Page 54 of 54 FirstFirst ... 4 29 44 45 46 47 48 49 50 51 52 53 54
Results 1,061 to 1,080 of 1080

Thread: Bug reports for new RC/RR compilation

  1. #1061

    Default Re: Bug reports for new RC/RR compilation

    Take off FOW and observe it.

    That's probably all the help I can give. You'll need someone like Rozanov or PB.

  2. #1062

    Default Re: Bug reports for new RC/RR compilation

    I've started a new campaign as France, and noticed in my battles with England that they have a full complement of longbow men, yeomen archers, and Kings men.
    As you might expect my militia crossbowmen and spear militia are having a hard time of it.

    Is this a bug? as the full plate and new era events have not happened yet?

    I'm playing the Late campaign.

    Thanks

  3. #1063

    Default Re: Bug reports for new RC/RR compilation

    I've started a new campaign as France, and noticed in my battles with England that they have a full complement of longbow men, yeomen archers, and Kings men.
    As you might expect my militia crossbowmen and spear militia are having a hard time of it.

    Is this a bug? as the full plate and new era events have not happened yet?

    I'm playing the Late campaign.

    Thanks
    Bump!

  4. #1064
    Ichon's Avatar Praeses
    Content Staff

    Join Date
    Jun 2009
    Posts
    8,224

    Default Re: Bug reports for new RC/RR compilation

    They are recruiting new ones? I think they start with some but it is probably a bug if they are recruiting those units before the events.

  5. #1065

    Default Re: Bug reports for new RC/RR compilation

    Yeah lots of Longbowmen, and more worryingly I've seen a few new kings men units pop up too.

    I've recently re installed SS6.1 and RR/RC August 13 compilation.

    Also I'm using Carls economy script.

    What do you think, bad install?

  6. #1066

    Default Re: Bug reports for new RC/RR compilation

    By
    Quote Originally Posted by merocaine View Post
    I've recently re installed SS6.1 and RR/RC August 13 compilation.
    you mean 6.0 + 6.1 + RR/RC Compilation + August 13 patch?

  7. #1067

    Default Re: Bug reports for new RC/RR compilation

    correct

  8. #1068

    Default Re: Bug reports for new RC/RR compilation

    Hi Guys, I'm running 6.2 with RR/RC fully patched and the latest RBAI.

    I keep getting crashes on exiting battle when the AI has reinforcements, if anyone has any ideas let me know!




    Spoiler Alert, click show to read: 
    08:59:19.934 [system.io] [info] open: found data/banners/symbols10.tga.dds (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    08:59:21.480 [game.script.timer.battle] [trace] Battle timer finished 7.00 @ 910.1, line number 25434
    08:59:21.480 [game.script.exec] [trace] exec <if> at line 25441 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.480 [game.script.exec] [trace] exec <if> at line 25448 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.480 [game.script.timer.battle] [trace] Battle timer finished 0.50 @ 910.1, line number 25457
    08:59:21.480 [game.script.exec] [trace] exec <label_unit> at line 25459 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.481 [game.script.exec] [trace] exec <label_unit> at line 25460 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.481 [game.script.exec] [trace] exec <label_unit> at line 25461 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.481 [game.script.exec] [trace] exec <label_unit> at line 25462 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.481 [game.script.exec] [trace] exec <label_unit> at line 25463 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.481 [game.script.exec] [trace] exec <label_unit> at line 25464 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.481 [game.script.exec] [trace] exec <label_unit> at line 25465 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.481 [game.script.exec] [trace] exec <label_unit> at line 25466 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.481 [game.script.exec] [trace] exec <label_unit> at line 25467 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.481 [game.script.exec] [trace] exec <label_unit> at line 25468 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.481 [game.script.exec] [trace] exec <label_unit> at line 25469 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.481 [game.script.exec] [trace] exec <label_unit> at line 25470 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.481 [game.script.exec] [trace] exec <label_unit> at line 25471 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.481 [game.script.exec] [trace] exec <label_unit> at line 25472 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.481 [game.script] [error] Script execution error for <label_unit>, at line 25472, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    08:59:21.482 [game.script.exec] [trace] exec <label_unit> at line 25473 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.482 [game.script] [error] Script execution error for <label_unit>, at line 25473, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    08:59:21.482 [game.script.exec] [trace] exec <label_unit> at line 25474 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.482 [game.script] [error] Script execution error for <label_unit>, at line 25474, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    08:59:21.482 [game.script.exec] [trace] exec <label_unit> at line 25475 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.482 [game.script] [error] Script execution error for <label_unit>, at line 25475, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    08:59:21.482 [game.script.exec] [trace] exec <label_unit> at line 25476 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.482 [game.script] [error] Script execution error for <label_unit>, at line 25476, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    08:59:21.482 [game.script.exec] [trace] exec <label_unit> at line 25477 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.482 [game.script] [error] Script execution error for <label_unit>, at line 25477, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    08:59:21.482 [game.script.exec] [trace] exec <label_unit> at line 25478 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.482 [game.script] [error] Script execution error for <label_unit>, at line 25478, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    08:59:21.482 [game.script.exec] [trace] exec <label_unit> at line 25481 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.482 [game.script] [error] Script execution error for <label_unit>, at line 25481, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.482 [game.script.exec] [trace] exec <label_unit> at line 25482 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.483 [game.script] [error] Script execution error for <label_unit>, at line 25482, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.483 [game.script.exec] [trace] exec <label_unit> at line 25483 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.483 [game.script] [error] Script execution error for <label_unit>, at line 25483, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.483 [game.script.exec] [trace] exec <label_unit> at line 25484 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.483 [game.script] [error] Script execution error for <label_unit>, at line 25484, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.483 [game.script.exec] [trace] exec <label_unit> at line 25485 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.483 [game.script] [error] Script execution error for <label_unit>, at line 25485, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.483 [game.script.exec] [trace] exec <label_unit> at line 25486 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.483 [game.script] [error] Script execution error for <label_unit>, at line 25486, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.483 [game.script.exec] [trace] exec <label_unit> at line 25487 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.483 [game.script] [error] Script execution error for <label_unit>, at line 25487, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.483 [game.script.exec] [trace] exec <label_unit> at line 25488 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.483 [game.script] [error] Script execution error for <label_unit>, at line 25488, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.483 [game.script.exec] [trace] exec <label_unit> at line 25489 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.483 [game.script] [error] Script execution error for <label_unit>, at line 25489, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.484 [game.script.exec] [trace] exec <label_unit> at line 25490 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.484 [game.script] [error] Script execution error for <label_unit>, at line 25490, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.484 [game.script.exec] [trace] exec <label_unit> at line 25491 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.484 [game.script] [error] Script execution error for <label_unit>, at line 25491, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.484 [game.script.exec] [trace] exec <label_unit> at line 25492 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.484 [game.script] [error] Script execution error for <label_unit>, at line 25492, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.484 [game.script.exec] [trace] exec <label_unit> at line 25493 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.484 [game.script] [error] Script execution error for <label_unit>, at line 25493, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.484 [game.script.exec] [trace] exec <label_unit> at line 25494 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.484 [game.script] [error] Script execution error for <label_unit>, at line 25494, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.484 [game.script.exec] [trace] exec <label_unit> at line 25495 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.484 [game.script] [error] Script execution error for <label_unit>, at line 25495, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.484 [game.script.exec] [trace] exec <label_unit> at line 25496 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.484 [game.script] [error] Script execution error for <label_unit>, at line 25496, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.484 [game.script.exec] [trace] exec <label_unit> at line 25497 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.485 [game.script] [error] Script execution error for <label_unit>, at line 25497, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.485 [game.script.exec] [trace] exec <label_unit> at line 25498 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.485 [game.script] [error] Script execution error for <label_unit>, at line 25498, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.485 [game.script.exec] [trace] exec <label_unit> at line 25499 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.485 [game.script] [error] Script execution error for <label_unit>, at line 25499, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.485 [game.script.exec] [trace] exec <label_unit> at line 25500 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.485 [game.script] [error] Script execution error for <label_unit>, at line 25500, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    08:59:21.485 [game.script.exec] [trace] exec <define_unit_group> at line 25502 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    08:59:21.499 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
    08:59:21.499 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
    08:59:21.991 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  9. #1069

    Default Re: Bug reports for new RC/RR compilation

    I sometimes wonder if it ever works.

    I'm plying current SS now with RR and Grim Reality mods. This is my 3rd approach to SS BTW. I downloaded the up-to-date version from the main SS thread. I get the same problems as before and even before that: no advanced units to recruit in many turns.

    Example: my 30 mailed knights unit, I started the game with, gets severe casualties, so I disband them. I expect to get a new unit in 5 turns, as it is said when I check in my castle. But this never happens. They are always like "knights of tomorrow" available in 5 turns, every turn. That counter never moves. 40 turns later they are still available in 5 turns.

    I think it is a bug. Because if you build a lev 1 building you can recruit one lev 1 agent and if you get lev 2 building it's 2 agents, and if you have 1 lev one building and two lev 2 buildings it's 5 agent slots to fill. And so on. But having a castle doesn't mean you can recruit one unit of knights even though you currently have none. If you have two castles you can't have two knights units. Actually you can't have them at all! No matter how much and how big castles you get, you can't recruit any knights no matter how long you wait.

    When I disband my armies leaving only small garrisons and click out the turns... well nothing happens. I just get loads of useless money. It's like the knights in my realm died out. Not that I like them. It is just that the game is not realistic at all, if you don't have any knights.

  10. #1070

    Default Re: Bug reports for new RC/RR compilation

    Are you using BGR?

  11. #1071

    Default Re: Bug reports for new RC/RR compilation

    Yes if the counter doesn't go down, that is BGR. Have you read the BGR manual?

  12. #1072

    Default Re: Bug reports for new RC/RR compilation

    Clearly not. Man...I can't believe my poll was closed down. I should reopen it on another website.

  13. #1073

    Default Re: Bug reports for new RC/RR compilation

    Quote Originally Posted by Point Blank View Post
    Yes if the counter doesn't go down, that is BGR. Have you read the BGR manual?
    Yeah. But this happened to me even before.

    I red a lot of complaints bout this, but found no explanations or solutions.

  14. #1074
    Ferdiad's Avatar Patricius
    Join Date
    Feb 2010
    Location
    Ireland
    Posts
    27,587

    Default Re: Bug reports for new RC/RR compilation

    Quote Originally Posted by Steamloller View Post
    Yeah. But this happened to me even before.

    I red a lot of complaints bout this, but found no explanations or solutions.
    It dosent happen unless you use BGR.

  15. #1075

    Default Re: Bug reports for new RC/RR compilation

    It's fun: when you ask in BGR it's the RR, and if you ask in RR it's BGR

  16. #1076

    Default Re: Bug reports for new RC/RR compilation

    Quote Originally Posted by Steamloller View Post
    It's fun: when you ask in BGR it's the RR, and if you ask in RR it's BGR
    You had your answer in both threads. Here is what I already told you:

    Regarding recruitment. If you can't get units because they have been phased out or not yet in then that is from rr mod e.g mailed knights disappearing fairly soon in the late campaign, I think.

    if the unit is there in the list and unavailable then that is either limited activities mod or bgr. If it is bgr then it is for reasons outlined in the manual.
    In either case there is no bug, you just need to read the instructions about what these mods do.

    NEW BGR V 20150324! . . . . . . . .. . . .BGRIV_E

  17. #1077
    BALDWIN IV's Avatar Foederatus
    Join Date
    Jun 2008
    Location
    Kingdom of Jerusalem
    Posts
    37

    Default Re: Bug reports for new RC/RR compilation

    This mod is sooo freaking BUGGED i cant play a single battle on the battlemap...CTD
    compleately screw up stainless steel

  18. #1078

    Default Re: Bug reports for new RC/RR compilation

    You're the only one with those problems, then. Posting your log might get you some help.

  19. #1079

    Default Re: Bug reports for new RC/RR compilation

    Quote Originally Posted by k/t View Post
    You're the only one with those problems, then. Posting your log might get you some help.
    hey, i agree with baldwin. i get alot of Ctd when i try to fight a battle on the campaign map. could you please help me? heres my log.

    21:24:01.382 [game.script.trigger] [trace] Trigger <dearmad_pamplona> fired
    21:24:01.382 [game.script.anc] [trace] Ancillary <dearmad_pamplona> added - chance 100, random 39
    21:24:01.382 [game.script.trigger] [trace] Trigger <emperors_seal_ai> fired
    21:24:01.382 [game.script.trigger] [trace] Trigger <DiseasedRecoveryInWild> fired
    21:24:01.382 [game.script.trigger] [trace] Trigger <Untitled_trigger> fired
    21:24:01.382 [game.script.trigger] [trace] Trigger <Ai_MoveFix1_Add> fired
    21:24:01.382 [game.script.trigger] [trace] Trigger <harsh_lifestyle2> fired
    21:24:01.382 [game.script.trigger] [trace] Trigger <Turns_Away_NewGen> fired
    21:24:01.382 [game.script.trigger] [trace] Trigger <emperors_seal_ai> fired
    21:24:01.382 [game.script.trigger] [trace] Trigger <DiseasedRecoveryInWild> fired
    21:24:01.382 [game.script.trigger] [trace] Trigger <Untitled_trigger> fired
    21:24:01.382 [game.script.trigger] [trace] Trigger <Turns_Away_NewGen> fired
    21:24:01.429 [bink] [debug] [data/fmv/faction/england_win.bik]Pause on
    21:24:01.429 [bink] [debug] [data/fmv/faction/england_win.bik]Pause on
    21:24:01.882 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  20. #1080

    Default Re: Bug reports for new RC/RR compilation

    Guys, should I install the updates before August 13?

Page 54 of 54 FirstFirst ... 4 29 44 45 46 47 48 49 50 51 52 53 54

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •