View Poll Results: Would you like enemy AI reinforcements (when AI is more powerful) to:

Voters
72. You may not vote on this poll
  • join main AI army?

    32 44.44%
  • attack player?

    28 38.89%
  • do something else? (please post feedback)

    2 2.78%
  • plant potatoes and watch Middle-earth pawn Central Europe on the market?

    10 13.89%
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Thread: ReallyBadAI Battle System +Hardcore +Settlements v5.7 >Oct 17< ### New Imladris AI ### incl. Battle AI and Content Switcher

  1. #781
    proximusj's Avatar Yari-hei
    Join Date
    Jul 2009
    Posts
    108

    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.6 >Feb 25< ### New Imladris AI ### incl. Battle AI and Content Switcher

    Excelent work G5!

    Your installer worked perfectly this time, starting a new campaing now with hardcore mode.

    Thank you.

  2. #782
    alreadyded's Avatar Stayin' Alive
    Join Date
    Mar 2009
    Location
    On another blue world
    Posts
    1,947

    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.6 >Feb 25< ### New Imladris AI ### incl. Battle AI and Content Switcher

    I am having trouble the with BAI when they attack a village. Instead of attacking me or going for the square, they just sit there and wait for me to come to them, even if they have a much larger force and command. I think it only happens with villages.

    Is there a declared counter that you use that would make the AI attack right away in village battles only like they do for ambushes, something like this?

    Code:
    monitor_conditions I_BattleStarted
        and I_BattleAiAttackingSettlement
        and I_BattleSettlementFortificationLevel = none
        and ! I_IsBattleSettlementCastle
    	
        set_counter miracle_cure 0
    
    end_monitor

    Do you already have a counter made that will tell the AI to attack?


    I have tried many times myself adding a new monitor or changing yours so they incorporate villages, but the AI still just sits there, and will do so until the battle time runs out.
    Last edited by alreadyded; March 19, 2012 at 04:44 PM.

    Perillicious Third Age and Fourth Age Campaigns

  3. #783
    Ikko-Ikki
    Join Date
    Oct 2011
    Location
    Clarke Mental Institute (CAMH) of Toronto, Ontario, Canada
    Posts
    22

    Default Problem!! Help Please!!

    I have been playing badAI mod with Stainless Steel for a while and it goes very well. Yet When it comes to Third Age, every time I start the game, I get the prompt: Can not find file G5BAISwitcher.vbs
    Is there any solution for it?
    I did have read the installation section where G5BAISwitcher.vbs is mentioned; however, I have difficulty comprehending what you mean. (You mentioned modifying Third Age.bat, but to what?)
    Here is all I have in the bat file:

    cd ..\..
    start kingdoms.exe @mods\Third_Age_3\TATW.cfg
    cd mods\Third_Age\
    wscript G5BAISwitcher.vbs

    Could you suggest what I should to make it run smooth?
    Thank you for your attention and help!!!!

  4. #784
    Sōkō yumi
    Join Date
    Mar 2008
    Posts
    849

    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.6 >Feb 25< ### New Imladris AI ### incl. Battle AI and Content Switcher

    I had a ctd with MOS 1.1 quick battle, log attached
    Attached Files Attached Files

  5. #785
    smitty's Avatar Ishiyumi no shashu
    Join Date
    Dec 2006
    Posts
    685

    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.6 >Feb 25< ### New Imladris AI ### incl. Battle AI and Content Switcher

    Does this mod affect the custom_script.txt for RR/RC Late Era Campaign at all? I ask because I'm using a modified version of that .txt file, and after installation of this mod I keep getting CTD's. Log files look like this at the end every time (5 different battles tested):

    Spoiler Alert, click show to read: 
    02:28:53.342 [game.script] [error] Script execution error for <label_unit>, at line 7972, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    02:28:53.342 [game.script.exec] [trace] exec <label_unit> at line 7973 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.342 [game.script] [error] Script execution error for <label_unit>, at line 7973, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    02:28:53.342 [game.script.exec] [trace] exec <label_unit> at line 7974 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.342 [game.script] [error] Script execution error for <label_unit>, at line 7974, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    02:28:53.342 [game.script.exec] [trace] exec <label_unit> at line 7975 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.342 [game.script] [error] Script execution error for <label_unit>, at line 7975, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    02:28:53.342 [game.script.exec] [trace] exec <label_unit> at line 7976 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.342 [game.script] [error] Script execution error for <label_unit>, at line 7976, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    02:28:53.342 [game.script.exec] [trace] exec <label_unit> at line 7977 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.342 [game.script] [error] Script execution error for <label_unit>, at line 7977, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    02:28:53.343 [game.script.exec] [trace] exec <label_unit> at line 7978 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.343 [game.script] [error] Script execution error for <label_unit>, at line 7978, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    02:28:53.343 [game.script.exec] [trace] exec <label_unit> at line 7981 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.343 [game.script] [error] Script execution error for <label_unit>, at line 7981, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.343 [game.script.exec] [trace] exec <label_unit> at line 7982 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.343 [game.script] [error] Script execution error for <label_unit>, at line 7982, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.343 [game.script.exec] [trace] exec <label_unit> at line 7983 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.343 [game.script] [error] Script execution error for <label_unit>, at line 7983, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.343 [game.script.exec] [trace] exec <label_unit> at line 7984 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.343 [game.script] [error] Script execution error for <label_unit>, at line 7984, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.344 [game.script.exec] [trace] exec <label_unit> at line 7985 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.344 [game.script] [error] Script execution error for <label_unit>, at line 7985, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.344 [game.script.exec] [trace] exec <label_unit> at line 7986 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.344 [game.script] [error] Script execution error for <label_unit>, at line 7986, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.344 [game.script.exec] [trace] exec <label_unit> at line 7987 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.344 [game.script] [error] Script execution error for <label_unit>, at line 7987, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.344 [game.script.exec] [trace] exec <label_unit> at line 7988 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.344 [game.script] [error] Script execution error for <label_unit>, at line 7988, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.344 [game.script.exec] [trace] exec <label_unit> at line 7989 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.344 [game.script] [error] Script execution error for <label_unit>, at line 7989, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.344 [game.script.exec] [trace] exec <label_unit> at line 7990 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.345 [game.script] [error] Script execution error for <label_unit>, at line 7990, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.345 [game.script.exec] [trace] exec <label_unit> at line 7991 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.345 [game.script] [error] Script execution error for <label_unit>, at line 7991, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.345 [game.script.exec] [trace] exec <label_unit> at line 7992 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.345 [game.script] [error] Script execution error for <label_unit>, at line 7992, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.345 [game.script.exec] [trace] exec <label_unit> at line 7993 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.345 [game.script] [error] Script execution error for <label_unit>, at line 7993, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.345 [game.script.exec] [trace] exec <label_unit> at line 7994 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.345 [game.script] [error] Script execution error for <label_unit>, at line 7994, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.345 [game.script.exec] [trace] exec <label_unit> at line 7995 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.345 [game.script] [error] Script execution error for <label_unit>, at line 7995, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.346 [game.script.exec] [trace] exec <label_unit> at line 7996 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.346 [game.script] [error] Script execution error for <label_unit>, at line 7996, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.346 [game.script.exec] [trace] exec <label_unit> at line 7997 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.346 [game.script] [error] Script execution error for <label_unit>, at line 7997, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.346 [game.script.exec] [trace] exec <label_unit> at line 7998 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.346 [game.script] [error] Script execution error for <label_unit>, at line 7998, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.346 [game.script.exec] [trace] exec <label_unit> at line 7999 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.346 [game.script] [error] Script execution error for <label_unit>, at line 7999, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.346 [game.script.exec] [trace] exec <label_unit> at line 8000 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.346 [game.script] [error] Script execution error for <label_unit>, at line 8000, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    02:28:53.347 [game.script.exec] [trace] exec <define_unit_group> at line 8002 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    02:28:53.366 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
    02:28:53.366 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
    02:28:53.603 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    Last edited by smitty; May 29, 2012 at 10:46 AM.
    Wealth beyond measure, Outlander.

  6. #786
    Dimppa's Avatar Sukauto
    Join Date
    Jun 2011
    Location
    Finland
    Posts
    55

    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.6 >Feb 25< ### New Imladris AI ### incl. Battle AI and Content Switcher

    about Poll i would say 3.
    best would be if i'm on a hill, AI reinforcements would try to get behind me if possible while main army would attack.
    so how they act should depend on terrain if that's possible to scrips so

  7. #787
    hippacrocafish's Avatar Senshi
    Join Date
    May 2010
    Location
    Florida
    Posts
    1,528

    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.6 >Feb 25< ### New Imladris AI ### incl. Battle AI and Content Switcher

    I was redirected here from the Third Age: Total War bug reports forum.

    My thread, with description of the bug, is here.

    My log:

    Spoiler Alert, click show to read: 
    18:31:52.538 [system.rpt] [always] CPU: SSE2
    18:31:52.538 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    18:31:52.602 [system.io] [always] mounted pack packs/data_0.pack
    18:31:52.663 [system.io] [always] mounted pack packs/data_1.pack
    18:31:52.741 [system.io] [always] mounted pack packs/data_2.pack
    18:31:52.801 [system.io] [always] mounted pack packs/data_3.pack
    18:31:52.831 [system.io] [always] mounted pack packs/data_4.pack
    18:31:52.842 [system.io] [always] mounted pack packs/localized.pack
    18:32:01.145 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction milan (bdg large_city vs clt huge_city)
    18:32:01.145 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction scotland (bdg large_city vs clt huge_city)
    18:32:01.145 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction moors (bdg large_city vs clt huge_city)
    18:32:01.145 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction turks (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction egypt (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction mongols (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction england (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction france (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction hre (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction portugal (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction spain (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction venice (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction papal_states (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction byzantium (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction aztecs (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction timurids (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction normans (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction saxons (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction russia (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction poland (bdg large_city vs clt huge_city)
    18:32:01.146 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction denmark (bdg large_city vs clt huge_city)
    18:32:01.147 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction teutonic_order (bdg large_city vs clt huge_city)
    18:32:01.147 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction ireland (bdg large_city vs clt huge_city)
    18:32:01.147 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction norway (bdg large_city vs clt huge_city)
    18:32:01.147 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction hungary (bdg large_city vs clt huge_city)
    18:32:01.147 [script.err] [error] Script Error in mods/ThirdAge/Third_Age_3/data/export_descr_buildings.txt, at line 9142, column 2
    Building DB error - culture db max settlement level differs from building db max settlement level for faction slave (bdg large_city vs clt huge_city)
    18:39:18.128 [game.script] [always] Germanicu5 ReallyBadAI v5.6 Running. Please upload log and savegames when reporting battle CTDs for SS.
    18:59:54.948 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  8. #788
    alreadyded's Avatar Stayin' Alive
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    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.6 >Feb 25< ### New Imladris AI ### incl. Battle AI and Content Switcher

    Your log shows nothing useful, you need to change it to "trace" so it shows all the details. From the description of your problem in the other thread it is not G5's battle script causing the problem. I am guessing StealthFox assumed it was because of the second to last line of the log. However, all logs show this as G5's script is always running (as it says in the log). It sounds like a modeldb problem with the weapon changes, which explains why it crashes as soon as you enter melee. While G5's script does have a few small bugs, they only cause crashes right at the beginning of battles every once in awhile, not during them. You need to upload a more detailed crash log if you want help.
    Last edited by alreadyded; July 11, 2012 at 02:34 AM.

    Perillicious Third Age and Fourth Age Campaigns

  9. #789
    hippacrocafish's Avatar Senshi
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    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.6 >Feb 25< ### New Imladris AI ### incl. Battle AI and Content Switcher

    Quote Originally Posted by alreadyded View Post
    Your log shows nothing useful, you need to change it to "trace" so it shows all the details.
    Change what to "Trace"?

  10. #790
    Stylix's Avatar MOS Team Member
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    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.6 >Feb 25< ### New Imladris AI ### incl. Battle AI and Content Switcher

    Quote Originally Posted by hippacrocafish View Post
    Change what to "Trace"?
    Edit your TATW.cfg file to reflect this code:
    Code:
    [log]
    to = logs/system.log.txt
    level = * trace
    ;level = * error
    Notice that the semi-colon has moved. Everything after a semi-colon is ignored in the world of M2TW. This will produce a more detailed, and larger, log report.

  11. #791
    hippacrocafish's Avatar Senshi
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    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.6 >Feb 25< ### New Imladris AI ### incl. Battle AI and Content Switcher

    Quote Originally Posted by Stylix View Post
    Edit your TATW.cfg file to reflect this code:
    Code:
    [log]
    to = logs/system.log.txt
    level = * trace
    ;level = * error
    Notice that the semi-colon has moved. Everything after a semi-colon is ignored in the world of M2TW. This will produce a more detailed, and larger, log report.
    Alrighty, will do.

    Just for good measure I looked for the Huntsmen entry in in modeldb (I think it's modeldb anyway. >_>) to see what it looked like.

    Spoiler Alert, click show to read: 
    8 huntsmen
    1 4
    57 unit_models/_Units/anglo-saxon/english_huntsmen_lod0.mesh 121
    57 unit_models/_Units/anglo-saxon/english_huntsmen_lod0.mesh 900
    57 unit_models/_Units/anglo-saxon/english_huntsmen_lod0.mesh 2500
    57 unit_models/_Units/anglo-saxon/english_huntsmen_lod0.mesh 6400
    2
    5 slave
    64 unit_models/_Units/anglo-saxon/textures/english_huntsmen.texture
    71 unit_models/_Units/anglo-saxon/textures/english_huntsmen_normal.texture
    41 unit_sprites/spain_Almughavars_sprite.spr
    4 merc
    64 unit_models/_Units/anglo-saxon/textures/english_huntsmen.texture
    71 unit_models/_Units/anglo-saxon/textures/english_huntsmen_normal.texture
    41 unit_sprites/spain_Almughavars_sprite.spr
    2
    5 slave
    68 unit_models/_Units/anglo-saxon/textures/attachments_huntsmen.texture
    75 unit_models/_Units/anglo-saxon/textures/attachments_huntsmen_normal.texture 0
    4 merc
    68 unit_models/_Units/anglo-saxon/textures/attachments_huntsmen.texture
    75 unit_models/_Units/anglo-saxon/textures/attachments_huntsmen_normal.texture 0
    1
    4 None
    17 MTW2_Fast_Javelin
    18 MTW2_Fast_Knifeman 2
    20 MTW2_Javelin_primary
    14 fs_test_shield 2
    18 MTW2_Knife_Primary
    14 fs_test_shield
    16 -0.090000004 0 0 -0.34999999 0.80000001 0.60000002


    EDIT: Here's the error log with the trace enabled.

    EDIT 2: Tried an Eriador campaign, fought rebel Huntsmen, no crash. :l
    Attached Files Attached Files
    Last edited by hippacrocafish; July 11, 2012 at 11:35 PM.

  12. #792
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.7 >Oct 17< ### New Imladris AI ### incl. Battle AI and Content Switcher

    New AI (v5.7) is out, what's most important it eliminates reinforcements CTD issue that existed due to a typo in recent versions of RBAI. Everything works fine now.

    Regards


    NEW Interactive Mod Compilation for TATW: HERE, SS Gameplay Mods: HERE Settlement Tweaks (customised settlements): HERE

  13. #793
    ElvenKind's Avatar Joy or Sadness..choose.
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    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.7 >Oct 17< ### New Imladris AI ### incl. Battle AI and Content Switcher

    Great news G5!
    Proud supporter of TATW,MOS,PCP, DaC!! - TWC Guide for new members by Shankbot-New dowload links for PCP! -TATW Tech GUIDE by StealthFox- EK`s Install Thread - * Under proud patronage of one and only StealthFox *

  14. #794
    Kirā
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    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.7 >Oct 17< ### New Imladris AI ### incl. Battle AI and Content Switcher

    Looking forward to this addition here. The battles in MOS are very well done because of your scripts.
    Last edited by MIKE GOLF; October 16, 2012 at 06:41 PM.

  15. #795
    Chainsaw Schmalz's Avatar Yari-hei
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    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.7 >Oct 17< ### New Imladris AI ### incl. Battle AI and Content Switcher

    Fantastic! I've been a quiet fan of your work for a while now, it really makes MTW2 mods come to life.

  16. #796
    Araval's Avatar Senshi
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    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.7 >Oct 17< ### New Imladris AI ### incl. Battle AI and Content Switcher

    Welcome back

  17. #797
    Pleiades's Avatar Ishiyumi no shashu
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    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.7 >Oct 17< ### New Imladris AI ### incl. Battle AI and Content Switcher

    Quote Originally Posted by Germanicu5 View Post
    New AI (v5.7) is out, what's most important it eliminates reinforcements CTD issue that existed due to a typo in recent versions of RBAI. Everything works fine now.

    Regards
    You are alive! How nice of you!
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  18. #798
    Chernish's Avatar Taihō no heishi
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    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.7 >Oct 17< ### New Imladris AI ### incl. Battle AI and Content Switcher

    Quote Originally Posted by Germanicu5 View Post
    New AI (v5.7) is out, what's most important it eliminates reinforcements CTD issue that existed due to a typo in recent versions of RBAI. Everything works fine now.

    Regards
    Exellent news!
    Thank you !!!!
    Do what must be and let be what will


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  19. #799
    Germanicu5's Avatar Will buy spare time...
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    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.7 >Oct 17< ### New Imladris AI ### incl. Battle AI and Content Switcher

    Thank you for the warm welcome, hopefully I can find some time for TATW projects that have been on hold for a while.

    Regards


    NEW Interactive Mod Compilation for TATW: HERE, SS Gameplay Mods: HERE Settlement Tweaks (customised settlements): HERE

  20. #800
    DaVinci's Avatar TW Modder Since 2005
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    Default Re: ReallyBadAI Battle System +Hardcore +Settlements v5.7 >Oct 17< ### New Imladris AI ### incl. Battle AI and Content Switcher

    Thanks for the update.

    Fantastic would be an extract of the code-lines, which had these typos (marked, ie. bold or red). I would like to manually correct it in the former version.
    Last edited by DaVinci; October 19, 2012 at 07:15 AM.
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