Faramir's bodyguard has no unit card when you retrain it. I haven't been able to check for any other heroes though.
Faramir's bodyguard has no unit card when you retrain it. I haven't been able to check for any other heroes though.
Elrond has just died of old age. Is this a bug?
No.
[QUOTE=Germanicu5;6536570]Everything is fine, these are errors generated by my AI scripts and don't cause any instability whatsoever.
Regards[/QUOTE
I am getting crazy stuff in the game log.KK pointed me to you for this one.
I have no idea what the battle map thing is and i did not even try anything for stakes.Mordor declared a campaign against Bree so i tried to help and attacked a Rhun army cutting through my lands.After that i checked the log and saw this.And that is only part of the error.There are over 100 lines that end with :see Charlie
and 18 error's about stakes.If you need me to display the whole log i will.
Error in battle script command 'unit_deploy_stakes': unit 'unit31' does not have the stakes ability.
22:19:56.187 [game.script] [error] Script execution error for <unit_deploy_stakes>, at line 233, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'unit_deploy_stakes': unit 'unit32' does not have the stakes ability.
22:19:56.187 [game.script] [error] Script execution error for <unit_deploy_stakes>, at line 234, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'unit_deploy_stakes': unit 'unit33' does not have the stakes ability.
22:19:56.187 [game.script] [error] Script execution error for <unit_deploy_stakes>, at line 235, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'unit_deploy_stakes': unit 'unit34' does not have the stakes ability.
22:19:56.187 [game.script] [error] Script execution error for <unit_deploy_stakes>, at line 236, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'unit_deploy_stakes': unit 'unit35' does not have the stakes ability.
22:19:56.187 [game.script] [error] Script execution error for <unit_deploy_stakes>, at line 237, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'unit_deploy_stakes': unit 'unit36' does not have the stakes ability.
22:19:56.187 [game.script] [error] Script execution error for <unit_deploy_stakes>, at line 238, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'unit_deploy_stakes': unit 'unit37' does not have the stakes ability.
22:19:56.187 [game.script] [error] Script execution error for <unit_deploy_stakes>, at line 239, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'unit_deploy_stakes': unit 'unit38' does not have the stakes ability.
22:19:58.468 [data.invalid] [error] BATTLE_MAP_AREAS point not inside any area : See Charlie
22:20:02.468 [data.invalid] [error] BATTLE_MAP_AREAS point not inside any area : See Charlie
22:20:06.578 [data.invalid] [error] BATTLE_MAP_AREAS point not inside any area : See Charlie
22:20:10.500 [data.invalid] [error] BATTLE_MAP_AREAS point not inside any area : See Charlie
22:20:18.687 [data.invalid] [error] BATTLE_MAP_AREAS point not inside any area : See Charlie
22:20:22.484 [data.invalid] [error] BATTLE_MAP_AREAS point not inside any area : See Charlie
Here is another error.Are all these nothing to worry about?
3:41:52.218 [game.script] [error] Script execution error for <label_unit>, at line 169, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
23:41:52.218 [game.script] [error] Script execution error for <label_unit>, at line 170, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
23:41:52.218 [game.script] [error] Script execution error for <label_unit>, at line 171, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
23:41:52.218 [game.script] [error] Script execution error for <label_unit>, at line 172, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
23:41:52.218 [game.script] [error] Script execution error for <label_unit>, at line 173, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
23:41:52.218 [game.script] [error] Script execution error for <label_unit>, at line 174, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
23:41:52.218 [game.script] [error] Script execution error for <label_unit>, at line 175, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
label_unit referenced non-existent unit
23:41:52.218 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': unit 'unit20' is already in a unit group.
23:41:52.218 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': unit 'unit21' is already in a unit group.
23:41:52.218 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': unit 'unit22' is already in a unit group.
What ever happened here made me crash.I hit next turn and at the end i was offered a new General named (Cudor) as a suitable husband.If i accepted him the game crashes,(crash below) if i don't accept him the turn completes.There is an extremely alot of errors in this mod now.
Made 2 more turns and was offer another General(Silives) as a suitable husband and same go's.If i select game crashes if i do not i complete turn.
Beginning to think i can not accept anymore Generals.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit21'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit22'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit23'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit24'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit25'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit26'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit27'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit28'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit29'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit30'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit31'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit32'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit33'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit34'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit35'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit36'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit37'.
03:13:43.984 [game.script] [error] Script execution error for <define_unit_group>, at line 199, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
Error in battle script command 'define_unit_group': invalid unit label 'unit38'.
03:39:56.937 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Last edited by OSDEA7; January 04, 2010 at 03:09 AM.
I started a fresh installation.1.0,1.1,1.2,1.3,1.4, Plus the 2 fixes you guys just offered.I am running on Kingdoms 1.5 version.I did not have hardly any issues on version 1.3.What ones i did have were graphics like floating castles.
I play DAC and have no issues with that mod except that the game play needs alot of work.
My problems did not start with TATW 1.4 until i hit turn 85.It is starting to look like a family tree problem or Generals.May have been all along.
As of now even though i see alot of errors in the log ,the only one causing the the crash is if i accept a new General in the family.
I think this 1.4 was rushed alittle to please your followers but i think it was not ready.But i do appreciate that you guys give us this beautiful mod to play with.I'm sure everything will be solved.
Also i have not added anything else to this mod other than what was provided in each version.No submods.
Rhun just was destroyed after I killed their King in battle (they still had 6 territories or so)
The changelist of 1.4 says:
- Evil factions won't die because lack of family members
So I guess it is a bug.
EDIT: I have Kingdoms version 1.05
Last edited by mailor; January 04, 2010 at 05:15 AM.
My Home is my Castle.
@OSDEA7
99% of these errors aren't relevant, their timing shows thay have no influence on stability. The only small issue is:
22:19:58.468 [data.invalid] [error] BATTLE_MAP_AREAS point not inside any area : See Charlie
I suspect it happened on a tatw-specific map, but maybe you remember the exact circumstances?
As for accepting family members- you'd need more detailed logging and post last 20-30 lines of your log again (and I mean all lines, not the ones containing "error" entry only) or pack the whole log into .zip file and attach it to your post (this thread is beginning to look extremely "hairy" - maybe you can try to wrap "spoiler" tags around log entries).
Edit tatw.cfg and check if [log] section looks like that:
[log]
to = logs/system.log.txt
level = * trace
;level = * error
For hardcore logging you might want to replace [log] section with:
[ai]
ltgd_logging = true
[log]
to=logs/auh.system.log.txt
level = * trace
file = game.script.* logs/pkh.script2.log.txt
file = game.script* logs/pkh.script.log.txt
file = game.script logs/pkh.scriptoutput.log.txt
file = ai.ltgd logs/pkh.ai.log.txt
It provides way too much data, but if you zip the main (biggest) log file or post last 20-30 lines of it, we'll surely be able to point at some issues.
Regards
Last edited by Germanicu5; January 04, 2010 at 05:26 AM.
I have no memory of this place.
two things:
1, the Rohan Spearmen still can't be recruited in Campaign but only in custom Battle because they are not in the export_descr_buildings.txt (i mentioned this already after the release of 1.3)
2. as Mordor and OMM i can build "Troll Cages" everywhere (after the barracks event), but for recruitment i need the hidden resource "trolls" so to me it makes much more sense to change the line in the edb.txt as following:
troll_cage requires factions { england, hre, } and event_counter large_city_barracks 1 and hidden_resource trolls
Last edited by Flo78; January 04, 2010 at 09:15 AM.
Just open TATW.cfg file found in Third_Age directory with notepad and edit the file by replacing [log] section with one of the versions of logging I posted above.
I'm attaching my .cfg file to give you an idea on how it should look like after editing.
Regards
I have no memory of this place.
Last edited by OSDEA7; January 04, 2010 at 11:49 AM.
Now, if you get a CTD, go to log folder, find auh.system.log.txt (.txt extension won't probably show) and compress it by right-clicking it and choosing "send to -> compressed (zipped) folder", then please attach the file to your post. Or you can try to copy last 30 or so entries from there and post them in this thread.
Regards
I have no memory of this place.
Mailor, that was referring to Mordor, OotMM and Isengard being killed when they still had a faction heir because of a problem with the Teutonic family tree. Rhun died because all of it's family members really were killed; it's much more likely for them to be killed this way because they use the regular family tree like the good factions.
Will not install. Says: This file contains invalid data.
I have not got any CTD's since i had contact with KK.But that is as long as i do not except new generals in the family.As soon as i except a suitable husband the game will crash immediately.As soon as i do this i will post the errors.
Here it is.The crash i get if i accept a new General:
03:12:59.343 [system.io] [info] exists: missing mods/Third_Age/data/ui/generic/eventpics/marriage_celebrations.tga
03:12:59.343 [system.io] [info] exists: found mods/Third_Age/data/ui/gondor/eventpics/marriage_celebrations.tga (from: C:\Program Files\SEGA\Medieval II Total War)
03:12:59.343 [system.io] [info] exists: missing mods/Third_Age/data/ui/gondor/eventpics/marriage_celebrations.tga.dds
03:12:59.343 [system.io] [info] exists: found mods/Third_Age/data/ui/gondor/eventpics/marriage_celebrations.tga (from: C:\Program Files\SEGA\Medieval II Total War)
03:12:59.343 [system.io] [trace] file open,,2523DE80,217308
03:12:59.343 [system.io] [info] open: found mods/Third_Age/data/ui/gondor/eventpics/marriage_celebrations.tga (from: C:\Program Files\SEGA\Medieval II Total War)
03:12:59.359 [game.script.trigger] [trace] Trigger <family15> fired
03:12:59.359 [game.script.trigger] [trace] Trigger <family1> fired
03:12:59.359 [game.script.trigger] [trace] Trigger <family2> fired
03:12:59.359 [game.script.trigger] [trace] Trigger <family3> fired
03:12:59.359 [game.script.trigger] [trace] Trigger <loyalty_check9> fired
03:12:59.359 [game.script.trigger] [trace] Trigger <family1> fired
03:12:59.359 [game.script.trigger] [trace] Trigger <family2> fired
03:12:59.359 [game.script.trigger] [trace] Trigger <family3> fired
03:12:59.359 [game.script.trigger] [trace] Trigger <loyalty_check9> fired
03:12:59.359 [game.script.trigger] [trace] Trigger <family1> fired
03:12:59.359 [game.script.trigger] [trace] Trigger <family2> fired
03:12:59.359 [game.script.trigger] [trace] Trigger <family3> fired
03:12:59.359 [game.script.trigger] [trace] Trigger <loyalty_check9> fired
03:12:59.421 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
03:12:59.421 [bink] [debug] [data/fmv/faction/minor_lose.bik]Pause on
03:13:00.156 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
Last edited by OSDEA7; January 05, 2010 at 02:16 AM.
Unidentified crash while processing turn 9 ---> 10 as Gondor, VH/VH, 1.4 TATW patch, clean vanilla with NO submods, Kingdoms patch 1.5.
Save from 'just before the crash' (press end turn), detailed log - attachments.
Man is but a shadow of his former self, encased in feverish delusions of grandeur.
Ignorance is your shield, knowledge is your weapon.
Heart without reason is stupid, reason without heart is blind.
thanks for the autosave and log, this is mostly more useful than any description of the problem.
And luckily (bad on the other side) I have found that there is really a possible crash reason in tun 9/10. However, if the player has passed this turns, I don't think there are any other psooible crash reasons.
This really shows how hard it can be to test such a mod, I played at least 30 campaigns over 10 turns and never had this problem. It also shows that the AI can still do very unexpected things, which in your case was Rhun who tried to capture a settlement which they already had. Strangely in 1.3 Rhun could never capture this city in under 10 turns, so the Ai in 1.4 seems to be somehow quicker what was causing this problem.
I will post a fix for this soon...
Winner of 'Favorite M2TW Mod' and 'Favorite M2TW Modder' Award 2007 & 2008