne have made peace with each other (a peace agreement) I have removed this now the above is sorted
- King aegon still uses an incorrect banner.

Other bugs:
-I chose westerlands as starting people choice, but barristan raised an army of wildlings after I gave Thenn to him. Apparently, your companions raise an army related to the original culture of the fief you give to them. - should hopefully be correct now.
-When your enemies try to route, you still receive a message tellig taht both you and your enemy are trying to route, since the battle is almost lost (and also some red text)  - fixed
- Styr magnar had defected weeks before I defeated Free Folk. Once you've posted in the Changelog topic that some lords  will only defect after their relations with their lieges become -100, i thought strange that this kind of behavior came from an upstanding lord like Styr Magnar. - Currently, as in native code, the relations are set randomly. I need to write a script that will change each lord seperatly, but with hundreds of lords, that's quite a long job. So I shall probably leave as is for now. A list would be nice though of all the lords that need high relations with their liege. ;)

#531
Beta 9 / Re: Minor and Big Bugs in 9.9
January 08, 2017, 09:42:19 AM
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.
#532
Beta 9 / Re: Minor and Big Bugs in 9.9
January 05, 2017, 12:29:46 PM
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.

#533
v1.0 / Re: A Few Bugs
January 05, 2017, 12:54:53 AM
I think something I introduced last patch may have caused some issues with dormant factions.
#534
v1.0 / Re: Autoresolve bug?
January 05, 2017, 12:53:48 AM
I guess its just the way the troops are balanced and the way native calculates the auto resolve. I would say try not to use it, I never use it when playing any module or native because of these issues.
#535
Beta 10 / Re: Testers needed - Seiges
January 01, 2017, 11:10:53 AM
Seems the new code i put in for children have mixed up some id's of some troops.

I shall have a new version for people to test in a few days.
#536
Beta 9 / Re: Minor and Big Bugs in 9.9
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.
#537
Beta 10 / Testers needed - Seiges
December 27, 2016, 12:08:25 PM
As the other post regarding wars - I have made quite a few adjustments to sieges which need some testing. If you would like to test the sieges in the newest version then please let me know.
#538
Beta 10 / Testers needed - Wars
December 27, 2016, 10:15:14 AM
I need some brave soul to test the current build and articulate the war system. I have now enabled Essos factions to quarrel between each other but require feedback over a long period of several games to make sure there's no weirdness. I also require information on other factions so I can try and make a few small balance changes.

You can report other bugs in the current build but your main focus is how the current diplomacy works between each factions. ie, Essos should not be involved in the wars of Westeros.

Send me a PM if your interested and have the time to test and I will send you the current build. I possibly only need a 2-3 candidates.


Thanks.
#539
Beta 9 / Re: Minor and Big Bugs in 9.9
December 22, 2016, 05:06:51 PM
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?
#540
A World of Ice and Fire / Battle Banners
December 19, 2016, 11:49:16 PM
So ive been playing around with the CWE banners and I came up with this.




I may try and do the same for all the major houses. Will just take a bit of time to finish them all.