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Thread: [Questions and Help] The Multiplayer/Hotseat Help & Discussion Thread

  1. #41
    Gimli's Avatar Primicerius
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    Default Re: Another HAMACHI network

    where can i download hamachi?

  2. #42
    Hrobatos's Avatar Praeses
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    Default Re: Another HAMACHI network

    ever heard of wonderfull tool like Google?


    using that tool I found in 3 sec this page

  3. #43

    Default Re: Third Age: Mediel 2 Total War encountered an unspecified error and will now exit.

    I also encountered the "unspecified error" problem.
    It happened to a friend of mine soon after he started a new campaign playing mordor and, what saddens me more,
    it now constantly happens to me (playing Dale) when Rhun tries to take back a city of theirs in a siege fight (Turn 45).
    Approximately one minute after battle start. Archers fire from the walls, i rush out with the cavalry to intercept the siege equipment,
    the AI reacts, drops the equipment, rushes forward to entangle my cavalry in melee fight. I retreat with the cavalry back through the cities gate and -game over- unspecified error.

    I got the Medieval II Gold Edition (Software Pyramid Version) that seems to be
    not further patchable. I installed Medieval II and Third Age into that folder structure:

    H:\Games\Medieval II Total War\mods\Third_Age

    Game ran fine for days on my system:
    Windows 7 Ultimate 64Bit, HD 5700, Q9400, 4GB Ram

    I did not manipulate any files that i know of and i do not use any other mod but "third age 1.4.1" . The log file shows some errors on "scripts" and "unit labels". I have no idea what could be the matter.

    Is there anyone who can enlighten me?
    I googled for answers, but the only advice i found so far was to delete files that i do not have anyway.

    And last but not least....hello all! I usually lurk in the background just reading, but the problem i got with this mod made me register. I bought medieval just to play "Third Age". This mod is pure gold and i got addicted.
    THANK YOU SO MUCH

    P.S. Sorry i got to reply here in the multiplayer forum. I know its the wrong place, but this thread was the only one that seemed to fit to my problem.

    LOG:

    11:07:04.277 [system.rpt] [always] CPU: SSE2
    11:07:04.284 [system.rpt] [always] ==== system log start, build date: Aug 3 2007 version bld-medieval2-kingdoms-104 (45562) ===
    11:07:04.289 [system.io] [always] mounted pack packs/data_0.pack
    11:07:04.289 [system.io] [always] mounted pack packs/data_1.pack
    11:07:04.290 [system.io] [always] mounted pack packs/data_2.pack
    11:07:04.292 [system.io] [always] mounted pack packs/data_3.pack
    11:07:04.292 [system.io] [always] mounted pack packs/data_4.pack
    11:07:04.293 [system.io] [always] mounted pack packs/localized.pack
    11:12:22.389 [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
    11:12:22.389 [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
    11:12:22.389 [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
    11:12:22.389 [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
    11:12:22.389 [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
    11:12:22.389 [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
    11:12:22.389 [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
    11:12:22.389 [game.script] [error] Script execution error for <label_unit>, at line 186, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    11:12:22.390 [game.script] [error] Script execution error for <label_unit>, at line 187, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    11:12:22.390 [game.script] [error] Script execution error for <label_unit>, at line 188, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    11:12:22.390 [game.script] [error] Script execution error for <label_unit>, at line 189, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    11:12:22.390 [game.script] [error] Script execution error for <label_unit>, at line 190, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    11:12:22.390 [game.script] [error] Script execution error for <label_unit>, at line 191, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    11:12:22.390 [game.script] [error] Script execution error for <label_unit>, at line 192, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    11:12:22.390 [game.script] [error] Script execution error for <label_unit>, at line 193, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    11:12:22.390 [game.script] [error] Script execution error for <label_unit>, at line 194, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    11:12:22.390 [game.script] [error] Script execution error for <label_unit>, at line 195, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    11:12:22.390 [game.script] [error] Script execution error for <label_unit>, at line 196, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    11:12:22.390 [game.script] [error] Script execution error for <label_unit>, at line 197, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    label_unit referenced non-existent unit
    11:12:22.391 [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.
    11:12:22.391 [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 'unit24' is already in a unit group.
    11:12:22.391 [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'.
    11:12:22.391 [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'.
    11:12:22.391 [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'.
    11:12:22.391 [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'.
    11:12:22.391 [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'.
    11:12:22.391 [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'.
    11:12:22.391 [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'.
    11:12:22.391 [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'.
    11:12:22.391 [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'.
    11:12:22.392 [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'.
    11:12:22.392 [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'.
    11:12:22.392 [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'.
    11:14:47.906 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  4. #44
    Rero's Avatar Senator
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    Default Re: Another hamachi network for TATW1.4.1

    just joined +rep to you tinky
    Emi master race!
    TheIncendiaryPig

  5. #45

    Default Re: Third Age: Mediel 2 Total War encountered an unspecified error and will now exit.

    Well, in the absence of anyone who actually knows what they're doing, the errors seem to be in your campaign_script file. So go to the following directory:

    H:\Games\Medieval II Total War\mods\Third_Age\data\world\maps\campaign\imperial_campaign

    copy the campaign_script.txt file to a different directory as a backup, then copy the file attached to this post into the game directory. Then go to:

    H:\Games\SEGA\Medieval II Total War\mods\Third_Age\data\world\maps\base

    and delete the map.rvm file. That may fix the problem.

    Unfortunately, you will need to start a new campaign for it to take effect, but good luck!

  6. #46

    Default Re: Third Age: Mediel 2 Total War encountered an unspecified error and will now exit.

    Ouch....starting a new campaign....farewell Dale! Farewell friends!
    We shall meet again someday.

    As soon as i raise my mordor army i shall be knocking at your door once more and chat about good old times!

    Thanks for trying to help Swarbs. I will do as you said and keep the other files as backup. I hope i messed something up without knowing and wont see this error again. Some people said they cant play mods with this "Software Pyramid" - Low Budget version of Medieval II as it is not patchable. That would be a real killer.

    I will see when i reach round 50+ if it is bound to happen again.

    EDIT:
    I kept my old files, autoresolved the battle, lost, and continued with the campaign. No more problems so far. This crash just happened when
    Rhun wanted to take back "Kellepar". I wondered if it could be that an outdated script was activated. Because normally Rhun should defend that city and get extra units. But now roles swapped and Rhun was the attacker. Just wildguessing here.

    But anyway, check this out! Here comes the strange part.
    Situation is like that. The battle was autoresolved, Rhun got Kellepar back. I manage to kill the last Rhun faction member
    in another battle, and defeat Rhun once and for all.

    Kellepar fell into bandits hands. When i tried to retake it and formed outside the city walls, the bandits fought inside the town against.... nobody! Weapon noise, shouting, but no visible enemy. Hovering with the cursor over the bandits
    stated, that the fight was "Balanced".
    Spooky, huh?!
    Army of the dead took revenge here?! Shouldnt you be heading for Minas?
    I hope Aragorn wont kick my ass, now that he cant pull that card out of his sleeve.

    When i rushed in, i took a Rhun general captive!! It was just a faceless flickering of a golden metal armor.
    Battle won, city taken, campaign running smooth again. But that was somewhat strange....
    Last edited by Robs; June 29, 2010 at 01:58 PM. Reason: Situation Update

  7. #47

    Default Auto Resolve battles in a hot seat game. How to fix?

    I want to play a hotseat campaign with one other person, but I don't want to skip to the next turn and find out my army fought without me even knowing and they were massacred. Is it possible that I can personally fight every battle in a hotseat campaign?

    Thank you

  8. #48

    Default Re: Auto Resolve battles in a hot seat game. How to fix?

    No. AFAIK You can only fight battles on your turn. Sorry

  9. #49

    Default Re: Auto Resolve battles in a hot seat game. How to fix?

    You can play defensive battles in a hot seat against AI, only not against humans.

    Look here: http://www.twcenter.net/forums/showthread.php?t=288683

    I used to do it myself with a friend, we were meeting at one comp and played as allies...

  10. #50

    Default Re: Auto Resolve battles in a hot seat game. How to fix?

    Quote Originally Posted by Hermes Trismegistos View Post
    You can play defensive battles in a hot seat against AI, only not against humans.

    Look here: http://www.twcenter.net/forums/showthread.php?t=288683

    I used to do it myself with a friend, we were meeting at one comp and played as allies...

    Alright, Thank you.

    I will try this out when I get home. I was attacking a town and I was waiting for them to come out and fight me so I could fight the battle in defense, but it auto resolved.

  11. #51

    Default Re: Another hamachi network for TATW1.4.1

    i want to play online, too. i tried to battle with another person through hamachi but i couldn't see his battle and therefore join. can someone tell me what should i do in detail?


  12. #52

    Default Multiplayer Hotseat Campaigns w/ The Help of Dropbox

    I followed this guide to play a Third Age hotseat campaign with my brother who lives in another state. It works perfectly.

    http://wiki.dropbox.com/TipsAndTricks/SyncGamesFolder

  13. #53
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: Multiplayer Hotseat Campaigns w/ The Help of Dropbox

    So what does this do exactly? Does it allow you all to play hotseat at the same time?

  14. #54
    GrumpyBean's Avatar Ordinarius
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    Default Re: Multiplayer Hotseat Campaigns w/ The Help of Dropbox

    Quote Originally Posted by The Holy Pilgrim
    So what does this do exactly? Does it allow you all to play hotseat at the same time?
    Yeah i just tested it and that's exactly what it does. It's really easy to use if you follow the guide on the website. And since it automatically updates the file when you change it, you don't have to constantly replace the old file with the previously changed saved game file by hand (so to speak).....like we do here on the forums with hotseats.
    Last edited by GrumpyBean; July 18, 2010 at 09:51 AM.
    Very funny and old tale of Mordor. The grass is always greener.
    Epic Tale of Thera, simply a masterpiece . Borissomeone's Tales of Thera.

  15. #55
    GrumpyBean's Avatar Ordinarius
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    Default Re: Multiplayer Hotseat Campaigns w/ The Help of Dropbox

    Is someone willing to play a hotseat this way with me to see if it works better than file sharing via forums?

    Edit: oops sorry double posted.....
    Very funny and old tale of Mordor. The grass is always greener.
    Epic Tale of Thera, simply a masterpiece . Borissomeone's Tales of Thera.

  16. #56

    Default Re: Multiplayer Hotseat Campaigns w/ The Help of Dropbox

    Quote Originally Posted by GrumpyBean View Post
    Is someone willing to play a hotseat this way with me to see if it works better than file sharing via forums?

    Edit: oops sorry double posted.....
    I'll give it a go. Should we just do a 1 vs 1 TATW hotseat with the other factions AI? I assume we still won't be able to fight our battles against each other?

  17. #57
    GrumpyBean's Avatar Ordinarius
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    Default Re: Multiplayer Hotseat Campaigns w/ The Help of Dropbox

    No unfortunately we wont be able to . But we WILL be able to speed the regular hotseat game up by a lot hopefully. Yes it would be great if we did get a game going using this....Although I was hoping that we could at least get 3-4 active people, just to see how things go.

    I know it works with two people, i just got done playing with my friend all the way in California from New York . My question is if it will be efficient enough with more people playing and if it's possible for everyone to synchronize with the same folder ( i.e the 'saves' folder in the medieval II total war folder or other mod) and also have their save game file change as well as mine when I save a game.

    So here it goes

    The mod I'll be using is Third Age Total War 1.4 for the sake of simplicity since I'm assuming everyone has it . We'll just be doing the vanilla version no sub mods. Also if we get 3 or 4 people we can set a time where it's okay for everyone to be on all together.

    Oh and the most important thing.....Download Dropbox HERE (1st) and the sync program HERE (2nd)
    Last edited by GrumpyBean; July 18, 2010 at 06:09 PM.
    Very funny and old tale of Mordor. The grass is always greener.
    Epic Tale of Thera, simply a masterpiece . Borissomeone's Tales of Thera.

  18. #58

    Default Improving hot seat

    I am still fairly new to hotseat campaigns its a lot of fun. But it can be very frustrating when you are waiting for your turn(not blaming anybody we all have other lives) to come around or when you find a battle has been fought for you by the AI and you have lost a battle you would have won quite easily.

    So i am am asking for any suggestions to make hot seat better.

  19. #59

    Default Re: Improving hot seat

    That doesn't gonna work I'm afraid One of the big of Medieval, no good multiplayer

  20. #60

    Default Re: Improving hot seat

    Hopefully they can find a a way to have a host server for shogun that can run a game with 2 people at the same time, synced together and do their turns seperately, but when they battle another human player, the players are told and the other human defending has the chance to decide if they want to fight on the battle map.

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