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Thread: The Patch for BB 4.24 <24/08/2013>

  1. #1
    one day's Avatar Semisalis
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    Icon2 The Patch for BB 4.24 <24/08/2013>



    The Patch for BB4.24. <24/08/2013>

    Content:

    - Fixed bug "kingmaker" in the ancillary script. Here is trace log.txt :
    Spoiler Alert, click show to read: 
    12:11:43.187 [game.script.trigger] [trace] Trigger <0103_High_Income3> fired
    12:11:43.421 [game.script.trigger] [trace] Trigger <1001_Update_Leader_Dies> fired
    12:11:43.421 [game.script.trigger] [trace] Trigger <factionleader> fired
    12:11:43.453 [game.script] [error] Trigger processing error in <Kingmaker1>
    : FactionwideAncillaryExists needs a living character.
    when testing <FactionwideAncillaryExists> condition
    12:11:43.453 [game.script] [error] Trigger processing error in <Kingmaker2>
    : FactionwideAncillaryExists needs a living character.
    when testing <FactionwideAncillaryExists> condition
    12:11:44.046 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    - Fixed bug rounded costs.
    - Fixed counter in the file campaign_script.txt. (Now in the new campaign you will see counter for military and goverment points between x91-y00.)
    - Fixed wrong position of the rebel army near Tbilisi (thx Drinka+Giumbix).
    - Fixed religion tengriism and added mongol temples (thx Drinka+Giumbix).
    - More historical improvements for diplomacy, Teutonic order begins first 50 years in campaign like ally HRE and Jerusalem Kingdom.
    - Fixed bugs in the file historic_events.txt.
    - Deleted all non existing missions in the start of campaign for all factions in campaign_script file. Such fixed bug :
    Spoiler Alert, click show to read: 
    20:39:39.646 [game.script] [error] Script execution error for <create_mission>, at line xxxx, in mods/DLV_ext/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Could not create mission.

    - Corrected units: armenia merchant militia cavalry and rebel baltic raiders.
    - Fixed incorrect papal officers for Sicily.
    - Fixed bugs in the file battle_models.modeldb.
    - Added 53 new normal textures for units.

    Installation:

    - Extract the data folder which you find inside the compressed archives to your "..\M2TW\mods\DLV_ext\" folder.
    - Delete the file historic_events.txt.strings.bin in ..mods\DLV_ext\data\text folder.
    - Saved game is full compatible but some repairs require a new campaign..

    Attached Thumbnails Attached Thumbnails CHBug.jpg   HEBug.jpg   field costs.jpg  
    Attached Files Attached Files
    Last edited by one day; August 24, 2013 at 06:03 AM.

  2. #2
    Kjertesvein's Avatar Remember to smile
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    Default Re: Small fix for BB 4.24

    Will check it out, thanks. Do I have to start another campaign to use this?

    ~Wille
    Thorolf was thus armed. Then Thorolf became so furious that he cast his shield on his back, and, grasping his halberd with both hands, bounded forward dealing cut and thrust on either side. Men sprang away from him both ways, but he slew many. Thus he cleared the way forward to earl Hring's standard, and then nothing could stop him. He slew the man who bore the earl's standard, and cut down the standard-pole. After that he lunged with his halberd at the earl's breast, driving it right through mail and body, so that it came out at the shoulders; and he lifted him up on the halberd over his head, and planted the butt-end in the ground. There on the weapon the earl breathed out his life in sight of all, both friends and foes. [...] 53, Egil's Saga
    I must tell you here of some amusing tricks the Comte d'Eu played on us. I had made a sort of house for myself in which my knights and I used to eat, sitting so as to get the light from the door, which, as it happened, faced the Comte d'Eu's quarters. The count, who was a very ingenious fellow, had rigged up a miniature ballistic machine with which he could throw stones into my tent. He would watch us as we were having our meal, adjust his machine to suit the length of our table, and then let fly at us, breaking our pots and glasses.
    - The pranks played on the knight Jean de Joinville, 1249, 7th crusade.













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  3. #3
    one day's Avatar Semisalis
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    Default Re: Small fix for BB 4.24

    No, it is not necessary. I can continue in the same campaign after fix, and without this CTD.

  4. #4

    Default Re: Small fix for BB 4.24

    would this export_descr_ancillaries work with 6.2/6.3 too?

    if this is really the cause of the problem then +rep and a big thank you

  5. #5
    one day's Avatar Semisalis
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    Default Re: Small fix for BB 4.24

    I donīt know. Can you upload original file from 6.2 ? I could compare it with file from BB, whether they are the same.

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    GRANTO's Avatar Domesticus
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    Default Re: Small fix for BB 4.24

    good stuff...well spotted

  7. #7
    one day's Avatar Semisalis
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    Default Re: Small fix for BB 4.24

    updated post#1

  8. #8
    one day's Avatar Semisalis
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    Default Re: Small fix for BB 4.24

    I plan patch, where field-costs will be reduced 4 times, because there are 4 turns in the one year. Now costs are very expensive more then cost of new unit. And army, diplomats, assassins or spies have their normal wages. I think, it could be more balanced especially for small factions. What do you think, any suggestions ?
    Last edited by one day; February 20, 2013 at 12:21 PM.

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    The Bold Burgundian's Avatar Ducenarius
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    Default Re: Small fix for BB 4.24

    Quote Originally Posted by one day View Post
    I plan patch, where field-costs will be reduced 4 times, because there are 4 turns in the one year. Now costs are very expensive more then cost of new unit. And army, diplomats, assassins or spies have their normal wages. I think, it could be more balanced especially for small factions. What do you think, any suggestions ?
    I still got a unknown error popup during rebel faction, it had a window but no text, but they seems to occur much less now. Also your reduced upkeep idea is good, i urge you to do it!

  10. #10
    one day's Avatar Semisalis
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    Default Re: Small fix for BB 4.24

    Quote Originally Posted by PiemasterXL View Post
    I still got a unknown error popup during rebel faction, it had a window but no text, but they seems to occur much less now. Also your reduced upkeep idea is good, i urge you to do it!
    Evidently there are some another bugs. Can you upload here trace log.txt ?
    Ok, Iīll start make patch this weekend.

  11. #11

    Default Re: Small fix for BB 4.24

    Quote Originally Posted by one day View Post
    I plan patch, where field-costs will be reduced 4 times, because there are 4 turns in the one year. Now costs are very expensive more then cost of new unit. And army, diplomats, assassins or spies have their normal wages. I think, it could be more balanced especially for small factions. What do you think, any suggestions ?
    Hmm. I personally feel that the economy -- tough as it is -- is very realistic and balanced. Also, the AI factions don't suffer the same way as the player -- and are actually granted massive financial bonuses when reduced to one or two settlements. The high upkeep forces one to play strategically -- only mustering troops as needed (historically accurate) and making use of forts and castles, etc. Finally, I've learned from experience that it's entirely possible to build up a great military and economy as almost any faction provided the right steps are taken. But that's just my two cents.
    Last edited by Cyprian2; March 21, 2013 at 10:33 PM.

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    one day's Avatar Semisalis
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    Default Re: Small fix for BB 4.24

    I quite agree. But did you try factions like Teoutons or Jerusalem ? Itīs really very hard to start with this economy. And I plan only reduce field cost and no delete this idea. I think, that it is paying twice the same thing. I mean siege army or diplomat abroad for example.

  13. #13

    Default Re: Small fix for BB 4.24

    Quote Originally Posted by one day View Post
    I quite agree. But did you try factions like Teoutons or Jerusalem ? Itīs really very hard to start with this economy. And I plan only reduce field cost and no delete this idea. I think, that it is paying twice the same thing. I mean siege army or diplomat abroad for example.
    It's indeed true that the smaller factions are hard to get a handle on. I find Norway particularly frustrating, because of its relatively poor cities and troops that require hight upkeep. Haven't played as Crusader States or Teutonics yet, but I'll give them a go in the next little while. At any rate, I'd be very interested to see what you come up with. Go for it!

  14. #14

    Default Re: Small fix for BB 4.24

    Playing with Kingdom of Jerusalem and the economic situation is great. I am the richest kingdom (year 1228). IMHO the balance of the economy in DLV is well done.

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    one day's Avatar Semisalis
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    Default Re: Small fix for BB 4.24

    Quote Originally Posted by Kaskad View Post
    Playing with Kingdom of Jerusalem and the economic situation is great. I am the richest kingdom (year 1228). IMHO the balance of the economy in DLV is well done.
    Can you write more facts, please ? Do you play VH/VH level ? How many territories and costs ?

    And as I īve seen in script, every field or settlement costs rounded up to 500 (e.g. 500,1000, 1500, 2000..). I will change it to 100 (e.g. 100, 200, 300, 400.. until to 3000). It could save some money.
    Last edited by one day; March 24, 2013 at 09:26 AM.

  16. #16

    Default Re: Small fix for BB 4.24

    Yes, VH/VH, I have conquered 10 territories, most against Egypt (and all the Cyprus Island). The key point is that I am allied with the Abbassid caliphat since year 1189 to cover my eastern front (I had given them money every turn since 1181 untill we signed an alliance).
    I am afraid your changes could make the game too easy. I will check the costs I have.

  17. #17
    one day's Avatar Semisalis
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    Default Re: Small fix for BB 4.24

    Itīs not my plan to make DLV too easy. Ok, I can make that you could pay really 300 field costs (e.g. one diplomat abroad) not rounded up to 500 or settlement costs 1100 and not again rounded up to 1500 per turn. The different is 600 every turn. Especially during start of campaign they are quite big money. Only something like mathematic correction.
    Last edited by one day; March 26, 2013 at 08:30 AM.

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    LaMuerte's Avatar Senator
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    Default Re: Small fix for BB 4.24

    Thanks for the fix. Trying it out right now...

    edit : Since installing this , it seems my governors are getting agent ancillaries... (for example stunning handmaiden , pet monkey , etc.) Didn't start a new campaign though.
    Last edited by LaMuerte; April 01, 2013 at 10:48 AM.

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    Default Re: Small fix for BB 4.24

    Quote Originally Posted by LaMuerte View Post
    Thanks for the fix. Trying it out right now...

    edit : Since installing this , it seems my governors are getting agent ancillaries... (for example stunning handmaiden , pet monkey , etc.) Didn't start a new campaign though.
    In the new campaign propably everything will be correct.


    Ok, I have uploaded new patch. Please, see the first post.

  20. #20
    Drinka of the Rum's Avatar Foederatus
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    Default Re: Small fix for BB 4.24

    Nice work one day. I've tested your patch and it works fine for me. Your field costs script makes quite a noticeable difference to the economy, particularly in the early part of the game. I hope Taiji includes it in his next update!

    Not sure how LaMuerte (or Justin Beiber, for that matter) ended up with a pet monkey but it sounds like fun (until you run out of bananas and the monkey rips your face off... )

    This forum's very quiet these days but I'm sure there are still a lot of fans of DLV + BB out there. I hope you have time to take a look at the small mod I recently posted. I think it plays very nicely, although it still needs more development. After a ton of errors from the TWC server I ended up posting it on the DLV main page rather than the mini-mods section

    Here are a few other things I've been looking at modding on my own install:

    1. I'm on a bit of a mission to get the Mongols working better under AI control. Before the fix re religious conversion they did not do much at all, but even now they still just potter around their starting provinces for much of the game. If you give them long enough they will take a couple of cities to the south of Bulgar, but the AI really appears to struggle with their isolated starting position. To make things worse there is only one road connecting Mongol lands to the rest of the map (ie Viatka to Belo-Ozero,) and it's probably the longest road between 2 adjacent cities in the whole game. The AI is not very good at making the journey, and I am yet to see the Mongols take Belo-Ozero, Ryazan, Moscow, Sarkel or even Murom in any of my campaigns.

    A couple of things I thought may help this are a road from Bulgar to Murom, and a river crossing between from Atil to the Samandar side of the river. Do you know how to do this? I'd love to hear any thoughts you may have about this. I've also added a Mustering hall and Bowyer to the Bulgar in the descr_strat file, so they can get producing units a little sooner.

    2. Ive also enabled Mongol Princesses in the descr_sm_factions file. They are the only faction I can think of that Taiji hasn't allowed to have this agent type yet. Since making this change the Mongols are much more diplomatically active. I was hoping you might know how to enable sounds for Princesses as at the moment they are silent.

    3. Another little problem I've noticed is that the government points required for city wall upgrades is out of sync. I rarely play to more that 30 or 40 cities captured but I'd never built a fairground or large wall until I modified the export_descr_buildings file. If you lower the market level required for large walls to "market" and to "fairground" for huge walls, castle and city upgrades occur at every close to the same time in the campaign. At the moment especially AI cities have a big problem with squalor and plague due to not being able to upgrade. Any thoughts?

    That's probably enough for one post. As you can tell I have being giving Taiji's awesome mod a lot of thought recently, and I've got a few more ideas which I'll mention when I've got more time. Of course, I'm happy for you to include any fixes we discuss in your patch.

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