It works, thanks![]()
It works, thanks![]()
PB
herewith the last version of my campaign_script.txt.
very much experimental
campaign_script.txt
game genrates campaign script OK but haven't had time to examine the last system log to check for any subsequent erorrs. it does at least spawn the Bulgarians (but then that was never really a problem.)
notes:
doesn't include the assimilation script or the looting (for testing purposes)
has equalised kings purse additions for all playable factions (seems to work OK)
has end added to the end of spawn armies and has added money for spawned armies.
has doubled wall bonuses which gives too much money early on
(suggest use yours for turns 1onwards or from 50-100 and doubled from turn 100 onwards)
removes extra bonuses for moors and hre - unnecessary
used in conjunction with descr_strat that equalised initial king_purses 3000 and start denarii 10000
for all playable factions. (again seems to work fine and seems fairer.)
suggest bumping up farms and markets all round to level equal to town level.
(I haven't done this yet but should give economy a boost.)
bump Caffa to small town, no point in making a village.
(Another thing - if not implementing the low cost building option then we need to make
the increases in buildings less steep with increase in settlement size.
the cost to AI in improving seems far too large compared to any extra income.
(eg mechants quarter costs x10 corn exchange but only give trade income bonus of 4 (20%)
instead of 1 (5%) and that's without taking into account the intermediate buildings.)
---
re latest changes
was unable to test venice crusade changes as I lost constantinople before they emerged.
bulgarians emerged but did nothing as I'm not freezing the slave ai to test what happens.
(I suspect the AI looks at the garrisons and if they're too strong simply won't attack.)
have fun testing the byzantines on very hard.
I love the music in this. Is it the same in all the factions or is there variety?
Rosanov great work.
Last edited by soulson; November 28, 2009 at 12:17 PM.
further to post above:
I've posted a revised EDB with half price buildings here:
http://www.twcenter.net/forums/showt...17#post6366417
it's so people can test whether the AI can build more higher tier buildings if they are cheaper (50% of existing costs)
it also adds some trade income bonuses, some of which are for AI only.
also removed Pope disapproval from catholics building catholic churches.
you might want to test with or without wall bonuses in campaign script.
(posted purely for test purposes.)
Guys thanks for this mod... I have the same problem with the load files.I play the game with Romans. I saved the game for last time when Venice send the fleets to Constantinople.The armies came outside Constantinople but they didn't besiege the city..The next day when i tried to load the saved file i had a crash...Also I played the Late Campaign but i can't recruit Athanatoi(are they recriutable?) or my pikemen Menaulatoi...(I had built the latest barracks in Citadel and huge city)...![]()
@Siphonatoras
I don't think bodyguards(e.g. Athanatoi) are recruitable in this mod, at least not through cities.
Probably available in high-tier castles, if anything.
As for the heavy Roman pike men, I believe there is a very late event to unlock them,
though I don't remember the specifics. When they ARE unlocked, they
are available through cities, I think, but I'm not sure. Anyone know in detail?
Why do the Byzanyines get the Scholarii so late. should it not be instantly available.
Last edited by lordyu; November 28, 2009 at 08:44 PM.
Hi - I reinstalled everything - and I do mean everything - and still get the same crashes when I hit the "start deployment" button on the battle map.
Here is the last few lines of my trace log. If anyone can see what's wrong I would love some help as this is an awesome mod but it really takes the fun out of it getting random crashes on battles I really need to fight on my own.
Spoiler Alert, click show to read:
It mentions the advisor so I'm going to make a guess and say that you haven't turned the advisor level to off.
all my save games crashes...here is my log, can someone help please??
i saved the game when an english army was besieging my capitol city Paris....
Last edited by redinside; November 29, 2009 at 04:33 AM.
redinside:
looks like the siege_settlement command is causing the problem (again)11:24:30.390 [game.script.exec] [trace] exec <if> at line 75164 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
11:24:30.390 [game.script.exec] [trace] exec <siege_settlement> at line 75164 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
11:24:30.407 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
11:24:30.407 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
11:24:30.677 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
out of curiosity what version of the campaign-script are you using - line 75164 is about 50000 lines beyond the end of the standard campaign_script.
(Could you copy just lines 75160-75170 from your campaign_script.txt please?)
----------------------------
having played the Byz enough times the siege settlement command is always going to be problematic.
on VH I have been at war with Kiev, Hungary, Venice, HRE, Sicily, Crusader States, Seljuks, Fatimids, Khwarezm.
during the turns that the Bulgarian uprising took place it's not uncommon for Sofia to be under siege either from Hungary or passing crusader armies.
I never got to the Venetian Crusade last time as Constantinople was taken by a cluster of jihad armies just before the Venetians were due.
So it's always going to possible that the settlements due to be sieged are already under siege or about to be sieged by other armies on the turns the new armies are spawned
or ordered to besiege or attack. (I even saw the Hungarians march over and destroy one rebel stack before it could besiege.)
I am inclined to think it easier just to spawn the armies and let the AI decide what to do with them.
(it seems to ignore the besiege command if it thinks it not worthwhile due to defences being too strong.)
However I have yet to try out PB's new and improved campaign_script. txt so maybe that'll be the solution.
quite why it often tries to do anything with the siege settlement command after the turn it is supposed to fire I don't know.
--
to return to redinside: do you have a save game from just before the one that crashes?
it may be possible to play through the problem and try saving 10-15 turns after the turn that crashes when you load it.
[QUOTE=Rozanov;6368290]redinside:
looks like the siege_settlement command is causing the problem (again)
out of curiosity what version of the campaign-script are you using - line 75164 is about 50000 lines beyond the end of the standard campaign_script.
(Could you copy just lines 75160-75170 from your campaign_script.txt please?)
----------------------------
thanks Rozanov for answer, i'm a bit nooby about theese questions, but i really think that i'm using the original campaign script for the early era included in the PB compilation, cause i don't have anything else on my med II copy, except for some files taken from the minimod Alberi di Famiglia Regal by Seether, but however, i did not touch the campaign script....here's my campaign script, please, can you check the lines that you mentioned above and see if is it any probs in? thanks in advance.
Hello guys,
I have a problem. Can someone give me an detailed step by step instruction to install the "For Main Installer Megaupload (RECOMMENDED)" installation?
Because i unzip both parts in the C:\Program Files\SEGA\Medieval II Total War folder, overwrite everything and I did double-click on the Medieval II Total War\FILE_TASKS.bat file, but I got CTD if I start.
so did i make a mistake in overwriting things while unziping ?
please help!
thx.
redinside
aha - you have a Byg campaign_script - not something I am familiar with.
anyway the problem relates to a Mongol siege, which I think is from the original gracul campaign_script?
if I_EventCounter attack_urgench = 0
siege_settlement mongols4genghis, Urgench, maintain
siege_settlement mongols4aradai, Urgench, maintain
set_event_counter attack_urgench 1
end_if
----
from what I can gather the game engine doesn't like loading a saved game where a scripted siege is underway.
(depending on how it is written. so far I've managed to get the save game working but not the sieges or the other way round.)
(but I could be wrong!)
----
if the game stops there you won't be able to load the game as the campaign_script is part of the saved game file.
suggest you try loading the saved game immediately prior to that one and play through for 5-6 turns past where the dodgy one was saved.
Hi guys, its me again,
I made a second attempt for the install of REAL RECRUITMENT / REAL COMBAT for STAINLESS STEEL COMPILATION MOD BETA with the two Zip parts of "For Main Installer Megaupload (RECOMMENDED)".
So, i putt every data folders (i guess there are 3) over the stainless steel data folder and overwrite everything. I put the "Data_Campaigns_1370_1450" and the "Data_Campaigns_Early_Late" in the world/campaign folder in SS 6.1. Only that I did and it worked. I start SS 6.1 and could do everything. I start custom battle and it was great. never seen a mod like this before
.
But now the problem:
If i want to start one these new campaigns or the normal campaign it throws me back to my desktop after choosing a nation and press start....why???...i want to play these campaigns, that game is awesome.
So...can please help me someone??? that would be great!
No, when installing just do this, and only this:
Extract/Unzip the Part1 and Part2 .zip files into your C:\Program Files\SEGA\Medieval II Total War folder.
After Extraction/Unzipping, double-click on the Medieval II Total War\FILE_TASKS.bat file
You only need to put the contents of the SS6/Data_Campaigns_1370_1450 folder into the SS6/Data folder if playing in the Late Era or in the 1450 Campaign. For normal gameplay you don't need to touch those files.
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Real Combat 2.0 and automated unit stat generator for Third Age and Stainless Steel coming soon...
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