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I eliminated all other mods except this one and the bug still persisted. Enabling all other mods except thing one also do not reproduce the bug. The bug is 100% reproducible and was reproduced for both the high elves and the lizard men.
Reproduction steps: Start a new vortex campaign. Ensure that faction tutorial is engaged. Move through the tutorial to the first battle sequence. Battle will load. Cinematic will start, but the camera will never update past the first framing, and any subtitles (such as for the lizardmen) will not show.
Side notes: I was using the default settings for this mod
You can continue using this mod for other battles in the meantime, since the bug should only affect tutorial or intro battles.
Your bug report will make this mod better for new players, and we appreciate that. :)
This mod seems to have caused severe performance issues(FPS drop) for me. The configuration of my computer is 2080Ti + i9-9900K. In a battle with 20vs20, the frame rates always drop from 70-90 to 20-30 within a few minute after I give troops to AI. I only gave 6-8 melee units to AI. I didn't zoom in the battle, but the FPS changed a lot. I thought it was the problem of the game itself, until yesterday I disabled the mod. After I disabled the mod, the FPS had little change in a battle with 20vs20.
And last but no least, even if I take back the control from AI, the FPS is not any better.
Using current version, no betas. Tried rolling back to 1.11.1, but didn't work there either.
Happening in campaign (tested so far)
Happens 100% of the time
Default Settings
This is the only mod I have subscribed
My army was attacking
All units tested across multiple factions
Not crashing, just not working.
Hope I can keep using this mod :/
It was working as recently as June when I last played
ive even just started the siege from the get go with it enabled (especially if there is an ally army that i cant control attacking as well) and it has handled just fine at times. even watched it place units across the deployment zone from where they began like a normal AI. cant figure out how to always trigger that
lately idk why i cant seem to get that effect, and instead watch as they have already breached the walls, enable them to AI, and it decides to get all the infantry to abandon the attack and all run to this one specific spot on the wall, usually the very last location thats clime-able. and i do mean ALL.anything that can climb it reroutes to that spot. anything else that cant climb (horses, monsters, etc) continues to fight alone
at times i thought it was because not all gates were down, as ive seen it divert a few units to tear down another gate before continuing, but ive watched so many siege battles where even after they have made it over they get sent away im close to using the no walls mod lol as im not good at multitasking so many units and love this mod.
it "seems" to be related to if there are still units that havent breached the wall, or perhaps not all got up fully, that it does it. need to do more tests to figure it out, but i know its been fine in the past
ill also see if the lack of range type units does anything to it as well, as to avoid friendly fire ive sometimes had the archer units not be part of the AI selection to avoid FF while they climb
When I begin a custom battle, SHIFT+F9 and SHIFT+F10 do absolutely nothing, and there is no indication that the mod is working.
Here are relevant screenshots:
Mod Manager
https://i.imgur.com/wOq2JzN.jpeg
In Game Version
https://i.imgur.com/Ti3zIda.jpeg
Vandy Configuration settings
https://i.imgur.com/Ya2Gy81.jpeg
Controls
https://i.imgur.com/zk0KNBh.jpeg
Mod subsequently not working (Pre-Battle)
https://i.imgur.com/4X3vWf9.jpeg
Mod subsequently not working (Mid-Battle)
https://i.imgur.com/pA7bCFF.jpeg
noticed that if i have two armies (mine) coming in for a siege attack, but on the campaign screen before i select "Fight Battle", if the second army is set to "AI Control" enabled, then once on the battlefield, hitting F10 for all units AI control immediately moves them into position and correctly has them use wall ladders in different locations (though sometimes it does have them share the same one instead of putting up another)
if i do not have the ai control setting enabled before entering in the battlefield, then it will not move any units into positions, and does not behave entirely well depending on how you set them up prior to assigning them (getting them over the walls first, making sure all gates are down, etc)
is there a way to mimic a "fake" army or have the script pretend there is always another army?
@MaXenzie - Thank you for your detailed report. I'm flummoxed. Based on what you've sent me, I can't see any reason why it shouldn't be working for you. I'm afraid that I might not be able to help unless you want to really dig into this in a dm where we enable debugging logs and try to see where it's getting stuck.
@Senor Paco the Pig - I'll have to think about that. As you noted, it is known that the Script AI Planner doesn't benefit from all the AI functionality during siege battles. But based on your report, perhaps I could think about a work-around. The built-in AI control checkbox on the campaign screen has been around for months, but it is still relatively new compared with this mod. I didn't see anything that the script could hook into the last time I looked, but perhaps I missed something. I'll mull this over, but I make no promises.