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Thread: Bug Reports for 6.4! - Post CTDs in a new topic!

  1. #981

    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    {NoHeirYet_desc}If this man feels for any concern for his familial dynasty, he will produce an heir of royal blood! Until then, he will be met with skepticism and disapproval.
    Husbands do not count as "heirs of royal blood".
    I don't know about the second case, but definetely somedoay it is possible to become FL.
    Last edited by gsthoed; October 15, 2014 at 03:49 PM.

  2. #982

    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    but the daughter will still be able to produce heir of royal blood

    Yeah i know is not perfect but is better than a non working trait with 28 useless triggers

  3. #983

    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    Quote Originally Posted by Melooo182 View Post
    but the daughter will still be able to produce heir of royal blood
    Her husband is a pervented drunkard with Girls>1 and an adultress (just like her father) and she is a dyke woman. Their child is not hers...

    There are many cases and I was thinking of something like this (yeah, I know I should have added "Trigger" lines):
    In EDCT:
    Code:
    ;------------------------------------------ 
    WhenToTest BecomesFactionLeader
    
    Condition Trait PossibleHeir = 1
    
    Affects PossibleHeir -1 Chance 100
    ;------------------------------------------ 
    WhenToTest AcceptBribe
    
    Condition Trait PossibleHeir = 1
    
    Affects PossibleHeir -1 Chance 100
    
    ;------------------------------------------ 
    ;------------------------------------------ 
    WhenToTest CharacterTurnEnd
    
    Condition Trait PossibleHeir = 1
    
    Affects PossibleHeir 1 Chance 100
    ;------------------------------------------ 
    WhenToTest CharacterTurnEnd
    
    Condition IsGeneral
     and not IsFactionLeader
     and FactionType england
     and OriginalFactionType england
     and FatherTrait Factionleader = 1
    
    Affects PossibleHeir 1 Chance 100
    ;------------------------------------------ 
    WhenToTest CharacterTurnEnd
    
    Condition IsGeneral
     and not IsFactionLeader
     and FactionType england
     and OriginalFactionType england
     and FatherTrait FactionRegent = 1
    
    Affects PossibleHeir 1 Chance 100
    ;------------------------------------------ 
    WhenToTest CharacterTurnEnd
    
    Condition IsGeneral
     and FactionType france
     and OriginalFactionType england
     and FatherTrait Factionleader = 1
    
    Affects PossibleHeir 1 Chance 100
    
    ;repeat for other factions
    ;------------------------------------------ 
    WhenToTest CharacterTurnEnd
    
    Condition IsGeneral
     and FactionType france
     and OriginalFactionType england
     and FatherTrait FactionRegent = 1
    
    Affects PossibleHeir 1 Chance 100
    
    ;repeat for other factions
    ;------------------------------------------ 
    ;------------------------------------------ 
    WhenToTest CharacterTurnEnd
    
    Condition Trait NoHeirYet = 1
    and I_EventCounter NoHeirSet = 0
    
    Affects NoHeirYet -1 Chance 100
    ;------------------------------------------ 
    WhenToTest CharacterTurnEnd
    
    Condition IsFactionLeader
    and I_EventCounter NoHeirSet = 1
    and Trait NoHeirYet = 0
    
    Affects NoHeirYet 1 Chance 25
    In CS:
    Code:
    monitor_event PreFactionTurnStart ;not FactionType slave
    	set_event_counter NoHeirSet 1
    end_monitor
    
    monitor_event CharacterTurnStart Trait PossibleHeir = 1
    
    	set_event_counter NoHeirSet 0
    end_monitor
    But it does not deserve "these CPU cycles" .

  4. #984

    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    But it does not deserve "these CPU cycles"
    indeed

    the only reason would be that with the same script a whole other bunch of features are included...but still those would have to be amazing ones xD

  5. #985

    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    "FatherAnc" bug: In EDA there are some triggers that give relics to someone when his father dies natural. Example:
    Code:
    Trigger holy_grail_father_anc_trigger 
     WhenToTest FatherDiesNatural 
     
    Condition Attribute Piety > 2 
     and FatherAnc holy_grail 
     and not HasAncType Relic 
     
     AcquireAncillary holy_grail chance 60
    A) Well, it doesn't work. The problem is with the FatherAnc condition: it needs anc type, not anc name EDIT:It doesn't work even with anc type. It always returns true if any anc type is used and it returns false if the anc name is used.
    B) This trigger can give the relic to more than one persons, including princesses. Thus, you can have more than one "holy_grail" items...
    Last edited by gsthoed; October 16, 2014 at 06:04 PM. Reason: update post

  6. #986

    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    Any particular reason why these don't use standard great people's ancillary method?
    Code:
    ;------------------------------------------ 
    Trigger averroes_anc_trigger 
     WhenToTest CharacterTurnEnd 
     Condition IsGeneral 
     and EndedInSettlement 
     and SettlementBuildingExists >= library 
     and SettlementBuildingExists >= school 
     and CultureType middle_eastern 
     and I_TurnNumber >= 70 
     and I_TurnNumber <= 118 
     
     AcquireAncillary averroes chance 100 
    ;------------------------------------------ 
    Trigger maimonides_anc_trigger 
     WhenToTest CharacterTurnEnd 
     Condition IsGeneral 
     and EndedInSettlement 
     and SettlementBuildingExists >= library
     and SettlementBuildingExists >= school
     and CultureType middle_eastern
     and I_TurnNumber >= 70
     and I_TurnNumber <= 124
     
     AcquireAncillary maimonides chance 100 
    ;------------------------------------------ 
    Trigger ptochoprodromus_anc_trigger 
     WhenToTest CharacterTurnEnd 
     Condition IsGeneral 
     and EndedInSettlement 
     and SettlementName Constantinople
     and SettlementBuildingExists >= library
     and CultureType greek
     and I_TurnNumber >= 40
     and I_TurnNumber <= 86
    
    
     AcquireAncillary ptochoprodromus chance 20 
    ;------------------------------------------

  7. #987

    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    Quote Originally Posted by Melooo182 View Post
    Any particular reason why these don't use standard great people's ancillary method?
    In order to be available in late campaign?

  8. #988

    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    that could be a valid answer, however then it brings the question, why specifically these 3 and not others? xD

    Anyway, upon comparing the Turn range of these triggers with the historical dates when they actually lived, it appears the turns are set for a campaign starting at 1080... so i'm thinking that these triggers were just forgotten when the great people anc script and event counters were added.

  9. #989

    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    Quote Originally Posted by Melooo182 View Post
    Anyway, upon comparing the Turn range of these triggers with the historical dates when they actually lived, it appears the turns are set for a campaign starting at 1080...
    "Kept the corresponding balance of previous SS versions"

  10. #990

    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    I have a full stack crusading army with my King in the Libyan desert, east of Alexandreia. In the next turn, the army loses exactly half its soldiers (sometimes my King dies, he's 43 years old, sometimes not) and there is no desertion, plague or natural disaster. Also, I can't move my army to Alexandreia, it can only go backwards, to Benghazi, any ideas?

  11. #991
    Laetus
    Join Date
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    Default Re: Bug Reports for 6.4!

    Being attacked at Venice by the Holy Roman Empire and I'm playing as the Byzantine Empire but when I try to fight the battle in real time I get a fatal graphics error every time on that specific battle. Thanks btw! ^^

  12. #992
    Navajo Joe's Avatar SS Forum Moderator
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    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    Have you installed Real Battle AI Update from SS Sub Mods?





    'Proud to be patronised by cedric37(My Father and My Guardian)

  13. #993
    Laetus
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    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    No I haven't, actually can't find it now D: , how would the AI be crashing the battle itself though?

  14. #994
    Navajo Joe's Avatar SS Forum Moderator
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    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    Its a Bug that effects battles, the fix is in the update





    'Proud to be patronised by cedric37(My Father and My Guardian)

  15. #995
    Laetus
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    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    Sorry for bothering an posting again but can't seem ta find the Real Battle AI fix in the submods for SS, would u be able to link?

  16. #996
    Navajo Joe's Avatar SS Forum Moderator
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    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!






    'Proud to be patronised by cedric37(My Father and My Guardian)

  17. #997

    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    Early campaign, windows 8 , non steam.


    Click image for larger version. 

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    system.log.txt

  18. #998

    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    I am not sure if this is a bug per se, but I couldn't find a better place to post this, given that several people here seem annoyed that I am opening too many threads or bumping too many existing threads.

    Anyways, during tactical combat I see a lot of issue with unit cohesion, especially during rapid movement ("run") and when attacking. Primarily, units do not stay together neatly in formation, but snake all along, with stragglers going way out of formation. In particular, during melee, I frequently see straggler units literally going 100-plus meters away from the main body to chase runners; more troubling, too often I see situations where only the first line of a unit charges, even though that unit has seen no combat and hence has no cause to be disoriented in such a fashion.

    Now, three things about all this. First, while I see some of this in vanilla as well, it seems to me far more pronounced in SS; so there's more than just intrinsic engine issue. Second, given that SS is generally "better" than vanilla in most respects - and given SS seeks to introduce more realism - I am not sure if this is actually intended or not. For instance, I can see where the devs may have thought it is more realistic to have stragglers doing their own thing, even in the best-trained units - especially in the heat of combat. Third, even if this is intended, I'd like to fix it for game-play sake, but I am not even sure where the original decision was made: e.g. is it a decision made by the tactical combat AI dev (Germanicus - sp.) or the person who did animations or the person who wrote the unit data?

    At any rate, thanks in advance.

  19. #999

    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    It's not a major bug but I just saw this thread and thought I should post this. I have noticed amongst some of the militia units and archer units do not wear their faction's colours and wear the grey and white rebel colours. For example the urban spear militia from Scotland, the halberd militia and archer's from Kive and Novgorod and the longbow men from England.

    On another note is that the Hungarian Pavise Spearmen do not wear the Black and red the rest of their factions units wear, instead they wear a pink and light green. And Novogrod's Home guard and Druzhina (think it is spelled right) do not match their unit card.

    Just thought it was a bit odd.

  20. #1000

    Default Re: Bug Reports for 6.4! - Post CTDs in a new topic!

    Oh and the Hungarian Pavise Crossbow men wear that pink and green.

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