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#31
Related topic (v8.* but inherited to v9.1):
<Two same choices "I guess the Lannisters..."> by me

I checked the code in .txt and probably found the solution.

There are 3 choices in mno_find_raven_choice_1. Each of them sets a global variable "$quest_b_and_b" into 1, 3, or 2. In case of this "Throw away the letter...", the value is 3, and the line in menus.txt seems to be right.

After that, the poacher who caught up the player character says:
---- conversation.txt
dlga_poachers_introduce:poachers1 4095 2694  0 Oi,_you!_It_was_us_that_got_that_bird,_now_give_it_back,_or_else!  2695  0 NO_VOICEOVER
----

The ending dialog-states 2695 above links to each of 4 lines below that has 2695 as the starting dialog-state. These can be candidates of player's choice.

----
dlga_poachers1:poachers1_attack 69631 2695  0 I_guess_the_Lannisters_have_put_a_pretty_penny_on_each_raven_shot_out_the_sky?  2696  0 NO_VOICEOVER
dlga_poachers1:poachers1_attack1 69631 2695  1 31 2 144115188075856574 1 Ok_here_take_it!_Not_something_I_want_to_be_involved_in_anyway.  2697  0 NO_VOICEOVER
dlga_poachers1:poachers1_attack2 69631 2695  1 31 2 144115188075856574 2 Ok_here_take_it!_Not_something_I_want_to_be_involved_in_anyway.  2698  0 NO_VOICEOVER
dlga_poachers1:poachers1_attack3 69631 2695  1 31 2 144115188075856574 3 I_guess_the_Lannisters_have_put_a_pretty_penny_on_each_raven_shot_out_the_sky?  2699  0 NO_VOICEOVER
----

Only the first line in above has no condition block. Other 3 lines checks if "$quest_b_and_b" is 1, 2, or 3. The value of global variable is 3 in the "Throw away..." case, so the 1st and 4th line is displayed as actual player's choices. As a result, they are the two same text "I guess the Lannisters ...".

Therefore, the text in the 4th line (dlga_poachers1:poachers1_attack3) is probably the bug, and it should be replace with the same text with 2nd and 3rd ("Ok here take...").

Their next destinations 2687, 2698, 2699 seem to be correct.

I experimentally corrected the text to "Ok here take..." and got the expected behavior.



- 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.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2. Warband v1.174 downloaded
#32
Related topic (v8.* but inherited to v9.1):
<Negative values in the "Companion Overview" at towns> by me

I found out the cause and the solution! There is not enough level checking in a script. It checks only level 1 thru 30 (That was enough for Brytenwalda), and does not support AWoIaF's NPCs with higher levels.

My hand-disassembly of current code:

jq_xp_to_next_lvl, script.txt,
----
store_script_param ":L0" 1   # 23 2 1224979098644774912 1
try_begin   # 4 0
  lt ":L0" 600 # 2147483678 2 1224979098644774912 600
  assign ":L1" 600   # 2133 2 1224979098644774913 600
else_try   # 5 0
  lt ":L0" 1360 # 2147483678 2 1224979098644774912 1360
  assign ":L1" 1360   # 2133 2 1224979098644774913 1360
else_try   # 5 0
  lt ":L0" 2296 # 2147483678 2 1224979098644774912 2296
  assign ":L1" 2296   # 2133 2 1224979098644774913 2296
:
else_try   # 5 0
  lt ":L0" 412091 # 2147483678 2 1224979098644774912 412091
  assign ":L1" 412091   # 2133 2 1224979098644774913 412091

###### Add code for level 31 thru 50 here. (*1)

try_end   # 3 0
store_sub reg1 ":L1" ":L0"   # 2121 3 72057594037927937 1224979098644774913 1224979098644774912
str_store_string 1 "@{reg1}"   # 2320 2 1 1585267068834414851
----

*1  The conversion table (perhaps hard-coded) is here:
Modding Q&A [For Quick Questions and Answers], TaleWorlds forums

I checked NPC with max level in troops.txt, experimentally added else_try blocks for level 31 thru 50 to "jq_xp_to_next_lvl" in scripts.txt (and increased the number of operations), and got correct result.



In addition, the script is called from not only town's market-menu but also [Report]-[Companions Overview].

- How to reproduce it/when/why it happens:
Hire companions who have higher level than 30, Visit a town, select "Trade with locals", select "Companions overview", and see the column "to next lvl".

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2. Warband v1.174 downloaded
#33
Related topic (v8.* but inherited to v9.1):
"Number of troops killed will be the new lady/lord" by me


After looking into the code of v9.1 *.txt a bit, I found what seemed to be the cause why the words are not set correctly:
The code that sets values for reg6, reg7, and s11 etc. should be written in the Conditions block or earlier, but it seems to be written mistakenly in the Consequences block.

AWoIaF v9.1 conversation.txt line 149:
----
dlga_award_fief_to_vassal_2:close_window.1 4095 64  0 As_you_wish,_{reg59?my_lady:my_lord}._{reg6?I:{reg7?You:{s11}}}_will_be_the_new_{reg3?lady:lord}_of_{s1}.  6  25 2133 2 1224979098644774912 144115188075855971 1 4 936748722493063408 144115188075855973 1224979098644774912 0 4 0 542 3 144115188075856335 64 144115188075855973 502 3 144115188075856335 64 -1 3 0 2133 2 72057594037927942 0 2133 2 72057594037927943 0 4 0 31 2 1224979098644774912 144115188075855934 2133 2 72057594037927942 1 5 0 31 2 1224979098644774912 360287970189639680 2133 2 72057594037927943 1 5 0 2322 2 11 1224979098644774912 3 0 2330 2 1 144115188075855973 1506 2 72057594037927939 1224979098644774912 2109 2 72057594037927939 2 2133 2 144115188075855973 -1 4 0 31 2 144115188075856358 864691128455135421 2060 1 144115188075856358 3 0 NO_VOICEOVER
----

There is the text using reg6, etc., Ending dialog-state 6, and the Consequences block starting with the number of operations 25. The code where values are assigned to reg6 etc. follows it.

I don't know if this code should just be moved to Conditions block of the line or to another line, but it seems like it's too late, at least after the text. Also I don't know these reg# and s# are set correctly in other nearby cases.
 
- How to reproduce it/when/why it happens:
See the related topic above.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2 Warband v1.174 downloaded
(Note: v8.1 or v7.11 + WB v1.167 has the same problem. Seems to be inherited from Bryten...)
#34
A line "husband" was displayed instead of the degree of worshipped on the town menu screen. I hand-disassembled the line "menu_town" in the menu.txt and there appear to be two bugs.

1. The code uses 4 pairs of "lt" to compare the value of the local variable for each religion to 100 and 30, but "ge" appears to be correct.

2. Furthermore, since s15 has not been initialized, even if the all "lt" are corrected to "ge", the contents of s15 would remain unspecified in some conditions. So, it seems to that the s15 here must be initialize before.

My understanding of modding is incomplete. I'm sorry if my pointing out is wrong and mislead you.

(Spoiler)

My hand-disassembly. It does not conform to module syntax such as tuples, lists, commas, etc. I just replaced the numbers in the txt.
----
"town" 4352 {s30} none 261
assign ":L0" 0   # 2133 2 1224979098644774912 0
try_begin   # 4 0
  :
else_try   # 5 0
  :
try_end   # 3 0
store_encountered_party "$current_town"   # 2202 1 144115188075856314
  :
party_get_slot ":L12" "$current_town" 394   # 521 3 1224979098644774924 144115188075856314 394
party_get_slot ":L13" "$current_town" 392   # 521 3 1224979098644774925 144115188075856314 392
party_get_slot ":L14" "$current_town" 390   # 521 3 1224979098644774926 144115188075856314 390
party_get_slot ":L15" "$current_town" 391   # 521 3 1224979098644774927 144115188075856314 391
try_begin   # 4 0
  party_slot_eq "$current_town" 343 1   # 541 3 144115188075856314 343 1
  try_begin   # 4 0
    lt ":L14" 100 # 2147483678 2 1224979098644774926 100
    str_store_string 15 "@^The Old Gods are dominantly worshipped here."   # 2320 2 15 1585267068834417159
  else_try   # 5 0
    lt ":L14" 30 # 2147483678 2 1224979098644774926 30
    str_store_string 15 "@^The Old Gods are worshipped here, though not by many."   # 2320 2 15 1585267068834417157
  try_end   # 3 0
else_try   # 5 0
  party_slot_eq "$current_town" 341 1   # 541 3 144115188075856314 341 1
  try_begin   # 4 0
    lt ":L15" 100 # 2147483678 2 1224979098644774927 100
    str_store_string 15 "@^R'hllor is dominantly worshipped here."   # 2320 2 15 1585267068834417210
  else_try   # 5 0
    lt ":L15" 30 # 2147483678 2 1224979098644774927 30
    str_store_string 15 "@^R'hllor is worshipped here, though not by many."   # 2320 2 15 1585267068834417211
  try_end   # 3 0
else_try   # 5 0
  party_slot_eq "$current_town" 342 1   # 541 3 144115188075856314 342 1
  try_begin   # 4 0
    lt ":L13" 100 # 2147483678 2 1224979098644774925 100
    str_store_string 15 "@^The Faith of the Seven is dominantly worshipped here."   # 2320 2 15 1585267068834417212
  else_try   # 5 0
    lt ":L13" 30 # 2147483678 2 1224979098644774925 30
    str_store_string 15 "@^The Faith of the Seven is worshipped here, though not by many."   # 2320 2 15 1585267068834417213
  try_end   # 3 0
else_try   # 5 0
  party_slot_eq "$current_town" 340 1   # 541 3 144115188075856314 340 1
  try_begin   # 4 0
    lt ":L12" 100 # 2147483678 2 1224979098644774924 100
    str_store_string 15 "@^The Drowned Gods are dominantly worshipped here."   # 2320 2 15 1585267068834417214
  else_try   # 5 0
    lt ":L12" 30 # 2147483678 2 1224979098644774924 30
    str_store_string 15 "@^The Drowned Gods are worshipped here, though not by many."   # 2320 2 15 1585267068834417215
  try_end   # 3 0
else_try   # 5 0
  str_store_string 15 "@^No gods are worshipped here."   # 2320 2 15 1585267068834417173
try_end   # 3 0
:
try_begin   # 4 0
  :
  #----------------------------
  # Transferring s15-->s11
  #----------------------------
  :
try_end   # 3 0
:
#----------------------------
# Gathering to s30
#----------------------------
str_store_string 30 "@{s10} {s14}^{s11}{s12}{s13}"   # 2320 2 30 1585267068834417229
try_begin   # 4 0
  :
else_try   # 5 0
  :
try_end   # 3 0
----

In my case, the value of the local variable for R'hllor was 100, and both conditions of "lt" didn't meet. Even if x < 100 is true, checking of x < 30 will always skipped in current code, so as described above, the "lt" seems to be one of two bugs.

- How to reproduce it/when/why it happens:
Visit many towns and check the text on the left side of the town-menu till odd line (e.g. "husband") that follows the line "you are greeted by men loyal to...", etc. appears.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#35
The player can repeat to employ additional men JUST AFTER employed Eizniq na Shadhe + 86 men or Dregneiq Emde + 41 men at each tavern. Compared to other cases, they seem to be bugs. Even if it's intended behavior, it seems to be unnatural that the self-introduction by Eizniq/Dregneiq who has already been the member of the player's party is repeated.

(Two cases as far as I checked. I don't know if there are other cases similar to the above. )

- How to reproduce it/when/why it happens:
Prepare enough money, meet Eizniq na Shadhe at a specific tavern, talk and employ him + soldiers. Before go out the tavern, talk him again. He repeats self-introduction and the player can employ additional soldiers. (After once go out the tavern, the player cannot do that). Do the same for Dregneiq Emde.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#36
(Spoiler)
In the quest to rescue Reed from a camp, when the player character is defeated, it is difficult for the player to understand what happened, as being taken prisoner is not explained and time continues to advance in the same location. It is necessary to indicate that the player character has been taken prisoner, just as it done when lost to a lord.

----
qstr_You_have_managed_to_j
You have managed to just barely escape your disastrous defeat through the valour of your men and the gods sense of humour to not have you die this day.^You know in your heavy heart that you may not be so lucky next time.
----

- How to reproduce it/when/why it happens:
(Spoiler)
Defeat Brog Matter at a quest, wait next quest from him, visit the camp, fight and lose, and read the sentence displayed.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#37
V9.0 / The player speaks weapon smith's words
February 16, 2024, 03:10:10 PM
(Spoiler)

Related topic:
(v8.2) A weapon smith speaks player's words by me

When the player character receives an ordered sword of valyrian steel, the player character herself/himself speaks "Ah, yes of course, here you go, ...".

As with the related topic above, I experimented by rewriting 69631 in the relevant line of conversion.txt to 4095, and weapon smith's face and name were displayed correctly.
(I believe 69631=0x10FFF="anyone|plyr" and 4095=0xFFF="anyone" in the source code of mod systems)



----
dlga_qohor_buy_sword_ready:qohor_buy
Ah, yes of course, here you go {playername}.
----

Also, choices like "Sure, let me see..." or "No thanks, ..." aren't connected well with the sentence "Ah, yes ...", so it seems like it should be made so that one click is required before the choices appear. It seem to be needed also in the case of the related topics above.

- How to reproduce it/when/why it happens:
(Spoiler)
Get a valyrian steel after a quest, explore a town, meet the weapon smith, order to reforge a sword from the steel. After a certain period, meet him again to receive the sword, select "Do you have my sword ready?". The player character speaks "Ah, yes of course, here you go, ...".

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#38
(Spoiler)
In the quest to find an abandoned castle requested from Ser Janis Lyren, one of the things the player need is "tool". Both the "tools" mentioned by the requester and the "some tools" in the quest description are plural, but in the game, just one tool is enough.

Since the number is unknown from the requester's words and the quest description, players must purchase some (at least two?) but it ends up in vain. It looks like you need to change the actual needed number of tool to more than one, or to modify both the requester's sentence and the quest description.

---- Requester's sentences
dlga_ruined_quest_choice_yes:ruined_quest_choice_yes1_new
Well, here's the thing, all I know is it's near Essos. Oh, and it's in ruins, did I forget to mention that part? Anyhow we will need tools, at least 50 men and possibly around 10k stags. It's a lot to ask I know. But if we do find it, then you have a castle for yourself and I can rest knowing I have fulfilled my fathers dream.
---- quest description
qstr_Ser_Janis_Lyren_has_a
Ser Janis Lyren has asked you to help find his ancestral home somewhere in or around Essos. He says you will need some tools, at least 50 men and 10,000 silver stags to rebuild it. Be wary of slavers and pirates near to the castle.
----

In addition, the similar line in the quests.csv (quests.txt) below seems not to be used. I don't know for what it is but it can become a potential bug.

---- A line in the quests.csv. When is this used?
qst_old_valyria_text
Ser Janis Lyren has asked you to help find his ancestral home in Essos. He says you will need some tools, at least 50 men and 10,000 silver stags to rebuild it.
----

- How to reproduce it/when/why it happens:
(Spoiler)
Meet Ser Janis Lyren at a certain place, accept the quest, prepare 2 or 3 tools, find the castle, save the game here. Abandon some tools so that you have 0, 1, 2, or 3 tools and enter the found castle. Compare result of the cases and know how many tools are needed.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded

Related topic:
(v8.2) Qarthigar (castle) and Taelon (village) are listed but have no building by me
#39
V9.0 / Level to call a horse is not shown
February 08, 2024, 02:04:31 PM
In the [Q]-[Game Concepts] (info_pages), there is a description about H key to call player's horse but it cannot work till the player character's riding skill reaches a specific value (it seems to be 4).

I think the skill value should be shown to both the Riding skill description and the Game Concept window. In case that the player doesn't need higher riding skill than 3, she/he would consider H key doesn't work at all despite the description in the Game Concepts.

----
skl_riding_desc
Enables you to ride horses of higher difficulty levels and increases your riding speed and manuever. (Personal skill)
---- (I recommend something like)
Enables you to ride horses of higher difficulty levels and increases your riding speed and manuever. You can call your horse in battle if this value is 4 or higher. (Personal skill)
----

----
ip_awoiaf_formations_text
Advanced Formations: active with ... ,^Key H - Use to call your horse in battle,^key F6 ...
---- (I recommend something like)
Advanced Formations: active with ... ,^Key H - Use to call your horse in battle if Riding is 4 or higher,^key F6 ...
----

- How to reproduce it/when/why it happens:
[Q]-[Game Concepts]-[Battle Keys and Orders], and read the description for H key.
[C]-[Skills and Attributes] on the world map or [C] in the town etc., hover over "Riding", and read the description.

- Game version (and steam or downloaded):
AWoIaF v9.1 (at least since v7.11). Warband v1.174 downloaded
#40
When the player character asked Wun-Wun if he supports, Wun-Wun's interrogative sentence "{playername} want to rule over little people?" and the player's both two choices are not connected smoothly.



---- Wun-Wun
str_wunwun_kingsupport_1
Giants have no king, live like bears. {playername} want to rule over little people?
---- Player
dlga_member_kingsupport_1a:member_kingsupport_2
Would you then support my cause?
--
dlga_member_kingsupport_1a:do_member_trade
Very good. I shall keep that in mind.
----

- How to reproduce it/when/why it happens:
(Spoiler)
Start a new game with a specific condition needed, visit a specific place and get Giants, talk to Wun-Wun from the party member list. Select "I'd like to ask you something.", select "I suppose you know that I aspire to be...". Compare the Wun-Wun's interrogative sentence and each of two choices for the player.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2, v8.1. Warband v1.174 downloaded
#41
V9.0 / Text: "he Water Gardens", Drone
February 08, 2024, 09:27:13 AM
---- Missing only one letter "T" at the beginning?
str_tyrene_home_recap|he Water Gardens are the closest thing I know as home. I only have faint recollections of my septa mother reading The Seven-Pointed Star to me.
---- Drone --> Dorne
str_tyrene_kingsupport_2|I will miss killing your enemies for the time I am away, but I will travel to Drone to attempt to sway the people to follow you. Just save me a few prisoners until I get back.
----

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2, v8.1. Warband v1.174 downloaded
#42
V9.0 / Missing king-support question to Nymeria Sand
February 08, 2024, 09:18:16 AM
There is no player's choice "I suppose you know that I aspire to be..." when the player asked Nymeria. In case of many other companions including other Sand Snakes, the choice exists.

----
dlga_member_question_2:member_kingsupport_1
I suppose you know that I aspire to be {reg59?Queen:King} of this land?
----

The conversation with Nymeria (str_nymeria_kingsupport_xxxx) seems to be prepared but not to be used. For example:

----
str_nymeria_kingsupport_1
So, you fancy yourself as the claimant of the Iron Throne? I imagine you would make as fine a ruler as you do a warrior.
----
str_nymeria_kingsupport_2
Then I will leave at once to Dorne and gain support for you from my families banner men.
----

- How to reproduce it/when/why it happens:
(Spoiler)
Start a new game with a specific condition needed, visit a specific place, hire Nymeria, talk to her from the party member list. Select "I'd like to ask you something.". Compare the player's choices with others. There's one missing.

- Game version (and steam or downloaded):
AWoIaF v9.1, Warband v1.174 downloaded
#43
V9.0 / Goal of the Always Winter quest
February 03, 2024, 09:11:31 AM
Near the end of the quests in the northern region, after the player accept the request from Jeor to scout the Land of Always Winter, the purpose of the scout is not written in the quest description.
----
qstr_You_must_gather_a_sm
You must gather a small force and possibly a Valyrian weapon and scout the lands of always winter. Return to the Lord Commander to relay your findings.
----

Many players may be likely to get lost (like me). It would be okay while the player remember the series of conversations with Jeor Mormont, but the player will forget it after a while between plays. In reality, the quest is completed when the player character meet a group of White Walkers, so it seems like the quest description needs additional information that includes Jeor's words like "the bigger threat than Wildings" or more direct "White Walkers".

Jeor's words just before the player accepts "The Lands of Always Winter" quest:

---- Jeor
dlga_lord_10_btb_quest:lord_10_btb_quest1
Well, this is most unfortunate. I fear we will not last long if the Wildings decide to attack our walls and I have heard rumours of an even bigger threat stirring in the depths of the far north.
---- Jeor
dlga_lord_10_btb_quest1:lord_10_btb_quest2|I'm afraid it's up to you now {playername}. I shall need you to gather a small army and scout the lands of always winter and see what truth these rumours hold.
---- Jeor
dlga_lord_10_btb_quest2:lord_10_btb_quest3|Jon Snow will accompany you. He holds a Valyrian weapon and if the rumours are indeed true then mere mortal weapons will be useless against these creatures. He knows the lands north of the wall better than anyone and he can vouch for anything you witness whilst out there.
----

As you see, the words "White Walkers" is not spoken here though it was spoken by both the player character and Jeor in the preceding quests. Not all players may remember it when she/he accepts the Always Winter quest. Especially if she/he saw the words and then resume playing again a week or so later.

- How to reproduce it/when/why it happens:
Start a new game from Westeros, accept the first quest to the North, complete all preceding quests and accept the scout quest from Jeor Mormont, use Q key to read the description of the quest "The Lands of Always Winter".

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2, v8.1, v7.11. Warband v1.174 downloaded
#44
While the "Blood Sacrifice" quest by Draqen Ormatis of Qohor, the player have a (random) chance to duel with the enemy (Calypso Eranelar) before starting the battle with Calypso's army. In each case that you won or lost the duel, the winner's/loser's name is wrong.

----
The duel is over, and you have defeated xxxxxx. Bards will...
----
xxxxxx was an opponent too skilled for you. You have been defeated. While xxxxxx's fame will grow...
----

As long as I checked several times, all of the three xxxxxx above was the player name. It must be "High Bearded Priest Calypso Eranelar".



Note that the one-on-one duel happens randomly. In order to recreate the situation, we must repeat till the duel happens and repeat the duel at least twice to check both cases (win/lose).

The case of the Sparrow may have the same problem but I've not check it. Please check also it. On the other hand, there seems to be no problem in case that the opponent is one of lords met in the world map, as far as I tried with 7-8 factions.

Related lines in csv:

---- Calypso Eranelar
dlga_bearded_priests_introduce:bearded_priests1
HALT!! You have committed crimes against the bearded priests and must now confess your sins of atonement.
---- Player (Whichever you choose, the result is the same)
dlga_bearded_priests1:bearded_priests_attack
We confess!! We confess!! (you fall to the ground whimpering)
--
dlga_bearded_priests1:bearded_priests_attack.1
Sins of atonement?! Pah.. Lets see how shiny that axe stays when I use it to take your head!
---- C
dlga_bearded_priests_attack:close_window
So be it.
---- P
mno_tactical_nuevo
Commander's Options.
---- P
mno_choice_2
Call your enemy forward for a duel of honour.
---- (Repeat above from the beginning till your enemy accept the duel)
menu_lucha_1_p
The general of your enemy stands out in front of his army and points towards you, inviting you to a duel.
---- P
mno_defendiendo_7
Accept.
---- (Repeat the duel till you get two results, win/lose)
menu_viking_duel_win
The duel is over, and you have defeated {s1}. Bards will talk about your victory, and the fame of your feat will spread by word of mouth.
--
menu_viking_duel_lose
{s1} was an opponent too skilled for you. You have been defeated. While {s1}'s fame will grow from the victory, thanks to the songs of bards, men will remember your name only as that of the beaten.
----

- How to reproduce it/when/why it happens:
Acquire sufficient financial and military strength, visit Inn of Qohor, meet Draqen Ormatis, accept the quest to defeat Calypso Eranelar, and visit the Temple of the Bearded Priests. Save game here, and raze the temple. Save again to another slot if you had chance to save game before the following fight. Meet (or being caught) Calypso Eranelar's party. In the menu to start the fight, select "Commander's Options." and "Call your enemy forward for a duel of honour.". If you get other message than "The general of your enemy stands out in...", then reload and restart from the point before the meeting. Read the sentences after each of you won and lost.

- Game version (and steam or downloaded):
AWoIaF v9.1 Warband v1.174 downloaded
#45
When the player asks the Master of Whisperer to send gifts, some problems occur.

1. As gift for lady, "tile" and "fine cloth" are included but they don't exist in item_kinds. If "tile" is "silk hat" and corresponds to "itm_raw_silk|Silk", then the shown word should be "silk". Also, instead of "fine cloth", it must be "fine velvet" (I checked one fine velvet was used as the gift).

2. The number of needed items for gift to a lady (dyes, tile or fine cloth) is not shown when the player sends to a lady. As far as I checked, 2 dyes are used, silk seems to be uncirculated at markets, 1 fine velvet is used.

3. In needed items for gift to a lord (ale, wine or oil), oil seems to be uncirculated at markets. We might be able to see oil at delivery quests from guild master, but it seems not to be sold in stores at least AWoIaF v8.2 and later.

4. When the player tries to send a gift to a lord/lady/settlement of hostile faction, the Master of Whisperer mistakes the faction name. For example, when Iron Islands is hostile and you ask the Master of Whisperer to send gift to any of a lady/lord/settlement of Iron Islands, he says "Given that we're currently at war with the Braavos and ...".

- How to reproduce it/when/why it happens:
(1) Explore all towns/villages and find "Silk" or "Oil" for sale. I cannot find them.
(2) Play as an independent faction, hire the Master of Whisperer, collect enough items for each gift, talk to the M of W, select "Please send a gift." and try following selections. You will see undefined items "tile" and "fine cloth" in both the M of W's sentence and the player character's choice (The "tile" might be "silk" but is not sold. The "fine cloth" must be "fine velvet" as far as tested). Also you will not be able to know the number of dyes/tile/velvet to collect.
(3) While Iron Island is one of your hostile, try to send gift to a lady, a lord, or a settlement (i.e. town or castle) of the faction via the Master of Whisperer. He will say "... Braavos ..." instead.

- Game version (and steam or downloaded):
AWoIaF v9.1 Warband v1.174 downloaded
#46
V9.0 / Religious facilities are not safe
January 02, 2024, 04:28:32 PM
Recent hint_16 in en/hints.csv says:
----
If being chased on the world map you can wait in the various taverns or temples of your religion that are scattered about the map.
----

When the player character's religion is Seven, I visited a Septry with about 20 troops and selected "Rest here for some time.", but a group of bandits came and challenged while time is progressing.

Related topic: Evacuation at septries (Hint 16) by me

- How to reproduce it/when/why it happens:
Check the player character's religion using [C] on the world map, lead a party with small troops, attract an enemy party around a religious facility related to the player char, run in the facility, select "Rest...", wait till the enemy find you.

- Game version (and steam or downloaded):
AWoIaF v9.1 Warband v1.174 downloaded
#47
When the player character ask Yoren "How did you come to join ...", Yoren must answer "I was young, saw my ..." and the player char "You knew who ..." but Yoren explains about blunt weapons instead and the "I was young, saw my ..." is skipped.

---- Player
dlga_ramun_talk:ramun_ask_about_capturing|How did you come to join the Night's Watch?
---- Yoren
dlga_ramun_ask_about_capturing:ramun_have_blunt_weapon|New to this, aren't ya? Lemme explain it in simple terms. The basic rule of takin' someone prisoner is knockin' 'em down with a blunt weapon, like a mace or a club, rather than cuttin' 'em open with a sword. That way 'em go to sleep for a little while rather than bleeding to death, ya see? I'm assumin' ya've a blunt weapon with ya, {lad/lassie}.
---- Player
dlga_ramun_have_blunt_weapon:ramun_have_blunt_weapon_yes|Of course.
dlga_ramun_have_blunt_weapon:ramun_have_blunt_weapon_no|As a matter of fact, I don't.
---- Yoren
dlga_ramun_have_blunt_weapon_no:ramun_have_blunt_weapon_no_2|No? Heh, well, this must be ya lucky day, {lad/lassie}. I've got an old club here ya can use. It's a bit battered, but still good enough to bludgeon someone until he stops movin'. Here, take it.
---- Player
dlga_ramun_have_blunt_weapon_no_2:ramun_have_blunt_weapon_yes|Thanks, Yoren. Perhaps I may try my hand at it.
---- Yoren
dlga_ramun_have_blunt_weapon_yes:ramun_ask_about_capturing_2|Good. Then all ya need to do is beat those bastards down with ya weapon, and when the fightin's over ya clamp 'em in irons. It's a bit different for nobles and such, 'em tend to be protected enough that it won't matter what kind of weapon ya use, but ya average rabble-rousers will bleed like a stuck pig if ya get 'em with somethin' sharp, and a dead rabble-rouser is no good to anyone.
---- Player
dlga_ramun_ask_about_capturing_2:ramun_ask_about_capturing_3|You knew who it was?
----

- How to reproduce it/when/why it happens:
Meet Yoren for the first time when the player character hasn't met him yet, select "How did you come to join the Night's Watch?" from the choices. Yoren begins explanation about blunt weapons instead of "I was young, saw my ...". After the player character answered whether having such weapon, Yoren's "I was young, saw my ..." is omitted, and the player char ask him "You knew who it was?".

- Game version (and steam or downloaded):
AWoIaF v9.1 Warband v1.174 downloaded
#48
(Unlike other training villages) training does not progress at all in the training village in the northeast of the North. The conversation loops from the beginning "Good day" after defeated the first opponent.

Some other (all??) training villages work well. Please check code for all.



- How to reproduce it/when/why it happens:
Locate to the North, visit the training village in the north-east, select "I am ready for some practice", defeat an opponent, and talk to the trainer.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2, Warband v1.174 downloaded
#49
After selected [Camp]-[Second Outfit] and put a set of arrows to the left side, it disappears when reentered to the window. However, when put a hunting bow there after that, the arrow appears. Removing the bow causes arrow disappeared again.

As another problem, the player cannot put level1 bow or level1 shield there, and she/he cannot know what can be put. (I've not check other higher level weapons. Level 2 horse seems to be able to be put.)

- How to reproduce it/when/why it happens:
Hold arrows, a few levels of bows, a few levels of shield. Do [Camp]-[Second Outfit], put arrow to the left side, push "Return" to close the window, enter the window again, and check left side. After that, put a hunting bow to the left. Try also level1 bow, level1 shield, or other type/level of items.

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2, Warband v1.174 downloaded
#50
In other xxxx_intel_mission, the context is something like "I will go to s17 to get information about s18", so Nymeria's one below seems to be an error.
(IN ADDITION, it's not "Sky Reach" but "Skyreach" AFAIK.)

----
str_nymeria_intel_mission|My best friends are Jeyne and Jennelyn Fowler I am certain I can gain some information about {s17} at Sky Reach.
----

- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2, v8.1, Warband v1.174 downloaded
#51
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
#52
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
#53
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)
#54
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)
#55
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)
#56
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)
#57
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
#58
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
#59
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
#60
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