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Thread: Bug reports for new RC/RR compilation

  1. #1001

    Default Re: Bug reports for new RC/RR compilation

    1407, HRE early campaign. Attacking a Hungarian army together with my Byzantine allies. I deploy just fine, the enemy advances, and then poof.


    Spoiler Alert, click show to read: 
    Error in battle script command 'define_unit_group': invalid unit label 'unit73'.
    13:41:05.156 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit74'.
    13:41:05.156 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit75'.
    13:41:05.156 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit76'.
    13:41:05.156 [game.script.exec] [trace] exec <battle_wait> at line 15572 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    13:41:05.156 [game.script.timer.battle] [trace] Battle timer started 0.10 @ 181, line number 15572
    13:41:05.234 [game.script.timer.battle] [trace] Battle timer finished 0.10 @ 181.1, line number 15572
    13:41:05.234 [game.script.exec] [trace] exec <ai_active_set> at line 15573 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    13:41:05.234 [game.script.exec] [trace] exec <battle_wait> at line 15574 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    13:41:05.234 [game.script.timer.battle] [trace] Battle timer started 0.10 @ 181.1, line number 15574
    13:41:05.406 [game.script.timer.battle] [trace] Battle timer finished 0.10 @ 181.3, line number 15574
    13:41:05.406 [game.script.exec] [trace] exec <ai_active_set> at line 15575 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    13:41:05.406 [game.script.exec] [trace] exec <if> at line 15584 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    13:41:05.406 [game.script.exec] [trace] exec <if> at line 15597 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    13:41:06.578 [game.script.trigger] [trace] Trigger <Start_Battle_Enemy_Forming_For_Attack_Trigger> fired
    13:41:06.578 [game.script.trigger] [trace] Trigger <Start_Battle_Enemy_Forming_For_Attack_Trigger> fired
    13:41:06.578 [game.script.trigger] [trace] Trigger <Start_Battle_Enemy_Forming_For_Attack_Trigger> fired
    13:41:06.578 [game.script.trigger] [trace] Trigger <0588_Unexplored_Advisor_Request_Help_Trigger> fired
    13:41:11.484 [system.io] [trace] file open,,data/ui/northern_european/eventpics/battle_reinforcement.tga,,not found
    13:41:11.484 [system.io] [trace] pack open,packs/data_2.pack,data/ui/northern_european/eventpics/battle_reinforcement.tga,217308
    13:41:11.484 [system.io] [info] open: found data/ui/northern_european/eventpics/battle_reinforcement.tga (from: packs/data_2.pack)
    13:41:11.484 [system.io] [trace] pack close,,data/ui/northern_european/eventpics/battle_reinforcement.tga,,,-217308
    13:41:11.484 [system.io] [trace] file open,,data/ui/northern_european/eventpics/battle_reinforcement.tga,,not found
    13:41:11.484 [system.io] [trace] pack open,packs/data_2.pack,data/ui/northern_european/eventpics/battle_reinforcement.tga,217308
    13:41:11.484 [system.io] [info] open: found data/ui/northern_european/eventpics/battle_reinforcement.tga (from: packs/data_2.pack)
    13:41:11.484 [system.io] [trace] pack data(),,data/ui/northern_european/eventpics/battle_reinforcement.tga,,,217308
    13:41:11.500 [system.io] [trace] pack close,,data/ui/northern_european/eventpics/battle_reinforcement.tga,,,-217308
    13:41:52.187 [game.script.timer.battle] [trace] Battle timer finished 7.00 @ 187.4, line number 15502
    13:41:52.187 [game.script.exec] [trace] exec <if> at line 15509 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    13:41:52.187 [game.script.exec] [trace] exec <if> at line 15516 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    13:41:52.187 [game.script.exec] [trace] exec <set_counter> at line 15516 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    13:41:52.187 [game.script.counter] [trace] counter <ha_fix> = 1
    13:42:18.125 [game.script.trigger] [trace] Trigger <1155_Draw_Their_Fire_Trigger> fired
    13:42:49.250 [game.script.trigger] [trace] Trigger <0588_Unexplored_Advisor_Request_Help_Trigger> fired
    13:43:31.406 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  2. #1002

    Default Re: Bug reports for new RC/RR compilation

    13:42:49.250 [game.script.trigger] [trace] Trigger <0588_Unexplored_Advisor_Request_Help_Trigger> fired

    Turn off the advisor.

  3. #1003

    Default Re: Bug reports for new RC/RR compilation

    I saw that line, but the advisor is turned off...

    It is kind of strange for it to suddenly be turned on after an entire campaign with tons of battles during which it gave me no trouble at all.

    I will run the battle a third time and see if it's on or off.

  4. #1004

    Default Re: Bug reports for new RC/RR compilation

    How did it go?

  5. #1005

    Default Re: Bug reports for new RC/RR compilation

    I checked the advisor and it was set to None. I set it to Low, then again to None. Then I tried the battle again. This time the CTD happened as soon as I pressed the Start Battle button.

    Spoiler Alert, click show to read: 
    01:28:52.781 [game.script.exec] [trace] exec <label_unit> at line 15567 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:28:52.781 [game.script] [error] Script execution error for <label_unit>, at line 15567, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    01:28:52.781 [game.script.exec] [trace] exec <define_unit_group> at line 15569 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15569, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'General3'
    01:28:52.781 [game.script.exec] [trace] exec <define_unit_group> at line 15570 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit60'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit61'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit62'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit63'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit64'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit65'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit66'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit67'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit68'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit69'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit70'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit71'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit72'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit73'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit74'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit75'.
    01:28:52.781 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit76'.
    01:28:52.781 [game.script.exec] [trace] exec <battle_wait> at line 15572 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:28:52.781 [game.script.timer.battle] [trace] Battle timer started 0.10 @ 214.7, line number 15572
    01:28:52.859 [game.script.timer.battle] [trace] Battle timer finished 0.10 @ 214.8, line number 15572
    01:28:52.859 [game.script.exec] [trace] exec <ai_active_set> at line 15573 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:28:52.859 [game.script.exec] [trace] exec <battle_wait> at line 15574 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:28:52.859 [game.script.timer.battle] [trace] Battle timer started 0.10 @ 214.8, line number 15574
    01:28:52.937 [game.script.timer.battle] [trace] Battle timer finished 0.10 @ 214.9, line number 15574
    01:28:52.937 [game.script.exec] [trace] exec <ai_active_set> at line 15575 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:28:52.937 [game.script.exec] [trace] exec <if> at line 15584 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:28:57.421 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.



    I'm starting to think the way in which I arrange my soldiers is causing a problem. I tried the battle a fourth time, this time without rearranging my troops. I just pressed the Start Battle button right away, and I got much farther along, without CTD. I exited the battle, reloaded the game, tried the battle again, and this time arranged my troops, but in a different place from before. When I pressed Start Battle, CTD.

    Spoiler Alert, click show to read: 
    01:51:41.718 [game.script] [error] Script execution error for <define_unit_group>, at line 15570, in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit76'.
    01:51:41.718 [game.script.exec] [trace] exec <battle_wait> at line 15572 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:51:41.718 [game.script.timer.battle] [trace] Battle timer started 0.10 @ 178.8, line number 15572
    01:51:41.843 [game.script.timer.battle] [trace] Battle timer finished 0.10 @ 178.9, line number 15572
    01:51:41.843 [game.script.exec] [trace] exec <ai_active_set> at line 15573 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:51:41.843 [game.script.exec] [trace] exec <battle_wait> at line 15574 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:51:41.843 [game.script.timer.battle] [trace] Battle timer started 0.10 @ 178.9, line number 15574
    01:51:42.031 [game.script.timer.battle] [trace] Battle timer finished 0.10 @ 179.1, line number 15574
    01:51:42.031 [game.script.exec] [trace] exec <ai_active_set> at line 15575 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:51:42.031 [game.script.exec] [trace] exec <if> at line 15584 in mods/Stainless_Steel_6/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    01:51:44.671 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


    Are the Byzantine reinforcements causing a problem? I fought at least two more battles together with them during this campaign, against Poland and against someone else, and I didn't have any problems.

    Ok, I tried again and this time the battle went fine. The secret was to not group my crossbowmen. I got the clue that might be the problem from the "define_unit_group" bit. I think that's pretty screwed up, as I've always grouped my crossbowmen without problems. I don't know if there was a perfect storm of things going wrong, but hopefully I won't get a CTD every time I group missile units from now on.
    Last edited by k/t; November 18, 2010 at 01:31 AM.

  6. #1006

    Default Re: Bug reports for new RC/RR compilation

    Hey,
    first I wanted to say that I recently reinstalled M2TW in my brand new rig just to give a try to RR/RC (|o|) and, well, all I can say is WOW!!, you made a magnificent work in here, I wish I'd tried it before.

    Nevertheless, nothing in this world is perfect (your submod almost is ),and I've found that, in custom battles I can't choose neither Spain (Castile-Leon) nor Aragon factions. Just to be perfectly clear, I've installed latest RR/RC over a clean Stainless Steel 6.1, so is there any fix for this? (sorry if it's beeen already asked).

    Thanks in advance and congrats again for such a great work!

  7. #1007

    Default Re: Bug reports for new RC/RR compilation

    Just had my first CTD in a long while.
    Playing Poland in late Campaign, turn 252 / 1471 ad
    While attempting to siege Venice (owned by Sicily) it CTDs part way through the battle loading screen:

    Spoiler Alert, click show to read: 

    14:13:34.322 [system.io] [trace] file open,,mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/AttachmentSets/pole_late_cavalry_stuff_diff.texture,1398304
    14:13:34.323 [system.io] [info] open: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/AttachmentSets/pole_late_cavalry_stuff_diff.texture (from: C:\Program Files (x86)\Medieval II Total War)
    14:13:34.324 [system.io] [info] exists: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/AttachmentSets/tevt_late_cavalry_stuff_norm.texture (from: C:\Program Files (x86)\Medieval II Total War)
    14:13:34.324 [system.io] [trace] file open,,mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/AttachmentSets/tevt_late_cavalry_stuff_norm.texture,1398304
    14:13:34.324 [system.io] [info] open: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/AttachmentSets/tevt_late_cavalry_stuff_norm.texture (from: C:\Program Files (x86)\Medieval II Total War)
    14:13:34.325 [system.io] [info] exists: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/textures/tevt_high_knights_armor.texture (from: C:\Program Files (x86)\Medieval II Total War)
    14:13:34.325 [system.io] [trace] file open,,mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/textures/tevt_high_knights_armor.texture,1398304
    14:13:34.325 [system.io] [info] open: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/textures/tevt_high_knights_armor.texture (from: C:\Program Files (x86)\Medieval II Total War)
    14:13:34.327 [system.io] [info] exists: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/textures/tevt_high_knights_armor_normal.texture (from: C:\Program Files (x86)\Medieval II Total War)
    14:13:34.327 [system.io] [trace] file open,,mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/textures/tevt_high_knights_armor_normal.texture,1398304
    14:13:34.327 [system.io] [info] open: found mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/textures/tevt_high_knights_armor_normal.texture (from: C:\Program Files (x86)\Medieval II Total War)
    14:13:34.328 [system.io] [trace] exists: 1524: caching directory: mods/stainless_steel_6/data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets/faction_variations/venice
    14:13:34.328 [system.io] [info] exists: directory non-existant: mods/stainless_steel_6/data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets/faction_variations/venice
    14:13:34.329 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/Lithuania/Lith_late_Cavalry/AttachmentSets/faction_variations/venice/pole_late_cavalry_stuff_diff.texture
    14:13:34.329 [system.io] [trace] exists: 1525: caching directory: mods/stainless_steel_6/data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets/faction_variations/venice/variations/south_european
    14:13:34.329 [system.io] [info] exists: directory non-existant: mods/stainless_steel_6/data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets/faction_variations/venice/variations/south_european
    14:13:34.329 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/Lithuania/Lith_late_Cavalry/AttachmentSets/faction_variations/venice/variations/south_european/pole_late_cavalry_stuff_diff.texture
    14:13:34.329 [system.io] [trace] exists: 1526: caching directory: mods/stainless_steel_6/data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets/variations/south_european
    14:13:34.329 [system.io] [info] exists: directory non-existant: mods/stainless_steel_6/data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets/variations/south_european
    14:13:34.329 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/Lithuania/Lith_late_Cavalry/AttachmentSets/variations/south_european/pole_late_cavalry_stuff_diff.texture
    14:13:34.329 [system.io] [trace] exists: 1527: caching directory: data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets/faction_variations/venice
    14:13:34.329 [system.io] [info] exists: directory non-existant: data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets/faction_variations/venice
    14:13:34.329 [system.io] [info] exists: missing data/unit_models/_units/Lithuania/Lith_late_Cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/Lithuania/Lith_late_Cavalry/AttachmentSets/faction_variations/venice/pole_late_cavalry_stuff_diff.texture
    14:13:34.329 [system.io] [trace] exists: 1528: caching directory: data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets/faction_variations/venice/variations/south_european
    14:13:34.329 [system.io] [info] exists: directory non-existant: data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets/faction_variations/venice/variations/south_european
    14:13:34.329 [system.io] [info] exists: missing data/unit_models/_units/Lithuania/Lith_late_Cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/Lithuania/Lith_late_Cavalry/AttachmentSets/faction_variations/venice/variations/south_european/pole_late_cavalry_stuff_diff.texture
    14:13:34.330 [system.io] [trace] exists: 1529: caching directory: data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets/variations/south_european
    14:13:34.330 [system.io] [info] exists: directory non-existant: data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets/variations/south_european
    14:13:34.330 [system.io] [info] exists: missing data/unit_models/_units/Lithuania/Lith_late_Cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/Lithuania/Lith_late_Cavalry/AttachmentSets/variations/south_european/pole_late_cavalry_stuff_diff.texture
    14:13:34.330 [system.io] [trace] exists: 1530: caching directory: mods/stainless_steel_6/data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets
    14:13:34.330 [system.io] [info] exists: directory non-existant: mods/stainless_steel_6/data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets
    14:13:34.330 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/Lithuania/Lith_late_Cavalry/AttachmentSets/pole_late_cavalry_stuff_diff.texture
    14:13:34.330 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/textures/tevt_high_knights_armor.texture__unit_models/_units/Lithuania/Lith_late_Cavalry/AttachmentSets/pole_late_cavalry_stuff_diff.texture
    14:13:34.330 [system.io] [trace] exists: 1531: caching directory: mods/stainless_steel_6/data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor_normal.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets/faction_variations/venice
    14:13:34.330 [system.io] [info] exists: directory non-existant: mods/stainless_steel_6/data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor_normal.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets/faction_variations/venice
    14:13:34.330 [system.io] [info] exists: missing mods/Stainless_Steel_6/data/unit_models/_units/Lithuania/Lith_late_Cavalry/textures/tevt_high_knights_armor_normal.texture__unit_models/_units/Lithuania/Lith_late_Cavalry/AttachmentSets/faction_variations/venice/tevt_late_cavalry_stuff_norm.texture
    14:13:34.330 [system.io] [trace] exists: 1532: caching directory: mods/stainless_steel_6/data/unit_models/_units/lithuania/lith_late_cavalry/textures/tevt_high_knights_armor_normal.texture__unit_models/_units/lithuania/lith_late_cavalry/attachmentsets/faction_variations/venice/variations/south_european


    I'm guessing that one of Sicilian cavalry units uses a lithuanian cavalry texture or model variant that I'm missing. Any ideas how to fix it or if anyone can send me the missing files?
    Thanks
    Last edited by Tetters; December 04, 2010 at 08:24 AM.

  8. #1008

    Default Re: Bug reports for new RC/RR compilation

    Actually having searched this thread (probably what I should have done first) someone has already posted a similar problem, but I couldn't see if it got solved. I've just autoresolved the battle (thankfully I won) and am trying to make sure the sicilians don't manage to siege Venice.

    Must say I'm having an immense amount of fun in this game, all sorts of epic wars have been waged and several nations have managed to conquer half of europe only to collapse. A couple have even fought back from virtual extinction to build up big empires.

  9. #1009

    Default Re: Bug reports for new RC/RR compilation

    End of turn while playing as France Late Era Campaign. CTD happens during Mongolian turn, error log looks like it has something to do with either a missing bribe portrait or the faction/minor_lose.bik file. Any help to be offered? I tried moving around with move_character lots of Mongolian diplomats to prevent them from bribing anyone that turn, but that didn't seem to fix it. Would hate to restart a new campaign, any advice on fixing the problem would be much appreciated.

    Also I did a long campaign, so no faction should be winning yet, nobody has over 25 regions yet even.

    *Update*

    Move_character command didn't prevent the Mongols from sieging certain Khwarezmian cities, so I sent a lone general using show_cursorstat and move_character to defeat the 2 Mongolian armies attacking those cities, and voila problem fixed! Guess something in the game didn't agree with the siege commands. The ticket that tipped me off was the TC_INVADED_SETTLEMENT command in the error log. I figured one of the cities invaded by the Mongols that turn was glitching out, which was correct.
    Last edited by smitty; December 24, 2010 at 03:12 PM.
    Wealth beyond measure, Outlander.

  10. #1010

    Default Re: Bug reports for new RC/RR compilation

    Viking Huskarl Axemen are listed as Late Professionals, but they have only 120 men per unit instead of 150, take 1 turn to train and the pool requires 8 or 9 turns to refill, all of which are characteristics of Early Professionals.

  11. #1011

    Default Re: Bug reports for new RC/RR compilation

    Quote Originally Posted by Tetters View Post
    Actually having searched this thread (probably what I should have done first) someone has already posted a similar problem, but I couldn't see if it got solved. I've just autoresolved the battle (thankfully I won) and am trying to make sure the sicilians don't manage to siege Venice.

    Must say I'm having an immense amount of fun in this game, all sorts of epic wars have been waged and several nations have managed to conquer half of europe only to collapse. A couple have even fought back from virtual extinction to build up big empires.
    Tetters, look here:
    http://www.twcenter.net/forums/showt...14#post7397914
    This should work, it was the exact same problem I had (down to playing as the Poles besieging Venice).
    Regards.

  12. #1012

    Default Re: Bug reports for new RC/RR compilation

    Encountered a bug on hitting start battle after deployment.

    1450 campaign, playing France vs the Turks, relieving a siege of Sicilian allies.

    [
    Spoiler Alert, click show to read: 
    20:44:11.486 [system.rpt] [always] CPU: SSE2
    20:44:11.486 [system.rpt] [always] ==== system log start, build date: Aug 3 2007 version bld-medieval2-kingdoms-104 (45562) ===
    20:44:11.486 [system.io] [always] mounted pack packs/data_0.pack
    20:44:11.486 [system.io] [always] mounted pack packs/data_1.pack
    20:44:11.486 [system.io] [always] mounted pack packs/data_2.pack
    20:44:11.486 [system.io] [always] mounted pack packs/data_3.pack
    20:44:11.486 [system.io] [always] mounted pack packs/data_4.pack
    20:44:11.486 [system.io] [always] mounted pack packs/localized.pack
    20:45:08.142 [game.script] [error] Script execution error for <label_unit>, at line 25507, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    20:45:08.142 [game.script] [error] Script execution error for <label_unit>, at line 25508, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    20:45:08.142 [game.script] [error] Script execution error for <label_unit>, at line 25509, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    20:45:08.142 [game.script] [error] Script execution error for <label_unit>, at line 25510, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    20:45:08.142 [game.script] [error] Script execution error for <label_unit>, at line 25511, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    20:45:08.142 [game.script] [error] Script execution error for <label_unit>, at line 25512, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    20:45:08.143 [game.script] [error] Script execution error for <define_unit_group>, at line 25515, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit33'.
    20:45:08.143 [game.script] [error] Script execution error for <define_unit_group>, at line 25515, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit34'.
    20:45:08.143 [game.script] [error] Script execution error for <define_unit_group>, at line 25515, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit35'.
    20:45:08.143 [game.script] [error] Script execution error for <define_unit_group>, at line 25515, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit36'.
    20:45:08.144 [game.script] [error] Script execution error for <define_unit_group>, at line 25515, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit37'.
    20:45:08.144 [game.script] [error] Script execution error for <define_unit_group>, at line 25515, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit38'.
    20:45:12.563 [game.script] [error] Script execution error for <label_unit>, at line 25639, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.563 [game.script] [error] Script execution error for <label_unit>, at line 25640, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.564 [game.script] [error] Script execution error for <label_unit>, at line 25641, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.564 [game.script] [error] Script execution error for <label_unit>, at line 25642, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.564 [game.script] [error] Script execution error for <label_unit>, at line 25643, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.564 [game.script] [error] Script execution error for <label_unit>, at line 25644, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.564 [game.script] [error] Script execution error for <label_unit>, at line 25645, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.564 [game.script] [error] Script execution error for <label_unit>, at line 25646, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.564 [game.script] [error] Script execution error for <label_unit>, at line 25647, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.564 [game.script] [error] Script execution error for <label_unit>, at line 25648, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.564 [game.script] [error] Script execution error for <label_unit>, at line 25649, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.564 [game.script] [error] Script execution error for <label_unit>, at line 25650, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.564 [game.script] [error] Script execution error for <label_unit>, at line 25651, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.564 [game.script] [error] Script execution error for <label_unit>, at line 25652, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.564 [game.script] [error] Script execution error for <label_unit>, at line 25653, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.564 [game.script] [error] Script execution error for <label_unit>, at line 25654, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.565 [game.script] [error] Script execution error for <label_unit>, at line 25655, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.565 [game.script] [error] Script execution error for <label_unit>, at line 25656, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.565 [game.script] [error] Script execution error for <label_unit>, at line 25657, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.565 [game.script] [error] Script execution error for <label_unit>, at line 25658, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent army
    20:45:12.565 [game.script] [error] Script execution error for <label_unit>, at line 25674, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    20:45:12.565 [game.script] [error] Script execution error for <label_unit>, at line 25675, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    20:45:12.565 [game.script] [error] Script execution error for <label_unit>, at line 25676, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    20:45:12.565 [game.script] [error] Script execution error for <label_unit>, at line 25677, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    20:45:12.565 [game.script] [error] Script execution error for <label_unit>, at line 25678, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    20:45:12.565 [game.script] [error] Script execution error for <label_unit>, at line 25679, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    20:45:12.565 [game.script] [error] Script execution error for <label_unit>, at line 25680, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    label_unit referenced non-existent unit
    20:45:12.565 [game.script] [error] Script execution error for <define_unit_group>, at line 25682, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'General3'
    20:45:12.565 [game.script] [error] Script execution error for <define_unit_group>, at line 25683, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit70'.
    20:45:12.566 [game.script] [error] Script execution error for <define_unit_group>, at line 25683, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit71'.
    20:45:12.566 [game.script] [error] Script execution error for <define_unit_group>, at line 25683, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit72'.
    20:45:12.566 [game.script] [error] Script execution error for <define_unit_group>, at line 25683, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit73'.
    20:45:12.566 [game.script] [error] Script execution error for <define_unit_group>, at line 25683, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit74'.
    20:45:12.566 [game.script] [error] Script execution error for <define_unit_group>, at line 25683, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit75'.
    20:45:12.566 [game.script] [error] Script execution error for <define_unit_group>, at line 25683, in mods/Stainless_Steel_6/data/world/maps/campaign/custom/1450_Campaign/custom_script.txt:
    Error in battle script command 'define_unit_group': invalid unit label 'unit76'.
    20:45:12.978 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


    Invalid unit?

  13. #1013

    Default Re: Bug reports for new RC/RR compilation

    Read my posts above, merocaine.

  14. #1014

    Default Re: Bug reports for new RC/RR compilation

    I'm not grouping my units at all, just hitting start battle, it gets as far dropping the unit reinforcement icon before quitting. Grouping in this instance seems to have no effect.

    I'd hazard a guess that this kind of crash only happens when you are relieving an allied city
    Last edited by merocaine; January 04, 2011 at 04:21 PM.

  15. #1015

    Default Re: Bug reports for new RC/RR compilation

    I was fighting that battle with my allies, so maybe allies have something to do with this. My problem went away on its own, so I don't know how to fix yours.

  16. #1016

    Default Re: Bug reports for new RC/RR compilation

    My guess is that it thinks that the player is a AI army, but I'm not really sure how to read the script, so I'm just shooting in the dark.

    Anyway I embarked my army back on too ship and left my allies to there fate, that full stack army had my King, early 30's lots of good traits, was packed full of lancers, scots guard and other goodies, and was on its way to Greece to hammer the turkish garrisons.
    The next turn all 5 Gun Holks were sunk by an absolutely huge Turkish fleet.

    My new king is dangerously mad, and his heir is deranged.

    Them is the breaks

  17. #1017

    Default Re: Bug reports for new RC/RR compilation

    I have this in export_descr_guilds:

    Trigger 0072_Governors_Religion
    WhenToTest SettlementTurnStart

    Condition GovernorAttribute Piety > 5

    Guild theologians_guild s 25


    Isn't 25 a little much? Wouldn't 10 be more reasonable?


    In the EDU I have this for Khagan Druzhina:

    heavy horse
    mount_effect elephant -4, camel -4
    attributes sea_faring, hide_forest, very_hardy, can_withdraw, can_formed_charge
    formation 2, 4.4, 3, 6, 3, square, wedge
    stat_health 1, 3
    stat_pri 9, 8, no, 0, 0, melee, melee_blade, piercing, spear, 30, 1
    stat_pri_attr no
    stat_sec 11, 5, no, 0, 0, melee, melee_blade, piercing, sword, 30, 1


    However, in battle they are shown with maces. What should I change the stats to for an Elite, heavy horse-riding, mace-wielding unit? This will be save game-compatible, right?


    The Cuman bodyguards have this:

    stat_sec 6, 4, no, 0, 0, melee, melee_blade, blunt, mace, 45, 1
    stat_sec_attr ap

    They are also Elite and they ride heavy horse. I could then put the exact same stats for the Khagan Druzhina, right? Am I overlooking any RR/RC subtlety?

    I found out in the meantime that the changes will apply to the current campaign.

    Actually, since the bodyguards get -2 Attack and Elite mounted units get +6, then the Khagan Druzhina should have 8 Attack and what charge? Base for mace is 2, then +1 for Elite, and...?

    Hmm, it says that maces on horseback get a charge bonus of 4, so that settles the charge bonus. Attack 8 then? But should their defense remain the same then?

    Ok, I did more reading of the RC guide: their defense should probably be 4 instead of 5 if they use a mace instead of a sword.




    Where art thou, PB?


    If Scholarii are Elite, why do they have only 6 ap secondary attack, the same as Gothic Knights, which are Superior? And why does the Cuman Bodyguard have only 5 defense instead of 4 (for mace) + 2 (for bodyguard)?
    Last edited by k/t; January 30, 2011 at 07:02 PM.

  18. #1018

    Default Re: Bug reports for new RC/RR compilation

    10 would be better yes.

    Got my old laptop back today

    Khagan Druzhina with mace will be

    stat_sec 7, 4, no, 0, 0, melee, melee_blade, blunt, mace, 45, 1
    stat_sec_attr ap

    Defense will be 4 yes.

    You'll have to change the relevant section in the entry in data/unit_models/models.db for cum_druz_han_cav_a_sp_ug0 (ie Khagan Druzhina) from:

    13 MTW2_HR_Spear
    13 MTW2_HR_Sword 2
    21 MTW2_HR_spear_Primary
    14 fs_test_shield 2
    18 MTW2_Sword_Primary
    14 fs_test_shield

    to:

    13 MTW2_HR_Spear
    12 MTW2_HR_Mace 2
    21 MTW2_HR_spear_Primary
    14 fs_test_shield 2
    17 MTW2_Mace_Primary
    14 fs_test_shield

    Its all save-game compatible.

    I can't remember if Cuman Bodyguard are elite or exceptional, looks like they are elite:

    Mace attack is 1AP (mounted mace and axe are -1 attack as the cav versions are lighter) +6 Exceptional Melee Cav -2 attack Bodyguard = 5AP
    Defense = 4 (Mace) +0 for Elite and defense should be 6, I forgot to add the +2 for bodyguard, doh.

    Scholarii are Mace 1AP + 6 (Elite mounted) -1 (Hindered by multi-layer armor) = 6AP
    Last edited by Point Blank; January 31, 2011 at 02:50 AM.

  19. #1019

    Default Re: Bug reports for new RC/RR compilation

    Ok, thanks! Now I can resume the campaign.

    Pechenegs are listed as Missile Cavalry, but they have a range of 70. I've been sort of following the debate in rusnmat's thread, and now I'm not sure if that's a bug or not. The range is standard Skirmish Cavalry. Am I missing something?
    Last edited by k/t; January 31, 2011 at 01:52 PM.

  20. #1020

    Default Re: Bug reports for new RC/RR compilation

    Pechenges use to be classified as skirmish cavalry in one of the earlier versions of RC/RR so it might just be an unintended change

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