I have this same problem. I ended up giving up on PC because of it.
Phantasy Calradia
Started by
Site Bot
, Apr 12 2013 11:16 PM
200 replies to this topic
#121
Posted 24 February 2014 - 01:26 AM
#122
Posted 21 March 2014 - 09:36 PM
thx man i needed to know that
and oh i have something to ask WHERE THE HELL DO I FIND THE DWARFS DX i can't find them D: cause i really want to get some golems and how do i make things with that skill that says u can make and tweak things? i can't remember what it's called cause i have a short term memory -.-" so if anyone knows where to find the dwarfs and how to use that skill i'm asking about please let me know
#123
Posted 03 April 2014 - 05:37 AM
nvm about the golems and dwarfs ik where to find them (i looked it up .3.) now i just need to look for the dwarfs in the mod's wiki and also i found out abou the skill that i was trying to remember
u need a companion named Berembert he/she is a gnome and that companion u need to build weapons and armor and such but right now the companion can only build a crossbow idk how powerful it is but i will find out by starting a new game (reason is cause i want to get angels .3. I FREAKING <3 ANGELS XD)
u need a companion named Berembert he/she is a gnome and that companion u need to build weapons and armor and such but right now the companion can only build a crossbow idk how powerful it is but i will find out by starting a new game (reason is cause i want to get angels .3. I FREAKING <3 ANGELS XD)
Edited by shadowgod321, 03 April 2014 - 05:48 AM.
#124
Posted 11 April 2014 - 08:06 AM
Pretty good attempt to bring fantasy races and magic spells into M&B. I enjoy the mod overall, and I know its still in the beta phase, but there are many bugs, four of the most outstanding I'd like to mention, with the intention of persuading you to release a quick bugfix patch before the next proper version release. I'll list them most-problematic to least problematic, top to down.
1. Inability to speak to village elder from the town menu. This may seem like a small issue, but it is a huge inconvenience to not be able to quickly speak to village elders from the menu. It seems you've implemented a mod that forces you to visit the quest npcs at least once before the option to visit them shows in the town interface, judging from the town guild-masters, but for villages the option is missing completely. This makes buying cattle and trying to grind town rep a gigantic hassle, and it really shouldn't be.
2. Tavern vendors bugged. Occasionally when trying to sell slaves and buy books, the menu closes before any business is completed. When I talk to the slave trader/ransom broker, I select the dialogue option that normally would open the prisoner selling interface, but instead it goes straight to where he acted as if I closed said menu. I can get the trading to work if I keep trying to sell, but sometimes it takes many tries. Sometimes I can trade on the first try, but the fact that it isn't always reliable is obviously a glitch. I've only noticed this in merchants that hang out in taverns, but it might affect buying supplies from village elders as well, or other vendors if you initiate the buy-sell menu through face-to-face dialogue.
3. Glitchy bodyguard script. Sometimes instead of following the player as a companion following the bodyguard script should do, my companion instead stands in a spot reserved for another npc, this most commonly happens in taverns and when he does he can stand overlapping with a normal tavern npc, making hiring/speaking to that npc a downright chore. The overlap never happens to the tavern keeper, and if I talk to my glitching companion, he does the "I'm ready to leave when you are." line as if I just recruited him and have yet to leave town. I've also had this happen in villages, where my companion then stands inside the village elder, making talking to the elder even more of a chore.
4. Inaccurate casualties report. Sometimes when I fight a foe and am either helping an ally or carrying prisoners, the casualties report at the end of the battle is inaccurate for my side only. When I fight with an ally, no casualties are reported even though It is obvious I've lost some men, and other times the casualties reported is my prisoner manifest. This bug doesn't seem to affect reported enemy or ally casualties.
All of these bugs seem to be the result of sloppy script editing, where one misplaced line stop or a nudged line of code has created a cascade of bugs throughout the game's background.
I've also noticed that when undead units raised with necromancy break free, the rest of the line stops within range of enemy archers to attack the renegade undead. Might I suggest that instead of defecting to the enemy side, except for rare instances or if the risen is especially powerful, the freed undead tries to flee the field of battle(Morale to 0) and at the end of the battle and is removed from the player's army, to simulate the same effect without disrupting formations?
In addendum, for the final custom race you're thinking about adding, might I suggest some kind of giant? It seems all the player races are shorter than baseline human as a rule. Maybe you can make a female golem and round out the golem race to a playable one. I know that moving your mod to warband has made race heights a non-issue, since equipment scales automatically if you rig it right, so maybe(if you haven't done so already) you can return orcs to their previous imposing stature?
Funny, though, how D&D inverts things from tolkenian works. In The Last Days, orcs are diminutive and elves are tall.
1. Inability to speak to village elder from the town menu. This may seem like a small issue, but it is a huge inconvenience to not be able to quickly speak to village elders from the menu. It seems you've implemented a mod that forces you to visit the quest npcs at least once before the option to visit them shows in the town interface, judging from the town guild-masters, but for villages the option is missing completely. This makes buying cattle and trying to grind town rep a gigantic hassle, and it really shouldn't be.
2. Tavern vendors bugged. Occasionally when trying to sell slaves and buy books, the menu closes before any business is completed. When I talk to the slave trader/ransom broker, I select the dialogue option that normally would open the prisoner selling interface, but instead it goes straight to where he acted as if I closed said menu. I can get the trading to work if I keep trying to sell, but sometimes it takes many tries. Sometimes I can trade on the first try, but the fact that it isn't always reliable is obviously a glitch. I've only noticed this in merchants that hang out in taverns, but it might affect buying supplies from village elders as well, or other vendors if you initiate the buy-sell menu through face-to-face dialogue.
3. Glitchy bodyguard script. Sometimes instead of following the player as a companion following the bodyguard script should do, my companion instead stands in a spot reserved for another npc, this most commonly happens in taverns and when he does he can stand overlapping with a normal tavern npc, making hiring/speaking to that npc a downright chore. The overlap never happens to the tavern keeper, and if I talk to my glitching companion, he does the "I'm ready to leave when you are." line as if I just recruited him and have yet to leave town. I've also had this happen in villages, where my companion then stands inside the village elder, making talking to the elder even more of a chore.
4. Inaccurate casualties report. Sometimes when I fight a foe and am either helping an ally or carrying prisoners, the casualties report at the end of the battle is inaccurate for my side only. When I fight with an ally, no casualties are reported even though It is obvious I've lost some men, and other times the casualties reported is my prisoner manifest. This bug doesn't seem to affect reported enemy or ally casualties.
All of these bugs seem to be the result of sloppy script editing, where one misplaced line stop or a nudged line of code has created a cascade of bugs throughout the game's background.
I've also noticed that when undead units raised with necromancy break free, the rest of the line stops within range of enemy archers to attack the renegade undead. Might I suggest that instead of defecting to the enemy side, except for rare instances or if the risen is especially powerful, the freed undead tries to flee the field of battle(Morale to 0) and at the end of the battle and is removed from the player's army, to simulate the same effect without disrupting formations?
In addendum, for the final custom race you're thinking about adding, might I suggest some kind of giant? It seems all the player races are shorter than baseline human as a rule. Maybe you can make a female golem and round out the golem race to a playable one. I know that moving your mod to warband has made race heights a non-issue, since equipment scales automatically if you rig it right, so maybe(if you haven't done so already) you can return orcs to their previous imposing stature?
Funny, though, how D&D inverts things from tolkenian works. In The Last Days, orcs are diminutive and elves are tall.
Edited by Rovole, 13 April 2014 - 03:22 AM.
#125
Posted 21 April 2014 - 02:06 AM
Can be become a skeleton or a lich in this??
#126
Posted 22 April 2014 - 12:45 PM
I keep getting an RGL error that says it is unable to open the magic.brf file, I need some help
Edited by braves984, 22 April 2014 - 01:32 PM.
#127
Posted 05 May 2014 - 08:11 PM
is this mod still active?
#128
Posted 26 May 2014 - 07:41 PM
Oh yeah it is ... been waiting for the new update !! It's now UP
#129
Posted 26 May 2014 - 08:35 PM
Yes, now (v 0.7) finally you can!
#130
Posted 27 May 2014 - 06:59 PM
Game breaking bugs for 0.7 release.
I will give all the details surrounding them.
1. My character was a vassal of the Nords, and I
tried to aid a Jarl against Orc raiders. It brought
up the options to aid him or the orcs. I selected
to aid the Jarl, and immediately my reputation with
the Nords went down -40 from +20 then it gave me +2
reputation gain. I was also immediately ejected from
the kingdom at the same time, and put at war with them.
2. a.) Kingdoms are being provoked by other kingdoms
on the other side of the map. I owned Ismirala
castle after the afformentioned bug, yet my kingdom
somehow provoked Delthersam Empire.
b.) Kings are constantly taking reputation hits with their more
vassals every day of game time for not responding to other
kingdoms provocations. This seems to happen often when it is
the Ridas Magocracy as the provoker.
(ex. Sarranids failed to respond to Ridas every day of game time
till vassals started defecting in mass.)
Apparently something in the variables the check the provocation response is either
caught in a loop, or is not clearing after the first time of failure.
Minor bugs found so far.
Fireball damage from troops is showing in combat text where it should only show
if my character is casting.
Some mage sounds have loud sounds that last awhile haven't narrowed them down yet.
On another note which probably isn't a bug I could only find bronze boots in the shops, and no other pieces.
If someone could post this on the Mod forum of Taleworlds in case guspav doesn't see it here
it would help.
Thanks.
I will give all the details surrounding them.
1. My character was a vassal of the Nords, and I
tried to aid a Jarl against Orc raiders. It brought
up the options to aid him or the orcs. I selected
to aid the Jarl, and immediately my reputation with
the Nords went down -40 from +20 then it gave me +2
reputation gain. I was also immediately ejected from
the kingdom at the same time, and put at war with them.
2. a.) Kingdoms are being provoked by other kingdoms
on the other side of the map. I owned Ismirala
castle after the afformentioned bug, yet my kingdom
somehow provoked Delthersam Empire.
b.) Kings are constantly taking reputation hits with their more
vassals every day of game time for not responding to other
kingdoms provocations. This seems to happen often when it is
the Ridas Magocracy as the provoker.
(ex. Sarranids failed to respond to Ridas every day of game time
till vassals started defecting in mass.)
Apparently something in the variables the check the provocation response is either
caught in a loop, or is not clearing after the first time of failure.
Minor bugs found so far.
Fireball damage from troops is showing in combat text where it should only show
if my character is casting.
Some mage sounds have loud sounds that last awhile haven't narrowed them down yet.
On another note which probably isn't a bug I could only find bronze boots in the shops, and no other pieces.
If someone could post this on the Mod forum of Taleworlds in case guspav doesn't see it here
it would help.
Thanks.



Sign In
Create Account
Back to top









