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Thread: SS 6.4 crashes at the end of rebels' turn

  1. #1

    Default SS 6.4 crashes at the end of rebels' turn

    Hi,
    I'm using Windows 7 and I'm over 300 turns into Stainless Steel 6.4 early campaign. The problem is that at the end of rebels' turn the game crashes. I've had this issue a few times like 10-20 turns ago, different turns, but when I saved the game during AI's turn and run the save then it worked and the game didn't crash anymore. The only difference was that I didn't get all those "end of turn report" and "reqruitment report" notifications at the beginning of new turn. This time however no matter what I do the game crashes I'm quite desperate to continue this campaign as it's been really fun and I've spent much time playing it. I would be extremely grateful for your help in solving this issue. Here's the log:

    Spoiler Alert, click show to read: 
    13:58:34.655 [system.rpt] [always] CPU: SSE2
    13:58:34.655 [system.rpt] [always] ==== system log start, build date: Feb 25 2008 version development ===
    13:58:34.655 [system.io] [always] mounted pack packs/data_0.pack
    13:58:34.655 [system.io] [always] mounted pack packs/data_1.pack
    13:58:34.655 [system.io] [always] mounted pack packs/data_2.pack
    13:58:34.655 [system.io] [always] mounted pack packs/data_3.pack
    13:58:34.655 [system.io] [always] mounted pack packs/data_4.pack
    13:58:34.655 [system.io] [always] mounted pack packs/localized.pack
    14:02:14.450 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.450 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.450 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.451 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.457 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.457 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.458 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.458 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.471 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.471 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.471 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.472 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.533 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.533 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.533 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.533 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.624 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.624 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.624 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.624 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.676 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.676 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.676 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.676 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.690 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.690 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.691 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.691 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.694 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.694 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.694 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.694 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.697 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.697 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.697 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.697 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.700 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.700 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.700 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.700 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.702 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.702 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.702 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.702 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.704 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.704 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.704 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.704 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.718 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.718 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.718 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.718 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.720 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.720 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.720 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.721 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.723 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.723 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.723 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.723 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.740 [game.script] [error] Trigger processing error in <SizeSet1>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.740 [game.script] [error] Trigger processing error in <SizeSet2>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.740 [game.script] [error] Trigger processing error in <SizeSet3>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:02:14.740 [game.script] [error] Trigger processing error in <SizeSet4>
    : PercentageUnitAttribute needs a living character with an army.


    when testing <PercentageUnitAttribute> condition
    14:03:15.638 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    Last edited by Lifthrasir; August 29, 2016 at 02:27 AM.

  2. #2

    Default Re: SS 6.4 crashes at the end of rebels' turn

    Ok so I've tried bug fix compilation. It didn't work. I've also tried deleting the events that happend at my turn (it's turn 320) from descr_events (both ...\Medieval II Total War\mods\SS6.3\data\campaign\early\world\maps\campaign\imperial_campaign\desc_evens and ...\Medieval II Total War\mods\SS6.3\data\world\maps\campaign\imperial_campaign\descr_events).
    It also didn't work
    Any idea what I can do more? Maybe it's a turn-based crash and I can somehow disable the feature that causes the error? I believe it happens when turn number changes (end of rebels' turn).

  3. #3
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SS 6.4 crashes at the end of rebels' turn

    If you have installed the bugfix compilation on top of your current game, you need to start a new campaign. I think that it is not save game compatible.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  4. #4

    Default Re: SS 6.4 crashes at the end of rebels' turn

    Hmm.. it doesn't seem that it changed anything really. I mean it's not like it made the save "more broken" than it was, it just didn't fix the problem. I'm really into my current campaign so starting a new one would be hardly any solution for me especially if there's a possibility that it breaks again when I'm close to conquering the whole map.
    1) is there maybe another way of fixing the issue that would allow me to continue my campaign?
    2) I make really a lot of saves, so I have some from before one turn or 2,3,5 turns older. Might replaying the whole last turn solve the issue?
    3) If it's a turn-based problem, maybe there's a way of manually changing turn number to 322? through editing the files or console command?
    4) If it's not a turn-based problem, maybe someone has an idea what might be causing it ?

    I can post some saves if someone would like to check them

  5. #5

    Default Re: SS 6.4 crashes at the end of rebels' turn

    I'm getting the same error log around rebels turn(usually right before not after), but I didn't get it on my most recent try. I actually saw the beginning of turn 2, the only change I made was to resource names in text files.

  6. #6

    Default Re: SS 6.4 crashes at the end of rebels' turn

    Ok so I've replayed last two turns and the error happened again at the exact same time. That makes me believe that there's something at the beginning of turn 321 or end of turn 320 that causes the issue. Anyone can help me? I've deleted MATCHLOCK and first_oil_painting from descr_events file located in:
    - data\campaign\early\world\maps\campaign\imperial_campaign\
    - as well as the one in data\world\maps\campaign\imperial_campaign\
    1) Is there anything more that can happen at turn 320 or 321 that may cause the issue ? any more files to check or something?
    2) Is there any way of manually changing the turn number from 320 to 321 or 322?

  7. #7
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SS 6.4 crashes at the end of rebels' turn

    I'm not sure but I think it's more related to a specific character than to an event.

    Have you tried to follow what the AI was doing by removing the fog of war (toggle_fow command in console) and following the AI moves. It will take a while but you should be able to spot what causes the ctd.

    Another solution can be to implement you .cfg file as expalin here: http://www.twcenter.net/forums/showt...=1#post4894922

    Beware that this will give you a very long system.log file. So if you want to post it here, you should zip it and attached it to your post.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  8. #8

    Default Re: SS 6.4 crashes at the end of rebels' turn

    Ok so I've tried watching every move of the AI, I didn't see anything unusual. Just to make sure I killed the heretic priest who did the last move before the crash (although I' pretty sure that through all my attempts different characters did the last move). It didn't work so I've tried the other thing you mentioned. Unfortunatelly I couldn't figure out from the log what is wrong so I would like to ask for your help with this. I've attached the whole log as a zip file but here I will post a couple of bottom lines (I guess their the most important). I'm playing as Poland.

    14:38:20.234 [ai.ltgd] [info] <14> LTGD: decision parameters 'poland' (ai_label:catholic) vs faction 'slave':
    14:38:20.235 [ai.ltgd] [info] <14> military: frontline_balance 1, military_balance 15.6412, military_balance_plus_enemies 3.06697, alliance_military_balance 15.6412, free_strength_balance 1.14508e+006
    14:38:20.235 [ai.ltgd] [info] <14> faction standing: faction_standing -0.866437, target_faction_standing -0.705203, global_standing -0.89692, target_global_standing -0.966277
    14:38:20.235 [ai.ltgd] [info] <14> diplomacy: stance AtWar, num_enemies 3, target_num_enemies 0, has_alliance_against 0, num_turns_allied 0, num_turns_ceasefire -1
    14:38:20.235 [ai.ltgd] [info] <14> trusted_allies: trusted_ally 0, trusted_ally_enemy 0, trusted_ally_protectorate 0
    14:38:20.235 [ai.ltgd] [info] <14> protectorate: is_protectorate 0, is_protectorate_of_catholic 0
    14:38:20.235 [ai.ltgd] [info] <14> papal: excommunicated 0, enemy_excommunicated 0, has_ceasehostilities 0
    14:38:20.235 [ai.ltgd] [info] <14> neighbour: is_neighbour 0, target_weakest_neighbour 0, strongest_neighbour 0, borders_all_our_regions 0
    14:38:20.235 [ai.ltgd] [info] <14> win conditions: is_faction_to_outlive_target 0, is_target_faction_to_outlive 0
    14:38:20.235 [ai.ltgd] [info] <14> misc: production_balance 125901, target_religion 4, target_faction slave, num_settlements 155
    14:38:20.235 [ai.ltgd] [info] <14> rand 0.4944, difficulty very_hard, turn_number 320
    14:38:20.235 [ai.ltgd] [info] <14> most_desirable 0, target_human 0, target_is_shadow 0
    14:38:20.235 [ai.ltgd] [info] <14> LTGD: (catholic) invade decision: invade = invade_none, invade_priority = -1, want_offer_protect = 0, alliance_against = 0, can_force_invade = 0
    14:38:20.235 [ai.ltgd] [info] <14> LTGD: number of invasion targets: '5
    14:39:16.098 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
    14:39:16.099 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
    14:39:18.156 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    Attached Files Attached Files

  9. #9

    Default Re: SS 6.4 crashes at the end of rebels' turn

    Ok so I've found out some new things that might be helpful in solving the issue.
    Firstly I reinstalled the whole game and SS 6.4 mod. It didn't work
    Secondly, keeping in mind what Lifthrasir has said I've killed every single heretic and witch I could find (I think their movements end the rebel's turn). It didn't work.
    I've replayed 6 last turns. And the CTD happened at the exact same moment, right when the rebels turn end at turn 320.
    I've made a save just before the rebels turn ends. There's some kind of bug that happens when you do this and it skips your move and gives the AI additional turn. It's like you clicked on "End turn" just when your next move stared, although turn number doesn't change (still 320) and your faction is just skipped in the queue and Papal States go instantly with their moves. It isn't anything special, it happened to me before every time I made a save just before the rebels turn ends. What is interesting however is the fact, that the game didn't crash when the first rebel's turn ended and instead it crashed when the second turn ended. So in fact it again crashed when turn 320 was ending and turn 321 beginning (as double turn was made without changing turn number when firs rebels turn ended).
    My faction is pretty wealthy, over 10 000 000 gold.. I don't know if it is of any importance, but the number is a little bit longer than the box in which it is displayed in the right bottom corner of the game screen.
    Lastly, I've noticed that at one settlement (Sofia) I am able to recruit over 20 units of Polish Knights. And what is more curious I have no general in this settlement so actually I shouldn't be able to train them at all (BGR IV).

    All in all it seems to me that it is a turn based crash or at very least the reason why it happens has something to do with what happens every time you start or end the turn. If it had to something with a character moving I guess the game would have crashed when the first of this "double AI turns" ended.

    Can anybody provide me with any further help? I've posted the detailed log in the previous post.
    Again I would like to ask: if there's any possibility of changing number of a current turn? from 320 to 322? It can be by editing the save, some cheat code or editing the files, I don't care, I just would like to eliminate the turn number problem from possible causes of the CTD.

  10. #10

    Default Re: SS 6.4 crashes at the end of rebels' turn

    Anyone? Any idea? Or should I just give up any hope?

  11. #11
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SS 6.4 crashes at the end of rebels' turn

    What exactly the AI is doing when the ctd happens? Is there a battle somewhere? Is there a siege? Look for that kind of stuff.
    Do it several time just to be sure that it is due to the same cause.
    Then, record where, which faction is involved, which character, that kind of info.
    Basically, I'm trying to understand if the problem is due to a specific location or specific character.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  12. #12

    Default Re: SS 6.4 crashes at the end of rebels' turn

    Ok so I've done what Lifthrasir said (thank you for your help so far). I've replayed the turn a couple of times and here are my conclusions:

    The CTD happens during Rebel's turn but not when any specific unit moves. It happens when heretic ends his walk (but not one specific heretic, sometimes it happened when heretic in Greece moved, sometimes when heretic in Crimea moved). I didn't see anything unusual about any movements. Yes there were some battles but they all where resolved long before the CTD.

    Because you mentioned that it might be a problem with a specific character and the CTD always happens when it's rebels turn I've decided to kill every single Heretic, Witch, Rebels' army or Rebels' ship I could find. But it didn't solve the issue. When there were no Rebels the CTD happened right after the Khwarezmians ended they turn and the crest which indicates which faction is making its move changed from Khwarezmians to Rebels.
    As I mentioned before I've even tried replaying a couple of turns (begining at turn 314) , but the CTD keeps happening at the exact same moment, at the end of AI turn in year 1419.

    I've attached my last save if it is of any help to you... My settings are: Early Era Campaign with Svage AI as well as Byg's Grim Reality IV and Next Heir Ancillary for 6.4.
    Attached Files Attached Files

  13. #13

    Default Re: SS 6.4 crashes at the end of rebels' turn

    [UPDATE]

    I've succeeded in changing the turn number from 320 to 328 (through savegame editing). I also changed the year of the campaign to 1427. It didn't solve the problem, so yeah, there's nothing wrong with this specific turn number.

    I haven't said that before but the game freezes for like 20 seconds AND THEN the CTD happens. I don't know if it is important in any way, but maybe it will help with the diagnostics.

  14. #14
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SS 6.4 crashes at the end of rebels' turn

    So in that case, the issue might be due to your own faction and not to the rebels. I'm thinking about something like a character coming to age or a suitable candidate for adoption. I need to make some research.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  15. #15

    Default Re: SS 6.4 crashes at the end of rebels' turn

    Oh that makes it harder to deal with...
    But after reading your post I've decided to deal with any possible cause. So:
    - there's no child that can come of age at this turn in the family tree
    - I've killed every single character who didn't have four kids to eliminate the adoption problem (they can't adopt if they have too much children). It didn't work. Still there are unwed women in my family tree (not princess) and I doubt that I can do anything about it :/
    - I've killed every single general and family member (including princess) leaving only my faction leader. It didn't work.
    - I've also tried killing faction leader and thus making the heir a new FL but it also didn't solve the issue
    - I've replayed last 12 turns and guess what... The CTD happened at the exact same moment.... that made me think: you said that it might be a location problem, so maybe at this turn crusade or jihad becomes available and there's sth wrong with one of the target settlements ? what do you think about it?
    - I'm starting to consider killing all my agents... but there are over 200 of them (i'm too lazy to move them around so I just train new ones). and is it even possible that one of them is the problem? or will I just waste my time?

  16. #16
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SS 6.4 crashes at the end of rebels' turn

    Reading your last log again, I found these lines:
    Code:
    14:39:16.098 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
    14:39:16.099 [bink] [debug] [data/fmv/faction/minor_win.bik]Pause on
    14:39:18.156 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    The minor_win.bik is a file located as follow (depending where you have install your M2TW game): C:\Program Files\SEGA\Medieval II Total War\data\fmv\faction
    Basically, that minor_win.bik file is the movie poping up when you win your campaign. I'm wondering if it can cause the ctd
    You can try to delete it (well, I mean move it somewhere else where it has no effect on your game) and see what's happening. Another option could be to change the win conditions in your descr_win_conditions.txt file (to make these win conditions not reachable basically) located as follow:
    C:\Program Files\SEGA\Medieval II Total War\mods\SS6.3\data\world\maps\campaign\imperial_campaign
    Make a backup of that file before editing it of course.
    I don't think it will solve your issue but might help to understand it.
    Sorry to not be able to be more useful, I'm basically discovering the stuff as you do

    Edit: I forgot to ask: can you confirm that you're not the only one faction still in game with the rebels? If it's the case, your ctd might be due to the fact that rebels don't have any victory condition. Give them some in the file mentioned above.
    For information:
    Player and Slave crash

    Q: The mod crashes after 4-6 turns when the only remaining factions are the player and slave. The slave factions does not have viable victory conditions.

    A: The mod will crash if there is only one factions left with viable victory conditions but they have not achieved victory. Giving the slave factions viable victory conditions will remove this error (controlling every province is NOT a viable victory condition, nor is controlling more provinces then there are in the mod).
    Last edited by Lifthrasir; August 31, 2016 at 08:30 AM.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  17. #17

    Default Re: SS 6.4 crashes at the end of rebels' turn

    I've done what you said. Deleting minor_win.bik removed those two lines from the log so now the log ends with:

    23:21:04.528 [ai.ltgd] [info] <14> LTGD: number of invasion targets: '5
    23:22:01.650 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

    Making my win conditions beyond my current progress changed nothing ufortunatelly (i've made changed number of regions that must be captured to 200). What is more I've fulfilled my previous vicotory conditions many turns ago, so now I'm just trying to conquer the whole map. I see no reason why this video would play now. But during my reasearch I;ve encountered post about CTDs with similar log ending:
    http://www.twcenter.net/forums/showt...n-bik-Pause-on
    Bu unfortunatelly it's not my turn so I don't know if it is of any use..

    I am not the only faction left, there are couple more still alive so it's not player vs rebels problem.

    Yeah I know it's probably a new issue and I am very grateful for your help even if we still can't solve the problem. I'll make sure that rep goes to you once I'm able to give rep

  18. #18

    Default Re: SS 6.4 crashes at the end of rebels' turn

    [UPDATE]

    I've killed all other factions using surrender_regions just to see if something is wrong with them. This left Timurids and Papal States alive but with no regions. The CTD still happened but the log changed a bit (the file minor_win is removed so that's why that part is gone)

    Spoiler Alert, click show to read: 
    13:54:56.177 [ai.ltgd] [info] <14> LTGD: (catholic) invade decision: invade = invade_buildup, invade_priority = 499, want_offer_protect = 0, alliance_against = 2, can_force_invade = 113:54:56.177 [ai.ltgd] [info] <14> LTGD: decision parameters 'poland' (ai_label:catholic) vs faction 'slave':
    13:54:56.177 [ai.ltgd] [info] <14> military: frontline_balance 4.04918, military_balance 4.54595, military_balance_plus_enemies 2.8233, alliance_military_balance 4.54595, free_strength_balance 1.11964e+006
    13:54:56.177 [ai.ltgd] [info] <14> faction standing: faction_standing -0.851832, target_faction_standing -0.707571, global_standing -0.89692, target_global_standing -0.966277
    13:54:56.177 [ai.ltgd] [info] <14> diplomacy: stance AtWar, num_enemies 0, target_num_enemies 1, has_alliance_against 0, num_turns_allied 0, num_turns_ceasefire -1
    13:54:56.177 [ai.ltgd] [info] <14> trusted_allies: trusted_ally 0, trusted_ally_enemy 0, trusted_ally_protectorate 0
    13:54:56.177 [ai.ltgd] [info] <14> protectorate: is_protectorate 0, is_protectorate_of_catholic 0
    13:54:56.177 [ai.ltgd] [info] <14> papal: excommunicated 0, enemy_excommunicated 0, has_ceasehostilities 0
    13:54:56.177 [ai.ltgd] [info] <14> neighbour: is_neighbour 1, target_weakest_neighbour 1, strongest_neighbour 0, borders_all_our_regions 0
    13:54:56.178 [ai.ltgd] [info] <14> win conditions: is_faction_to_outlive_target 0, is_target_faction_to_outlive 0
    13:54:56.178 [ai.ltgd] [info] <14> misc: production_balance 3.27007, target_religion 4, target_faction slave, num_settlements 155
    13:54:56.178 [ai.ltgd] [info] <14> rand 0.326243, difficulty very_hard, turn_number 320
    13:54:56.178 [ai.ltgd] [info] <14> most_desirable 0, target_human 0, target_is_shadow 0
    13:54:56.178 [ai.ltgd] [info] <14> LTGD: (catholic) invade decision: invade = invade_buildup, invade_priority = 599, want_offer_protect = 0, alliance_against = 0, can_force_invade = 1
    13:54:56.178 [ai.ltgd] [info] <14> LTGD: number of invasion targets: '1
    13:54:56.178 [system.io] [info] exists: missing mods/SS6.3/data/ui/generic/eventpics/horde_nearby.tga
    13:54:56.179 [system.io] [info] exists: missing mods/SS6.3/data/ui/eastern_european/eventpics/horde_nearby.tga
    13:54:56.179 [system.io] [info] exists: missing data/ui/eastern_european/eventpics/horde_nearby.tga.dds
    13:54:56.179 [system.io] [info] exists: found data/ui/eastern_european/eventpics/horde_nearby.tga (from: packs/data_2.pack)
    13:54:56.179 [system.io] [trace] file open,,30E02670,,not found
    13:54:56.179 [system.io] [trace] pack open,packs/data_2.pack,data/ui/eastern_european/eventpics/horde_nearby.tga,217308
    13:54:56.179 [system.io] [info] open: found data/ui/eastern_european/eventpics/horde_nearby.tga (from: packs/data_2.pack)
    13:54:56.200 [system.io] [trace] pack close,,data/ui/eastern_european/eventpics/horde_nearby.tga,,,-217308
    13:55:56.591 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.

  19. #19
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: SS 6.4 crashes at the end of rebels' turn

    Code:
    13:54:56.178 [system.io] [info] exists: missing mods/SS6.3/data/ui/generic/eventpics/horde_nearby.tga
    13:54:56.179 [system.io] [info] exists: missing mods/SS6.3/data/ui/eastern_european/eventpics/horde_nearby.tga
    13:54:56.179 [system.io] [info] exists: missing data/ui/eastern_european/eventpics/horde_nearby.tga.dds
    13:54:56.179 [system.io] [info] exists: found data/ui/eastern_european/eventpics/horde_nearby.tga (from: packs/data_2.pack)
    13:54:56.179 [system.io] [trace] file open,,30E02670,,not found
    13:54:56.179 [system.io] [trace] pack open,packs/data_2.pack,data/ui/eastern_european/eventpics/horde_nearby.tga,217308
    13:54:56.179 [system.io] [info] open: found data/ui/eastern_european/eventpics/horde_nearby.tga (from: packs/data_2.pack)
    13:54:56.200 [system.io] [trace] pack close,,data/ui/eastern_european/eventpics/horde_nearby.tga,,,-217308
    13:55:56.591 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    This indicates that a faction is respawning as horde. It is also the log sequence when a missing historic_event entry is causing a crash, in this case however it's a generic\default event as listed here in descr_event_images, the text can be found in text\event_titles and event_strings:
    Code:
    disaster_barbarian_horde
        icon    disaster
        heading_items 3
        format
        {
            title        center verdana        black
            string         center verdana_med khaki
            image     center    horde_nearby
            spacer         8
            bodystring     left   verdana_sml khaki left
        }
    The minor_win.bik entry is an indication that an error occurred - but it has nothing to do with the crash reason. The freeze before the crash is usually an indicator of the spawn taking place - in EBII we had freezes for several minutes when a hording happened. I am fairly certain that the crash is related to the hording - you could try to remove the hording entries in descr_sm_factions although I am not sure if that works without checking for entries in descr_strat (that file is not save game compatible).










  20. #20
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SS 6.4 crashes at the end of rebels' turn

    Thanks for your help on this Gigantus.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

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