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Thread: Bug reports for new RC/RR compilation

  1. #881

    Default Re: Bug reports for new RC/RR compilation

    Found a small bug:
    Sometime when attacking settlements, while advancing to the square center, some of my unit, as well as the AI when they try to retreat, got stuck in the small road that leads to it, and won't move unless I command them to.

    I'd say the chance of that happen is 7/10

  2. #882

    Default Re: Bug reports for new RC/RR compilation

    Quote Originally Posted by Babygod22 View Post
    Found a small bug:
    Sometime when attacking settlements, while advancing to the square center, some of my unit, as well as the AI when they try to retreat, got stuck in the small road that leads to it, and won't move unless I command them to.

    I'd say the chance of that happen is 7/10
    This gets more and more likely the larger your unit size is. What is the unit size in that scenario?

  3. #883

    Default Re: Bug reports for new RC/RR compilation

    any idea why

    line 6445 is 'siege_settlement teuton4leader, Palanga, maintain'
    was causing my game to CTD? do the 'siege_settlement xxxxxxxxxxxxx, maintain' cause problems if the faction takes the settlement too quickly?
    Balbor

    Former Creative Director
    Former Head Unit Modeller and Texture
    Fourth Age:Total War

  4. #884

    Default Re: Bug reports for new RC/RR compilation

    Found a small bug:
    Sometime when attacking settlements, while advancing to the square center, some of my unit, as well as the AI when they try to retreat, got stuck in the small road that leads to it, and won't move unless I command them to.

    I'd say the chance of that happen is 7/10
    Thats when you rush your archers up and shoot them to death! Ha Ha Ha!
    Think I've seen it happen once, and never to me.

  5. #885

    Default Re: Bug reports for new RC/RR compilation

    Quote Originally Posted by bane_tw View Post
    This gets more and more likely the larger your unit size is. What is the unit size in that scenario?
    Maximum, but that doesn't happen when I play in vanilla Medieval 2 as well as vanilla SS though. And if I notice it right, it usually the archers that get stuck for the AI.

    Thats when you rush your archers up and shoot them to death! Ha Ha Ha!
    I take my rocket launchair right infront of them
    Last edited by Babygod22; July 23, 2010 at 06:13 PM.

  6. #886

    Default Re: Bug reports for new RC/RR compilation

    Quote Originally Posted by Balbor View Post
    any idea why



    was causing my game to CTD? do the 'siege_settlement xxxxxxxxxxxxx, maintain' cause problems if the faction takes the settlement too quickly?
    siege_settlement has been causing CTD's for ages. I have wrapped so much checking code around them now I thought they were all fixed, did you start that campaign after the latest beta patch, the one in the 'Final Beta' thread?

  7. #887

    Default Re: Bug reports for new RC/RR compilation

    yes, it was a new campaign i started after installing the final beta

    I've modded my copy quite a bit but nothing i can think that would effect it.
    Balbor

    Former Creative Director
    Former Head Unit Modeller and Texture
    Fourth Age:Total War

  8. #888

    Default Re: Bug reports for new RC/RR compilation

    OK I'll have another look at that code. The TO emergence code is relatively complex.

  9. #889

    Default Re: Bug reports for new RC/RR compilation

    in my current campaign (the one i stated after i got the CTDs) I've had no problems
    Balbor

    Former Creative Director
    Former Head Unit Modeller and Texture
    Fourth Age:Total War

  10. #890

    Default Re: Bug reports for new RC/RR compilation

    So I was playing the newest beta version as Poland in the Late Campaign and besieged the rebel city of Prague, founding these guys in there.



    Are these guys relics of Stainless Steel Vanilla or something? They don't have a RR/RC akin unit description, and there stats are ridiculous. Their stats in melee are almost identical to my dismounted Polish Knights minus one attack. I managed to take the city despite this, but really these guys should be updated, replaced with another unit, or just removed entirely from the settlement. They were chewing through my Light Men at Arms like nobody's business with better armor and almost twice the attack!

  11. #891
    hippacrocafish's Avatar Campidoctor
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    Default Re: Bug reports for new RC/RR compilation

    Quote Originally Posted by TigerVX View Post
    So I was playing the newest beta version as Poland in the Late Campaign and besieged the rebel city of Prague, founding these guys in there.



    Are these guys relics of Stainless Steel Vanilla or something? They don't have a RR/RC akin unit description, and there stats are ridiculous. Their stats in melee are almost identical to my dismounted Polish Knights minus one attack. I managed to take the city despite this, but really these guys should be updated, replaced with another unit, or just removed entirely from the settlement. They were chewing through my Light Men at Arms like nobody's business with better armor and almost twice the attack!
    Hussites are a rebel-only unit as are Serbian Knights.

  12. #892

    Default Re: Bug reports for new RC/RR compilation

    That's strange. In the EDU, they are listed as 6,3 secondary and 4,8,0 armour/skill/shield. Did the ones you encountered have any upgrades? I fought a unit of these guys in a campaign, and I really didn't like them. Long range and 13 attack! WTF!

    Anyway, I don't think they need nerfing. The Hussites historically mopped the floor with many powerful opponents.

  13. #893
    Ducenarius
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    Default Re: Bug reports for new RC/RR compilation

    Quote Originally Posted by Andrew1994 View Post
    I was trying to recapture York from the scots and when i take the city...CRASH.
    I used auto_win attacker because i eliminated 2 stacks of scots at a battle previously and i think its a loss of time to attack a city which is guarded by 2 militia units

    Here is the last lines of the log
    Spoiler Alert, click show to read: 
    15:58:48.206 [game.script.counter] [trace] counter <large_armypl> = 0
    15:58:48.206 [game.script.trigger] [trace] Trigger <Battle_General_Took_Deadly_Hits> fired
    15:58:48.207 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/ui/generic/eventpics/vnv_traitchange.tga
    15:58:48.207 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/ui/northern_european/eventpics/vnv_traitchange.tga
    15:58:48.207 [system.io] [info] exists: missing data/ui/northern_european/eventpics/vnv_traitchange.tga.dds
    15:58:48.207 [system.io] [info] exists: found data/ui/northern_european/eventpics/vnv_traitchange.tga (from: packs/data_2.pack)
    15:58:48.208 [system.io] [trace] file open,,2757B390,,not found
    15:58:48.208 [system.io] [trace] pack open,packs/data_2.pack,data/ui/northern_european/eventpics/vnv_traitchange.tga,217308
    15:58:48.208 [system.io] [info] open: found data/ui/northern_european/eventpics/vnv_traitchange.tga (from: packs/data_2.pack)
    15:58:48.209 [system.io] [trace] pack close,,data/ui/northern_european/eventpics/vnv_traitchange.tga,,,-217308
    15:58:48.209 [game.script.trigger] [trace] Trigger <SeverelyWoundedDeterminedRemoveHealth> fired
    15:58:48.209 [game.script.trigger] [trace] Trigger <VanquisherScottishBattleVictory> fired
    15:58:48.210 [game.script.trigger] [trace] Trigger <triumphs_in_battle_clear> fired
    15:58:48.210 [game.script.trigger] [trace] Trigger <Battle_General_Took_Hits> fired
    15:58:48.210 [game.script.trigger] [trace] Trigger <battle1> fired
    15:58:48.210 [game.script.trigger] [trace] Trigger <battle5> fired
    15:58:48.244 [game.script.trigger] [trace] Trigger <0201_Message_First_Incoming_Message_Trigger> fired
    15:58:48.301 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/ui/generic/eventpics/diplomacy_worsenedrelations.tga
    15:58:48.301 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/ui/northern_european/eventpics/diplomacy_worsenedrelations.tga
    15:58:48.302 [system.io] [info] exists: missing data/ui/northern_european/eventpics/diplomacy_worsenedrelations.tga.dds
    15:58:48.302 [system.io] [info] exists: found data/ui/northern_european/eventpics/diplomacy_worsenedrelations.tga (from: packs/data_2.pack)
    15:58:48.302 [system.io] [trace] file open,,12DD00B0,,not found
    15:58:48.302 [system.io] [trace] pack open,packs/data_2.pack,data/ui/northern_european/eventpics/diplomacy_worsenedrelations.tga,217308
    15:58:48.303 [system.io] [info] open: found data/ui/northern_european/eventpics/diplomacy_worsenedrelations.tga (from: packs/data_2.pack)
    15:58:48.303 [system.io] [trace] pack close,,data/ui/northern_european/eventpics/diplomacy_worsenedrelations.tga,,,-217308
    15:58:48.436 [system.io] [trace] file open,,mods/Stainless_Steel_6/data/ui/northern_european/eventpics/sack_ai.tga,111906
    15:58:48.436 [system.io] [info] open: found mods/Stainless_Steel_6/data/ui/northern_european/eventpics/sack_ai.tga (from: E:\SEGA\Medieval II Total War)
    15:58:48.437 [system.io] [trace] file open,,mods/Stainless_Steel_6/data/ui/northern_european/eventpics/sack_ai.tga,111906
    15:58:48.437 [system.io] [info] open: found mods/Stainless_Steel_6/data/ui/northern_european/eventpics/sack_ai.tga (from: E:\SEGA\Medieval II Total War)
    15:58:49.188 [game.script.trigger] [trace] Trigger <0201_Message_First_Incoming_Message_Trigger> fired
    15:58:50.196 [game.script.trigger] [trace] Trigger <0201_Message_First_Incoming_Message_Trigger> fired
    15:58:51.126 [game.script.exec] [trace] exec <set_event_counter> at line 73958 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    15:58:51.128 [game.script.exec] [trace] exec <terminate_monitor> at line 73960 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    15:58:51.129 [game.script.exec] [trace] exec <set_owner_founding_conversion_rate> at line 77328 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    15:58:51.129 [game.script.exec] [trace] exec <add_settlement_turmoil> at line 77329 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    15:58:51.129 [game.script.exec] [trace] exec <if> at line 77332 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    15:58:51.129 [game.script.exec] [trace] exec <if> at line 77336 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    15:58:51.129 [game.script.exec] [trace] exec <add_settlement_turmoil> at line 77336 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    15:58:51.130 [game.script.exec] [trace] exec <filter_settlement_commands> at line 77339 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    15:58:51.130 [game.script.exec] [trace] exec <set_event_counter> at line 77340 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    15:58:51.132 [game.script.exec] [trace] exec <set_event_counter> at line 77341 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    15:58:51.136 [game.script.trigger] [trace] Trigger <triumphs_in_capture> fired
    15:58:51.137 [game.script.trigger] [trace] Trigger <CaptureSettlementWealthyWCT> fired
    15:58:51.137 [game.script.trigger] [trace] Trigger <CapturedSuppliesSettlement25> fired
    15:58:51.137 [game.script.trigger] [trace] Trigger <Turnsaway_Victories3> fired
    15:58:51.140 [game.script.trigger] [trace] Trigger <0100_T_Invaded_Settlement> fired
    15:58:51.140 [game.script.trigger] [trace] Trigger <0052_T_Invaded_Settlement> fired
    15:58:51.140 [data.transgression] [info] Applied transgression TC_INVADED_SETTLEMENT from transgressor faction 1405E77E against faction 1406299A
    15:58:51.265 [game.script.exec] [trace] exec <set_event_counter> at line 73965 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    15:58:51.268 [game.script.exec] [trace] exec <spawn_army> at line 73992 in mods/Stainless_Steel_6/data/world/maps/campaign/custom/Late_Era_Campaign/custom_script.txt
    15:58:51.268 [system.io] [trace] exists: 1513: caching directory: mods/stainless_steel_6/data/ui/custom_portraits/wallace
    15:58:51.298 [system.io] [trace] exists: 19403: caching file: mods/stainless_steel_6/data/ui/custom_portraits/wallace/portrait_dead.tga (1188395523)
    15:58:51.298 [system.io] [trace] exists: 19404: caching file: mods/stainless_steel_6/data/ui/custom_portraits/wallace/portrait_old.tga (1188395523)
    15:58:51.298 [system.io] [trace] exists: 19405: caching file: mods/stainless_steel_6/data/ui/custom_portraits/wallace/portrait_young.tga (1188395523)
    15:58:51.299 [system.io] [info] exists: found mods/Stainless_Steel_6/data/ui/custom_portraits/wallace/portrait_young.tga (from: E:\SEGA\Medieval II Total War)
    15:58:51.299 [system.io] [info] exists: found mods/Stainless_Steel_6/data/ui/custom_portraits/wallace/portrait_young.tga (from: E:\SEGA\Medieval II Total War)
    15:58:51.299 [system.io] [info] exists: found mods/Stainless_Steel_6/data/ui/custom_portraits/wallace/portrait_young.tga (from: E:\SEGA\Medieval II Total War)
    15:58:51.299 [system.io] [info] exists: found mods/Stainless_Steel_6/data/ui/custom_portraits/wallace/portrait_young.tga (from: E:\SEGA\Medieval II Total War)
    15:58:51.303 [data.invalid] [error] World creation error: couldn't find unit description for unit type 'Highland Rabble'.
    15:58:51.356 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
    15:58:51.356 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
    15:58:52.598 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit
    .Plz help






  14. #894
    Gnostiko's Avatar Campidoctor
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    Default Re: Bug reports for new RC/RR compilation

    Minor bug; there still exists in expanded.txt the 'Republic of Gennoa'

  15. #895
    yxele's Avatar Civis
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    Default Re: Bug reports for new RC/RR compilation

    I got a CTD when playing as the crusader states. I can only load the eldest of my save games (this is turn 124). I am playing early campaign and I am using the newest beta.


    Attachment 99684

  16. #896
    RollingWave's Avatar Praepositus
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    Default Re: Bug reports for new RC/RR compilation

    I think I installed properly but right now a lot of my unit cards are missing, did I miss a file somewhere?
    1180, an unprecedented period of peace and prosperity in East Asia, it's technology and wealth is the envy of the world. But soon conflict will engulf the entire region with great consequences and lasting effects for centuries to come, not just for this region, but the entire known world, when one man, one people, unites.....

  17. #897
    Ducenarius
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    Default Re: Bug reports for new RC/RR compilation

    Plz someone help me
    #893






  18. #898

    Default Re: Bug reports for new RC/RR compilation

    Quote Originally Posted by Point Blank View Post
    OK I'll have another look at that code. The TO emergence code is relatively complex.
    I've also run into a campaign ending CTD. As Genoa, turn 1227 or so. My last working save is before the appearance of the Mongols and the Teutonic Order (frustratingly 10 years earlier). I'm lucky to still have that (I have a number of saves which I rotate). System log attached.

    Edit:

    Sorry, thats the wrong log and TW Center won't let me replace it for some reason, so I've deleted it.

    Actually, TWC won't let me upload the log from the /logs folder.

    There, all zipped up.
    Last edited by Slyspy; July 27, 2010 at 04:39 PM.

  19. #899
    Germanicu5's Avatar Will buy spare time...
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    Default Re: Bug reports for new RC/RR compilation

    @PB

    I'd consider the fact that siege_settlement CTDs happen because counters are intercepted by show_me (proved to be true by gracul and myself) if my AI is activated via advisor.

    Regards
    I have no memory of this place.

  20. #900

    Default Re: Bug reports for new RC/RR compilation

    Can anyone be kind enough to help me identify this error? I was playing as Milan in the Italian city state campaign and at turn 7 or 8 I got a CTD while the AI is playing their turn, more specific is when Sicily is playing it turn.

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