me again, I can play only Empires, and only custom battles, if i start campaign, game crashes while loading
my vanilla and other mods work fine...
can you help me? I really wanna play new 1080 campaign, or any other campaign
ok I uninstalled the mod and then installed fresh 2.0 version and now it works fine but still can't play empires campaign with any nation (custom battles work fine) I can choose the faction, the screen starts loading to the end but on the end I just get the black screen with the mouse arrow and then CTD..also been playing 970 campaign and strange thing happened to holy roman empire in second turn..they just ceased tp exist?! any idea why? anyway thanks really for this epic and ambitious mod, wish if only it was more stable because all my other mods work just fine
Hi. First of all, i really enjoy your mod. I think you did a fantastic job in creating it.
Second, recently installed 2.0 and started a 970 campaign as Bulgaria. In turn 6, after sieging the Ras castle, the rebels sally forth, and I get a CTD while the battle is loading.
I'm attaching the system log. I've also removed the semi-colons before the logging instructions in the cfg, so it's quite a big file, but i hope it provides all the information you need. Thanks
[EDIT] Did some more testing on this issue. I am able to play other battles with different units, but i get CTD when the unit named "Balkan Spearmen" is involved. Hope this helps
Last edited by Dex5600; April 28, 2010 at 01:20 AM.
In the 1300 campaign, the Hungarian Crossbowmen units are invisible, except the generals.
Try logging in as the administrator and see if that helps.
As I said I don't have anything I can change it to that will make it look better. Neither M2TW or Kingdoms has animations for elephant archers.
The Regent trait means that the Faction Leader is not a descent of the previous King.No, he does not. He have 2 children, which are both not old enuff for campaigning, and an adopted heir with his own very young children. The King also have the "Regnent" -trait.
I think the combination between high-end buildings which produce high amount of retinue and 4(?) turn à year makes the issue with crowning the blood heir very difficult. Because it seems as if the King need a child with his blood inorder to get crowned. I will see how it turns out later tho
The reason why you can't crown your king is because the wrong region is listed in the 'export_descr_ancillaries.txt'. I've corrected this in the patch at the bottom of this post.
That won't work if Spain figures out how to use it's ships or trains soldiers in Italy.Increase the mountains of Gibraltar straight would be strong benefit to remiain some what of a very strong european diverity of nationalitys.
Most major colonisation wouldn't occur until the end of this mod. The point I was trying to make by comparing my mod to ETW was that 150 years after this mod starts England and France only controlled some part of North America. So there's no reason to give them large parts of the Americas.I'm not talking about New Englan, New France, etc. -- I'm talking about a script which plants an army from England, france, etc. in key colonial locations. It works in DLV. It gives an extra push.
I would have to disagree with the non-colonial approche. I thinkit would be good to have another european faction in northern americas, rather then having spain un opposed conquering every patch of land the way up to Alaska. Oh well.
The first British colonies in North America was in 1607 and though France had tried to found colonies in the Americas they weren't successful until 1605. So basic colonisation won't occur for more than 200 turns at the earliest. Thus a colonial script will have very little affect on almost all campaigns.
Have you tried using the default battle locations and factions?Sometimes filling in every factions slot from left to right. Also just tried the first 2 defult factions. Both equals CTD.
Can you post an error log. How to get an error log is explained in the first post.
I'll have to check these units. The bodyguard is invisible because it doesn't have a texture assigned to it.
For some reason the Priest belonging to the Great Ming uses is causing problems. I've modified some files to prevent this. The information is at the bottom of this post.
Your problem with Empires may be for the same reason as regius. Try downloading conquest.rar attached to this post. How to install it is explained at the bottom of this post.
Are you using the 1.5 version of Kingdoms? For some reason factions without family trees can suddenly be destroyed when the faction leader dies.
I'll have to check the Balkan Spearmen to see if they contain an error that can cause this mod to crash.
This unit doesn't have an entry in the model_db. I've added an entry so it'll become visible.
I'll check out these units.
I will post a patch to correct these problems as soon as I figure out what is causing them.
Morning Sun (adds Korea and China to the Shogun 2 map)
http://www.twcenter.net/forums/forum...28-Morning-Sun
Expanded Japan mod (97 new regions and 101 new factions)
http://www.twcenter.net/forums/showt...ew-factions%29
How to split a region in TWS2
http://www.twcenter.net/forums/showt...split-a-region
Eras Total Conquest 2.3 (12 campaigns from 970-1547)
Try logging in as the administrator and see if that helps.
As I said I don't have anything I can change it to that will make it look better. Neither M2TW or Kingdoms has animations for elephant archers.
The Regent trait means that the Faction Leader is not a descent of the previous King.No, he does not. He have 2 children, which are both not old enuff for campaigning, and an adopted heir with his own very young children. The King also have the "Regnent" -trait.
I think the combination between high-end buildings which produce high amount of retinue and 4(?) turn à year makes the issue with crowning the blood heir very difficult. Because it seems as if the King need a child with his blood inorder to get crowned. I will see how it turns out later tho
The reason why you can't crown your king is because the wrong region is listed in the 'export_descr_ancillaries.txt'. I've corrected this in the patch at the bottom of this post.
That won't work if Spain figures out how to use it's ships or trains soldiers in Italy.Increase the mountains of Gibraltar straight would be strong benefit to remiain some what of a very strong european diverity of nationalitys.
Most major colonisation wouldn't occur until the end of this mod. The point I was trying to make by comparing my mod to ETW was that 150 years after this mod starts England and France only controlled some part of North America. So there's no reason to give them large parts of the Americas.I'm not talking about New Englan, New France, etc. -- I'm talking about a script which plants an army from England, france, etc. in key colonial locations. It works in DLV. It gives an extra push.
I would have to disagree with the non-colonial approche. I thinkit would be good to have another european faction in northern americas, rather then having spain un opposed conquering every patch of land the way up to Alaska. Oh well.
The first British colonies in North America was in 1607 and though France had tried to found colonies in the Americas they weren't successful until 1605. So basic colonisation won't occur for more than 200 turns at the earliest. Thus a colonial script will have very little affect on almost all campaigns.
Have you tried using the default battle locations and factions?Sometimes filling in every factions slot from left to right. Also just tried the first 2 defult factions. Both equals CTD.
Can you post an error log. How to get an error log is explained in the first post.
I'll have to check these units. The bodyguard is invisible because it doesn't have a texture assigned to it.
For some reason the Priest belonging to the Great Ming uses is causing problems. I've modified some files to prevent this. The patch to fix this is at the bottom of this post.
Your problem with Empires may be for the same reason as regius. Try downloading conquest.rar attached to this post. How to install it is explained at the bottom of this post.
Are you using the 1.5 version of Kingdoms? For some reason factions without family trees can suddenly be destroyed when the faction leader dies.
The semi colons were there so I could control how much information the error log gave me. By removing the semi colons the error log has been set to the highest level, so it gives the most information but is very hard to understand.
I'll have to check the Balkan Spearmen to see if they contain an error that can cause this mod to crash.
This unit doesn't have an entry in the model_db. I've added an entry so it'll become visible.
I'll check out these units, which campaign are you playing.
The 'conquest.rar' contains several bug fixes. To install it download the 'conquest.rar', unpack it, and put the folders in your 'mods\conquest\data' folder (default location C:\Program Files\SEGA\Medieval II Total War\mods\conquest\data).
If you're having problems with the Empires campaign (1547) download the 'empires.rar', unpack it, and put it in your 'mods\conquest\data' folder (default location C:\Program Files\SEGA\Medieval II Total War\mods\conquest\data). If you can start the Empires campaign you don't need this to download this file.
Last edited by uanime5; April 30, 2010 at 06:34 PM.
Morning Sun (adds Korea and China to the Shogun 2 map)
http://www.twcenter.net/forums/forum...28-Morning-Sun
Expanded Japan mod (97 new regions and 101 new factions)
http://www.twcenter.net/forums/showt...ew-factions%29
How to split a region in TWS2
http://www.twcenter.net/forums/showt...split-a-region
Eras Total Conquest 2.3 (12 campaigns from 970-1547)
It ctds when I play custom battles on 2.0, and how do I increase ship movement with units in them.
Last edited by Robertclive; May 01, 2010 at 11:20 PM.
well, with fix, now i can play Empire campaign, but for some reason I cant play other campaigns, and I am a administrator, so I dont know why, bit it's aparently some specific problem that only I have...
how could I mannualy change the campaign? yknow without bat file?
From what i can notice by looking at the batch file, all it does is copy the necessary files to various locations, where they are needed. If you feel confident to do it yourself, you can follow the instructions of the bat file.
Spoiler Alert, click show to read:
The thing is that i doubt it's the fault of the batch file, since, as I said, all it does is copy files to predetermined locations. Are you using the Vista or the XP batch file? Make sure you use the correct one for your system. Also, do you have M2TW installed in Program files? That could cause some issues when changing files, even with Administrator permissions.
First, really silly question (so don't swear at me ), you do know that all the other campaigns besides the empires one are run from the custom campaign menu?
Second, if you take a look at the folder structure of the mod, you will notice that it goes something like this:
- in the main data folder, there are several folders named after the campaigns. The files from the campaign folders go in the main data folder.
- again, in data\world\maps there are again several campaign folders. The files from those folders need to be copied to data\world\maps\base folder.
- then, in data\world\maps\campaign, the files from the campaign folder need to be copied to data\world\maps\campaign\imperial_campaign.
I can't guarantee how precise these instructions are. There might be some other files that need to be copied that i don't know nothing about. So, if this messes up you mod installation, try not to blame me .
Also, can you tell me what happens when you select a campaign within the batch file? is anything getting copied? It might be easier to try reinstalling the mod, and see if that makes a difference.
Did you remember to delete the data\world folder before applying the 2.0 patch?
I hope this helps.
I deleted the mod and then installed full 2,0 vers that uanime5 uploaded in 3 parts
I alredy posted screenshot what happens when I chose campaign, no, nothing gets copied, it just starts current campaign, which is Empires...
this is ss of what happens after i write some letter or number in launcher
Right. This is in no way related to the mod. You can see that when "xcopy" is not recognized as a valid command. Take a look at this link, it might be of use to you http://www.pcreview.co.uk/forums/thread-434544.php .
Let me know how you get on.
why do some factions just up and die with no warning such as HRE in the 970 campaign, i want a good campaign but i don't want France,Poland,Burgundy,Hungary, and Denmark dividing up Germany so easily, this also happens alot with Tibet in the Empires Campaign as well. i found out why the HRE has no Family tree, so once the Kaiser dies there goes the HRE
Last edited by Hisahide Matsunaga; May 02, 2010 at 12:42 PM.
crash at later MING campaign, Ming can't fight with Poland.
log:
19:04:07.924 [game.script.trigger] [trace] Trigger <LeaderEmploys_Diplomacy> fired
19:04:10.683 [game.script.trigger] [trace] Trigger <agents23> fired
19:04:10.683 [game.script.trigger] [trace] Trigger <agents19> fired
19:04:10.683 [game.script.trigger] [trace] Trigger <CDiplomat21> fired
19:04:10.683 [game.script.trigger] [trace] Trigger <LeaderEmploys_Bribery> fired
19:04:17.392 [data.missing] [warning] Missing unit card data/ui/units/byzantium/#Dismounted_Dvor.tga
19:04:17.393 [data.missing] [warning] Missing unit card data/ui/units/byzantium/#Dismounted_Dvor.tga
19:04:31.743 [data.missing] [warning] Missing unit card data/ui/units/byzantium/#Dismounted_Dvor.tga
19:04:31.747 [data.missing] [warning] Missing unit card data/ui/units/byzantium/#Dismounted_Dvor.tga
19:04:31.748 [game.script.exec] [trace] exec <set_event_counter> at line 76 in mods/conquest/data/world/maps/campaign/imperial_campaign/campaign_script.txt
19:04:34.025 [data.missing] [warning] Missing unit card data/ui/units/byzantium/#Dismounted_Dvor.tga
19:04:34.102 [game.script.trigger] [trace] Trigger <0068_T_Battle_Engagement> fired
19:04:36.203 [game.script.trigger] [trace] Trigger <0072_T_Undeclared_Attack> fired
19:04:42.188 [game.script.trigger] [trace] Trigger <prisoners_payer1> fired
19:04:42.322 [game.script.trigger] [trace] Trigger <Battle_General_Took_Severe_Hits> fired
19:04:42.322 [game.script.trigger] [trace] Trigger <Virgintobattle> fired
19:04:42.322 [game.script.trigger] [trace] Trigger <Possible_Philosophical_Reflection_On_War> fired
19:04:42.323 [game.script.trigger] [trace] Trigger <Possible_Philosophical_Reflection_On_War2> fired
19:04:42.323 [game.script.trigger] [trace] Trigger <V0100_Standard_Battle_Any_Loss_VnV_Trigger> fired
19:04:42.323 [game.script.trigger] [trace] Trigger <Battle_General_Took_Hits> fired
19:04:42.323 [game.script.trigger] [trace] Trigger <battle1> fired
19:04:42.323 [game.script.trigger] [trace] Trigger <metGreek_PostBattle> fired
19:04:42.323 [game.script.trigger] [trace] Trigger <soothsayer_vnv_trigger> fired
19:04:42.323 [game.script.trigger] [trace] Trigger <BattleCommandGain> fired
19:04:42.324 [game.script.trigger] [trace] Trigger <Hardened_thought_battle> fired
19:04:42.324 [game.script.trigger] [trace] Trigger <VanquisherPolishBattleVictory> fired
19:04:42.325 [game.script.trigger] [trace] Trigger <Battle_General_Took_Hits> fired
19:04:42.325 [game.script.trigger] [trace] Trigger <battle5> fired
19:04:42.325 [game.script.trigger] [trace] Trigger <battle1> fired
19:04:42.325 [game.script.trigger] [trace] Trigger <battle9> fired
19:04:42.325 [game.script.trigger] [trace] Trigger <WiseTacticalCommander> fired
19:04:42.325 [game.script.trigger] [trace] Trigger <Byzantine_Blinded> fired
19:04:42.325 [game.script.trigger] [trace] Trigger <metEastEuro_PostBattle> fired
19:04:42.325 [game.script.trigger] [trace] Trigger <Turnsaway_Victories4> fired
19:04:42.325 [game.script.trigger] [trace] Trigger <General_skill_battle_2> fired
19:04:42.363 [data.missing] [warning] Missing unit card data/ui/units/byzantium/#Dismounted_Dvor.tga
19:04:42.387 [game.script.trigger] [trace] Trigger <0055b_T_Invasion_Flee> fired
19:04:42.404 [game.script.trigger] [trace] Trigger <0055b_T_Invasion_Flee> fired
19:04:47.716 [data.missing] [warning] Missing unit card data/ui/units/byzantium/#Dismounted_Dvor.tga
19:04:47.721 [data.missing] [warning] Missing unit card data/ui/units/byzantium/#Dismounted_Dvor.tga
19:04:47.721 [game.script.exec] [trace] exec <set_event_counter> at line 76 in mods/conquest/data/world/maps/campaign/imperial_campaign/campaign_script.txt
19:04:51.371 [data.missing] [warning] Missing unit card data/ui/units/byzantium/#Dismounted_Dvor.tga
19:04:54.397 [game.script.trigger] [trace] Trigger <0072_T_Undeclared_Attack> fired
19:04:59.073 [system.io] [warning] open: mods/conquest/data/loading_screen/loading_bar.tga.dds is missing
19:04:59.076 [system.io] [warning] open: data/loading_screen/loading_logo.tga.dds is missing
19:05:00.123 [system.io] [warning] open: data/models_effects/building_fire_glow.cas is missing
19:05:00.124 [system.io] [warning] open: data/models_engine/heavy_onager_torches.cas is missing
19:05:00.376 [system.io] [warning] open: mods/conquest/data/loading_screen/loading_bar.tga.dds is missing
19:05:04.013 [system.io] [warning] open: data/descr_fire_texture_list.txt is missing
19:05:04.377 [data.missing] [warning] Missing unit card data/ui/units/byzantium/#Dismounted_Dvor.tga
19:05:04.379 [system.io] [warning] open: data/textures/#al_outline.tga.dds is missing
19:05:04.394 [system.io] [warning] open: mods/conquest/data/text/historic_battles_subtitles.txt.strings.bin is missing
19:05:04.398 [system.io] [warning] open: mods/conquest/data/text/historic_battles_subtitles.txt is missing
19:05:05.852 [system.io] [warning] open: data/unit_models/_Units/crescent/kypchak_noble_lancers_lod0.mesh is missing
19:05:06.150 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
12centery 2.1 is out, more about it:http://www.clanlong.com/forum/thread-83277-1-1.html
download: http://www.filefront.com/14017337/12...ury%20v2.1.exe
I need an error log to figure out why the mod is crashing. Also when is it crashing.
To increase the movement of units in a ship you have to increase the amount the units can move. This can be done by increasing the generals' movement in the descr_character units.
I'm not sure why it isn't working as it says that it doesn't understand what xcopy means.
To install it manually you'd need to copy all the files to the correct folders like Dex5600 said. Below are the shortcuts used in the bat files.
Here is a list of all the files that need to be copied to turn the 1547 campaign into the 1080 campaign. Basically the first part is which folder you need to copy and the second part is where you need to paste it.Code:MTW= "mods\conquest\data" M2TW= "mods\conquest\data\text" MTW3= "mods\conquest\data\menu\symbols" M4TW= "mods\conquest\data\ui" M5TW= "mods\conquest\data\unit_models\_units" M6TW= "mods\conquest\data\unit_models" M7TW= "mods\conquest\data\world\maps"
For example 'xcopy %MTW%\menu\menu_1080 %MTW%\menu /r /y /q' means that you have to copy the contents of the "mods\conquest\data\menu\menu_1080" folder to the "mods\conquest\data\menu" folder.
If you don't upgrade Kingdoms to the 1.5 version a faction without a family tree is automatically destroyed when their leader dies.Code:xcopy %MTW%\menu\menu_1080 %MTW%\menu /r /y /q xcopy %MTW%\banners\origin %MTW%\banners /r /y /q xcopy %MTW%\1080 %MTW%\ /r /y /q xcopy %MTW%\sound_files\sounds_early %MTW%\sounds /r /y /q xcopy %MTW3%\fe_buttons_48_1080 %MTW3%\fe_buttons_48 /r /y /q xcopy %MTW3%\fe_faction_units_1080 %MTW3%\fe_faction_units /r /y /q xcopy %M4TW%\southern_european\interface\crusades %M4TW%\southern_european\interface /r /y /q xcopy %M4TW%\"captain banners\1080" %M4TW%\"captain banners" /r /y /q xcopy %M4TW%\unit_info\genoa %M4TW%\unit_info\sicily /r /y /q xcopy %M4TW%\units\genoa %M4TW%\units\sicily /r /y /q xcopy %M4TW%\unit_info\ireland %M4TW%\unit_info\aztecs /r /y /q xcopy %M4TW%\units\ireland %M4TW%\units\aztecs /r /y /q xcopy %M4TW%\unit_info\wales %M4TW%\unit_info\teu /r /y /q xcopy %M4TW%\units\wales %M4TW%\units\teu /r /y /q xcopy %M4TW%\unit_info\serbia %M4TW%\unit_info\milan /r /y /q xcopy %M4TW%\units\serbia %M4TW%\units\milan /r /y /q xcopy %M4TW%\unit_info\novgorod %M4TW%\unit_info\golden /r /y /q xcopy %M4TW%\units\novgorod %M4TW%\units\golden /r /y /q xcopy %M4TW%\unit_info\aragon %M4TW%\unit_info\portugal /r /y /q xcopy %M4TW%\units\aragon %M4TW%\units\portugal /r /y /q xcopy %M4TW%\unit_info\sweden %M4TW%\unit_info\normans /r /y /q xcopy %M4TW%\units\sweden %M4TW%\units\normans /r /y /q xcopy %M4TW%\unit_info\Norway %M4TW%\unit_info\saxons /r /y /q xcopy %M4TW%\units\Norway %M4TW%\units\saxons /r /y /q xcopy %M4TW%\unit_info\romans %M4TW%\unit_info\byzantium /r /y /q xcopy %M4TW%\units\romans %M4TW%\units\byzantium /r /y /q xcopy %M4TW%\unit_info\genoa %M4TW%\unit_info\cru /r /y /q xcopy %M4TW%\units\genoa %M4TW%\units\cru /r /y /q xcopy %M4TW%\unit_info\aragon %M4TW%\unit_info\bulga /r /y /q xcopy %M4TW%\units\aragon %M4TW%\units\bulga /r /y /q xcopy %M4TW%\unit_info\ireland %M4TW%\unit_info\cuman /r /y /q xcopy %M4TW%\units\ireland %M4TW%\units\cuman /r /y /q xcopy %M4TW%\faction_symbols_1080 %M4TW%\faction_symbols /r /y /q xcopy %M5TW%\en_lmail_hmail\textures_early %M5TW%\en_lmail_hmail\textures /r /y /q xcopy %M5TW%\en_peasant_padded\textures_early %M5TW%\en_peasant_padded\textures /r /y /q xcopy %M6TW%\attachmentsets_early %M6TW%\attachmentsets /r /y /q xcopy %M6TW%\mounts\barded_horse\textures_early %M6TW%\mounts\barded_horse\textures /r /y /q xcopy %M6TW%\mounts\heavy_horse\textures_early %M6TW%\mounts\heavy_horse\textures /r /y /q xcopy %M6TW%\mounts\mailed_horse\textures_early %M6TW%\mounts\mailed_horse\textures /r /y /q xcopy %M6TW%\mounts\medium_horse\textures_early %M6TW%\mounts\medium_horse\textures /r /y /q xcopy %M2TW%\eras %M2TW%\ /r /y /q xcopy %M2TW%\1080 %M2TW%\ /r /y /q xcopy %M7TW%\1080 %M7TW%\base /r /y /q xcopy %M7TW%\campaign\1080 %M7TW%\campaign\imperial_campaign /r /y /q
The problem is that the mod is missing the 'kypchak_noble_lancers_lod0.mesh'. To fix this download the 'unit_models.rar' attached to this post and put it in your 'mods\conquest\data' folder (default location C:\Program Files\SEGA\Medieval II Total War\mods\conquest\data).
Also next time use code tags.
Morning Sun (adds Korea and China to the Shogun 2 map)
http://www.twcenter.net/forums/forum...28-Morning-Sun
Expanded Japan mod (97 new regions and 101 new factions)
http://www.twcenter.net/forums/showt...ew-factions%29
How to split a region in TWS2
http://www.twcenter.net/forums/showt...split-a-region
Eras Total Conquest 2.3 (12 campaigns from 970-1547)