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Messages - Ker Raven

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1
Southern Realm / Re: Southern Realms; Main thread and Latest Release
« on: August 02, 2012, 06:10:09 PM »
Given that it's got a very playable downloadable release, I don't think it'll ever quite count as dead. It's inactive at the moment, but I think if a mod has a good playable release then it's definitely not worth removing or archiving it. And if I get WB at some point I'll probably try and port the thing as well.

Hello again Jubal
Still playing SR regularly although still experiencing the old crash problem after 300+ play days.

Does the new thread started in June mean that the mod is going to be added to or is that too much to hope given that you are a busy man?

Either way,  best regards

Ker Raven

2
Southern Realm / BUG REPORTS
« on: March 24, 2011, 10:58:41 AM »
Hello Jubal,
Still here just been away for a while.  Even more about the runtime error......
This may or may not be of help or may be a wild goose chase....I have been advised by a genius friend of my grand daughter who has played both 1080 and SR that the problem seems to be caused when there are too many automatic spawns in the game, patrols, plains bandits,  herds of game etc. which create memory problems when saving.  He believes that a permanent fix could be via a code change, but also a 'dirty' fix to preserve the game being played is to turn on ctrl+t before saving....find some of the offending multiple groups and zap them using ctrl+shift+F4, if you concentrate on areas of the maps that you are not currently interested in then it will not effect your current game play too much.  Have not given it a try yet but will feed back when I have.
I have also posted this on 1080 as the same problem occurs and I believe you work on both mods.....still the best mods available.

Ker Raven

3
Europe 1080 / Bug Reports
« on: March 24, 2011, 10:52:30 AM »
Hello guys,
Still here just been away for a while.  Even more about the runtime error......
This may or may not be of help or may be a wild goose chase....I have been advised by a genius friend of my grand daughter who has played both 1080 and SR that the problem seems to be caused when there are too many automatic spawns in the game, patrols, plains bandits,  herds of game etc. which create memory problems when saving.  He believes that a permanent fix could be via a code change, but also a 'dirty' fix to preserve the game being played is to turn on ctrl+t before saving....find some of the offending multiple groups and zap them using ctrl+shift+F4, if you concentrate on areas of the maps that you are not currently interested in then it will not effect your current game play too much.  Have not given it a try yet but will feed back when I have.
Ker Raven

4
Europe 1080 / Bug Reports
« on: February 17, 2011, 02:58:05 PM »
Hi Dimos

I have struck a problem, I am getting about 120  days into a game and getting a terminal crash with a runtime error, this is the same isue that I have had with Jubal's SR

run time error ! program d:\ mount&blade \ mount&blade .exe this application has requested the runtime to terminate it in an unusual way

I have done a bit of 'live testing' and this always seems to occur when the saved game file gets above 8- 10,000 KB (about day 103-130) before that it is fine.

Ignorance prompts me to suggest this may be to do with the available memory as1080 is so much larger than Native, I have been playing a Native game for weeks and have got to day 1252 and the file istill only 2,856 KB and runs without problems, but SR and 1080 are far superior modules but it is just rather frustrating that I cannot move a game along past a particuloar point. I am sure somebody out there with more savvy who understands these techy things, must have encountered this problem and found a way forward...can anybody help!

Ker Raven

5
Europe 1080 / Europe 1080 mod - General Discussion
« on: February 09, 2011, 10:15:41 AM »
Dimos

I had a thought about chests/storage........perhaps an easy compromise would be a chest/table with a book perhaps called 'castle Inventory' which opens in the same way as the chest and could be used to keep the castle/town inventory of food, weapons and horses.  I don't know if this would work....just a suggestion.

Ker Raven

6
Europe 1080 / Troop trees
« on: February 07, 2011, 12:03:40 PM »
Hello Dimos

Troop trees excellent -  best I have seen for any mod.
Again, perhaps I am missing something or asking a dumb question but.....
How are Burgundian Horsemen/Bandits generated, and can they be 'grown' through a troop tree with a starting troop type, ie: farmer?
I have managed to collect a few as light cavalry from prisoner releases.

Ker Raven

7
Europe 1080 / Bug Reports
« on: February 07, 2011, 11:29:07 AM »
Hello Guys,

Thank you for all your help and interest.  I will get to trying this tweak shortly.....I am a bit relectant to meddle with the mod whilst I have an existing game in play and this change is something that will not turn up straight away in a new game if I copy the mod for a text version.

For those about to rock I salute you !

Ker Raven

8
Europe 1080 / Europe 1080 mod - General Discussion
« on: February 05, 2011, 06:04:12 PM »
Hello Dimos

A little bit of verbal meandering....
The more I play this mod the higher my opinion, it just takes me so long to get anywhere because I now stop at every town and village to explore the scenery and go poking about in other peoples castles.
Firstly played a 'test game' to see if I liked the mod and have now moved on to a 'serious' campaign which I have diaried as is my quirky way, and will take some up to date screen shots and put into the Titles and Estates section.  I do agree that gamers should use the forum to encourage others to use and enjoy the mod.

Original v. Warband.   Personally I prefer 1.011....but then I am and always have been a solo wargamer even @0 years ago when I was writing rules and scenarios for table top historical wargamers. For some reason WB does not have the same feel as 1.011 for the solo player, I am just glad and very grateful to talented guys (and gals?) like yourself and Jubal who are putting working into 1.011 mods for my enjoyment, you deserve all the support and praise that we piggy back gamers can give you.

Historical Accuracy ~  I am all in favour of a reasonably accurate historical staring point....historical timelines completely go out the minute your avatar starts to make an impact on the environment...so the historical bracket maintains a degree of disipline, however a large degree of poetic licence is needed to make the game play interesting without the need to constantly use cheats to move the action along or avoid unwanted events.

Future tweeks.  I am sure that I am not suggesting anything that has not been raised before but my  'like to have' list of cosmetic changes or playable enhancements would be.......I am sure some may not be viable and other are already in progress.....
~Walk through manor houses in your villages where you can station small numbers of troops and prisoners (mini castles), or the ability to 'dump' unwanted soldiers into the village.....historically most town and villages would have had several trained yeomen forming a small militia who the lord could call upon, armed and ready as part of his feudal levy.
~Re-activated chests/storage/stables in castles where equipment and horses can be stored for later use
           and for closer historical adherance
~The return of some plain colour surcoats and leather armour not linked to faction liveries, ie brown, black, white and grey, serching for suitable kit for your companions can sometimes be a trial as the game progresses particularly if your party is not linked to one of the set factions.
~The removal of the plate armour for some knights and the sword sisters.  I would be happy for the sword sisters to stay as there is quite a lot of historical evidence to suggest that women serving as men?-at-arms throughout the middle ages was far more common that Victorian based history would have the world believe. In fact most castles were managed and often commanded by the 'chatelaine' the wife, mistress, mother or sister of the fief holder when away on campaign, during the civil war of Stephen/Maud it is suggested that almost 75% of fortresses were held by women for their men.  Perhaps the plate could be simply replaced with heraldic surcoats with mail.  I would assume that most sword sisters will be serving as mercenaries so would probably wear either plain colours or their employers livery, matching his banner.
~Additional unallocated or editable banners and liveries and the abilitity to change your banner via the camp menu perhaps.  A knight who rises to become a Count or Duke will almost certainly enhance his coat of arms to reflect his new status particularly if it accompanies the creation of a new faction.
~For similar reasons, the ability to change or add a title to a companion's name as you can for the player avatar.
~Finally that old chestnut ...the Death Wish.   Realistically soldiers do get killed or permanently disabled in combat.  I can understand that gamers may wish their avatar to be immortal and it is sad to loose a companion as happens in many role playing games, however, is it viable to have a  low percentage  of enemy or friendly faction lords killed in battle, thus freeing up estates to be given as fiefs. Companions once killed can never be replaced so perhap a few might be seriously wounded from time to time causing them to leave the party and not be available to re-recruit for a suitable period.

Sorry that is one hell of a list and I must emphasise NOT demands only suggestion, the type of thing I would like to do if I had the skills.

My apologies for having a serious bout of verbal diahrrhea.  Please do not feel the need to politely reply to each point.

Ker Raven

9
Europe 1080 / Bug Reports
« on: February 05, 2011, 01:31:26 PM »
Thanks for that, I will try to figure out which is the string I need...unless somebody can actually point me to it?

Ker Raven

10
Europe 1080 / Bug Reports
« on: February 02, 2011, 05:46:06 PM »
Hello Dimos
Firstly, excellent mod...some bugs but nothing that ruins play value. As an excuse for any stupid or obvious questions...I only took up gaming after I retired a couple of years ago...yes, an old codger!   I have been solo playing M&B original (can't get to grips with WB) for a couple of years and now only play SR, Sword Song  and 1080.
My only whinge about 1080 is not being able to rename my faction when leaving one of the established Kingdoms.....I did find a post elsewhere but have been unable to find it again on Exilian or an answer.   Is it possible to rename by any means ?  As a future enhancement perhaps cujstom (historically controlled options) heraldry could be added.
Thank you for you attention and keep up the excellent work....too many mods get dropped in favour of porting to WB.
Ker Raven

11
Southern Realm / BUG REPORTS
« on: December 08, 2010, 01:29:25 PM »
Hello Jubal

Sorry, more about Runtime Errors, text is

 run time error ! program d:\ mount&blade \ mount&blade .exe this application has requested the runtime to terminate it in an unusual way

I have done a bit of 'live testing' and this always seems to occur when the saved game file gets above 10,100 KB (about day 103-130) before that it is fine.

Ignorance prompts me to suggest this may be to do with the available memory as SR is so much larger than Native, I have been playing a Native game for weeks and have got to day 1252 and the file istill only 2,856 KB and runs without problems, but SR is a far superior module it is just rather frustrating that I cannot move a game along past a particuloar point.  I am sure somebody out there with more savvy who understands these techy things,  must have encountered this problem and found a way forward...can anybody help!

Oh yes, a have updated my Direct X (I now seem to have version 10) it did seem to speed things up and make the colours nicer but did not prevent the Runtime Error.

All praise to you guys who have put in so much work on SR, it really is the best mod available (including WB which I really do not like as much as the original game) ......will there be a new update version in the forseeable future ?

Thanks in advance

Ker Raven


12
Southern Realm / BUG REPORTS
« on: November 21, 2010, 12:40:56 PM »
Thanks Jubal
I rather suspected that this would be the case.  
I shall not give up, I will start another game and see what happens.
Ker Raven

13
Southern Realm / BUG REPORTS
« on: November 20, 2010, 11:35:10 PM »
Quote from: "Hammar"
Hi guys, love the mod!  I'm having this problem where I play a character for awhile(145+ ingame days), then I save and quit.  When I log back in and try to restore my char., I get a runtime error right at the launching game screen and the game crashes.  This has happened to two of my characters, but when I start a new character, the game works fine.  Not sure what's going on, but any help would be appreciated!
I am having the same problem.  SR will restore my save, (fortunately I make two back ups when exiting) but if you save again after even a slight change, there is a runtime error when launching.  Is the game a total write off or is it possible to fix.  Does this problem lay within the saved files or the module ?  I tried copying the automatically saved back-up file and re-using but the same problem occured fairly quickly.
Module is really good and it would be a shame to now lose several days play when the game is getting seriously interesting.
Has anybody got an answer or any comments?
Thanks
Ker Raven

14
Southern Realm / Hireling Herldry
« on: November 16, 2010, 11:39:37 AM »
Please ignore the comment about being able to garrison companions in castles.....for some reason this did not seem to work but after leaving and returning to try again it now does....must be me!

Ker Raven

15
Southern Realm / Hireling Herldry
« on: November 14, 2010, 01:38:41 PM »
Hello

Have now been playing SR for a few days and most impressed....couple of small issues which I can't find answers for on the post site.
1:  In native mercenaries and other troops in your retinue have their shields automatically display your coat-of-arms, realistic and makes your troops identifiable on the battlefield without having to switch on the annoying green name tags, and I just like having my retinue liveried. This doesn't seem to happen in SR, is there a way to fix this without starting a new game?  
2: Also, I have recreated my native companion team as I have encountered them, but do not seem to be able to locate Katrin, Borca or Matheld...
are they still there in SR, if so no issue I will find them eventually (the search has actually become a sort of story line) if they are not in the module then I will stop looking.
3: Will there eventually be a fix in SR to enable companions to be put into garrison, a good idea might be to be able to garrison small parties of troops or companions at your villages with manor houses?  Particularly when you have an advanced party it is sometimes annoying having to trawl everybody around with you everywhere.

Thank you for the extra work put in on maps really helpful.   Also I have found that if you really want a troop tree then just recruit a few militia and drag them around for a bit until you get the upgrade notification, then do the same with the next tranche of troops, then just memorize or note.

Many thanks

Ker Raven

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