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#161
drakkkan

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Hi tocan,

 

you are right. I often help bandit to kill a lord, so it may be that. Can you explain me how to do it or give me your mail by MP?



#162
tocan

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In response to post #11746960.

if you have some experience with the module system -> download the tc source -> add a trigger that give you negative relations with the outlaw faction.

otherwise you can send me your save toca_s86@hotmail.com
but i'm not at home for a week...

#163
Gustavowi24

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In response to post #11727835. #11746694 is also a reply to the same post.

I just recruit my troops with the constable most of the time , that's why I would like a line in the constable to recruit "playerfaction" troops!

Edited by Gustavowi24, 11 February 2014 - 08:54 PM.


#164
tocan

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In response to post #11727835. #11746694, #11843575 are all replies on the same post.

ok now i got it. sorry i think my brain was on holidays.

anyway good idea since the constable can recruit from any faction except the player faction troops.
and it's a simple thing but you need to wait until weeknd.

regards
tocan

#165
Jakusotsu

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When I try to break out a lord from prison they turn hostile against me and the guards and go down with 1 hit from both me and guards. Pretty much impossible to rescue anyone from prison. Other than that it's an awesome mod.

#166
tocan

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In response to post #11990205.

it's a native bug that can happens sometime. restart warband and you can break out the lord.

#167
MutatedMark

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Not sure but i never saw that happening in the regular Warband game so if you convince a lord to join your faction or the faction you are serving, then you still have to fight him on the battlefield thats a bug in tocan right? Happend often so its not a one timer.

In the vanilla game they simply switch back to the map view and the lord who will join you travels away from you... any chance for a fix so the game behaves like in the default game?

Cheers
Mark

Edited by MutatedMark, 23 February 2014 - 04:55 PM.


#168
Phoenixions

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Hi there Tocan.

First of all, please let me thank you for this great mod, that fits perfectly to what I needed to have a great game!

I just noticed a thing, maybe a bug or some kind, and I'm not sure if it's a Native problem or not :

I took over my first own castle and created my kingdom. A few weeks later, while I was trying to bring more soldiers in the castle and upgrading them, two Rhodok lords came in my castle and just after that, the Rhodok Kingdom declared war on me. The problem is, that these two lords seem to be stuck in my castle, they won't even move again I guess, until someone takes back my castle (but that won't happen). I think it could be cool to have the possibility to emprison these lords by just asking the guards in the Lord's Hall. I don't even have the possibility of offering them to join my kingdom, because they are two and they won't want to talk privately while the other one is there. The strange thing is that they get more and more soldiers every day. They came in with around 50 soldiers each, and now they are at 200 or more (a few weeks later).

That's all, I'm not sure if you can fix it, but I guess you can add an option to emprison them, I'm sure it can be done. And that would be great.

Thanks again, I'll keep followig next updates!

Regards.

Edited by Phoenixions, 04 April 2014 - 11:08 AM.


#169
joesonfire85

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I'm using floris mod pack right now and I would just like to know how this compares to floris?

#170
bmstriker917

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Possible bug 1: naked custom troops.
To get this:
1) choose "player faction" or "no faction" option with the chancellor
2) go to one of your castles or towns
3) enter the keep
4) save the game
5) quit and load the game you just saved
6) all of the custom guards inside the keep will naked.
-In addition, saving your game inside a castle or town that you are besieging (for example entering the besieged town/castle in disguise and then save the game) will cause any custom troops you brought to be without any equipment when you assault the town/castle.
-Also, this is likely to be the same problem abogosavljevic92 posted about.

Possible bug 2: the guards in the town's streets aren't of the player's culture
To get this:
1) choose "player faction" or "no faction" option with the chancellor
2) go one of your towns
3) walk in the street
4) the guards are of different culture

Possible bug 3: Unlimited free money and troops exploit during a claimant quest.
To get this:
1) start any claimant quest
2) conquer any castle or town
3) choose give fief to nobody option at the end of the siege.
4) don't move from the area and immediately talk to the claimant in your party.
5) choose the dialogue option to about "unaffiliated" fief.
6) Select the name of the castle/town you just conquered and again choose to give it to nobody.
7) This will cause the plunder distribution to pop up again and restock the garrison with 20-40 free troops who can be taken since the castle/town is "unaffiliated". Since the castle/town remain unaffiliated, this exploit can be repeated indefinitely to get unlimited plunder money and free garrison troops.
-I suggest that the restocking of garrison be removed so that the player during the claimant won't get free troops after taking a castle or town. This will also remove the problem of the castle/town deleting troops that the player garrisons in it to defend it.
-I also suggest for the castle/town plunder mechanism to be revised or completely reverted back to the vanilla state. The current castle/town plunder mechanism seems very unbalanced even without the claimant exploit. For example, even when the player is not doing the claimant quest, it is possible to make a lot of money by conquering/plundering a castle/town and then leave it undefended enticing the ai to take it back. If the player siege the castle/town immediately again there will usually be only 20-30 garrison troops, making it easy to reconquer. This can be repeated indefinitely. Even when the castle/town is at the lowest prosperity level, the player can still plunder huge amount of money (3000-8000 dinars) each time.

Possible bug 4: Marriage feast difficult or impossible to complete.
-Sometimes it take a long time for the ai hold a feast so that the player can complete his/her marriage quest. This is especially true when there is a war ongoing. Also, for ladies that are affiliated with lords that don't own a castle/town, the feast will never happen unless someone else in the kingdom host a feast. Thus, if the player is playing as the monarch of a small kingdom (eg. one fief) theoretically it is impossible marry anyone inside your kingdom, because the player cannot hold a feast without a spouse.
-Therefore, I suggest that the player's minister be given the ability to hold a feast like that of the spouse. In this way, the player can complete the marriage quest on his own initiative by holding a feast and inviting his/her betrothed and necessary family members. Also this is more balanced because spouseless npcs such as King Harlaus are able to hold feasts so it seems silly that the player must have a spouse to do the same. Some people might complain that this takes away one of the few benefits of marrying. But in medieval time, marriages of feudal lords were mostly about cementing alliances and producing heirs and not about getting a spouse to hold feasts for you.

Suggestion:
-I second Gustavowi24's suggestion to give the constable the ability to recruit player's custom troops. On the same page, can you make it possible to recruit faction troops from towns or even castles? I know you can recruit mercenaries in taverns, but that is not the same as recruiting your own faction troops. Towns suppose to have more people than villages, so it is a bit weird that you can only recruit faction troops in villages. If possible, can you make it so that you recruit more often from towns then from village in order to reflect towns higher populations. Also castles give weekly rents which means that there might be civilians living there? If that is the case, then giving castles the ability to recruit might sound realistic.

Edited by bmstriker917, 09 May 2014 - 09:00 PM.





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