it seems `Disamounted Turhagut` is the one being used... the other is not referenced by any other file in SS folder
it seems `Disamounted Turhagut` is the one being used... the other is not referenced by any other file in SS folder
Overall game works fine, with the exception of menu ctds, and a few ctds every couple of turns or so when playing as venice. But the AOR doesn't work at all. No local units can be trained at all. I mean whoever heard of Denmark and Norway not being able to train Viking Raiders in an early campaign. Everything else works correctly, so I'm kinda at a loss. Any help is appreciated.
Denmark has the problem that it starts with 3 towns so can't recruit anything from castles until it captures one.
viking raiders should be available from garrison_quarters (castle type barracks)
hidden resources are defined in maps\base\descr_regions.txtrecruit_pool "Viking Raiders" 1 0.25 2 0 requires factions { denmark, } and hidden_resource denmark
recruit_pool "Viking Raiders" 0 0.13 1 0 requires factions { denmark, } and hidden_resource norway or hidden_resource ireland
recruit_pool "Viking Raiders" 0 0.13 1 0 requires factions { venice, scotland, england, france, portugal, spain, aragon, moors, milan, papal_states, sicily, hre, norway, poland, russia, lithuania, cumans, kwarezm, turks, jerusalem, knights_templar, egypt, byzantium, hungary, kievan_rus, teutonic_order, mongols, slave, timurids, } and hidden_resource denmark
recruit_pool "Viking Raiders" 1 0.25 2 0 requires factions { norway, } and hidden_resource norway
recruit_pool "Viking Raiders" 0 0.13 1 0 requires factions { norway, } and hidden_resource denmark or hidden_resource ireland
recruit_pool "Viking Raiders" 0 0.13 1 0 requires factions { venice, scotland, england, france, portugal, spain, aragon, moors, milan, papal_states, sicily, hre, denmark, poland, russia, lithuania, cumans, kwarezm, turks, jerusalem, knights_templar, egypt, byzantium, hungary, kievan_rus, teutonic_order, mongols, slave, timurids, } and hidden_resource norway
I'd agree that it's a bit odd that Denmark can only recruit spear militia to begin with.
(one of the reasons I'm experimenting with towns only combining recruitment from castles with the town rosters.)
Two other (small) bugs:
1) Sicily starts in 1100 with mailed knights in Palermo, but this unit is not actually part of its roster (replaced by "miles") - it would make more sense to replace them in the "descr_strat" with "miles" or maybe Norman knights.
2) If the mailed knights in Palermo are intentional, then their captain is a silver surfer, see picture.
Also, notice that "miles" is singular - the unit name should be "milites"
Rozanov, is anybody keeping track of all these bug reports ? A rolling list in the first post might help ...
It's not just denmark, it's every faction. Every faction I've played with can't recruit local units. Viking raiders, rus infantry, prussian axeman etc. all of them. Any unit of the local category can't be recruited by their original owning factions, or a faction owning a region from which they can be recruited. It's patched to 6.2 with Byg IV and RC and RR. Everything else works fine, except for this one issue.
some of the issues with the early campaign appear to be due to incorporating AW's 1100AD mod but not consistently?
as for recruitment of local units:
I'm not well placed to answer atm as I'm working on my own mod which comprehensively changes the EDB and other files.
So I can't start up a campaign to check out the problem.
don't forget many units need a certain level of building to recruit them,some require particular technologies to become available,
others may need time before you can recruit them. and I don't know if BGR adds more complications.
(Prussian Axemen can only be recruited in regions with hidden resource prussia - check descr_regions for list of those.)
yes I'm aware of the building and time prereqs. But even the basic ones(rus infantry, viking raiders, alforatts etc.) don't show up in the recruitment pool when they should be available. Ie under the correct time conditions and with the proper rescources and facilities. It's mind boggling. I've never had this problem before and I don't know where to look for a possible correction.
If you have Byg's BGR that also imposes restrictions on recruitment.
check the 2 files in the Stainless_Steel_6 folder for Real recruitment and Byg's recruitment files.
Can you do a screen shot of a danish castle with necessary barracks, general etc to show what can be recruited?
Another alternative is to try the game without Byg's grim reality and see if that changes anything.
just lettin you know PB, the file from FileFront is apparently unavailable, and I have the same sound problem after music editing...its not fun at all....but i can see that problem hasnt gotten any treatment on here in a while.
im gonna try some things and see what happens.
Last edited by Pope Gregorius I; December 23, 2009 at 06:19 PM.
"Have mercy on me, O God, according to Thy great compassion. Your delight is not in horses, nor Your pleasure in warriors strength..."
I found one way to fix this...
if you are OCD like me and you have both 6.1 and 6.2 installed seperately (one is under Activision, the other under Sega) you can take the music and event files from sounds folder of the one that is working and plug the four into the one that is not, ex: from 6.1 to 6.2
it works so far for me, i'll have to keep playing around to see what happens with all the sounds cause i believe there are new ones, and they may not play then, so...
yeah, there are some sound bugs still it seems...i think i will simply forget about them and keep playing though, so the warhorns dont sound correct for some factions...oh weell
Im gonna try something else aswell, but im not sure if it'll work...we shall see...its gonna be tricky and I want to be extra awake to do it so i'll probs do it saturday, after all the Christmas stuff. I'll report back ASAP
Last edited by Pope Gregorius I; December 23, 2009 at 07:23 PM.
"Have mercy on me, O God, according to Thy great compassion. Your delight is not in horses, nor Your pleasure in warriors strength..."
Turn 176 or so, playing as the Poles on early campaign, M/M:
Game crashes upon loading a battle. I'm getting sieged in Venice, and the game crashes whether they initiate the battle or I do. Is this the "siege settlement" bug people refer to?
End of my log reads as follows:
Spoiler Alert, click show to read:
Looking through the directory structure, I can't find these variations and faction_variations directories. I've tried reinstalling SS and RR/RC to no avail.
Any help would be appreciated.
Edit: I've uploaded the savegame if one of you smart people want to take a look. Sallying forth from Venice to attack the besieging army should cause the crash
http://www.megaupload.com/?d=9CGV86RW
Last edited by Moranimator; December 26, 2009 at 08:16 PM.
Playing Poland early campaign VH/VH. After Bulgarian uprising all saved games after 1175 end with CTD. I can play earlier saves but after few turns i have CTD during Byzantine turn. I go back and kill their diplomat that tries to contact me. It seems to be ok. After few turns another CDT during Byzantine turn.
Now I'm playing early campaign again and have same problem at the same time. Is there a way to pass it? I think i read somewhere on forum that after Bulgarian uprising you shouldn't save game for few turns? Will it work? Or maybe early campaign is unplayable due to Bulgarian uprising problem and i should start different campaign?
ok so here is what i am going to try with the music...install all the way to a clean 6.1...ok got that, now edit the music to your liking...now extract the RR/RC files to ANOTHER folder like "RR/RC holding folder" etc. then copy all the files to their rightful space EXCEPT for the descr_sounds_music.txt The only problem I foresee is that the new Events and Music files may still need re-built even with this happening, so i dk we shall see, not copying them in either will probably still result in a necessary re-build(necessary to be rid of old music, I mean) which will of course land me right back where this all started...oh boy.
but i will try this most likely on saturday, im actually gonna play the game now......spent all day experimentin'!
Well, here's hopin! St. Cecilia, patron of music and musicians, ora pro me!
......
3 hours later...yeah thats right...
.............
...................well, it idnt work, of course...the only other thing is to not copy over events idx, music idx, etc, and the music text file, and maybe that might work, ill try that on saturday, maybe
For now SS 6.2 has defeated me...i have fought well, but lost to a superior force....I can now die with honor........Christmas is tomorrow, I get to be an altar boy at Midnight Mass, its a good day!
MERRY CHRISTMAS AND GOD BLESS YOU ALL!
Last edited by Pope Gregorius I; December 24, 2009 at 07:06 PM.
"Have mercy on me, O God, according to Thy great compassion. Your delight is not in horses, nor Your pleasure in warriors strength..."
I've recently started getting a CTD when I start the game. It gets to the splash screen and then crashes. It started after I installed the newest version of Germanicu5's ai. I made sure the file that was mentioned in the OP was the same. here are the last lines of the log.Spoiler Alert, click show to read:
I just noticed that the only faction that conumes supplies is...me.
I have spied on other generals and none of them has something less from 100%supplies.
Even though some AIgenerals are in foreign territories for 10 turns or more withour having given a battle
Andrew1994 - the supplies thing (like many other enhancements) is there to provide the human player with a more difficult game.
There is little point in doing that for the AI.
Muataursey - can you uninstall G5's AI and see if the problem persists?
re system log - although the advice is to post the last 20 lines or so, that excludes all the triggers tested, as they provide little useful
information.
see if you can find "error" in the system log - preferably the last instance.
The last error is:
20:30:58.129 [script.err] [error] Script Error in mods/Stainless_Steel_6/data/export_descr_ancillaries.txt, at line 380, column 24, another is 20:30:57.814 [script.err] [error] Script Error in mods/Stainless_Steel_6/data/export_descr_character_traits.txt, at line 1092, column 9
The AI I installed didn't have a new export_descr_ancilliaries.txt, so i guess the CTD is not related to the ai.I don't know anything about modding, but what does the missing player.txt message mean?
EDIT: installing the ai was just copying files into the stainless steel folder, i don't know if there is any way to undo that, would love to know it if there is. (I'm on vista btw)
EDIT: sorry about the log being long. I thought the triggers tested sandwiched by two missing player.txt messages might mean something
Last edited by Muataursey; December 26, 2009 at 09:23 PM.
It seems i've fixed it. I had the previous version of this RC/RR compilation, as well as another few submods like the forts mod, and I installed this version over it. The game doesn't crash anymore, but i wonder if not doing a clean install will cause problems in the future.
well it might. I always recommend starting a new camapign after doing any changes to files.i wonder if not doing a clean install will cause problems in the future.
(if the map is altered removing map.rwm file from maps/base folder is also a good idea -
the game will redo the map afresh when you start the campaign.
I still haven't sorted out my battle CTD listed above. One thought, both my army and the besieging one are full stacks, could this be the too many units/not enough space bug?