Well I would always recommend using the bugfix, there is no loss and if you don't like the extra submods included they can be easily discarded without any hindrance.
Well I would always recommend using the bugfix, there is no loss and if you don't like the extra submods included they can be easily discarded without any hindrance.
When using this copilation - game crashes from time to time( have to play without it
are you using all the Addendums?
Play with Bug Fixes for SS6.4 1.26 + ADDENDUM 1,2,3.
Everything is fine, no crashes.
Waiting 1.27.
Thank you for your work!
is it just me or england's named character in winchester by the name of robin doesn't have any traits or bodyguard unit attached to him? \SS6.3\data\campaign\late\world\maps\imperial_campaign\strat.txt line 6131 from BugFix_Compilation_v1.26.7z
if i comment out the line, all characters except henry disappear. if i assign trait and/or NE Bodyguard unit, he won't show up where he's supposed to. is this ghost character a bug or a feature?
btw bugfix doesn't seem to be compatible with ssnop mod. thats a pity cause as a history based game, having made up historically incorrect names in total war series ain't good. if this were shoot em up, i wouldn't care about the names of some random dude i killed.. what think you?
anyway thank you so much for the fixes.
I'll see if i can include a patched version of SSNOP 1.2 for bugfix 1.27
About the robin guy, i think that was fixed in one of the addendums
he's not supposed to be a named_character/general but just a low captain
Thank you so much for these awesome tweaks and fixes !! can't wait for the Titanium release!
Hey, I am glad Marius directed me to this fix. Two quick questions:
1. "Campaign Script Customization (bane_tw) [files are stored separately in a 7z file]
Allows you to turn on/off some parts of the campaign script, useful for speeding up turns."
Where is this sub-mod - or how do I activate it. When I go to the setup screen, I think I see the checkbox for the other sub-mods but not this one.
2. "2 Turns per year
1 years will teak 2 turns, land devastation by enemy armies is back, settlement income reduced to half (experimental)"
So aging and settlement income are the only two things that are changed in the 2 TPY sub-mod?
Hmmm, do you have to download the settlement fix and addendums separately?
I only downloaded the big file from here:
http://www.mediafire.com/download/gp...ation_v1.26.7z
the settlement fixes are optional but the addendums are mandatory, as they fix some errors in v1.26
Hmmm, are you supposed to get 2 checkboxes of everything except AI on the script controller screen? If so, which ones am I supposed to do check off?
Also:
"Campaign Script Customization (bane_tw) [files are stored separately in a 7z file]
Allows you to turn on/off some parts of the campaign script, useful for speeding up turns."
Where is this sub-mod - or how do I activate it. When I go to the setup screen, I think I see the checkbox for the other sub-mods but not this one.
Nope, only 1 for each...
make sure you run the .bat files included in the packages.
Campaign script customization files are stored IIRC inside a .7z in the ".../data/campaign/sub/" directory
Hello Melooo182,
I only run one .bat file when installing your compilation: CLEAN_OLD_BUGFIX.bat (ADDENDUM 2)
Is it enough or are there more files I need to run?
Thanks..
It should work properly, I haven't particularly tested it though.
Melooo182,
I only run CLEAN_OLD_BUGFIX.bat (ADDENDUM 2) when installing your compilation.
Is it enough or are there more necessary files I need to run?
Thanks in advance...
Just to be sure, run all of them at least once
I don't remember right now which are the others.
I think one for reseting the map and another for sounds.
Thanks for the fixes.
Last edited by Ostrogoth; January 20, 2015 at 03:51 PM.