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#76
V9.0 / Text positions of "Wishlist..." etc. and Discord
December 27, 2023, 11:59:47 AM
At the edge of the menu with snowy mountains, a part of the text in the bottom-left and bottom-right cannot be seen. I tested 1920x1080, 1600x900, and 1280x720 in the [configure]-[video] and tried two monitor screens, and got the same.

Also, the newly added line about Discord in the popup that appears when the player first walks on the world map covers the OK button.

Are they intended?  Only occurs in my environment?




- How to reproduce it/when/why it happens:
Start the game, at the menu with snowy mountains see text positions. For another one (popup), start a new game and walk a bit in the world map.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#77
Just for fun. Feel free to use, but each GIF includes my user name. Remove it using binary editor before use if you don't want that. Some images include Japanese since I'm using a translated version.

Castles and Towns
















Naval








Arenas








Misc landscape
















Characters
#78
The number of remaining fighters is displayed as 40, the same as in v8.*, but the match ends even though there are still about 20 remaining (and the master of the tournaments gives 750 stags).

(Sometimes the remaining number is displayed as 20, sometimes as 19, etc.)

In addition, all problems derived from v8.* seem not to be fixed at v9.0:
- Waiting in a line without doing anything.
- Just look at each other without doing anything.
- There are cases where the remaining number becomes -1 or -2 when everyone is defeated.
- Many OPCODE warnings in the [Q] - [messages] window (and that prevents normal messages from starting to display for several tens of seconds).

Related topics (v8.*):
Unmotivated practice melee fighters in arenas by me
Re: Unmotivated practice melee fighters in arenas by me

- How to reproduce it/when/why it happens:
Visit a arena of a town, start melee (crowd) fight, beat about 20 person but always check the number of left fighters if it get closer to 20.

- Game version (and steam or downloaded):
AWoIaF v9.0, Warband v1.174 downloaded
(v8.2 doesn't have the "20 left" problem)
#79
When making a character for a new game, changing the "Father" selector to one of left three in the choices displays "You are a Volantene" in the 2nd paragraph (for the explanation of father) though that must change the 1st paragraph.

game_strings
----
str_story_volantis
str_story_volantis2
str_story_volantis3
----

- How to reproduce it/when/why it happens:
Start a new game, making a character, at the "Character Background" screen, change "Father" selector to "Lesser Noble", "Merchant", or "Lord's Retainer", check the second paragraph in the right side.

- Game version (and steam or downloaded):
AWoIaF v9.0, Warband v1.174 downloaded
(v8.2 doesn't have the problem)
#80
V9.0 / Text: Dragar, Legionniares, moraility
December 18, 2023, 03:54:03 AM
dialogs
---- Dragar-> Drahar?
dlga_start:il_talk|My name is Eizniq na Shadhe. I hail from the island city of New Ghis. We were together with the company of Iron Legions employed by Ferrego Dragar of Myr. We did not see eye to eye on some matters of importance with our commander and we were given leave to seek our fortunes elsewhere.
----

party_templates
---- Legionniares -> Legionnaire?
pt_myr_iron_legions|Iron Legionniares
----

game_strings
---- moraility -> morality
str_connacht_moraility_speech
----

The spelling of ID doesn't affect to play but bad for text-search and could cause other bugs later.

- How to reproduce it/when/why it happens:
Generate English template csv files using Warband, and search for each ID.

- Game version (and steam or downloaded):
AWoIaF v9.0, Warband v1.174 downloaded
(v8.2 doesn't have these issues)
#81
troops
---- "Mercenary" was removed only from the plural side. (Intended?)
trp_free_deserter|Mercenary Deserter
trp_free_deserter_pl|Deserters
----

quick_strings
---- Volnatis -> Volantis?
qstr_Volantenes_are_known|Volantenes are known to be strange and subtle. Some known as the old blood still ive in Volnatis and are said to be descendents from old Valyria itself.
----

ui
---- "Inventory Management" appears twice
ui_explanation_strength|Strength: Every point adds +1 to hit points. The following skills cannot be developed beyond 1/3 of Strength: Ironflesh, Power Strike, Inventory Management, Power Throw, Power Draw, and Inventory Management.
----
(Related topic: "Text: STR/INT attr. for Inventory Mng." by me)

- How to reproduce it/when/why it happens:
Generate English template csv files using Warband, and search for each ID.

- Game version (and steam or downloaded):
AWoIaF v9.0, Warband v1.174 downloaded
(v8.2 doesn't have these issues)
#82
V8.0 / Re: Unmotivated practice melee fighters in arenas
December 12, 2023, 11:13:00 AM
The warning was found to have nothing to do with the fighters' unmotivated/negligent actions.

I tried removing the part (below) that caused the warning, BUT only the warning disappeared and the fighters' behavior REMAINED THE SAME. As in the screenshot, during 40 people melee fight at arena, only the first fighter hustles, some fighters line up waiting their "turn" or some others are standing without doing anything while looking at each other.

From the warning message, we can read that the #33 trigger is for initializing number of opponents into 40 in tournament_triggers of "arena_melee_fight". By my hand-disassembly, the module code merged with Native module system 1.171 should be as follows.

---- trigger #33 (0 origin), arena_melee_fight, mission_templates.txt, AWoIaF v8.2
0.000000 0.000000 100000000.000000  0  9 31 2 144115188075856286 1 2133 2 144115188075856690 40 2133 2 144115188075856688 0 2133 2 144115188075856689 0 2133 2 144115188075856691 0 6 3 1224979098644774912 0 144115188075856690 505 3 1224979098644774912 7 0 3 0 1 2 936748722493063661 131072
----

---- My hand-disassembly (using modsys 1.171 as a reference)
(0, 0, ti_once, [], [(eq, "$g_mt_mode", abm_training),
 (assign, "$g_arena_training_max_opponents", 40),
 (assign, "$g_arena_training_num_agents_spawned", 0),
 (assign, "$g_arena_training_kills", 0),
 (assign, "$g_arena_training_won", 0),
 (try_for_range, ":var1", 0, "$g_arena_training_max_opponents"), ###### AWoIaF v8.*
 (agent_set_slot ":var1", slot_agent_arena_team_set, 0)        ###### AWoIaF v8.*
 (try_end)                                                    ###### AWoIaF v8.*
 (call_script, "script_music_set_situation_with_culture", mtf_sit_arena),
]),
----

AWoIaF v7.11 doesn't have the try block (try_for_range, agent_set_slot=505, and try_end), and is same with Native. It has no problem of unmotivated. On the other hand, AWoIaF v8.1 and v8.2 have the block. I experimentally removed the block from mission_templates.txt (and overwrite the number of operations from 9 to 6).

It's not directly related to the main title of this topic, and I'm still not very familiar with the mod system, but it seems to be too early to set agent slots for all 40 opponents before they spawn. In addition, this warning set has 40 * 4 = 160 lines and strongly prevents messages from appearing at the bottom left of the screen. By removing the warning, the message will appear immediately.

Again: AWoIaF v7.11 was OK.
#83
V8.0 / [Fixed at v9.*] Loop at selling prisoners
December 09, 2023, 02:43:30 PM
At least one of Night's prisoner buyers at a tavern don't allow to cancel. In my case, I talked to Yoren and he says "Are you sure you want to hand them all over?". The choices are "I am sure." and "On second thoughts, no.". Even if I select "no", the conversation loops.

The cause is in the line "On_second_thoughts,_no" of conversation.txt, and the 555 that indicates the next destination is incorrect (bug). Overwriting it with 6 solves the problem.

-------- conversation.txt
dlga_ramun_talk:ramun_sell_prisoners 66314 555  2 2159 1 72057594037927936 30 2 72057594037927936 1 I_have_some_prisoners_you_can_take.  557  0 NO_VOICEOVER
----
dlga_ramun_sell_prisoners:ramun_sell_prisoners_2 778 557  0 Are_you_sure_you_want_to_hand_them_all_over?  558  0 NO_VOICEOVER
----
dlga_ramun_sell_prisoners_2:ramun_sell_prisoners_3 66314 558  0 I_am_sure.  559  3 1 1 936748722493063918 1 3 936748722493063447 432345564227567661 1 1 2 936748722493063452 1 NO_VOICEOVER
----
dlga_ramun_sell_prisoners_2:ramun_talk 66314 558  0 On_second_thoughts,_no.  555  0 NO_VOICEOVER
----

Many other buyers than Yoren seem to say another phrase and there seem to be no problem. I don't know who says the same phrase with Yoren and whether the sentence is at random.

- How to reproduce it/when/why it happens:
Have at least one prisoner, find (ask traveler if needed) and meet buyer of Night's watch in each town, if he doesn't say "Are you sure you want to hand them all over?" then search other town, else (if he said that) select "On second thoughts, no.". The conversation will be repeated as long as you don't decide to sell.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#84
V8.0 / Two same choices "I guess the Lannisters..."
December 08, 2023, 03:07:17 PM
Soon after started a new game, the player character picks up a crow's message, choose the second "throw away" from the three choices of who to deliver the letter to, and when the poachers catch up, both of two player choices are:
"I guess the Lannisters have put a pretty penny on each raven shot out the sky?"

There seems to be something mix-up. Selecting the 1st one causes a fighting, and the 2nd does not.

----
dlga_poachers1:poachers1_attack|I guess the Lannisters have put a pretty penny on each raven shot out the sky?
dlga_poachers1:poachers1_attack1|Ok here take it! Not something I want to be involved in anyway.
dlga_poachers1:poachers1_attack2|Ok here take it! Not something I want to be involved in anyway.
dlga_poachers1:poachers1_attack3|I guess the Lannisters have put a pretty penny on each raven shot out the sky?

dlga_poachers1_attack3:close_window|We had best be finding it else we'll be back for ya.
----



- How to reproduce it/when/why it happens:
Start a new game from Westeros, walk a few days till pick the letter (with 3 choices; Take/Throw/Take), select "Throw away...", meet the appeared poachers.

mno_find_raven_choice_1|Take the letter to King Stannis Baratheon.
mno_find_raven_choice_2|Throw away the letter and never mention it again.
mno_find_raven_choice_3|Take the letter to Lord Tywin Lannister.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2, Warband v1.174 downloaded
#85
V8.0 / Construction term of an obsidian mine
December 08, 2023, 02:41:30 PM
The discrepancy between the planned and actual mine development term is large. The village elder say "at least three months" and "Around three month", but The actual is about 56 days. One should be brought closer to the another.

----
dlga_intro_obsidian_elder_no:close_window|Well, I am afraid I cannot budge on price. These men need to be paid and fed for at least three months. Come back when you have the coin.
----
dlga_intro_obsidian_elder2:intro_obsidian_elder3|Now let me see. Around three months of building is required, that's if nothing goes wrong. We will need 70,000 stags upfront and I will supply the men needed. Does this sound fair {playername}?.
----

According to my hand disassembly, current_day + the actual days 56 is store to "144115188075856402" (0x02000000_00000212) in the menus.txt and it is compared with current_day in triggers.txt.

---- menus.txt
 mno_set_up_mine_yes  1 31 2 144115188075855880 0  I_want_to_start_building_the_mine.  15 4 0 1 1 936748722493064083 31 2 144115188075856075 1 1536 3 360287970189639680 288230376151711814 15 1536 3 360287970189639680 288230376151711817 20 1536 3 360287970189639680 288230376151711813 20 2133 2 144115188075855880 1 2272 1 1224979098644774912 2120 3 144115188075856402 1224979098644774912 56 1106 1 1585267068834416990 1301 0 2040 0 5 0 1106 1 1585267068834416991 3 0  .  mno_leave  0  Leave  2 1301 0 2040 0  .
----

---- triggers.txt
168.000000 0.000000 100000000.000000  3 31 2 144115188075855880 1 2272 1 1224979098644774912 30 2 1224979098644774912 144115188075856402  4 1603 3 648518346341351887 256 1 1603 3 648518346341351888 256 0 2133 2 144115188075855880 2 1106 1 1585267068834417752
----

- How to reproduce it/when/why it happens:
Acquire the "Inventory Management" skill needed to have 55 units of materials, collect 20 stones + 20 timber + 15 tools, prepare 70,000 stags, visit the village near Dragonstone, meet village elder, pay him to start the construction, memorize the current day displayed in the bottom-right of the world map, spend about 8 weeks at somewhere, and check if you get the message in the bottom-left of the screen; "Your mine as been built near Dragonstone".

(In addition, in the sentence above, "as" should be "has")

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#86
V8.0 / Negative/positive number of people worship
December 08, 2023, 02:38:47 PM
Master of Laws answers like "The records show -29504 of our people still worship other gods." when the player character as King/Queen asked him the kingdom's faith. Players wouldn't be able to understand what the numbers mean (how good or bad) or to decide what action to take next. Something seem to be missing in the process where the percentage or some kind of degree should be displayed.

---- quick_strings.txt
qstr_The_records_show_{re The_records_show_{reg13}_of_our_people_worship_our_gods.
qstr_The_records_show_{reg The_records_show_{reg13}_of_our_people_still_worship_other_gods.
----

---- conversation.txt
dlga_dplmc_constable__faith:dplmc_constable_faith1 4095 930  8 2133 2 72057594037927949 144115188075857499 2133 2 72057594037927949 1234 4 0 30 2 144115188075857499 0 2320 2 2 1585267068834417954 5 0 2320 2 2 1585267068834417955 3 0 {s2}  931  0 NO_VOICEOVER
----

Hand-disassembly by me:
-- Condition-block
assign reg13 0x02000000_0000065B
try_begin
ge 0x02000000_0000065B 0
str_store_string 2 0x16000000_00000D22
else_try_begin
str_store_string 2 0x16000000_00000D23
try_end
--
{s2}
--

- How to reproduce it/when/why it happens:
Become a king/queen, hire Master of Laws, and ask him about worship.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#87
V8.0 / Text: Lysara/Lysyra and Astapor/Astopor
December 07, 2023, 05:57:22 PM
There are multiple notations Lysara/Lysyra and Astapor/Astopor. They should be unified.

---- perhaps Wrong
str_vaegir_rebellion_monarch_response_1
trp_kingdom_2_pretender
trp_kingdom_2_pretender_pl
----

---- perhaps Right
str_vaegir_rebellion_pretender_intro
----

---- perhaps Wrong
dlga_pj_talk2:pj_talk3
dlga_pj_talk4:pj_talkcado
----

---- perhaps Right
fac_astapor
----

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
#88
V8.0 / Reward of the kidnapped girl quest
December 07, 2023, 04:27:38 PM
After the player character completed a quest of ransom and returned to the town, the guild master says a wrong value as reward like;
"... Please take these 1 silver stags ...".
The bug probably originates from the Native (mod system 1.171). Though the reg8 seem have to be set at the Conditions-block, it set only at the Consequences-block.

Please note that I don't have AWoIaF's py code. The code below is of Native. I compared AWoIaF's conversation.txt with Native's, and understand that AWoIaF's doesn't also set reg8 at the Condition-block. I don't know whether the assigning to reg8 is necessary at both Condition-block and Consequence-block or at only the former.

---- Native's module_dialogs.py (Module system 1.171)
  [anyone,"mayor_begin", [(check_quest_active, "qst_kidnapped_girl"),
                          (quest_slot_eq, "qst_kidnapped_girl", slot_quest_current_state, 4),
                          (quest_slot_eq, "qst_kidnapped_girl", slot_quest_giver_troop, "$g_talk_troop"),
                          ],
   "{playername} -- I am in your debt for bringing back my friend's daughter.\
  Please take these {reg8} denars that I promised you.\
  My friend wished he could give more but paying that ransom brought him to his knees.", "close_window",
   [(quest_get_slot, ":quest_gold_reward", "qst_kidnapped_girl", slot_quest_gold_reward),
    (call_script, "script_troop_add_gold", "trp_player", ":quest_gold_reward"),
    (assign, reg8, ":quest_gold_reward"),
    (assign, ":xp_reward", ":quest_gold_reward"),
    (val_mul, ":xp_reward", 2),
    (val_add, ":xp_reward", 100),
    (add_xp_as_reward, ":xp_reward"),
    (call_script, "script_change_troop_renown", "trp_player", 3),
    (call_script, "script_change_player_relation_with_center", "$current_town", 2),   
    (call_script, "script_end_quest", "qst_kidnapped_girl"),
    ]],
----

- How to reproduce it/when/why it happens:
Visit one or more towns, meet the guild master, select "Do you happen to have a job for me?", repeat until a ransom quest happens, do the job well (e.g. defeat the bandits), return to the town, do a training melee fight at the arena and get defeated soon TO REWRITE reg8, and meet the guild master again for the ransom quest.

- Game version (and steam or downloaded):
AWoIaF v8.2, Warband v1.174 downloaded
(Probably earlier versions also have the same problem)
#89
V8.0 / Re: Unmotivated practice melee fighters in arenas
November 21, 2023, 09:47:30 AM
A follow-up.

To check whether there are other error/warning before the bunch of warning lines or not, I experimentally changed the parameter of the loop so that it iterates only from 0 to 4, and confirmed there is no any other error/warning lines before the loop.

---- A trigger of arena_melee_fight at line 5014 of mission_templates.txt for AWoIaF
0.000000 0.000000 100000000.000000  0  9 31 2 144115188075856286 1 2133 2 144115188075856690 40 2133 2 144115188075856688 0 2133 2 144115188075856689 0 2133 2 144115188075856691 0 6 3 1224979098644774912 0 144115188075856690 505 3 1224979098644774912 7 0 3 0 1 2 936748722493063661 131072
----

If the modding system for AWoIaF has not been changed so much from v1.171, each of opecodes should be as below:
eq = 31
assign = 2133
agent_set_slot = 505
try_for_range = 6
try_end = 3
call_script = 1
(Please note that I'm not the MOD developer and don't have any .py modding files for AWoIaF. I'm reading the plain (i.e. Native) header_operations.py instead.)

The operation "6 3 1224979098644774912 0 144115188075856690" just before the 505 is the try_for_range loop. The variable "1441..." is set into the upper bound 40 earlier in the line. Changing the "1441..." into a bare number 5 results the iteration is from 0 to 4.

----
SCRIPT WARNING ON OPCODE 505: Invalid Agent ID: 0; LINE NO 6:
At Mission Template mst_arena_melee_fight trigger no: 33 consequences.
At Mission Template mst_arena_melee_fight trigger no: 33 consequences.
At Mission Template mst_arena_melee_fight trigger no: 33 consequences.
SCRIPT WARNING ON OPCODE 505: Invalid Agent ID: 1; LINE NO 6:
At Mission Template mst_arena_melee_fight trigger no: 33 consequences.
At Mission Template mst_arena_melee_fight trigger no: 33 consequences.
At Mission Template mst_arena_melee_fight trigger no: 33 consequences.

:

SCRIPT WARNING ON OPCODE 505: Invalid Agent ID: 4; LINE NO 6:
At Mission Template mst_arena_melee_fight trigger no: 33 consequences.
At Mission Template mst_arena_melee_fight trigger no: 33 consequences.
At Mission Template mst_arena_melee_fight trigger no: 33 consequences.
----

This cannot still find out the cause of "WARNING ON OPCODE 505" but it's true that there is no any error/warning lines before the loop.

Every time I have a practice match in the arena, the opponents still stand in a line like centipedes without fighting, or several men stand still facing each other. AWoIaF v7.11 didn't have this bug.
#90
Quote from: Produno on July 11, 2023, 02:06:47 PMWhat language are you translating for? I can include it in the main download if it is not already?

Wow, Thank you for the offer. Our Japanese translation of v8.2 has been done by 2 people (including me) till in April 2023 and seems to be stable enough. Can I send the URL for a set of csv files to you?
(These files must be placed in the "languages/ja" folder of AWoIaF.)

FYI, the open working directory for the Japanese translation is here.

(Edited to add below on July 20 UTC)
Sent PM.