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#136
V8.0 / Re: (Dubious) Gender judgment in player's choice
October 16, 2022, 07:30:36 AM
Thank you for the reply and the excellent MOD.

Quote from: Produno on October 15, 2022, 03:54:49 PMI am pretty sure this is a reply to the player.

I've just tested the conversation with Kurleket today. It is a choice of the player as I anticipated (attached).

(I've not tested a female player character, but probably the "my lord" would be replaced with "my lady")

- How to reproduce it/when/why it happens:
Employ one of them, Open the party member list, Select "Talk", "I'd like to ask you something.", and "I suppose you know that I aspire to be {reg59?Queen:King} of this land?".

- Game version (and steam or downloaded):
AWoIaF v8.1, Warband v1.167 downloaded
#137
After performed as a farmer at Dale Head (a village near Duskendale), I got message "you gain 0 xp and Dale Head". That seem to occur rather often at any village.

In the image attached, I performed farmer-work 3 times. At the first work, I normally got a sausage and it was added to the inventory. Second, I got the village name "Dale Head" in the message and a Barrel of Mead in the inventory. Third, I got a sausage again but the Mead disappeared.

When the village name was shown, the value of xp is 0 or 1 as far as I checked a few times. That occurs even on the 1st day in a new game.

- How to reproduce it/when/why it happens:
Visit a village, select "Perform some very basic work for the village (be a farmer)." and "Yes I am sure.", repeat the basic work 4 or 5 times till you see the village name.

- Game version (and steam or downloaded):
AWoIaF v8.1, Warband v1.167 downloaded
#138
Related topic: "Unmotivated practice melee fighters in arenas" by me

(I tried to replying to it but that causes an error "Please enable JavaScript" though the switch for it is enabled in my Chrome browser)

Additional information to the staring at each other in arenas.

Many warning lines fill up the "Messages" screen when I push [Q key]-[Recent Messages] just after I started a practical melee fight at an arena (probably any arena). I don't know whether this affects the "staring at each other".

----
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: 38; 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: 39; 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.
----

The ID number is sequential from 15 to 39 (and the earlier numbers seem not to remain in the message buffer)
At this time, "Opponents Remaining: 40" is shown in the main (fighting) screen (probably at any arena).

In addition, the remaining number sometimes ends in "-1" when I beat all opponents.

- Game version (and steam or downloaded):
AWoIaF v8.1, Downloaded
(I never seen these "staring", "remaining -1", and "warning" with v.7.11. I often see the staring and the -1, and always see the warning with v.8.1 as far as I know)
#139
V8.0 / Lifespan of the fortified camps
October 12, 2022, 12:30:04 AM
There seems no delay for building/destroying an fortified daily camp, though [Q key]-[Game Concepts]-[Camp Entrenchment] page says it takes hours or days to build according to the engineering skill and it remains about 3 days.

Just after I turned on the checkbox "Fortify Camp" in the camp menu, "Visit your camp" button shows already the camp was fortified with pickets.

I tested when the Engineer skill of my party is 4. I pushed the "Wait here" and "Wait here for some time." button to wait. In the world map, the camp is showed as multiple tents and multiple horses as soon as starting camp unlike a normal single tent/horse. After 7 days in the game, As soon as I click the ground to stop camping, the tents/horses disappears and the travel is resumed.

There seems to be inconsistencies between the Concept page and the real behaviors.

ip_entrenchment in the info_pages.txt:
----
... The time required to entrench is based upon the number of soldiers in your army and your parties skill in engineering. A small band of warriors with no skill in engineering will take days to entrench a camp site. An army of 30 or more with a few points in engineering can accomplish this in just a few hours.^^When you complete the entrenchment, a circle of pickets will surround your camp. This entrenchment will remain in place for approximately three days after leaving the entrenchment. You can leave and return to the entrenchment during this time without having to do any ...
----

- Game version (and steam or downloaded):
AWoIaF v8.1, Warband v1.167 downloaded
#140
Most companions tell player their condition (or their wish to the player) to be employed when not only they met for the first time but also they met again. The sentence has an ID str_xxxxx_signup_2 and it is spoken till the player employs them.

But Shadrich says "Only then I will pledge you my blade." and the player cannot know Shadrich's employment condition unless the player remember it. Shadrich speaks his employment condition only once using the str_3_signup when he meets the player for the first time.

Val's context also has similar and smaller problem. She says only once about the threat of the winter and her mission to persuade at the first contact with the player (using the ID str_4_signup), and when met later, she says "So, are you willing to help or am I wasting my time here?" (using the ID str_4_signup_2). The player cannot know what and how does the player help Val unless the player remember it.

Other companions seem to have no problem as far as I checked the strings.txt and corresponding game_strings.csv briefly.

An example of Shadrich (when the player meets again).

----(Shadrich)
dlga_start:companion_recruit_meet_again
We meet again.

----(Player's choice)
dlga_companion_recruit_meet_again:companion_recruit_backstory_delayed
So... what have you been doing since our last encounter?

dlga_companion_recruit_meet_again:close_window
Good day to you.

----(Shadrich)
str_3_backstory_later
Perhaps it is time that you decided that you need my sword.

----(Player's choice)
dlga_companion_recruit_backstory_delayed_response:companion_recruit_signup_b
I might be able to use you in my army.

dlga_companion_recruit_backstory_delayed_response:close_window
I'll let you know if I hear of anything.

----(Shadrich)
str_3_signup_2
Only then I will pledge you my blade.

----(Player's choice)
str_3_signup_response_1
I share your sentiments friend. I fight every battle to last of my dyeing breath.

str_3_signup_response_2
In fact, I have changed my mind.

----(Shadrich)
str_3_payment
I ask you pay me {reg3} stags upfront, this will cover my living should you die while I am in your employ, I do not want to be a poor knight.

- How to reproduce it/when/why it happens:
Before you meet Shadrich (or Val), find him (her), talk to, select "I might be able to use you in my army.", select the first entry in the next choice, don't employ him (her), after some days, find him (her), talk to, and select "So... what have you been doing ..." and the following "I might be able to use you in my army." again.

- Game version (and steam or downloaded):
AWoIaF v8.1, Warband v1.167 downloaded
#141
V8.0 / Some npcs speak "n/a" against "your story again"
October 10, 2022, 12:47:17 PM
The attached image shows that Kurleket spoke "n/a". The back story of some npcs seem to be "not assigned" (n/a). I compared with the other npcs guess the ID of the questionable line is str_xxxx_backstory_b.

str_kurleket_backstory_b
str_wunwun_backstory_b
str_dongo_backstory_b
str_son_backstory_b
str_daughter_backstory_b
str_event_backstory_b
str_brog_backstory_b
str_reed_backstory_b
str_obara_backstory_b
str_nymeria_backstory_b
str_tyrene_backstory_b

I have not tested other npc than Kurleket (and also lords or such people who join to player's party).

- How to reproduce it/when/why it happens:
Hire one of them, select her/him from party, "I'd like to ask you something.", "Tell me your story again".

An example (conversation with Kurleket):

----
dlga_member_talk:member_question
I'd like to ask you something.
----
dlga_member_question:member_question_2
Very well. What did you want to ask?
----
dlga_member_question_2:member_background_recap
Tell me your story again.
----
str_kurleket_home_recap
Remember, if you do not pay back the Bank of Braavos, you will pay the Iron price.
----
str_kurleket_backstory_b    <-- I guess
n/a
----
dlga_member_background_recap_3:do_member_trade
Then shortly after, I joined up with you.
----

- Game version (and steam or downloaded):
AWoIaF v8.1, Warband v1.167 downloaded
#142
Dacey Mormont is speaking. She complains to the player character about sending someone (male) to somewhere.

str_dacey_kingsupport_objection:
----
Mormonts have been hunting Wildlings for as long as I can remember. You mark yourself as an enemy of the Free Folk by sending him out in your name.
----

My question is:
Is this "enemy of Free Folk" appropriate?

I have not reproduced the situation and don't know who is the man sent out, but compared the sentence with Dongo's. He complains about Dacey and he says to player character as below.

str_dongo_kingsupport_objection:
----
Dacey Mormont. Mormont, a name we fear and hate. The name of the Crow King, you make enemies of the free folk.
----

I make sense that he call Mormonts "enemy of the FF" but I feel a contradiction the Dacey's "enemy of the FF". IMHO, it seems to that Dacey should say "enemy of Mormonts" or something like "...of North" or "...of me" unless she worries about the player character takes sides with Mormonts.

(If the man who sent out is Mormonts, Dacey's speech would be right as a warning to player character. But I cannot find any companion from Mormonts other than Dacey as far as I read the strings.txt and translated csv files.)


Sorry if this is my misunderstanding and confuses the developers.

- Game version (and steam or downloaded):
AWoIaF v8.1, Warband v1.167 downloaded
#143
V8.0 / (Dubious) Gender judgment in player's choice
October 08, 2022, 07:29:34 PM
I believe each of the IDs str_xxxxx_kingsupport_2b in the strings.txt (or translated game_strings.csv) means one of the choice between two that the player should select (i.e. the player character speaks the words). Actually the "...2a" and "...2b" seem to be the player's choice at a conversation with most companions.

However each of the lines below has a gender judgment "{mmmm/ffff}" in it. I guess the "my lord" is displayed when player character is male even if the companion is female.

----
str_kai_kingsupport_2b
I am sorry {my lord/my lady}, but this I feel this is not right.
----
str_reed_kingsupport_2b
str_obara_kingsupport_2b
str_nymeria_kingsupport_2b
str_tyrene_kingsupport_2b
str_brog_kingsupport_2b
str_event_kingsupport_2b
I am sorry {my lord\/my lady}, but I feel this is not right.
----
str_kurleket_kingsupport_2b
I am sorry {my lord/my lady}, but I feel this is just not right.
----
str_son_kingsupport_2b
I am sorry {father/mother}, but I feel this is not right.
----
str_daughter_kingsupport_2b
I am sorry {father/mother}, but I feel this is not right.
----

I have not reproduced the situation but just compared lines in the text file. Sorry if I'm misunderstanding.

- Game version (and steam or downloaded):
AWoIaF v8.1, Warband v1.167 downloaded

(Edited to add "brog", "event", and "kurleket")
(Edited to add "son" and "daughter")
#144
V8.0 / Practice at a personal settlement ends oddly
October 05, 2022, 10:23:05 PM
(Note: This is not of Training Camp)
After I started the practice at a very own settlement (i.e. a personal settlement) and knocked down the first guy, anytime I can not meet the trainer but an unknown guy instead. The man stands at a bit far away (80 steps or so) and his name is "{!}multiplayer end". If I talk to him, he says "Surrender or die scum. Make your choice". The Players can leave the field using Tab key. The second opponent does not come and the practice is left half-done.

The personal settlement needs to be improved once to employ a trainer (Master at Arms).

- How to reproduce it/when/why it happens:
This seems to happen always.

Build a personal settlement using [Camp]-[Your Settlement]. Improve it once (with some materials). Employ Master at Arms. Take a walk around. Find and talk with him. Select "I am ready for some practice." and "Yes I am.". Knock down the first opponent. Unlike general Training Camps around the map, the trainer does not appear.

Find a man standing far away. You probably need to use Shift key to zoom. In case of undulating terrain, you may have to walk around. In my case, the man stands at a distance of about 80 steps.

- Computer specs:
Laptop, Win8.1 64bit, Core i7-4600M 2.9 GHz, 8 GB memory, GeForce GT 730M

- Game version (and steam or downloaded):
AWoIaF v8.1, Warband v1.167 downloaded
#145
V8.0 / Ship trap in Oldtown
October 05, 2022, 07:49:12 PM
Player's fleet can accidentally go upstream of the Oldtown and it never return to the sea again.
This happens when you intentionally repeated to land/sail toward landing points that are nearer to the upstream.
Attached image of v8.1: (1) My ships are sailing on the sea. (2) Landed at a LP. (3) Another nearer LP that is in the wall. (4) Landed on the bridge-like field. This sometimes happens but is not indispensable to reproduce the situation. (5) My ships were accidentally put to northern side and cannot be out to sea.

That happens also in v7.11 and the image shows a stuck ship. When I pass by it, it makes noisy sound (often-heard on the sea) struggling to move but it is in the same place whenever I visit there.

- Computer specs:
Laptop, Win8.1 64bit, Core i7-4600M 2.9 GHz, 8 GB memory, GeForce GT 730M

- Game version (and steam or downloaded):
AWoIaF v8.1, Warband v1.167 downloaded
(AWoIaF v7.11 has the same problem)
#146
str_npc8_home_description
Evanfall --> Evenfall

str_npc8_home_recap
evenstar --> Evenstar

qstr_{s21}_pulls_their_ha
qstr_{s21}_pulls_their_han
{s21} pulls their hand away before you... --> her hand?

dlga_nw_join_05:nw_join_09
...me. I'm {playername) the... --> ...{}...

str_kai_turn_against
My Lord, My Lady ... a King/Queen ... --> {}...{}...

str_bronson_retirement_speech
...again (My lord/My lady). --> ...{}.

str_bronson_rehire_speech
...again, (my lord/ my lady). --> ...{}.

str_bronson_kingsupport_1
...cause my (lord/lady), a strong... --> ...{}...

qstr_{s10}_{reg1?daughter
...{reg4?, betrothed to {ss5}:}... --> s5 ? s15 ? or??

- Game version (and steam or downloaded):
AWoIaF v8.1, Warband v1.167 downloaded
#147
V8.0 / Text: Wood types for ships
October 03, 2022, 06:44:01 PM
The wood types for ships are defined as "Oak", "Pine", and "Ash" by str_ship_wood_1 - 3. Assuming it is right, the "beech" in following two texts contradict with it, and these "beech" seem to have to be "ash".

----
dlga_port_chief_info_c_2:port_chief_info_main
The second important factor is the type of wood the ship is made from. Ships made out of oak wood are the best ships, but are also expensive. Beech is cheaper, but it rots faster.
----
ip_ship_info
... Finally the wood used for ship construction affects its durability. While ships made of oak wood are very durable, ships made of beech wood need to be repaired more often. ...
----

- Game version (and steam or downloaded):
AWoIaF v8.1, Warband v1.167 downloaded
#148
V8.0 / (Concept page) Button for the Moral report
October 03, 2022, 12:44:02 AM
The text displayed  by [Q]-[Game Concepts]-[Morale] says in its last sentence:
----
The morale report, accessibly by hitting the 'reports' button will give...
----

It should be not "'reports' button" but something like "C key followed by the 'Party' button".

- Game version (and steam or downloaded):
AWoIaF v8.1, Warband v1.167 downloaded
#149
V8.0 / The player met himself
October 03, 2022, 12:22:48 AM
It is not reproduced again.
According to my hazy memory, I visited the load's hall of "Hornwood" (a castle, east of "Winterfell") or possibly of neighboring "The Dreadfort". When I exited from the door (not by Tab key but F key in front of the exit), another me (with the same name, face, and equipment) was standing by the door. There was also one or two soldiers next to him.

- How to reproduce it/when/why it happens:
No reproducibility.

- Game version (and steam or downloaded):
AWoIaF v8.1, Warband v1.167 downloaded

- Additional information (Screenshots etc):
I should have taken a screenshot.
#150
V8.0 / A trivial thing: the Warrior
October 02, 2022, 11:16:34 PM
In the dialogs.txt:
----
dlga_sacparty_action:regular_member_talk
- He prays to the Warrior for strength. - Amen. Your men will feel better now.
----
dlga_fort_septon_action:fort_member_talk
- He prays to the warrior - Your men will feel better now.
----

The former line is right.
The latter "the warrior" should be "the Warrior" (capital) because it means a specific face of seven faces.

- Game version (and steam or downloaded):
AWoIaF v8.1, Warband v1.167 downloaded