I recently started a Sylvania campaign with 1.4.4 and found out that there are a number of bugs.
1. Weapon upgrades and crossbow stats, as already discussed here including solutions:
http://www.twcenter.net/forums/showthread.php?t=437189
2. Knights of the Black Grail spawn in the castle of Drakenhof. The problem is: when it is full and under siege: you get no Black Grail Knights. This happens especially in the starting phase of Sylvania.
Solution: Can you spawn it at an outside area like other special event units?
3. Retraining of mounted skeletons in the city costs only 1G
4. Skeleton Spear and normal units, hired for 0G as mercenaries don't replenish properly. They are greyed out after recruiting them on time. Possible solution: increase the replenish rate by 0.1 in the mercenary campaign file. This works for me, but I was not able to find out the real reason of this problem. It was also suggested renaming the mercenaries as they are in the same recruiting pool like the regular units that you can hire in the region.
http://www.twcenter.net/forums/showthread.php?t=462301
5. When the Vampire Prince was killed, the General Elec was made new heir. I think this was because of his age. He is not in the family tree, but still considered family member. The main problem however was for me: he lost his necromancy ability as soon as he was made heir.
Solution: no idea, didn't look into this in detail. Maybe make him just younger to avoid working too much in detail on this problem?
6. Some dread calculations are off, but maybe the descriptions are not exact. Bloodthirsty should give +3 dread, but the character only recieved +1. And he hasn't any other positive trait.
7. Not really a bug but irritating: The Vampires have more chivalary than dread. That is just strange...
8. Vampire trait: New family members are not awarded the vampire trait
Solution: use console: give_trait vampir (please note the trait is called "vampir" without "e" at the end in the database)
9. Necromancy trait: Potentially family members have the chance to get it or to improve it (according to the trait triggers). But this rarely ever happens, because the precondition to trigger the trait is: hiring some undead mercenaries and depending on your command stars the general has a chance to get / improve the trait. There are 2 problems with that trigger: 1. Most vampire Generals have 0 Command on the strat map because they are vampires and get -10 command during day light.
As the strat map is always day, the have no command to have a chance to get it. 2: Even when they have command stars, there are simply often no mercs to hire, because of the broken undead merc system (mercs are not replenished when to many troops are normally recuited by undead).
This two problems make it unrealsticly difficult to improve or get the trait.
Solution: use console: give_trait Necromancy (must be written with capital "N". Also you can increase the level by adding 2 or 3 to give advanced or master necromancy : e.g. give _trait Necromancy 2)
10. Axe of Krell: This is a bug in the ancillary system. There are for some reasons 2 axes for Krell. The correct one:
Ancillary krell_axe
Type topor
Transferable 0
Image krell_axe.tga
ExcludedAncillaries tardos, dosras, nebdos
ExcludeCultures mesoamerican
Description krell_axe_desc
EffectsDescription krell_axe_effects_desc
Effect Chivalry -6
Effect Command 2
Effect HitPoints 5
Then there is a file in the export anc txt:
{topor}The Black Axe of Krell
{topor_desc}When the Black Axe bites into flesh it leaves behind shards that eat their way to the victim's heart.
{topor_effects_desc}+2 Chivalry, +2 Command
The one with Chivlary shiould be another weapon? It is certainly not a Vampire weapon with +2 Chivalry. However this one you get always in game.
Solution:
remove_ ancillary topor
give_ancillary Krell_axe
Of course the "solutions are just workarounds for version 1.4.4









































