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Thread: Bugs Reports & Technical Help

  1. #1481

    Default Re: SSHIP - Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    Have a look at my submod fixing the provincial titles: PFT. If you would find it convincing, would like to expand it to the Italian provinces and would be ready to make an analysis of the relevant files in the way I did for Poland, Lithuania, Hungary and Ruthenia, we may join forces.
    thank you very much for your proposal, I'll see what I can do (I haven't got much time).

    anyway, as for Ancona, the city was an oligarchy, and was ruled by the Elder Six (don't know if I can translate it this way...), but they were also known as Six Masters, or Six Lords.

  2. #1482
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP - Bugs Reports & Technical Help

    You're right about the Six Elders. Ancona stayed independant until it became part of the Papal States. Not sure what title would be the most relevant: Podesta?

    Anyway, I suggest to continue this discussion in the thread linked by JoC (here).
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  3. #1483

    Default Re: SSHIP - Bugs Reports & Technical Help

    found a bug in desc_faction_standing.txt.

    [CONTENTBOX];------------------------------------------Trigger SicilyAI
    WhenToTest FactionTurnStart

    Condition FactionType sicily
    and not FactionIsLocal

    FactionStanding factions { england, moors } normalise 0.2 80

    ;------------------------------------------
    Trigger SicilyBig
    WhenToTest FactionTurnStart

    Condition FactionType sicily
    and I_NumberOfSettlements sicily > 6

    FactionStanding factions { hre } normalise -0.4 55
    FactionStanding factions { venice, pisa, byzantium } normalise -0.6 60

    ;------------------------------------------
    Trigger SicilyHuge
    WhenToTest FactionTurnStart

    Condition FactionType sicily
    and I_NumberOfSettlements sicily > 10

    FactionStanding factions { hre } normalise -0.6 20
    FactionStanding factions { venice, pisa, byzantium } normalise -0.8 40
    FactionStanding factions { france, aragon, hungary, teutonic_order, papal_states } normalise -0.6 65
    FactionStanding exclude_factions { slave } normalise -0.8 100

    ;------------------------------------------
    Trigger SicilyCrushed
    WhenToTest FactionTurnStart

    Condition FactionType sicily
    and I_NumberOfSettlements sicily > 7

    FactionStanding factions { papal_states } normalise 0.6 10
    FactionStanding factions { hre } normalise 0.4 10
    FactionStanding factions { venice, pisa, byzantium } normalise 0.2 35 FactionStanding factions { france, aragon, hungary, teutonic_order } normalise 0.2 40[/CONTENTBOX]

    as you can see, the Trigger SicilyCrushed (the last one) is bugged, because it implies that when sicily has more than 7 settlements, the relations with the other factions increases. it should be the opposite, something like and I_NumberOfSettlements sicily < 4 (the number 4 is just a guess)

  4. #1484
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - Bugs Reports & Technical Help

    I also have a question about code, but in the EDCT file in SSHIP

    Code:
    ;------------------------------------------
    Trigger battle3Dread_TotalAnnihilation
     WhenToTest PostBattle
    
     Condition WonBattle
           and BattleSuccess >= crushing
           and PercentageEnemyKilled > 90
           and not GeneralFoughtInCombat
           and IsGeneral
           and BattleOdds < 0.95
           and not Trait BattleChivalry > 0
           and NumFriendsInBattle > 750
    
     Affects BattleDread 2 Chance 50
    whey there's "not" in the line "and not GeneralFoughtInCombat"? I think the condition shoud tell that indeed there's a battle.
    In the M2TW docudemons 4.0 the similar triggers says:
    Code:
    Trigger battle3Dread_TotalAnnihilation
        WhenToTest PostBattle
        Condition WonBattle
              and BattleSuccess >= crushing
              and PercentageEnemyKilled > 70
              and GeneralFoughtInCombat
              and IsGeneral
              and BattleOdds < 0.95
              and not Trait BattleChivalry > 0
        Affects BattleDread  2  Chance  100

  5. #1485
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - Bugs Reports & Technical Help

    In the EDCT file there're two triggers with the same name "Trigger Building_MilitaryInclination_Castle_Archery". I think the second will not fire (and I'm surprised there're no CTD due to this fact, I didn't know the game can live with it).

    On another topic:
    I have tried to copy-paste the triggers from the files but TWC server blocks me. It happened to me several times in the past when I tried to copy-and-paste from EDCT. Also the at some point attaching the very EDCT was forbidden. Does anybody else experience similar thing?

  6. #1486
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP - Bugs Reports & Technical Help

    Have you tried by zipping it? If it still doesn't work, let me know and I'll see if I can do something
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  7. #1487
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - Bugs Reports & Technical Help

    I've managed to upload it as zip. BTW - the more I delve into EDCT, the more mistakes I find, and more I change for myself. Yesterday I just fixed the TourneyKnight - it's an elaborate trait, but nobody can achieve higher levels as the probabilities would require sitting in a settlement for 90 years ;-)

  8. #1488
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP - Bugs Reports & Technical Help

    Actually, I'm not surprised. Not sure when they have been made
    Btw, thanks for "cleaning" this. Appreciated
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  9. #1489

    Default Re: SSHIP - Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    I've managed to upload it as zip. BTW - the more I delve into EDCT, the more mistakes I find, and more I change for myself. Yesterday I just fixed the TourneyKnight - it's an elaborate trait, but nobody can achieve higher levels as the probabilities would require sitting in a settlement for 90 years ;-)
    it is good know that you improve all this traits and minor issues as generals or tittles for cities, continue with your work Jurand, i am glad with you for this hehe and also will give reputation, together can improve sship and o it more historical and challenge!
    THE MORE YOU SWEAT NOW,
    THE LESS YOU BLEED IN BATTLE!!!



    Sign the petition to remove hardcoded limits for M2TW

  10. #1490
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - Bugs Reports & Technical Help

    I've just fixed minor issues in the GoodTaxman and improved my minimod thread - there's now a short guide of dos and donts.

    MWY/Lift/others - I have a problem understanding "tourney" buildings in EDB. For many buildings there are two sets: one for the cities, the other for the castles (eg. smith and castle_smith). How it is with jousting list? I cannot find it for a castle, yet in-game I have jousting lists in the fortresses...

    @j.a.luna - thanks! I'm testing the tourneyknight, perhaps I'll put it online at some point..

  11. #1491

    Default Re: SSHIP - Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    MWY/Lift/others - I have a problem understanding "tourney" buildings in EDB. For many buildings there are two sets: one for the cities, the other for the castles (eg. smith and castle_smith). How it is with jousting list? I cannot find it for a castle, yet in-game I have jousting lists in the fortresses...
    You can have buildings without a castle-city lock, without any conversion between castle-city.

    As you noted, the jousting list is one of them.

    See:
    jousting_lists requires
    c_gallows requires

    vs:
    foundling_stables castle requires
    hospital city requires

  12. #1492
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - Bugs Reports & Technical Help

    Thanks, Alavaria, I understand it now

  13. #1493
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP - Bugs Reports & Technical Help

    Quote Originally Posted by Lifthrasir View Post
    Actually, I'm not surprised. Not sure when they have been made
    Lifth,
    I think at least part of them were made very long time ago as I found them also in the HURB, Broken Crescent and Anatolian Principalies EDCT files. So it's not an SSHIP issue - they are inherited from the old code and should be felt also in the other mods.
    For instance, I was concerned why so many my generals get the "Abhors Drink" trait. I've had a look a this trait and seeing it I suspect that the person who modified triggers for this trait simply didn't understand how the code works (well, I hope I do, but who knows... Check it).

    Sobriety has 3 levels with thresholds 2, 4, 8.
    The anti-trait to sobriety is Drink with 6 levels: 1, 2, 4, 8, 16, 32.

    While creating the triggers you have to understand the difference between level of the trait, and a number of points gathered in the trait. For many traits there’s no difference (ie when thresholds are: 1,2,3,4…). But not here. Additionally, you've to understand that the triggers stack, so if you create "open up" triggers (the value equal or higer: >=) there may be many triggers firing (it's not equal: =).

    Let’s have a look. The triggers for Sobriety fire at adoption, marriage, Coming of Age and CoA of a son (CharacterBecomesAFather).

    If you look at the fatherhood triggers you conclude that they have to make a general sober – there’s so many of them and they stack, so they extremely powerful. If you get a bit of Drink points, and your son comes of age, you get inevitably sober:

    ;------------------------------------------
    Trigger family20
    WhenToTest CharacterBecomesAFather
    Condition Trait Drink >= 2
    Affects Sobriety 1 Chance 40
    ;------------------------------------------
    Trigger family21
    WhenToTest CharacterBecomesAFather
    Condition Trait Drink >= 3
    Affects Sobriety 2 Chance 30
    ;------------------------------------------
    Trigger family22
    WhenToTest CharacterBecomesAFather
    Condition Trait Drink >= 4
    Affects Sobriety 4 Chance 40
    ;------------------------------------------
    Trigger family23
    WhenToTest CharacterBecomesAFather
    Condition Trait Drink >= 5
    Affects Sobriety 8 Chance 20



    Then if you look at the coming of age triggers, you also see some horrors. The author made a condition for father to be drunk for number of points of 5 or 6, while he thought it’s for levels of 5 or 6. And then he attached an extreme probability of 90%. As a result, the generals who got just past merry have an instant chance to pass way beyond Abhors Drink. This is the trigger:

    ;------------------------------------------
    Trigger dads_totally_drunk_vnv_trigger
    WhenToTest CharacterComesOfAge
    Condition FatherTrait Drink >= 5
    and FatherTrait Drink <= 6
    Affects Sobriety 18 Chance 90
    Affects Drink 1 Chance 17


    So the conclusion is – the EDCT need very careful examination with understanding what do the triggers mean. And also how they interact, this is another issue which gets important with modding, submods, minimods – everybody is changing triggers for one reason, but they may have unanticipated consequences.


    Code:
     
    In the EDCT file: effects
     ;------------------------------------------
    Trait Drink
     Characters family
     ExcludeCultures middle_eastern
     NoGoingBackLevel 5 
     AntiTraits Sobriety
     
     Level Social_Drinker
       Description Social_Drinker_desc
       EffectsDescription Social_Drinker_effects_desc
       LoseMessage Social_Drinker_lose_desc
       Threshold 1 
     
       Effect Command 1 
       Effect LocalPopularity 1 
     
     Level Gets_Merry
       Description Gets_Merry_desc
       EffectsDescription Gets_Merry_effects_desc
       Threshold 2 
     
       Effect Command 1 
     
     Level Steady_Drinker
       Description Steady_Drinker_desc
       EffectsDescription Steady_Drinker_effects_desc
       Threshold 4 
     
       Effect LocalPopularity -1
     
     Level Drunken_Heathen
       Description Drunken_Heathen_desc
       EffectsDescription Drunken_Heathen_effects_desc
       Threshold 8 
     
       Effect Command -1 
       Effect Authority -1 
       Effect LocalPopularity -1
     
     Level Alcoholic
       Description Alcoholic_desc
       EffectsDescription Alcoholic_effects_desc
       Threshold 16 
     
       Effect Command -2 
       Effect Authority -3 
       Effect LocalPopularity -2
     
     Level Paralytic
       Description Paralytic_desc
       EffectsDescription Paralytic_effects_desc
       GainMessage Paralytic_gain_desc
       Epithet Paralytic_epithet_desc
       Threshold 32 
     
       Effect Command -3 
       Effect Authority -5 
       Effect LocalPopularity -3 
     
    ;------------------------------------------
    Trait Sobriety
     Characters family
     ExcludeCultures middle_eastern
     AntiTraits Drink
     
     Level Sensible_Drinker
       Description Sensible_Drinker_desc
       EffectsDescription Sensible_Drinker_effects_desc
       Threshold 2 
     
       Effect Command 1 
     
     Level Sober
       Description Sober_desc
       EffectsDescription Sober_effects_desc
       Threshold 4 
     
       Effect Command 1 
       Effect TroopMorale -1 
       Effect PersonalSecurity 1 
       Effect LocalPopularity -1 
     
     Level Abhors_Drink
       Description Abhors_Drink_desc
       EffectsDescription Abhors_Drink_effects_desc
       Threshold 8 
     
       Effect Command 1 
       Effect TroopMorale -2 
       Effect PersonalSecurity 2 
       Effect LocalPopularity -2
     
     
    In the EDCT file: triggers for fatherhood
     
    ;------------------------------------------
    Trigger family20
     WhenToTest CharacterBecomesAFather
     
     Condition Trait Drink >= 2
     
     Affects Sobriety 1 Chance 40 
     
    ;------------------------------------------
    Trigger family21
     WhenToTest CharacterBecomesAFather
     
     Condition Trait Drink >= 3
     
     Affects Sobriety 2 Chance 30 
     
    ;------------------------------------------
    Trigger family22
     WhenToTest CharacterBecomesAFather
     
     Condition Trait Drink >= 4
     
     Affects Sobriety 4 Chance 40 
     
    ;------------------------------------------
    Trigger family23
     WhenToTest CharacterBecomesAFather
     
     Condition Trait Drink >= 5
     
     Affects Sobriety 8 Chance 20 
     
    In the EDCT file: triggers for CoA
     
    ;------------------------------------------
    Trigger dads_a_bit_drunk_vnv_trigger
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Drink >= 1
           and FatherTrait Drink <= 2
     
     Affects Sobriety 3 Chance 33 
     Affects Drink 1 Chance 17 
     
    ;------------------------------------------
    Trigger dads_more_drunk_vnv_trigger
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Drink >= 3
           and FatherTrait Drink <= 4
     
     Affects Sobriety 9 Chance 17 
     Affects Drink 1 Chance 17 
     
    ;------------------------------------------
    Trigger dads_totally_drunk_vnv_trigger
     WhenToTest CharacterComesOfAge
     
     Condition FatherTrait Drink >= 5
           and FatherTrait Drink <= 6
     
     Affects Sobriety 18 Chance 90 
     Affects Drink 1 Chance 17 
     
    In the EDCT file: triggers for marriage
     
    ;------------------------------------------
    Trigger family11
     WhenToTest CharacterMarries
     
     Condition Trait Drink >= 2
     
     Affects Sobriety 1 Chance 40 
     
    ;------------------------------------------
    Trigger family12
     WhenToTest CharacterMarries
     
     Condition Trait Drink >= 3
     
     Affects Sobriety 2 Chance 30 
     
    ;------------------------------------------
    Trigger family13
     WhenToTest CharacterMarries
     
     Condition Trait Drink >= 4
     
     Affects Sobriety 4 Chance 40 
     
    ;------------------------------------------
    Trigger family14
     WhenToTest CharacterMarries
     
     Condition Trait Drink >= 5
     
     Affects Sobriety 8 Chance 20 
     
    ;------------------------------------------
    Trigger family15
     WhenToTest CharacterMarries
     
     
     Affects Sobriety 1 Chance 5 
     Affects Prim 1 Chance 5 
     Affects Drink 1 Chance 5 
     Affects Girls 1 Chance 2 
     Affects Sane 1 Chance 10 
     
    In the EDCT file: triggers for selfperpetuation
     
    ;------------------------------------------
    Trigger selfperpetuating33
     WhenToTest CharacterTurnEnd
     
     Condition Trait Sobriety >= 1
     
     Affects Sobriety 1 Chance 4
    Last edited by Jurand of Cracow; October 30, 2016 at 06:21 AM.
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  14. #1494
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP - Bugs Reports & Technical Help

    I agree with you. I'm convinced that most of them were already there before SSHIP. I don't remember that we (actual team) have modified them, at least not in a major way. Unfortunately, I have no idea if Ravenant (former developer) has modified them a lot. It was before my time
    Anyway, thanks again for taking time to work on these
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  15. #1495

    Default Re: SSHIP - Bugs Reports & Technical Help

    CTD during turn phase.
    Steam version. UAC off during installation. No submods.
    Turn 1215AD, end turn and CTD "unspecified error" on Independent Nations. I followed movement through toggle_fov, no problems until Independent Nations, I don't see anything move (it stays on the previous faction, as if it was just about to tick to my turn phase) and I get crash.

    13:40:27.922 [system.rpt] [always] CPU: SSE2
    13:40:27.922 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    13:40:27.927 [system.io] [always] mounted pack packs/data_0.pack
    13:40:27.927 [system.io] [always] mounted pack packs/data_1.pack
    13:40:27.927 [system.io] [always] mounted pack packs/data_2.pack
    13:40:27.927 [system.io] [always] mounted pack packs/data_3.pack
    13:40:27.927 [system.io] [always] mounted pack packs/data_4.pack
    13:40:27.927 [system.io] [always] mounted pack packs/localized.pack
    13:40:35.671 [game.script] [always] Germanicu5 ReallyBadAI v5.7 Running. Please upload log and savegames when reporting battle CTDs for SS.
    13:41:47.849 [game.script] [error] Script execution error for <siege_settlement>, at line 8775, in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Attacker <scotland4wallace> cannot siege settlemnt <Edinburgh>.
    13:42:48.763 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    Here's the log but don't think it's of any use.. Wallace has been a vassal for like 30 years so doubt that's related.

  16. #1496
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP - Bugs Reports & Technical Help

    Have you implemented your config file as per this thread (last option is the best)? If not, I recommend to do it and to repost your log. Note that it will be much longer. You will need to zip it and to post it as an attachement
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  17. #1497

    Default

    Thanks I fixed it, here's the log


    Spoiler Alert, click show to read: 
    17:55:30.639 [game.script.exec] [trace] exec <console_command> at line 42686 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.644 [game.script.exec] [trace] exec <console_command> at line 42687 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.644 [game.script.exec] [trace] exec <console_command> at line 42688 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.655 [game.script.exec] [trace] exec <console_command> at line 42689 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.665 [game.script.exec] [trace] exec <console_command> at line 42690 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.676 [game.script.exec] [trace] exec <console_command> at line 42691 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.686 [game.script.exec] [trace] exec <console_command> at line 42692 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.691 [game.script.exec] [trace] exec <console_command> at line 42693 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.695 [game.script.exec] [trace] exec <console_command> at line 42694 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.696 [game.script.exec] [trace] exec <console_command> at line 42695 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.706 [game.script.exec] [trace] exec <console_command> at line 42696 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.711 [game.script.exec] [trace] exec <console_command> at line 42697 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.715 [game.script.exec] [trace] exec <console_command> at line 42698 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.720 [game.script.exec] [trace] exec <console_command> at line 42699 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.729 [game.script.exec] [trace] exec <console_command> at line 42700 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.733 [game.script.exec] [trace] exec <console_command> at line 42701 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.738 [game.script.exec] [trace] exec <console_command> at line 42702 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.748 [game.script.exec] [trace] exec <console_command> at line 42703 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.757 [game.script.exec] [trace] exec <console_command> at line 42704 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.766 [game.script.exec] [trace] exec <console_command> at line 42705 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.775 [game.script.exec] [trace] exec <console_command> at line 42706 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.775 [game.script.exec] [trace] exec <console_command> at line 42707 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.776 [game.script.exec] [trace] exec <console_command> at line 42708 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.785 [game.script.exec] [trace] exec <console_command> at line 42709 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.794 [game.script.exec] [trace] exec <console_command> at line 42710 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.798 [game.script.exec] [trace] exec <console_command> at line 42711 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.800 [game.script.exec] [trace] exec <console_command> at line 42713 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.809 [game.script.exec] [trace] exec <console_command> at line 42714 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.818 [game.script.exec] [trace] exec <if> at line 42717 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.818 [game.script.exec] [trace] exec <if> at line 42767 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.818 [game.script.exec] [trace] exec <if> at line 42770 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.818 [game.script.exec] [trace] exec <if> at line 42773 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.819 [game.script.exec] [trace] exec <if> at line 42776 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.819 [game.script.exec] [trace] exec <if> at line 42779 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.819 [game.script.exec] [trace] exec <if> at line 42782 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.819 [game.script.exec] [trace] exec <if> at line 42785 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.819 [game.script.exec] [trace] exec <if> at line 42788 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.819 [game.script.exec] [trace] exec <if> at line 42791 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.819 [game.script.exec] [trace] exec <faction_emerge> at line 42791 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    17:55:30.862 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


    Here's the zipped log file
    Attached Files Attached Files
    Last edited by Lifthrasir; November 02, 2016 at 11:20 PM. Reason: posts merged and spoiler added for clarity

  18. #1498
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
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    Default Re: SSHIP - Bugs Reports & Technical Help

    Quote Originally Posted by Lifthrasir View Post
    I agree with you. I'm convinced that most of them were already there before SSHIP. I don't remember that we (actual team) have modified them, at least not in a major way. Unfortunately, I have no idea if Ravenant (former developer) has modified them a lot. It was before my time
    Anyway, thanks again for taking time to work on these
    It seems also the health traits have fallen pray to the ineptitude of a modder who didn't recegnize the difference between levels and values of the traits. The result is not as serious as it was for the soberity - the diseases are simply much less common amoung your generals as it was intended by Pnut.

    You may compare two parts of the code.

    Spoiler Alert, click show to read: 

    Code:
    ;------------------------------------------
    Trait HaleAndHearty
     Characters family
     Hidden
     
     Level DeathlyUnhealthy
       Description DeathlyUnhealthy_desc
       EffectsDescription DeathlyUnhealthy_effects_desc
       Threshold 1
    
       Effect HitPoints -3
       Effect Fertility -1
    
     Level SeverelyUnhealthy
       Description SeverelyUnhealthy_desc
       EffectsDescription SeverelyUnhealthy_effects_desc
       Threshold 4
    
       Effect HitPoints -2
    
     Level Unhealthy
       Description Unhealthy_desc
       EffectsDescription Unhealthy_effects_desc
       Threshold 9
    
       Effect HitPoints -1
    
     Level NormalHealth
       Description NormalHealth_desc
       EffectsDescription NormalHealth_effects_desc
       Threshold 12
    Code:
    ;------------------------------------------
    Trigger PlayerPneumoniaDeathlyUnhealthy
    WhenToTest CharacterTurnEnd
    
    Condition EndedInEnemyZOC
    and Trait Diseased = 0
    and Trait HaleAndHearty = 1
    and not Trait PneumoniaEncounter = 1
    and FactionIsLocal
    
    Affects Pneumonia 1 Chance 10
    
    ;------------------------------------------
    Trigger PlayerPneumoniaFailingHealth
     WhenToTest CharacterTurnEnd
    
    Condition EndedInEnemyZOC
    and Trait Diseased = 0
    and Trait HaleAndHearty = 2
    and not Trait PneumoniaEncounter = 1
           and FactionIsLocal
    
     Affects Pneumonia 1 Chance 8
    
    ;------------------------------------------
    Trigger PlayerPneumoniaUnhealthy
     WhenToTest CharacterTurnEnd
    
    Condition EndedInEnemyZOC
    and Trait Diseased = 0
    and Trait HaleAndHearty = 3
    and not Trait PneumoniaEncounter = 1
           and FactionIsLocal
    
     Affects Pneumonia 1 Chance 6
    
    ;------------------------------------------
    Trigger PlayerPneumoniaNormalHealth
     WhenToTest CharacterTurnEnd
    
    Condition EndedInEnemyZOC
    and Trait Diseased = 0
    and Trait HaleAndHearty = 4
    and not Trait PneumoniaEncounter = 1
           and FactionIsLocal
    
     Affects Pneumonia 1 Chance 5
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

  19. #1499

    Default Re: SSHIP - Bugs Reports & Technical Help

    So Jurand, you can fix these files also?when the new patch is released i will add all your minimods! You are doing an excellent work!
    THE MORE YOU SWEAT NOW,
    THE LESS YOU BLEED IN BATTLE!!!



    Sign the petition to remove hardcoded limits for M2TW

  20. #1500
    Jurand of Cracow's Avatar History and gameplay!
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    7,482

    Default Re: SSHIP - Bugs Reports & Technical Help

    Quote Originally Posted by j.a.luna View Post
    So Jurand, you can fix these files also?when the new patch is released i will add all your minimods! You are doing an excellent work!
    Thank's mate! Sobrierty fixed for you, even if not yet fully documented and entirely thought-out. Find it here.
    I will change diseases when I get my bearings in all their consequences.
    Last edited by Jurand of Cracow; November 03, 2016 at 09:43 AM.
    Mod leader of the SSHIP: traits, ancillaries, scripts, buildings, geography, economy.
    ..............................................................................................................................................................................
    If you want to play a historical mod in the medieval setting the best are:
    Stainless Steel Historical Improvement Project and Broken Crescent.
    Recently, Tsardoms and TGC look also very good. Read my opinions on the other mods here.
    ..............................................................................................................................................................................
    Reviews of the mods (all made in 2018): SSHIP, Wrath of the Norsemen, Broken Crescent.
    Follow home rules for playing a game without exploiting the M2TW engine deficiencies.
    Hints for Medieval 2 moders: forts, merchants, AT-NGB bug, trade fleets.
    Thrones of Britannia: review, opinion on the battles, ideas for modding. Shieldwall is promising!
    Dominant strategy in Rome2, Attila, ToB and Troy: “Sniping groups of armies”. Still there, alas!

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