Have you got any custom files in your base installation of the game? There shouldn't be any txt files in the medieval ii total war\data folder unless you have unpacked the game.
How can it be a repeated issue on his copy of SS but nobody else has this issue. Even after a clean install it still happens. So it seems like the issue isnt with his SS install but something in his original m2 files, right?
Did we investigate a possible virtual store issue, that is the bane of updating mods. This tutorial from step onward is the way to fix it.
Ah that makes sense. Hopefully that will take care of the issue for him. + rep for the help
i have followed that, i'm using the 3rd method from the tutorial
i'll upload a video of comparison for ribault between my vanilla n ss, just to show that it really happen in my game
edit
http://www.mediafire.com/download/9z...lq/ribault.rar
i'm sorry about the size, i dont know how to make it smaller
as you can see in the video, in vanilla, even before firing the 1st volley, the crew still needs to reload
while in ss the crew can start firing and simply skip reloading after every volley
Last edited by ikyu828; May 15, 2014 at 12:47 PM.
I haven't downloaded (my bandwidth sucks) but it would certainly indicate altered animations via descr_skeletons. I am sure there are other custom animations as well, hence a simple removal of the IDX and DAT files in the data\animations folder would lead to a crash.
But how can he have an altered unit and I do not when we downloaded the same file?
He gave the details of his files a few posts back - have you compared them with yours? A missing reload animation means the standard firing sequence has been modified.
There is the possibility of different versions of torrent downloads (there are 5 for Call of Warhammer), you will have to establish if it is indeed identical to your torrent source.
I checked one of my kingdom mod's descr_skeleton against the SS Ribault entry and they are identical. Weird.
Which brought me to descr_engines...
Which has this entry in the ribault part:
How does it look in your entry? Complete ribault part in spoilerCode:crew_animations crank Crew_Rear, crew_rear_fire_idle, crew_rear_fire_commence, crew_rear_fire_recover, crew_rear fire Crew_Rear, crew_left, crew_rear end
Spoiler for ribault coding in descr_engines:
mine is the same like yours
i've already tried this ss version from here
http://www.mediafire.com/download/up...f/SSinstall.7z
and it's still the same like the previous one (the one from torrent), the ribault crew skip/don't have the reloading animation
I just checked my unpacked files and and data\animations folder has one entry, the engines folder, and the breakdown from there.
My Srainless Steel i6.4 install has data\animations, and all the entries along with pack.dat, pack.idx, skeleton.dat, and skeleton.idx iI did not immediately see in my unpacked files.
This leads me to thinking someone used a tool available from one of the EB2 modders to repack them and not regenerated by the game. If so, by reading his thread, the "[io] file_first = true will not get the pack file read. Conjecture on my part but I don't have time to test it past this.
I was thinking of asking him to remove the IDX and DAT files in the animations older to check - but it is very likely that SS has other custom animations which means the game will crash if those files are removed. Which on the other side would prove that they are indeed read.
i have a question regarding the resoned desire on my part, at least short of more familiarity with play-balance and the SS combat system, to edit the spearmen's attack value of 1 to something higher than, and if not more along the lines of vanilla, and for purposes of relative attack value realism. i don't think i'm being presumptious when saying, that the base-value of 1 for attack (e.g. not counting charge/bonus) is not representative of anything higher than rabble or a peasants ability to bear arms: e.g. 1 would never represent anything more sophisticated than fists and make-shift weapons. on the other hand, militia are comparable to a security detail (e.g. at least a 1 in terms of training, and by comparison to peasant and/or rabble, the latter of which are at most a 0), and spears are crafted weaponry of varying degrees of effective quality and composition (e.g. at least a 2 in terms of quality, and by comparison to make-shift weapons). both of these latter points of consideration i presently consider significant enough to be reflected on the battlefield by said militia spearmen, and such that they are attack enabled and capable units, where capability denotes something other than a bare-minimum to meet attack value's necessity for being greater than 0
... hence, my question: would changing the attack value of spearmen cause a glaring or unforseen instance of imbalance in the game or combat system in-play?