can you confirm this is the relevant line from the campaign_script.txt:
16:27:27.187 [game.script.exec] [trace] exec <siege_settlement> at line 5957 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
Quote:
siege_settlement Peter of_Bulgaria, Sofia, maintain
if this is the problem, it's because in some circumstances, and depending on which turn you save the game, this line and possibly others from the Bulgarian Uprising script
cause saved games to fail.
I understand that PB will be issuing a revised campaign script, in the meantime the only reliable option is to place a ; in front of all the lines in that part of the campaign script
that tell characters what to do.
I'm working on a quick and dirty version for a revised campaign_script I'm working on, but won't release until I can be confident it works properly.
(NB The Teuton emergence script can also cause problems.)
November 05, 2009, 04:52 PM
soulson
Re: Bug reports for new RC/RR compilation
Pretty sure this is becoming a common issue. Try searching for this and I believe you will come up with a solution (disable Bulgaria uprising and TO script). Cant remeber where to find it as I am in class atm. Good luck.
November 05, 2009, 04:55 PM
merlinuscdxx
Re: Bug reports for new RC/RR compilation
I don't exactly understand what you are asking me, but if the 16:27:27 line in the entry is supposed to be a timestamp, then yes, that is about the time that this all happened.
November 05, 2009, 05:03 PM
Gorrrrrn
Re: Bug reports for new RC/RR compilation
merlinus
this is the relevant part:
at line 5957 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
(use a utility such as notepad ++ which comes with the lines numbered to view the campaign_script.txt file.
only reason I'm asking is I'm not 100% certain that the copy of campaign_script.txt on hard drive hasn't been messed around with at some stage
by the operator.) ;)
monitor_event FactionTurnStart FactionType Slave
and I_TurnNumber = 54
if I_EventCounter adrianople_rebel = 1
siege_settlement Kalman, Adrianople, attack
end_if
terminate_monitor
end_monitor
;-------------- END BULGARIAN UPRISING --------------;
November 05, 2009, 07:25 PM
Gorrrrrn
Re: Bug reports for new RC/RR compilation
merlinus
here's a quick and dirty way to get round the problem.
(i'm sure others might come up with a different solution.)
note hopefully at a later stage we will have a version that is save game compatible.
coding this stuff is not my speciality (as you may have noticed) so apply at your own risk -
let me know if it works!
Spoiler Alert, click show to read:
;-------------- BULGARIAN UPRISING ------------------;
monitor_event FactionTurnStart FactionType Slave
and I_TurnNumber = 50
if not I_SettlementOwner Sofia = Slave
spawn_army
faction slave
character Peter of_Bulgaria, named character, age 30, x 250, y 157
traits GoodCommander 4
unit EE Bodyguard exp 2 armour 0 weapon_lvl 0
unit Mailed Knights exp 2 armour 0 weapon_lvl 0
unit Bulgarian Brigands exp 2 armour 0 weapon_lvl 0
unit Bulgarian Brigands exp 2 armour 0 weapon_lvl 0
unit Bulgarian Brigands exp 2 armour 0 weapon_lvl 0
unit Bulgarian Brigands exp 2 armour 0 weapon_lvl 0
unit Slav Levies exp 2 armour 0 weapon_lvl 0
unit Slav Levies exp 2 armour 0 weapon_lvl 0
unit Slav Levies exp 2 armour 0 weapon_lvl 0
unit Balkan Archers exp 2 armour 0 weapon_lvl 0
unit Balkan Archers exp 2 armour 0 weapon_lvl 0
unit Balkan Archers exp 2 armour 0 weapon_lvl 0
unit Croat Axemen exp 2 armour 0 weapon_lvl 0
unit Croat Axemen exp 2 armour 0 weapon_lvl 0
unit Magyar Cavalry exp 2 armour 0 weapon_lvl 0
unit Magyar Cavalry exp 2 armour 0 weapon_lvl 0
end
;siege_settlement Peter of_Bulgaria, Sofia, maintain
set_event_counter sofia_rebel 1
set_event_counter bulgarians_rebel 1
end_if
if not I_SettlementOwner Scopia = Slave
spawn_army
faction slave
character Ivan, named character, age 30, x 236, y 151
traits GoodCommander 4
unit EE Bodyguard exp 2 armour 0 weapon_lvl 0
unit Mailed Knights exp 2 armour 0 weapon_lvl 0
unit Bulgarian Brigands exp 2 armour 0 weapon_lvl 0
unit Bulgarian Brigands exp 2 armour 0 weapon_lvl 0
unit Bulgarian Brigands exp 2 armour 0 weapon_lvl 0
unit Bulgarian Brigands exp 2 armour 0 weapon_lvl 0
unit Slav Levies exp 2 armour 0 weapon_lvl 0
unit Slav Levies exp 2 armour 0 weapon_lvl 0
unit Slav Levies exp 2 armour 0 weapon_lvl 0
unit Balkan Archers exp 2 armour 0 weapon_lvl 0
unit Balkan Archers exp 2 armour 0 weapon_lvl 0
unit Balkan Archers exp 2 armour 0 weapon_lvl 0
unit Croat Axemen exp 2 armour 0 weapon_lvl 0
unit Croat Axemen exp 2 armour 0 weapon_lvl 0
unit Magyar Cavalry exp 2 armour 0 weapon_lvl 0
unit Magyar Cavalry exp 2 armour 0 weapon_lvl 0
end
;siege_settlement Ivan, Scopia, maintain
set_event_counter scopia_rebel 1
set_event_counter bulgarians_rebel 1
end_if
if not I_SettlementOwner Adrianople = Slave
spawn_army
faction slave
character Kalman, named character, age 30, x 267, y 147
traits GoodCommander 4
unit EE Bodyguard exp 2 armour 0 weapon_lvl 0
unit Mailed Knights exp 2 armour 0 weapon_lvl 0
unit Bulgarian Brigands exp 2 armour 0 weapon_lvl 0
unit Bulgarian Brigands exp 2 armour 0 weapon_lvl 0
unit Bulgarian Brigands exp 2 armour 0 weapon_lvl 0
unit Bulgarian Brigands exp 2 armour 0 weapon_lvl 0
unit Slav Levies exp 2 armour 0 weapon_lvl 0
unit Slav Levies exp 2 armour 0 weapon_lvl 0
unit Slav Levies exp 2 armour 0 weapon_lvl 0
unit Balkan Archers exp 2 armour 0 weapon_lvl 0
unit Balkan Archers exp 2 armour 0 weapon_lvl 0
unit Balkan Archers exp 2 armour 0 weapon_lvl 0
unit Croat Axemen exp 2 armour 0 weapon_lvl 0
unit Croat Axemen exp 2 armour 0 weapon_lvl 0
unit Magyar Cavalry exp 2 armour 0 weapon_lvl 0
unit Magyar Cavalry exp 2 armour 0 weapon_lvl 0
end
;siege_settlement Kalman, Adrianople, maintain
set_event_counter adrianople_rebel 1
set_event_counter bulgarians_rebel 1
end_if
if I_EventCounter bulgarians_rebel = 1
add_events
event historic bulgarian_uprising
date 0
end_add_events
end_if
terminate_monitor
end_monitor
;-----optional command to add money to slave faction for these armies-------------
;-----what the slave faction will spend its money on is another matter--------------
;console_command add_money slave, 10000
;-------------- END BULGARIAN UPRISING --------------;
November 05, 2009, 08:06 PM
merlinuscdxx
Re: Bug reports for new RC/RR compilation
So I should copy/paste your text into the relevant section of the campaign script (after I backup my original)? But it seems that this won't allow me to load my save, according to your post.
November 05, 2009, 09:54 PM
JonathanB
Re: Bug reports for new RC/RR compilation
Late Era campaign.
It appears that when I conquer an enemy city/castle I can't build paved roads. I captured Paris and paved roads were already there. I then captured Rheims which is a large city but I am still unable to build paved roads. It appears to almost 50% of cities i capture that I can't build paved roads.
November 05, 2009, 10:05 PM
Silver Legionary
Re: Bug reports for new RC/RR compilation
I'm getting a CTD whenever I attempt to play a battle with Middle-Eastern
culture castles, on most tier levels.
The only error I get is the "unspecified error" in the system.log,
which is very weird, as there are no other errors in the logfile,
concerning the CTD.
November 06, 2009, 06:17 PM
Gorrrrrn
Re: Bug reports for new RC/RR compilation
merlinus
yes cut and paste once you've made a backup.
let us know if it works. (I've changed it since first posting and don't have a working installation to test atm.)
it won't help with any saved game files as the campaign script is saved as part of the save game file.
you'd have to start a new campaign for it to work.
you may well hit similar problems with other parts of the camapign script if you save / load on certain turns.
awaiting a proper fix for this.
November 06, 2009, 07:07 PM
merlinuscdxx
Re: Bug reports for new RC/RR compilation
I'm testing this now on a new HRE campaign. I'll let you know what happens when I hit turn 50 (if I make it that far :tongue: ). If I get this problem later on (like with the Venetian Crusade or the TO horde), what parts would I comment out of the scripts. Also, what am I looking for in the logfile that tells me that the error has to do with scripted actions for emergents?
November 06, 2009, 07:35 PM
Seether
Re: Bug reports for new RC/RR compilation
The Venetian Crusade will cause the save-game problem like the Bulgarian Uprising and TO Emergent scripts. Not sure about the Mongol Invasion script, but it would be safe assume that it would cause issues as well.
November 06, 2009, 10:00 PM
merlinuscdxx
Re: Bug reports for new RC/RR compilation
@ Rozanov, I made a copy where I commented out all 'siege_settlement,maintain' lines for the Bulgarian Uprising, Venetian Crusade, TO emergence, and Mongol Invasion sections (Timurid Invasion didn't have any 'siege_settlement' lines). I've attached a copy of it here. If you could take a look at it and see if it looks ok, I'd appreciate it, since this is the first time I've messed with scripts. If it is, it could be the "quick and dirty" intermediary fix until the real scripters make a proper fix for this issue.
November 07, 2009, 06:14 AM
Gorrrrrn
Re: Bug reports for new RC/RR compilation
merlinus
looks like you might have to comment out some more lines in the venetian crusade
(I don't know enough about how these scripts work to know how best to rewrite the code.
it appears that anything relating to identifiable characters may be the problem once they have been spawned.
in subsequent turns it should check if the character exists I believe and there may be other issues.)
the script parses problem through the game engine without problems when initially loaded and if you play long enough past it, it may not cause a problem either.
so it has to be to do with what happens when saved whilst the the script has been activated and is giving orders.
in game terms if we spawn and don't script armies, they can just wander around and do nothing in particular.
if the identifiable character dies the army cannot be issued any commands as there isn't a way to issue commands to armies controlled by captains AFAIK.
if we script them they have to take into account all possible situations once spawned and be capable of being saved and reloaded.
I shall have to leave it to those more knowledgeable to come up with a proper solution.
November 07, 2009, 06:51 AM
merlinuscdxx
Re: Bug reports for new RC/RR compilation
Thanks, so it seems like the first and second turns after spawning may be causing most of the problems. I'd rather they do nothing than not be able to play past 1204, especially since the events in question wouldn't directly affect my faction or my immediate neighbors (That is, if they didn't CRASH MY FRIGGIN' GAME /end_monitor pissed-off_rantingVoice_NE_type 2).
EDIT: Just made all those changes that you noticed I missed, thanks Rozanov. I'll let you know if it all works or not in a few days (have to start a new campaign again), and if it does, I'll upload it for those who just want to get through a campaign as a WE faction, since this seems like it'll nerf the AI pretty badly if you play Romans, Khwarz or Lithuania (or anyone on the East side of the map).
November 07, 2009, 10:21 PM
soulson
Re: Bug reports for new RC/RR compilation
Anyone know how to fix the Late Era campaign selection bug? When you choose late era pick a faction then start but it reverts back to the first screen. Already re-installed and it worked once now after playing early era it wont. Rather annoying.
November 07, 2009, 10:40 PM
pvtmouse
Re: Bug reports for new RC/RR compilation
i reinstalled and it fixed that problem but it wasnt loading the save games so what i did was wipe out the mongols at the begining and it started working fine
November 08, 2009, 03:02 PM
Lemming69
Re: Bug reports for new RC/RR compilation
some new unit skins such as strezcy and the new mercs dont match up to their info cards skins
November 09, 2009, 08:44 AM
Seether
Re: Bug reports for new RC/RR compilation
Can anyone check (quickest way is custom battles) to see if every middle eastern faction (except turks) is missing UI stuff for mangonels and also see if mangonels even show on the battle map for those factions. Also see if any artillery for the Mongols and Timurids have their UI stuff.
If those things check out fine, then I have a corrpt install... :(
November 09, 2009, 02:53 PM
Gorrrrrn
Re: Bug reports for new RC/RR compilation
Looking in the ui/units/mongols I have a #mangonel.tga and #me_mangonel.tga
this what you mean?
(remember to make sure the stainless steel folder is not read-only, reset the attributes to allow files to be over-written before you run the batch files)