Collection of Sylvania bugs in 1.4.4

Thread: Collection of Sylvania bugs in 1.4.4

  1. The_Gimp's Avatar

    The_Gimp said:

    Default Collection of Sylvania bugs in 1.4.4

    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
    Last edited by The_Gimp; August 05, 2011 at 04:42 PM. Reason: Update

     
  2. ninja51's Avatar

    ninja51 said:

    Default Re: Collection of Sylvania bugs in 1.4.4

    You can also add the religion bug the the list, the Vampire Cult starts out very high on the first turn, then takes a massive drop, equalizing out at around 60 % for the rest of the game in your starting provinces, regardless of religious buildings and priests. Im pretty sure this an issue across the board with all factions though. Religion is very very unpredictable and often takes huge drops, priests and buildings dont seem to really help
     
  3. The_Gimp's Avatar

    The_Gimp said:

    Default Re: Collection of Sylvania bugs in 1.4.4

    Yes I noticed that with the religion. But I am not entirely sure that this is a bug or intendeded behaviour by the mod team.
    It makes it easier for provinces to turn Chaos or rebel, which would be fitting in a time of dominant Chaos. After all this is one of the strongest weapons of Chaos - to manipulate and undermine society (in the lore).

     
  4. The_Gimp's Avatar

    The_Gimp said:

    Default Re: Collection of Sylvania bugs in 1.4.4

    updated some more stuff while playing the game.. hope it helps.

     
  5. Elitewolf said:

    Default Re: Collection of Sylvania bugs in 1.4.4

    I managed to raise Krell from the Brass keep. I do have a new problem now however.

    He has the Axe of Krell. It gives +6 Dread and a whole bunch of command stars. At least, that's what it's supposed to do. As usual the dread calculations are of, but this one is especially amazing. Krell has his description (which is empty) and his axe. He has a single command star and a single point of chivalry.

    Imma bit pissed of now. Been busy for a few turns to get to the keep, now the whole day too discover how to get him to spawn and now he has spawned but is crippled for some reason which I cannot find. Does anyone know what causes these problems with dread being way lower then they oughta be?

    EDIT! Krell's bio trait has no description, but it grants him a chivalry of +5 and a command of -10. I May not be at home in the lore, but this seems HIGHLY unlikely for an undead chaos warrior D:

    The traits are off. WAY off. Imma check out the vampire trait now

    EDIT2! The vampire trait is not the cause of the wrongful dread calculations. It gives HP and a modifier to command depending on day or night but that's pretty much it. Modified it for myself to give -5 chivalry, seems more fitting for vampires to be inherently scary

    EDIT3! Discovered why Krell couldn't spawn: one of my generals had an axe of krell. The trigger for spawning krell is holding Brass keep and the absence of this item. After killing the general/removing the axe I managed to get Krell to appear 3 times in a row.
    Last edited by Elitewolf; August 13, 2011 at 02:46 PM.
    I salute those who took the Hungarian Phrasebook simply because of the quote!
     
  6. Gigantus's Avatar

    Gigantus said:

    Default Re: Collection of Sylvania bugs in 1.4.4

    Check what Krell's initial trait gives: traits Krell 1 - he spawns with it. Or is that the 'bio' trait you referred to?

    Because by your description it pretty much cancels each other out:

    +6 dread and a bunch of command stars (less then 10?) = krell trait
    +5 chivalry -10 command stars = axe ancillary

    Result by my calculations = +1 dread and no command stars (negative command stars do not show)
    Last edited by Gigantus; August 14, 2011 at 01:02 PM.