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  1. #1
    Creator of the Medmod for M:TW Member WesW's Avatar
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    Default Re: ProblemFixer Pure V1.13

    I have been working on some improvements to the diplomatic standing file, and I may add some stuff to the AI db. I think these would make a good addition to this mod. Once I test it out some, would you be interested in looking over the files and including them with your mod? I have come up with some stuff that I think will be a big improvement to some of the most frustrating aspects of diplomacy.
    Your work, along with the Traits mod, reminds me so much of what I did with the first version of the Medmod four years ago. It's nice to see someone else willing to dig around and experiment and try and make the basic game better.

    Also, is it possible to mod the ancillary triggers? I can't find anything on them.

    Finally, is the guy who made the Traits mod still working? I went through that file over the weekend, and there are a few dozen traits and triggers that I think could be improved. If that part of the mod is static, I could send you my changes, along with an itemized list of what I changed so we could discuss it.
    Wes Whitaker's Total Modification site:

  2. #2
    Senior Member Senior Member Carl's Avatar
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    Default Re: ProblemFixer Pure V1.13

    @WesW: Send it along, it's more likliy to see use in Rebuild-ProblemFixer due to the more subjective nature of things. I just need to get hold of my testers again:p.

    Sorry for the slow prgress guys, I've just recently got into online gaming so i'd put work aside for a bit.

    Off the top of my head the things left to do are:


    Add the custom battle only units to each faction that dosen't get them in the campaign.

    Look at 2-handers

    Look at pikes

    Hope that helps everyone.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  3. #3
    Creator of the Medmod for M:TW Member WesW's Avatar
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    Default Re: ProblemFixer Pure V1.13

    Did some of the Rebuild files get mixed in with the Bugfixer mod when you posted the fixed link? For example, Ballistas don't affect Walls anymore, and Spies are limited to one per Brothel. I actually agree with the changes, though I would suggest some alterations:
    -Reduce Ballista upkeep to 75 or so, since they are now only a field unit.
    -Reduce by one the city and castle level needed to produce siege buildings, and reduce their costs to 1,000, 2,000 and 4,000, respectively.
    -Also, I recommend reducing Catapult upkeep to 100, and Treb to 150. (The vanilla levels are ridiculous, and hurt the AI since it builds so many of them.)
    -For the Brothel line of buildings, I recommend changing them to allow the following number of spies/assassins per level: 2/0, 3/2, 4/3, 5/3 & 6/3. (With the bad traits which this line of buildings can bring to Generals, you don't want them everywhere. I think this setup encourages specialization and compromise.)

    The changes to Guilds is working very well. I have been offered every type so far, and I have found every type among AI cities that I have taken, except for Thieves and Assassins, but including Master Merchant Guilds. Very good work here.
    It would be very helpful to have a guide as to the benefits of the Guilds, so as to know which is best for a given city.

    There seems to be some sort of bug, though, with St. John's Chapter Houses, and perhaps with the others. Specifically, when retraining non-cavalry units, you are charged the same as if a Swordsmith is present, even though there is no benefit given.

    Btw, it seems to me that the amount charged for the Swordsmith enhancement is too much for its benefit. It seems the cost was not lowered when CA decided to the units' base stats. Better yet, increase the Guild's effect to 2 or 3 pts.

    I have been working on the Faction Standing modifications and playtesting them over the last few weeks. I think I can send you the file in the next week or so.

    Finally, I read Orientis' Trait mod thread, and he stopped working on it before the 2nd patch. Someone posted in saying that it was out-of-date, since CA made some changes to the Trait file. Did you integrate his changes with the updated vanilla file? Also, do you know if the anti-trait bug with Dread and Chivalry was fixed in the patch?
    Wes Whitaker's Total Modification site:

  4. #4
    Senior Member Senior Member Carl's Avatar
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    Default Re: ProblemFixer Pure V1.13

    Ackhhh, thanks for the catch WesW I didn't intend to integrate the ballista change into PFP, I integrated the Ribualt changes though and must have done the ballista change by accident.

    Good thoughts otherwise

    Glad you like the guilds.

    I'll look into the guild bug for you as well.

    Ok on the file.

    And yes I have updated the traits fixes for the new file and the patch did fix the chiv/dread bug AFAIK.


    Just for those wondering, my absence around here has been related to my decision to release a Company of Heroes version of PFP. As with this, the original PFP it's grown to be a bigger commitment than was intended. I should have V1.2 of that out within a week or two, (it’s the AI that is the issue ATM), and then I should be able to get back to my M2TW PFP.

    I’ve still not been able to find a satisfactory solution to the 2-hander animation issue, but apart from that and the bugs WesW has found it’s ready to go. I know I’ve said that a lot but each time I think I’m their I get another idea or I get something else to change.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  5. #5
    Creator of the Medmod for M:TW Member WesW's Avatar
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    Default Re: ProblemFixer Pure V1.13

    I finally went to Total War Center, and there are quite a number of hosted mods there which aren't available here, including more than one which deals with some of the same material which you have been working on, Carl.
    Myself, I found that the Ultimate AI mod appears to be just what I have been looking for as far as Campaign AI and Diplomacy, so I am going to discontinue my work, and just make some suggestions for that mod. I think there are parts which would go very well with your mods, and if you are going to be spending time on another game, you may want to consider opening a dialogue with GrandViz about perhaps partnering in some capacity. In any event, I think it would be well worth your time to check out his work.
    Myself, I am going to try splicing the aforementioned parts of the Ultimate AI mod, the Traits and Ancillaries files from your mod, and insert them into the Darthmod and see how it all comes together.
    Btw, one of the guys working with Darth has begun to look seriously into infantry balance, and I suggested that he take a look at your work.
    Wes Whitaker's Total Modification site:

  6. #6

    Default Re: ProblemFixer Pure V1.13

    i installed v1.13 and now no character traits appear, and no text appears when i move my scroll over a a retinue member no text appears. has anyone else had this problem?

    i am assuming this is related to the Orientis's part of the mod.

  7. #7
    I know the vioces aren't real Member Gigantus's Avatar
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    Default Re: ProblemFixer Pure V1.13

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    Does anyhow happen to have this on his hard drive? Filefront is obviously dead for years.



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