preload button hover image:
HomeSearchRankingsStatisticsAboutContact
Current Time: Sep 20, 2018, 12:58:51 am
 Mount&Blade Repository » Mods » Large » Sword of Damocles - Gold V4.5 [updated v4.57]
      
Registration is not required to download. However, it will allow you to vote, comment, and request upload access. Forgot your password?
View this file on the M&B NexusFile Listing: Sword of Damocles - Gold V4.5 [updated v4.57]
Last Updated: Apr 26, 2010, 03:30:46 pm
First Created: Dec 04, 2008, 11:15:53 am
File version: v4.57 Gold beta
For M&B version: 1.010/1.011
Downloads: 96,582 (270,073) Size: 201.79 MB
Views: 228,176 (432,713) Type: EXE
Home:  SoD Subforum on Taleworlds
Rating (58 votes): 4.5 / 5.0
Description
Why choose Sword of Damocles?
Sword of Damocles is most complex and advanced kingdom management mod. It does not simply add player's kingdom and lords under his command but it also tries to simulate kingdom management by adding population to fiefs, health, ability to create laws, reworking economy and adding new buildings. It also allows you to choose your faith which heavily influence your kingdom, allow you to build religious structures and eventually if you spread your faith ardently enough to upgrade your elite troops to unmatched holy warriors. You will also have to develop two new kingdom management skills, Administration and Intrigues to efficiently rule your kingdom. You will also have to look out on new Badboy feature known from Europa Universalis series.
Sword of Damocles also offers realistic army management system where you require military buildings to upgrade your faction exclusive troops, are able to create army detachments and can issue orders to all your lords through Strategic Map. Both you and enemy kings can hire independent factions - Mercenary Guilds to fight side by side your troops. Overhauled AI will make
On top of that Sword of Damocles provides solid back story and a damocles sword hanging over your Royal head, The Legion which destroyed your homeland and now comes to gobble up another tasty morel which is Calradia, huge invasion is heard to come within one year. Huge invasion will attack Calradia. You have one year to prepare.
To fight the threat you'd better arm yourself. 600 new items and 300 new troops from all old and 12 new factions wait at your disposal.
Sword of Damocles also adds much more gameplay tweaks, graphic enhancements and other features. There is so many that even detailed description below does not cover them all. Let's just mention few most popular like ability to set up completely custom battles, battle camera to observe battle after you fall wounded, enchanced auto resolve system, formations and overhauled Chel's battle morale, custom graphics for each menu screen and all towns and castles, improved autoloot to easily manage your completely reworked companions, Jedediah Q's companion management screen etc.
But that's not all. Sword of Damocles offers to play SoD Submod Variants like: Auxiliarii by Twan, Gunpowder Invasion by Deathknight13 and fantasy Undead Invasion.


CURRENT VERSION : V4.57
(updated : 25 April 2010)
THIS VERSION IS NOT SAVE GAME COMPATIBLE

INSTALLATION: Run downloaded EXE file and unpack it to your MnB Modules directory. Choose Sword of Damocles in MnB launcher. Enjoy. Warning! 600MB disk space required.

PATCH ONLY for v4.57
(MUST HAVE V4.55C installed to use this patch)
Just copy the 3 texture files into texture folder and other files in main "Sword of Damocles - Gold V4.57 beta_Module" folder. If you are not familiar with how to do this, download entire mod above in this thread. This patch was deleted so if never installed, it is not needed.

Look in the SoD forum for new patchs / hotfixes.

FULL DESCRIPTION IS LARGER THAN REPOSITORY PERMITS READ SoD FORUM - LINK

Sword of Damocles - Gold Team

Cyclohexane, FleshyStarfish, Kuba, Mordachai, Shjn, Twan, vonMistont

I Kingdom Management
Advanced Kingdom Simulation

Become a King
  • You arrived to Calradia with small force of your Homeland Troops. You found this new land divided and obviously unable to survive Invasion that also destroyed your Homeland.
  • Conquer a castle or town to become a King, grow in strength and unite Calradia before the storm.
  • After you become a king number of new options will become available.
  • In your castles and towns you will meet your Marshal, Chancellor and Treasurer.
  • In Camp menu you will gain access to Edicts panel where you will be able to enact laws.
  • If you have enough fiefs to give away you will be able to recruit your own Lords.
  • New menus will appear in Camp Menu:
  • You will gain access to Edicts panel where you will be able to enact laws.
  • Strategic Map option will appear, you will have view over whole Calradia and you will be able to control your armies through it.
  • You will gain access to Centralized Fief Management menu.
  • You will be able to send your men to a mission via Artifacts menu.
  • 20 Lords is available for recruitment.
  • Talk with Chancellor to recruit new Lords, you must have at least one fief to give away (and still have a fief for yourself).
  • Lord's economy is completely reworked. They need income just like you.
  • Lord's without fiefs will have negative relations with you and won't make profit to supply an army.
  • Lords upgrade their own fiefs.

Population & Taxes
  • Towns and Villages now have population. This is also base for completely reworked taxing system.
  • Population is now base income of your fief (taxpayers) modified by prosperity, religion acceptance, buildings and edicts.
  • Population will eventually grow but bad relations with fief, bad fief's health, raids, random events or forced draft can lower it.
  • Minimum & Maximum population for Villages is 50/500 and for Towns 500/3000.
  • Taxes player finally receive come from 3 separate sources. Peasants, Towns and Scutage Tax from player's vassals.
  • For more changes in taxes concept see Ruler's Skills chapter, Administration & Demesne.
  • Castles are your main military facilities. There you will be able to build your most advanced military buildings.
  • But Castles don't give you income, in fact you must pay weekly maintenance fee (150, or 100 with Blacksmith).
  • Watch out for health of your villagers, beware of health related random events.

Faith
  • 5 faiths to choose, each comes with 5 new faith troops, 4 religious buildings and affects your kingdom's population.
  • Local faith acceptance has great influence on your population.
  • Faith can modify your fief's income up to 10%.
  • Low faith acceptance will have negative effect on your relations with fiefs.
  • High global faith allows you to convert your best Noble Troops to Zealots
  • Consecrate your Zealots in Castle's Chapel to get one of Holy Warriors.
  • 25 Faith Troops, but you can only get one based on your homeland and your faith.

Royal Edicts
  • 36 Edicts divided into 4 categories to enact. Truly rule your kingdom by setting laws.
  • You can choose laws for 4 social classes, peasants, townspeople, clergy, and nobility.
  • You can choose from 36 edicts but in one moment there can be only 10 active so choose wisely.
  • Your kingdom needs stability so often changes of laws can have devastating effect on your kingdom.

New Buildings
  • 16 buildings available, some create synergies with Edicts

II Ruler's Skills & Diplomacy
Sword of Damocles introduces two new skills, Administration and Intrigues it also overhauls diplomacy.

Diplomacy
  • New badboy system, if you look like a threat for Calradians they will react and form an alliance against you
  • Your initial badboy is based on your relation with calradians when you create your faction
  • You gain badboy when you take cities and castles or developp your religion
  • You lose some badboy every week, according to your honour, the size of your realm and your number of academies
  • If your badboy reach 40 something bad happen

Administration&Demesne
  • To keep the same number of skills Prisoner Management was included into Leadership.
  • Persuasion personal skill has now more functions and is known under Intrigues name.
  • Administration and Demesne concept:
  • To effectively rule over large kingdom and eventually build huge an empire you need good -Administration skill.
  • Large empire might collapse under it's size, administration becomes less and less effective.
  • Answer is either more effective administration or decentralization by ceding fiefs to your vassals.
  • For each level of Administration skill you King will receive 50 Demesne Points (DP).
  • Each fief has value in DP. Village 10 DP, Castle 15 DP, Town 30 DP.
  • Difference between King's DPs and cumulated fief's value will change tax income.
  • For each DP difference income will be changed by 1% up or down for All Fiefs!
  • So if you have only Administration 1 (50 DPs) and hold i.e. 3 Towns, 2 Castles and 3 Villages you will get -100% income!
  • Demesne cost for each fief can be modified by Buildings, you can also get more DPs from Edicts.

Intrigues & Propaganda
  • Intrigues supply give all persuasion bonuses both native and those from previous SoD versions.
  • If you defeated a faction some lords with whom you have good relations can join you if you have high Intrigues.
  • Just like Administration knowledge of Intrigues is necessary for a King to manage great empire.
  • For each level of Intrigues skill you earn 50 Propaganda Points (PP).
  • Base PP at 0 skill level is 10. Each fief you own subtracts from this number:
  • Village 10PP, Castle 5PP, Town 30PP.
  • Difference between Ruler's PP and value of fiefs result in relations modifier with all fiefs.

III Army Management
Innovative & Realistic Army Management and AI overhaul

Upgrading
  • Unlike in Native or in any other mod troops in SoD don't just miraculously upgrade to completely other kind of troop after battle. Troop training takes time and equipment also does not grow on trees.
  • In SoD Homeland Troops which will be backbone of your army upgrade to their experienced versions marked with *.
  • Experienced troops marked with * have exactly the same equipment as their inexperienced counterparts.
  • To upgrade unit to different kind you must have proper military building in your castle or town:
  • Barracks - Allow you to upgrade peasants to your Homeland Melee Footmen.
  • Range - Allows you to upgrade peasants to your Homeland Ranged Footmen.
  • Stables - Allow you to upgrade your basic Melee Footmen to your Cavalry.
  • Chapters - This expensive buildings attract noble refugees from your fallen Homeland. You can not train peasant to become Noble. Build Chapter and eventually they will come to you. Chapters also allow you to upgrade Noble troop line further.
  • Chapel - This small building will allow you to upgrade your best noble troops to powerful Holy Warriors if you were spreading your faith ardently enough.
  • Upgrading troops costs money. Equipment cost can be lowered by constructing blacksmith, cost will be reduced by 50%.
  • When you have experienced* troops and proper military buildings constructed talk to your Marshal and order training.
  • See New Factions chapter to learn about Homeland Troops and Mercenary Guild Troops.

Regiments
  • At any time you can detach troops from your party and create new Regiment.
  • Talk to any of your troops and order him to create a Regiment.
  • Regiment will show up near your party.
  • Meet with the regiment to issue orders.
  • Be warned! For troops in Regiments you will pay 2x more wages!

Formations & Overhauled Morale
  • Formations and Morale are by default ON. You can turn them OFF in Reports Menu->Settings.
  • Sword of Damocles tweaks morale system:
  • Biggest issue with morale feature was that when morale was broken whole army, peasants, recruits and knights alike were running away. We fixed that.
  • You should no longer experience whole armies running away after losing few troops.
  • Low leveled recruits may run but your veterans will continue fighting even in harsh conditions.

Troop Trees & Wages
  • Before you become a king you will be able to recruit only Farmers in villages.
  • Farmers upgrade to mercenary troop tree.
  • You will also be able to recruit mercenaries in taverns.
  • There are many random mercenaries showing up in taverns.
  • You can also talk to tavern keeper to recruit other soldiers.
  • Townspeople who upgrade to mercenaries, Refugees that upgrade to Sword Sisters and finally Manhunters.
  • Troops wages vary, army based on Homeland units is the least expensive.
  • You pay base wages for Homeland Player Exclusive Troops.
  • Mounted units cost 65% more.
  • Mercenaries cost 100% more.
  • Calradian troops (Native Kingdom’s Troops) cost 50% more
  • If you want you may switch troop recruitment to Native one. You will recruit Native troops in villages.
  • It's not advised and consider it a cheat. You will find this option in Reports Menu -> Settings.

Garrisoning
  • When you become a king you will be able to give garrisoning orders via Fief Management page.
  • Set max garrison value for each walled center. (default 150)
  • Hire trainers to your castles and towns.
  • You can have up to 5 trainers per garrison.
  • First trainer always cost 100 denars, but each next one will be 100 denars more expensive (second - 200, third - 300).
  • Each trainer charges 50 denars weekly.
  • One trainer can auto-garrison 2 recruits daily.
  • Be warned troops recruited by draft are distracted from fief's population!
  • Each troop you rceruit is 1 population less in town or in village belonging to a castle.
  • Visit villages directly to find volunteers who are not counted as taxpaying population of the fief.
  • They also exercise castle's garrison every day increasing it's experience.
  • You need specific military facilities to make trainers useful (Barracks to recruit and train infantry, practice range for archers and stables for cavalry).

AI Overhaul
  • New war peace system giving explanations of AI decisions to the player
  • If you conclude peace you must respect a 30 days truce before restarting war or will lose honor and gain badboy (AIs never break truces)
  • Kingdoms base their decisions to start wars or propose peace on the evolution of their power
  • They have objectives and try to expand logically, their situation determines their ambition and so how offensive their lords are
  • Lord personnalities have an influence on their decisions as well as their personnal situation compared to over lords
  • Choice of 3 systems for autoresolved battles : Bloodbath (very fast), Kt0 Improved Autorsolve (extremely realistic) or Native

IV New Factions:
12 Completely new Factions plus all Old Factions to a total of 16 factions not counting bandits and alike!

Player Faction:
  • You start as King's Child, refugee from country invaded by The Legion.
  • Choose from 5 player exclusive factions, Antarian Empire, Villianese Duchy, Kingdom of Aden, Zerrikanian Sultanate or Republic of Marina
  • Antarian Empire - Proud aristocratic country, Heavy armored foot melee based army.
  • Republic of Marina - Trade faction basing it's army on mercenaries, foot based mixed army, excellent at sieges.
  • Kingdom of Aden - Feudal country with strong cavalry traditions.
  • Villianese Duchy - Idyllic clan based realm with skilled foot melee soldiers and unmatched archers.
  • Zerrikanian Sultanate - Proud nation with strong cavalry tradition.
  • You will have access to exclusive Homeland troops unique for each faction.
  • Each troop tree consists of Infantry line, Ranged line, Cavalry line and completely separate Nobility troop tree.
  • Each homeland has it's strengths and weak points.

Mercenary Guilds
  • 6 mercenary factions offering single troops as well as whole army regiments for hire. Not only to you but to your enemies as well. Don't be surprised if you see party of mercenaries following enemy lord.
  • Gain their trust doing new quests!
  • You can find Mercenary 5 Mercenary Guild Headquarters on the map and their representatives in towns...
    ...
    ...
    ...
Commands
More From This Author
Comments (Page 9 of 11)
IP: logged
 Re: Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by chromium24 on May 20, 2010, 04:16:24 am
xtended2l wrote:
Yeah i don't see any ordinary or reasonable argument, i tested this version on my own and my friend's computers, went into the battle - no crash, conquered castle, town - no crash too, moreover artifact system became more stable. And yes, now i need some pills after reading your comment. Your're like that politics talking about crazy things, smiling and at the same time looking so serious and quiet=))
Let me assure you, not everyone has the exact same setup as you do. This release does have serious crash problems, whether or not you choose to believe it, and minds far greater than yours are working on finding the cause actively.

4.57 has serious crash issues. If yours is crashing a lot, try going back to 4.5 or even 4, because 4.57 in its current state cannot be seen as a stable release. (Hell, right now 4.57 doesn't need to crash to screw things up; the gameplay has more bugs than a Baltimore rowhouse.)
IP: logged
 Re: Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by xtended2l on May 20, 2010, 10:13:56 am
chromium24 wrote:
xtended2l wrote:
Yeah i don't see any ordinary or reasonable argument, i tested this version on my own and my friend's computers, went into the battle - no crash, conquered castle, town - no crash too, moreover artifact system became more stable. And yes, now i need some pills after reading your comment. Your're like that politics talking about crazy things, smiling and at the same time looking so serious and quiet=))
Let me assure you, not everyone has the exact same setup as you do. This release does have serious crash problems, whether or not you choose to believe it, and minds far greater than yours are working on finding the cause actively.

4.57 has serious crash issues. If yours is crashing a lot, try going back to 4.5 or even 4, because 4.57 in its current state cannot be seen as a stable release. (Hell, right now 4.57 doesn't need to crash to screw things up; the gameplay has more bugs than a Baltimore rowhouse.)
Ok, ok. Maybe I don't play at all. Maybe i cannot find'em(bugs). Or maybe my version of mod(or maybe of mnb, but i'm using 1.011 like others) is bug-immune =)))))
IP: logged
 Re: Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by chromium24 on May 20, 2010, 11:23:16 am
xtended2l wrote:
Ok, ok. Maybe I don't play at all. Maybe i cannot find'em(bugs). Or maybe my version of mod(or maybe of mnb, but i'm using 1.011 like others) is bug-immune =)))))
We're all using 1.011. We're all using 4.57 (though you might not be). Fact is, not every computer acts the same way, and you apparently do not have the power of mind or clarity of thought to see that. I'm sorry, but there are the facts.
IP: logged
 Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by newabortion on May 21, 2010, 09:23:14 am
download is broken
IP: logged
 Re: Sword of Damocles - Invasion Version 4 SF (01 Feb 2009)  » posted by Bastard on May 22, 2010, 09:03:23 am
It looks awesome. Downloading now, cant wait to play this mod! :hammer:
IP: logged
 Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by Arc-D on May 22, 2010, 10:51:31 am
Great mod :-D but how long does it take from my nobles to get back from an artifact mission?
IP: logged
 Re: Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by Bastard on May 22, 2010, 02:53:06 pm
it was awesome, too bad it is too slow to play normail :cry:
IP: logged
 Re: Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by xtended2l on May 22, 2010, 09:08:22 pm
chromium24 wrote:
xtended2l wrote:
Ok, ok. Maybe I don't play at all. Maybe i cannot find'em(bugs). Or maybe my version of mod(or maybe of mnb, but i'm using 1.011 like others) is bug-immune =)))))
We're all using 1.011. We're all using 4.57 (though you might not be). Fact is, not every computer acts the same way, and you apparently do not have the power of mind or clarity of thought to see that. I'm sorry, but there are the facts.
No, you're wrong, i can.
IP: logged
 Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by Whivy on May 24, 2010, 10:01:42 am
I really like this mod. Lots of new stuff and new systems to play with. But as some said, just too many crashes (at least, for me). I never had any crash on M&B, but i just had 3 in one hour. And my save is totally screw, since there is a crash named RGL ERROR "unable to lock vertex buffer" everytime i defend my castle, which is under siege. Too bad, really good mod, hope there will be upgrades.
IP: logged
 Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by losh14 on May 26, 2010, 10:23:57 am
This is an excellent mod. Lots of good ideas - and like most Betas it's still a work in progress but the bugs are far less common than some other mods. In other words, you've done a lot of work and it shows.

I'll address errors first and then some thoughts.

The scripting error messages - these don't really bother anything and they come up fairly often in mods. Some clean-up in the code is necessary but otherwise this isn't a problem.

The "Vertex Buffer" and "RGL Error" are both video card issues - whether due to drivers, lack of VRAM or just something the video card doesn't like. I used to get these all the time when I was running M&B off my Nvidia 6150 onboard. These all but disappeared when I upgraded to an XFX 8400 GS - more RAM, better drivers. It's not a matter of power but of compatibility - certain video cards have quirks that trip them up when running certain kinds of processes. Programming is not monolithic, and where developers get creative they may inadvertently stumble onto one of these quirks.

The "Newton.dll" error is unique to specific types of video cards - this is related to physics processes. There may or may not be a patch for it currently, but contact the manufacturer anyway. If the manufacturer finds enough of an issue, they may release a patch.

Onto the fun stuff:
I like the story - it's in-depth, it's cool, and it has a lot of nuance and detail to it.
It looks like you've changed both AI and combat animations. Battle is a lot more fun now. It's faster, it's clever, it's just enjoyable.
There's a lot of detail in the quests, and the additional variety is just awesome.

I've only put in about 2 hours on this so far, so obviously I've not gotten very far, but wow it's a blast to start off with a decent force of soldiers, be able to set up an order of battle and execute a plan with combined forces. This mod does it much better than some others I've played.

Many thanks, and keep up the good work.

IP: logged
 Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by andrea on Jun 07, 2010, 11:41:11 am
why you dont do this mode for warband :?:
IP: logged
 Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by SirKickAss on Jun 09, 2010, 07:49:59 am
whenever i try to buy armour,weapons, a horse, or win a battle the window closes and i get an rgl error
comment last edited by SirKickAss on Jun 09, 2010, 07:50:19 am
IP: logged
 Re: Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by losh14 on Jun 09, 2010, 09:08:01 am
SirKickAss wrote:
whenever i try to buy armour,weapons, a horse, or win a battle the window closes and i get an rgl error

I think this is a video card driver issue - either due to a lack of available RAM or some intrinsic incompatibility. If it's the latter, there's not much you can do about it. If the former (and I think it's the former since you can play vanilla native and other mods) try:
1) Run the mod in DX7 instead of DX9. Yes, I know it looks like crap in comparison. You can set this at the opening dialogue when you first run the Mount & Blade executable, ie where it asks you to select a mod.
2) Turn down your video settings from the Options menu once you start the game. First drop them to the bottom. Reduce the size of battles. If you still encounter issues you may need to upgrade your video card or at least update your drivers.
3) Update the video drivers for your video card. What kind of card do you have, by the way?

I had lots of RGL issues - even on vanilla mod - when I was using my on-board NVidia GeForce 6150SE. It's a lousy card for gaming. Things got MUCH better once I upgraded to an NVidia GeForce 8400 GS w/512 MB RAM. Yes, that's puny compared to 9800 GT, but it's still a VAST improvement. M&B runs on fairly basic graphics, though the graphics in this mod are much more High-Def than vanilla - AND it's intended to be run with a lot more soldiers. If your vid card has to keep track of bodies on the field, that eats up memory. So does blood stains, so do all the distinct armors, weapons, faces, etc.
IP: logged
 Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by losh14 on Jun 09, 2010, 09:10:42 am
As much as I HATE to ask this :oops: could you release a patch that reduces the terrain complexity - I can tell you're using some sort of HD package on the terrain because it looks awesome, though I think this may be contributing to the RGL errors. Calradia is more more heavily-forested and I can tell a definite lag in this mod when battles go to the highlands.
IP: logged
 Re: Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by chromium24 on Jun 09, 2010, 03:08:32 pm
losh14 wrote:
As much as I HATE to ask this :oops: could you release a patch that reduces the terrain complexity - I can tell you're using some sort of HD package on the terrain because it looks awesome, though I think this may be contributing to the RGL errors. Calradia is more more heavily-forested and I can tell a definite lag in this mod when battles go to the highlands.
That's actually caused by the morale and formations system, and it can be triggered in forests and mountains. Just turn it off. That said this game DOES cause RGL errors where once there were none, so something in this mod is rotten, but you can guess that from the sheer volume of people saying it's unplayable.
IP: logged
 Re: Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by losh14 on Jun 09, 2010, 03:33:51 pm
chromium24 wrote:
That's actually caused by the morale and formations system, and it can be triggered in forests and mountains. Just turn it off. That said this game DOES cause RGL errors where once there were none, so something in this mod is rotten, but you can guess that from the sheer volume of people saying it's unplayable.

Actually that makes a LOT of sense. If RGL is R____ Graphics Library and "Unable to Lock Vertex Buffer" has to do with conflicts in describing graphical surfaces (ie, objects), then it would make sense that formations should cause a problem where the land isn't flat and so the program doesn't know whether to populate a vector with terraform or character.

There are other mods with heavy RGL Errors, though games like Europa Universalis also sees them from time to time.
IP: logged
 Re: Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by chromium24 on Jun 09, 2010, 03:57:54 pm
losh14 wrote:
chromium24 wrote:
That's actually caused by the morale and formations system, and it can be triggered in forests and mountains. Just turn it off. That said this game DOES cause RGL errors where once there were none, so something in this mod is rotten, but you can guess that from the sheer volume of people saying it's unplayable.

Actually that makes a LOT of sense. If RGL is R____ Graphics Library and "Unable to Lock Vertex Buffer" has to do with conflicts in describing graphical surfaces (ie, objects), then it would make sense that formations should cause a problem where the land isn't flat and so the program doesn't know whether to populate a vector with terraform or character.

There are other mods with heavy RGL Errors, though games like Europa Universalis also sees them from time to time.
Oh, no, I just meant the battle slowdowns. They're caused by the formation code realizing it can't position a formation on really sloped/forested terrain, so it SWAMPS the CPU for a second, then times out. A second later, it tries again, and the same thing happens. Repeat ad infinitum.

Why the RGL fucks up, well, that's because of a few things. One reason: the textures can overrun the available graphics memory, and it's a sign of poor memory management, not usually bad hardware. The ultimate rule of thumb should be "on low textures, it should probably run on modern graphics hardware" which it still doesn't for a lot of people, indicating this mod doing something very, very wrong.
IP: logged
 Re: Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by losh14 on Jun 11, 2010, 08:28:34 am
chromium24 wrote:
Oh, no, I just meant the battle slowdowns. They're caused by the formation code realizing it can't position a formation on really sloped/forested terrain, so it SWAMPS the CPU for a second, then times out. A second later, it tries again, and the same thing happens. Repeat ad infinitum.

Ah, now that does make sense.
chromium24 wrote:
Why the RGL ... One reason: the textures can overrun the available graphics memory, and it's a sign of poor memory management, not usually bad hardware. The ultimate rule of thumb should be "on low textures, it should probably run on modern graphics hardware" which it still doesn't for a lot of people, indicating this mod doing something very, very wrong.

Could it be a matter of ordering these processor demands, so that location is decided before textures are added, for example?
IP: logged
 Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by meamarra on Jun 14, 2010, 09:12:24 pm
Many very good ideas, but many bugs in quests too.


Some Bugs:
- Guild Master in CURAW send a caravan of goods TO CURAW ?!?!?!
- Spy rescue quest from mercenary guild near Jerkala unsolver. Spy dialog after strike and kill kidnapers is wrong and bugged.
- Escort caravan to Suno from mercenary guild near Jerkala (again) unsolver. Caravan INSIDE Suno dont finish quest when dialoged...
- Some crashes when in battle (suck!!!)
- Many dialogs on mercenary guilds show code withou dialog.

And some others I dont remenber.

Solving this bugs and result in a excelent mod.
Sorry my broken english
Thanks

IP: logged
 Re: Sword of Damocles - Gold V4.5 [upd (v v4.57 Gold beta)  » posted by losh14 on Jun 15, 2010, 09:13:01 am
meamarra wrote:
Some Bugs:
- Guild Master in CURAW send a caravan of goods TO CURAW ?!?!?!

That ought to be rather easy ... ummm, did it resolve "normally" otherwise? In other words, was there a mismatch with naming the location or was Curaw treated correctly as a location but ought to be excluded from assigning missions to?
meamarra wrote:
- Spy rescue quest from mercenary guild near Jerkala unsolver. Spy dialog after strike and kill kidnapers is wrong and bugged.

I've hit that one to, the box comes up "Thank y..MY NAME MBOTO NGOBYA I HAVE 10MILLION AMERICAN$$ FOR YOU"
meamarra wrote:
- Escort caravan to Suno from mercenary guild near Jerkala (again) unsolver. Caravan INSIDE Suno dont finish quest when dialoged...

Darned Suno ale. Is it that you physically find the caravan by walking through Suno, or that they refuse to follow you when your party reaches them?
meamarra wrote:
- Some crashes when in battle (suck!!!)

Yeah, this is no fun. I had some luck with the above advice to turn off the formations, although I must say they no longer run in a pack straight at my archers when there isn't a formation. Not nearly as much fun. Does the formations mod script have intrinsic errors, or does it have errors with other high-res mods, or is it something other, do you think?
meamarra wrote:
- Many dialogs on mercenary guilds show code withou dialog.

Yes, the mime guild. Very dangerous. I imagine this just needs to be filled in.
meamarra wrote:
Solving this bugs and result in a excelent mod.

Agreed. And it should be called v4.61 "McLovin"
Showing comments 161 to 180 of 214 Showing Page 9 of 11  « First  <  7  8  9  10  11  > 
HomeSearchRankingsStatisticsAboutContact

Hosted by Hypernia.
Website © 2018 FenriSoft. The core site script is PHCDownload (© 2005-2018).