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  1. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    i have a game going on from 2016 on this mod :p (on and off for a month or two-but it pulls me back again)
    i wish someone would update it, it is just awesome!
  2. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    how do i fix those in my game?
  3. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    any suggestions about my crash log above?
  4. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    i have a crash again
    playing ghurids
    here is the log

    any suggestionsn
  5. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    so which submods do i disable to get an errorfree game.....? or do i have to uninstall stainles steel, re-install ss6.3,6.4 and hurb to get stable game. i heard if you install these sumods then only...
  6. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    playing as sultanat of rum and got error, log is

    21:08:48.344 [system.rpt] [always] CPU: SSE2
    21:08:48.345 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version...
  7. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    @RW
    is this menneth sub mod compatible now?
  8. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    5.5c version mentioned on first page.
  9. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    awesome!!!!!!!!!!!! downloading now
  10. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    ok so i have re-installed the game, the SS and am ready to test out the new updated working version of game, waiting anxiously..
  11. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    a while ago i had these probs:
    ...
  12. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    OH MY GOD!!!!!!!!!!!!!!!!!!
    ROLLINGWAVE IS BAAAAAAAAAAAAAAAAAAAAAAAAAAACK!!!!!!!!!!!!!!!!!!!!!

    :jumping::jumping::jumping::jumping:
    :cheer2::cheer2::cheer::cheer:
    :party:...
  13. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    @RollingWave

    so no new revisions/bug fixes for this brilliant mod?
    i really hope you find some time for us and fix this version because iit is really great. i have been waiting for 10 months in...
  14. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    @RollingWave

    i just cameback from site for a week. its been more than 1.5 months so i get to ask:

    any progress on new version?
  15. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    waiting for the update!!!!
    in case RW thought we forgot and moved on
    no no
    we r still here
  16. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    i was playing as sultanat of rum. i only captured fes to invalidate the condition required for the routine. but it crashed again but without any specific error in the log.

    i was hoping it wassave...
  17. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    it in this routine starting at line 3617

    if I_EventCounter new_prophet = 1
    spawn_character slave Amghar ibn_Tumart, heretic, age 40, x 20, y 74
    console_command give_trait "Amghar ibn_Tumart"...
  18. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    i would like to get that heretic crash mentioned above (by me) fixed so i can continue my campaign.
    pleeeeaaaaasssseeeeee
  19. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    welcome hassidii :-D
    this mod is awesome and we are also waiting for new update which RollingWave is working on.
    meanwhile you could try an earlier version of the game which was much stabler than...
  20. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    waiting eagerlyyyyyyyyyyyyyyy
  21. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    any update on a fix release?
  22. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    i changed the gamescript lines in the above routine but againit crashed, but without any specific error.
    i captured fes so that the condition for this routine is not fullfilled and it still crashed...
  23. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    this routine is executed at turn 38 if moors have fes and marakesh.
    so i attacked and captured fes.
    now it crashes but log does not mention anything specific. just loading data packs and then...
  24. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    well i found the error in campaign_script
    it in this routine starting at line 3617

    if I_EventCounter new_prophet = 1
    spawn_character slave Amghar ibn_Tumart, heretic, age 40, x 20, y 74...
  25. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    hello...............................
    any1 there........................................
    hellooooo
    helloooooooo
    helloooooooooooo
  26. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    okay so this time i have this error:



    if any ones there :(
  27. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    use the cheat to get some re-inforcements :-p
  28. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    you can try earlier version. i think i played 5.2 or 5.3 first. and i played without a single ctd with a lot of other submods enabled.
  29. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    but i am not using RBAI now with that on i crash in campaign on turns a lot
  30. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    ok so now i got error in battle:
    when enemies (byzantine) reinforcements last unit enters it crashes.



    are there any plans for an update?
  31. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    @RollingWave

    HEEEEEEEEEEEEEEEEEEEEEEEEEEEELLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP
    We need another update to the mod....
  32. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    again started with sultanat of rum and again crashed on rebel turn with the same log.
    (this time i re-installed everything from vanilla to hurb)
  33. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    no, on turns.
  34. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    ok i am getting crashes playing a abbassid or sultanate of rum

    lates log:



    HURB early campaign with
    gracul
    bygs grim reality 2
    next heir ancillary for 6.4
  35. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    i loaded your saves and it also crashed. following was log (i only ticked savage ai)


    maybe rollingwave can look at it for you
  36. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    turns,
    btw do i need all these submods with HURB or are these functions integrated already?
  37. Re: Meneth's Sub-mod Compilation (MSC) 6.0

    i have been using this mod with HURB from:



    and reallybadai

    the enabled mods are:

    http://i802.photobucket.com/albums/yy306/shoaibasghar/ss.png
  38. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    yes meneths sub mod compilation from:



    and reallybadai

    the enabled mods are:
    http://i802.photobucket.com/albums/yy306/shoaibasghar/ss.png
  39. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    ok thanks. i will wait instead of starting a new campaign.

    for some reason my files won't upload on twcentre.

    here is save latest system log and ss setup config:



    thanks a lot!
  40. Re: [V 5.5!] The Historical Units Region Buildings Mod! (6 New Factions/ Units/ Map / Buildings)

    i changed a few things and tried to turn again now this log appears:
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