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Thread: Bug fix Patch for HTW 3.6

  1. #221

    Default Re: Bug fix Patch for HTW 3.6

    Quote Originally Posted by Drazule View Post
    If you aren't using Steam, then your directory should point towards kingdoms.exe because that's the most relevant .exe that you have. Changing it to medieval2.exe was a change made for steam users because of the fact that the Kingdoms.exe was removed on Steam.
    I have the feeling he's aware about that Drazule. Seems we need a new tactic - Wind's error log from a short while back stated it was a code error in the super-banana projectiles in descr_projectile that actually caused the crash.

    @Wind
    Actually, what happens if you delete that section of code and try again? If that continues to crash, can we please have the next log?
    Taram Chalco - Elizabeth Westcliffe - Kesaris - Erika Homewood - Kalian Benton Galhansen

    --The Infinite Notebook of Perpetually Unfinished Squirrel Sketches--

  2. #222
    SirMark9's Avatar Tiro
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    Default Re: Bug fix Patch for HTW 3.6

    A minor update fixing some bugs and adding alternative AUI and EXE files.

    * * * * *

    Community Patch 4b:


    General
    - Updated Known Bugs and made it into its own .txt file.
    - Added an alternative AUI & Executable for non-steam users.
    - Reimplemented the easter egg in CP 1. Might as well add something fun when nothing is getting done. =D

    Ordona
    - Lumbermills no longer require the "lumber" hidden resource to be built.

    Fairies
    - The Tarm Foundation is now restricted to Fairies once again.

    * * * * *

    Regarding the lack of Community Patches, there has been little in the progress of fixing bugs and barely any feedback on balance after my balance passes. Without bug fixes and balance feedback, there is pretty much no reason to release a new Community Patch. I know of Tedster's submod that introduces more fun stuff into the mod, but with the Community Patches I want to try to stick with the vanilla mechanics.

    As for where I've been, I have been playing Vindictus excessively. However, as of late, I went back to my 3DS and started playing Shovel Knight, Project X Zone, and Azure Striker Gunvolt. If only I can get my L and R buttons to work on a consistent basis...

    With nothing more to say, I hope you enjoy the minor patch update.

    Helpful Links:
    Master Bug List [Community Efforts] // Balance Pass Discussion & Feedback
    Hibernation State: Playing Nintendo games and working on personal projects.

  3. #223
    Windrider37's Avatar Centenarius
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    Default Re: Bug fix Patch for HTW 3.6

    Yes indeed. my Exe's are correct. still trying to figure out the problem x.x
    My Skype and steam name is Windrider37 on both. I love chatting and playing games if someone would like to do either ^.^




  4. #224

    Default Re: Bug fix Patch for HTW 3.6

    The source of the "Kakariko under Sheikah control" crash is the Skull Knights. When given the requirements of at least the Wizard Tower, Kakariko crashes under Sheikah control, and causes a crash when the Shadow Temple info is viewed.

  5. #225

    Default Re: Bug fix Patch for HTW 3.6

    Hi! cant play Battles myself only auto in the free campaign is this a bug or is my installation wrong?^^

  6. #226
    Drazule's Avatar Campidoctor
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    Default Re: Bug fix Patch for HTW 3.6

    With who against who where?

  7. #227

    Default Re: Bug fix Patch for HTW 3.6

    if u want balance feedback, the economy is ridiculous, basically infinite money sucks alot of strategy out of the game
    buildings need to be more expensive and units need actual upkeep (could set it to like 20% of the unit's cost?)

  8. #228
    Drazule's Avatar Campidoctor
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    Default Re: Bug fix Patch for HTW 3.6

    Mercenary units should have a proportionally crazy upkeep. Freaking those lizard mace dude from Holodrum have the same upkeep as Lanayru consripts.

  9. #229

    Default Re: Bug fix Patch for HTW 3.6

    Quote Originally Posted by El Fonz0 View Post
    All right. Here's my patch. I had to recreate it, but it was easy. Can't use my personal version cause it has some other changes.

    Change Log:

    The Sheikah Cadre and the Order of the Wizzrobe are now able to build the following buildings:
    -Grain Exchange->Market-Fairgrounds->Great Market
    -Paved Roads->Fine Roads
    -Gardens->Grand Gardens
    -Nursing Quarters->Great Bimaristan
    -Bar->Inn->Tavern
    -Bazaar->Milk Bar
    -Artist Gallery
    -Bank
    -Library->Academy
    This was done because according to both the Sheikah and Wizzrobe tech trees, it is stated that they share Hyrule's buildings, save for Hyrule's unique buildings.

    The Gorons and the Deku Tribes are now able to build up to Markets, allowing them to recruit Merchants, as intended.
    I also allowed the Wizzrobe to build Embassies, giving them the ability to have more than just then the starting diplomat, Narock.

    Attachment 311512


    Speaking of Merchants, and agents in general, I think that any faction that can build the appropriate building(Market for Merchants, Inn for Assassins, Bar for Spy, I believe) should be able to recruit said agents.
    It's odd that Lanayru can build Merchants' Quarters yet not recruit them, or that Hyrule can build a bank, but recruit no merchants.
    should consider including these changes in the community patch

    also im playing as gerudo, defending ayloch but on the battle map its a moblin castle wtf
    Last edited by rusty887; September 08, 2014 at 05:57 PM.

  10. #230

    Default Re: Bug fix Patch for HTW 3.6

    Hey all,

    Great game, overall. I am having one major issue though and am curious what any of you may think of it.
    I like to play my games long and every campaign at about turn 126 the game crashes and says "Uh oh. This isn't good. No idea why, but exiciting now. Sorry pal."
    This is the same turn in which Stalfos automatically enters the game as the pop up on this turn says "The Undead are Upon Us."
    It immediately crashes after that. Any thoughts?

    In the most recent older version of Hyrule, I had a similar problem but was hoping 3.6 might somehow fix it.
    Thanks for your help!

  11. #231
    Drazule's Avatar Campidoctor
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    Default Re: Bug fix Patch for HTW 3.6

    Wow, I've never gone past 80 turns. That could be a regular thing yet people just never get there.

  12. #232

    Default Re: Bug fix Patch for HTW 3.6

    Solution to the Sheikah


    (;)This is the problem recruit_pool "Devoured" 1 0.1 1 0 requires factions { sheikah, }
    recruit_pool "Skull Knights" 1 0.1 1 0 requires factions { sheikah, } and building_present_min_level she_wizard she_wizardch


    solution:



    recruit_pool "Devoured" 1 0.1 1 0 requires factions { sheikah, }
    ; recruit_pool "Skull Knights" 1 0.1 1 0 requires factions { sheikah, } and building_present_min_level she_wizard she_wizardch


    and sorry if you do not understand, I do not speak English

  13. #233
    SirMark9's Avatar Tiro
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    Default Re: Bug fix Patch for HTW 3.6

    While once upon a time I had dreams of world domination, I decided to shy away from that and be happy I beat the Long Campaign once in about 50-60 turns.

    Like Drazule said, this may be a repeatable problem, but rarely anyone goes that far in terms of turn count. One part of me wants to say it relates to the infamous River Zora crash of turn 15, but the Stalfos one may be much more severe.
    Hibernation State: Playing Nintendo games and working on personal projects.

  14. #234

    Default Re: Bug fix Patch for HTW 3.6

    Quote Originally Posted by Stenbe View Post
    Hey all,

    Great game, overall. I am having one major issue though and am curious what any of you may think of it.
    I like to play my games long and every campaign at about turn 126 the game crashes and says "Uh oh. This isn't good. No idea why, but exiciting now. Sorry pal."
    This is the same turn in which Stalfos automatically enters the game as the pop up on this turn says "The Undead are Upon Us."
    It immediately crashes after that. Any thoughts?

    In the most recent older version of Hyrule, I had a similar problem but was hoping 3.6 might somehow fix it.
    Thanks for your help!
    This topic should be posted in the Bugs/ Technical issues Forums.

    Now what you can do to help use help you is.
    After playing HTW to the turn 126 the game crashe. Open up your Game Logs. Copy them, and post them on the forums.
    Now it is best to load a game close to the 126 turn.

    Now lastly there is one methed that people have tried to get past the turn 15 River Zora CTD.
    What you do is play a HTW game to the turn just before the CTD/crash. So like for you it would be turn 125.
    Now on Turn 125. Save your game. And start a new game on HTW.

    Then..... I'm not sure about this next part. sorry....
    It is one of these 2 options....
    1) in the new game just skip past all the turns until you get to turn 125, then load your other game back, the one you want to play past 125, and play like normal. If I'm right. it will by pass the CTD. (in the new game remember to build/hire troops/mercs and full up your settlements so your neighbors don't attack you while your trying to get to turn 125)
    2) After starting a new game. just load the old game and play like normal. If I'm right. it will by pass the CTD.


    I'm not the one who discovered this bypass. And I'm not sure about all the details. So if any one remembers who to do it fully. Please post so in the new thread that will talk about this issue. Thanks.

  15. #235
    Windrider37's Avatar Centenarius
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    Default Re: Bug fix Patch for HTW 3.6

    Hey, the patch works. Well done! Now I can finally play it =D
    My Skype and steam name is Windrider37 on both. I love chatting and playing games if someone would like to do either ^.^




  16. #236

    Default Re: Bug fix Patch for HTW 3.6

    modders, is there any way i could change ayloch back to a gerudo settlement instead of a moblin one?
    if not can i change it back to a vanilla m2tw castle? thx

  17. #237

    Default Re: Bug fix Patch for HTW 3.6

    Quote Originally Posted by rusty887 View Post
    modders, is there any way i could change ayloch back to a gerudo settlement instead of a moblin one?
    if not can i change it back to a vanilla m2tw castle? thx
    There's no generic Gerudo settlement to change it into, unfortunately.
    But why does it matter anyway? UN hasn't made a battle map for Ayloch yet, so anything we could put there is simply placeholders.

  18. #238

    Default Re: Bug fix Patch for HTW 3.6

    Quote Originally Posted by HTD View Post
    There's no generic Gerudo settlement to change it into, unfortunately.
    But why does it matter anyway? UN hasn't made a battle map for Ayloch yet, so anything we could put there is simply placeholders.
    Settlements are a little iffy right now - Neph used certain culture/size combinations (such as civilized & large town, or barbaric & motte/bailey) as the custom settlements, but as a side effect of this any settlement that shares the same combination is always that custom type. This is why duplications happen - any medium settlement (this is in the base game's settlement system rather than Neph's replacer building) in a 'barbaric' homeland (which includes Gerudo, Moblins and I guess Subrosians) will always look like Subrosia wherever it is...
    Taram Chalco - Elizabeth Westcliffe - Kesaris - Erika Homewood - Kalian Benton Galhansen

    --The Infinite Notebook of Perpetually Unfinished Squirrel Sketches--

  19. #239
    Drazule's Avatar Campidoctor
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    Default Re: Bug fix Patch for HTW 3.6

    It produces some crazy combinations though. Like a lush, plainsy Spirit Temple or Tokay-Moblin village.

  20. #240

    Default Re: Bug fix Patch for HTW 3.6

    Quote Originally Posted by HTD View Post
    There's no generic Gerudo settlement to change it into, unfortunately.
    But why does it matter anyway? UN hasn't made a battle map for Ayloch yet, so anything we could put there is simply placeholders.
    because 1) it sucks D as a defensive fortification, the "castle" is basically a pile of rubble with one tiny section of wall to place archers
    and 2) it has 'ghost walls,' enemy archers shot right through them to kill my soldiers, its bs

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