Page 7 of 22 FirstFirst 1234567891011121314151617 ... LastLast
Results 121 to 140 of 433

Thread: Dagor Silmarillion [UPDATED]~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

  1. #121

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    HERE is the fix, paste it over your main data folder and replace the two files it tells you to. It shouldn't be saved game compatible but these things can be sometimes for some weird reason, probably because it was a hardcoded problem. New game is certainly recommended.
    Last edited by alreadyded; February 18, 2017 at 04:18 PM.

  2. #122

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'


  3. #123

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    savegame in case you still need it.....thank you!

  4. #124

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    Ya the spawn stacks scripts outside of the big battles are set to spawn way earlier than they should be and not near as spread out as they should be, must be brutal. I probably set them that way to put Gondolin to the real test and didn't undo it. They passed. I will set them back where they should be and maybe I'll make the current ones an optional 'get your ass kicked' mode.


    The bad guys get access to better units at turn 150, I haven't finished this up yet. This will make the game progress more and not just become a repetitive siegefest. I will also do a lot of other things as well, I have a list somewhere and I'm sure I will come up with stuff along the way but I am still doing basic stuff now and haven't even messed with the mid to late game other than copy/pasting scripts to happen again at a later turn. Also, just now thought of it, I will probably give the AI more build points in the First Age so defending is harder. More towers and ladders. Maybe even a script to spawn a catapult or two for them if they siege a settlement, I can always make it optional. You should either get surrounded or have to fall back or get backdoored is kinda the point of the main campaigns.

    Edit; I just upped the replenishment times for catapults and made the troll and orc ones available to all, that may help a bit.


    Edit; And of course the strong stacks with characters haven't been added yet, these are what make the big battles actually mean something. The crummy Orc stacks are just a distraction.
    Last edited by alreadyded; February 18, 2017 at 08:52 PM.

  5. #125

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    I am playing my first campaign as khazad dum on the big map. I didnt try to look how berialand is doing but I get messages of factions going horde all the time, so I have an idea. I absolutly love the first age timeline as the dwarves. In third age it was always to easy playing with the dwarves, even on full difficulty, but now I am having trouble fighting off the orcs of ered engrim. I am kinda loked in the misty mountains and I havent even seen glaudrung and morgoth yet.

    The bugs I noticed so far were:
    -Dwarven Axethrowers caused ctd when throwing their axes (possibly a vannila bug I dont know)
    -Invisible rebel generals with the mountain trolls around the misty mountains.
    -The Erebor custom map caused a ctd 4 out of 5 times I tried to defend it (does some weird things with the walls and roof of the cave)

    Game has become much stabler in my opinion only got one or two random ctds in some random batlle but it worked the second time I loaded the game so I did'nt care. Got my first and only crash so far because of the icon bug at turn 100 or so (which ise'nt a big deal either cause I always able to safe before it crashes)

  6. #126
    Gallus's Avatar Protector Domesticus
    Join Date
    Jan 2011
    Posts
    4,765

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    If you give Morgoth more catapults you'll have to reduce the number of other troops. By a lot. The only reason I was able to hold Morgoth and Glaurung back is that my archers were able to kill 40% of a full stack before the gates of my town were breached. If Morgoth had catapults I'd be forced meet his stacks on the field instead of in a siege.

  7. #127

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    I will spread the non-battle stack spawns out more so that will reduce the number at any given time. Right now they are set to spawn every ten turns from turn 1. Each one is the same as the battle ones I think, I just copy/pasted scripts real quick and changed the turn numbers for testing. I need to remake them and add various troops as well. Also the factions in Beleriand will start more developed so that may need more rebalancing. I would rather the bad factions be too strong than be too weak so he will probably be too strong until I get it balanced better.


    Quote Originally Posted by LordHörschi View Post
    I am playing my first campaign as khazad dum on the big map. I didnt try to look how berialand is doing but I get messages of factions going horde all the time, so I have an idea. I absolutly love the first age timeline as the dwarves. In third age it was always to easy playing with the dwarves, even on full difficulty, but now I am having trouble fighting off the orcs of ered engrim. I am kinda loked in the misty mountains and I havent even seen glaudrung and morgoth yet.

    The bugs I noticed so far were:
    -Dwarven Axethrowers caused ctd when throwing their axes (possibly a vannila bug I dont know)
    -Invisible rebel generals with the mountain trolls around the misty mountains.
    -The Erebor custom map caused a ctd 4 out of 5 times I tried to defend it (does some weird things with the walls and roof of the cave)

    Game has become much stabler in my opinion only got one or two random ctds in some random batlle but it worked the second time I loaded the game so I did'nt care. Got my first and only crash so far because of the icon bug at turn 100 or so (which ise'nt a big deal either cause I always able to safe before it crashes)
    Do you have the files in your models_missiles folder for the axes? They should be there. They should have been packed in the 9.4 files.

    HERE they are if you don't have them.
    Last edited by alreadyded; February 19, 2017 at 08:45 AM.

  8. #128

    Default

    Gondolin.7z

    i just added the data folder you posted above,, will try and let you know

    edit; still crashing on every battle.... i dunno what is going on.....

    Spoiler Alert, click show to read: 
    09:49:27.359 [system.io] [info] exists: missing mods/Third_Age_PCP/data/PreBattleCameras.xml
    09:49:27.360 [system.io] [trace] file open,,data/PreBattleCameras.xml,,not found
    09:49:27.360 [system.io] [trace] pack open,packs/localized.pack,data/PreBattleCameras.xml,,not found
    09:49:27.360 [system.io] [trace] pack open,packs/data_1.pack,data/PreBattleCameras.xml,3953
    09:49:27.360 [system.io] [info] open: found data/PreBattleCameras.xml (from: packs/data_1.pack)
    09:49:27.361 [system.io] [trace] pack close,,data/prebattlecameras.xml,,,-3953
    09:49:27.361 [system.io] [info] exists: missing mods/Third_Age_PCP/data/cameras
    09:49:27.361 [system.io] [trace] file open,,data/cameras/Battlefield_Pan_Left.cam,,not found
    09:49:27.362 [system.io] [trace] pack open,packs/data_0.pack,data/cameras/Battlefield_Pan_Left.cam,13411
    09:49:27.362 [system.io] [info] open: found data/cameras/Battlefield_Pan_Left.cam (from: packs/data_0.pack)
    09:49:27.364 [system.io] [trace] pack close,,data/cameras/battlefield_pan_left.cam,,,-13411
    09:49:27.365 [game.script.exec] [trace] exec <set_counter> at line 10953 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:27.365 [game.script.counter] [trace] counter <fire_labels> = 0
    09:49:27.365 [game.script.exec] [trace] exec <battle_wait> at line 10954 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:27.365 [game.script.timer.battle] [trace] Battle timer started 0.60 @ 0, line number 10954
    09:49:28.841 [game.script.timer.battle] [trace] Battle timer finished 0.60 @ 0.6, line number 10954
    09:49:28.841 [game.script.exec] [trace] exec <if> at line 10957 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.841 [game.script.exec] [trace] exec <if> at line 10962 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.841 [game.script.exec] [trace] exec <if> at line 10968 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.841 [game.script.exec] [trace] exec <set_counter> at line 10968 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.841 [game.script.counter] [trace] counter <player_unit_count> = 0
    09:49:28.841 [game.script.exec] [trace] exec <if> at line 10970 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.exec] [trace] exec <label_unit> at line 10970 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.exec] [trace] exec <inc_counter> at line 10971 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.counter] [trace] counter <player_unit_count> = 1
    09:49:28.842 [game.script.exec] [trace] exec <if> at line 10973 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.exec] [trace] exec <label_unit> at line 10973 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.exec] [trace] exec <inc_counter> at line 10974 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.counter] [trace] counter <player_unit_count> = 2
    09:49:28.842 [game.script.exec] [trace] exec <if> at line 10976 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.exec] [trace] exec <label_unit> at line 10976 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.exec] [trace] exec <inc_counter> at line 10977 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.counter] [trace] counter <player_unit_count> = 3
    09:49:28.842 [game.script.exec] [trace] exec <if> at line 10979 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <label_unit> at line 10979 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <inc_counter> at line 10980 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.counter] [trace] counter <player_unit_count> = 4
    09:49:28.843 [game.script.exec] [trace] exec <if> at line 10982 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <if> at line 11053 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <set_counter> at line 11053 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.counter] [trace] counter <enemy_unit_count> = 0
    09:49:28.843 [game.script.exec] [trace] exec <if> at line 11055 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <label_unit> at line 11055 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <inc_counter> at line 11056 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.counter] [trace] counter <enemy_unit_count> = 1
    09:49:28.843 [game.script.exec] [trace] exec <if> at line 11058 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <label_unit> at line 11058 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <inc_counter> at line 11059 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.counter] [trace] counter <enemy_unit_count> = 2
    09:49:28.844 [game.script.exec] [trace] exec <if> at line 11061 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.exec] [trace] exec <label_unit> at line 11061 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.exec] [trace] exec <inc_counter> at line 11062 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.counter] [trace] counter <enemy_unit_count> = 3
    09:49:28.844 [game.script.exec] [trace] exec <if> at line 11064 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.exec] [trace] exec <label_unit> at line 11064 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.exec] [trace] exec <inc_counter> at line 11065 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.counter] [trace] counter <enemy_unit_count> = 4
    09:49:28.844 [game.script.exec] [trace] exec <if> at line 11067 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.exec] [trace] exec <label_unit> at line 11067 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.exec] [trace] exec <inc_counter> at line 11068 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.counter] [trace] counter <enemy_unit_count> = 5
    09:49:28.845 [game.script.exec] [trace] exec <if> at line 11070 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.exec] [trace] exec <label_unit> at line 11070 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.exec] [trace] exec <inc_counter> at line 11071 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.counter] [trace] counter <enemy_unit_count> = 6
    09:49:28.845 [game.script.exec] [trace] exec <if> at line 11073 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.exec] [trace] exec <label_unit> at line 11073 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.exec] [trace] exec <inc_counter> at line 11074 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.counter] [trace] counter <enemy_unit_count> = 7
    09:49:28.845 [game.script.exec] [trace] exec <if> at line 11076 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.exec] [trace] exec <label_unit> at line 11076 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.exec] [trace] exec <inc_counter> at line 11077 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.counter] [trace] counter <enemy_unit_count> = 8
    09:49:28.845 [game.script.exec] [trace] exec <if> at line 11079 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.exec] [trace] exec <label_unit> at line 11079 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <inc_counter> at line 11080 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.counter] [trace] counter <enemy_unit_count> = 9
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11082 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <label_unit> at line 11082 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <inc_counter> at line 11083 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.counter] [trace] counter <enemy_unit_count> = 10
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11085 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <label_unit> at line 11085 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <inc_counter> at line 11086 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.counter] [trace] counter <enemy_unit_count> = 11
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11088 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11138 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11139 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11142 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11145 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11148 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <define_unit_group> at line 11148 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11151 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11154 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11157 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11160 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11163 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11166 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11169 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11172 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11175 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11178 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11181 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11184 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11187 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11190 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11193 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11196 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11202 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11203 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11206 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11209 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11212 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11215 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11218 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11221 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11224 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11227 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11230 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11233 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <define_unit_group> at line 11233 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11236 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11239 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11242 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11245 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11248 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11251 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11254 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11257 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11260 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11265 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11553 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11554 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11555 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <set_counter> at line 11555 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.counter] [trace] counter <pu1_missile> = 1
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11558 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11563 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11564 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11572 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11573 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11581 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11582 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <set_counter> at line 11582 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.851 [game.script.counter] [trace] counter <pu4_missile> = 1
    09:49:28.851 [game.script.exec] [trace] exec <if> at line 11585 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.851 [game.script.exec] [trace] exec <if> at line 11590 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.851 [game.script.exec] [trace] exec <if> at line 11756 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.851 [game.script.exec] [trace] exec <battle_wait> at line 11959 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.851 [game.script.timer.battle] [trace] Battle timer started 0.60 @ 0.6, line number 11959
    09:49:29.523 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


    something wrong with the prebattle camera??? i dunno this is beyond me

    edit; sorry for making your thread a mess, i followed your install instructions..... never had this problem before with any other mod..... anybody have an idea where i should start?
    Last edited by JVR; February 19, 2017 at 11:56 AM. Reason: consecutive posting in a very short time

  9. #129

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    It doesn't crash for me, the log shows the battle wait timer at the end, could be the BAI. I haven't a clue why all battles would crash, something real important is missing is my guess but then all battles should be crashing for everyone.
    Last edited by alreadyded; February 19, 2017 at 10:25 AM.

  10. #130

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    Feedback on 1st Age Dagor Silmarillion: Faction House of Bor, current turn 114.
    I played the faction to lore and made it a priority to get cavalry support up to the sons of Feanor and help defend Maglor's Gap. I figured the onslaught would come soon, and sure enough it did. Stacks of Glaurung faction down from the north. I found ways to help where I could with a relatively small stack of four cavalry units. Meanwhile, House of Bor only starts with two provinces - the town I started developing for income and the castle for making more cavalry units (Bor faction is based on Balchoth units). Due to being relatively close to the action, and that I would need units quick, I didn't plan on being able to develop the settlements to a significant degree.
    As expected, the men of Beren's clan (House of Beor) were the first to go on the north side of the mountains - they were in horde mode by around turn 50. By turn 65 Fingolfin was a wandering stack in the west and the realm of the sons of Feanor but a memory (other than a wandering stack). The hordes of Morgoth and Glaurung steadily made their way south - I found my cavalry useless against many of the Glaurung stacks with the bats and dragons and focused on building up the force in my castle. But I always kept a force of cavalry wandering around looking to pick off stragglers. Seeing the writing on the wall for my town (around turn 80) I gutted it - units to the castle and demo'd all the structures for money. Spent that money on units and waited it out.

    By around turn 85 a full stack of orcs attacked the castle. I fought a long epic battle (with 3/4 stack in castle) and had victory, but like a dummy I chose the "continue battle" option so I could chase 100s of fleeing orcs away from my walls in slaughter - bang - CTD and the whole battle was for nothing. Second time I just autoresolved and got a ridiculous result (they took my castle losing only 215 orcs!). But to my surprise when I was back on the campaign screen I had a large stack next to the castle with two new captains, chariots, etc. I went hoard! So I headed off with my hoard straight toward the nearest other town not well defended and took it (and burned it to the ground). I made my way back up and helped the sons of Feanor re-take their capital (Hill of Himring). I planted my hoard stack next to Himring and have helped them keep it up to turn 114. Meanwhile, I have a small cavalry stack (four units) I wandered with all the way over into Doriath and have been picking off small stacks of Morgoth's units (yay no bats or dragons!). I've become very good at taking out orcs with cavalry now, winning battles outnumbered 4 to 1 or more. But my number of men has dwindled with no hope of retraining so I have to watch my double gold unit fade away. I suppose I will continue to play out the support Himring thing and see what happens. It's an island surrounded by enemy provinces. Gondolin is in the same boat as of turn 114 but they look cozy and strong in the little valley. Fingolfin has reestablished along the coast with a House of Marach horde standing by. Doriath is being infiltrated but should hold for a while. The dwarves of Belegost still have one province but were largely decimated by turn 60. House of Haldad went down around turn 105. Nargothrond is just now starting to feel the heat, along with Ulfang and the green elves of Ossiriand. Cirdan's coast elves remain strong. Ungoliant is completely untouched and has not expanded. Just big stacks no one wants to mess with. To this point the mod has played out much like the book.

  11. #131

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    Here's a list of observations, suggested changes, grumbles etc that I came up with while playing the House of Bor First Age campaign:
    --In this mod do you always go hoard when your last settlement is taken? I was at -120,000 gold by turn 114 because I was making no money, but still getting messages that it was a good harvest.
    --One time I moved a cavalry stack next to support the castle when it was under seige, then when they attacked it was an outdoor battle. That does not seem right - I was expecting to be in the castle defending with the cavalry units coming onto the battle map in support. I suppose I've had this happen before, but is there a way to avoid this?
    --I've mentioned before how it can be annoying how when I have a unit hiding and an enemy unit comes upon them yet the surprise appears to be on me somehow. I can't even flee.
    --I would very much prefer an option to have no Glaurung faction, just Morgoth. Lore oriented guy and Morgoth does not tolerate a partner in crime. I'd rather the dragons and bats just be mixed in with Morgoth units and have a sea of black moving down from the north instead of the red.
    --I noticed that even before they became hoard the sons of Feanor elven captains mainly wandered around alone getting chased all over the place. Yet their settlements would have no governor. Seems like they need to be corralled a bit.
    --I assisted a besieged elven palisade town defend against a Glaurung stack (I was cavalry). On the battle field watched the elves line up along the walls and get fried over and over again by three dragons standing outside the gate. As each unit went down a new one moved up and got fried (as well as stuck with arrows). Is it possible to have the units move away from the walls when taking heavy casualties from missiles, maybe go defend the town center instead of the gate.
    --During a large battle multiple units of orc archers spent most of the time moving up and down a hillside instead of firing at anyone. I assume this was in response to other enemy units, but sometimes they didn't seem all that close. I suppose there is only so much you can do with AI, but I was thinking if there was a timer that limited how long they will skirmish before settling in and just firing.
    --I hate the bats. My computer does anyway. I avoid the battles.
    --I've noticed the orcs often have high ranks as if they have been in many battles. I think it would be nice to have at least my beginning units be seasoned veterans at the get go. It can be hard to get my units to the levels I see that are very common in the orc stacks. Maybe some balancing?

    Overall the First Age campaign was highly playable and very different from the Third Age campaigns. You know you're screwed, it's all about going down in a manner worthy of song. I look forward to playing it some day with tailored units and the other details specific to the setting. I want to see what Morgoth looks like!

  12. #132

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    Quote Originally Posted by JVR View Post
    Gondolin.7z

    i just added the data folder you posted above,, will try and let you know

    edit; still crashing on every battle.... i dunno what is going on.....

    Spoiler Alert, click show to read: 
    09:49:27.359 [system.io] [info] exists: missing mods/Third_Age_PCP/data/PreBattleCameras.xml
    09:49:27.360 [system.io] [trace] file open,,data/PreBattleCameras.xml,,not found
    09:49:27.360 [system.io] [trace] pack open,packs/localized.pack,data/PreBattleCameras.xml,,not found
    09:49:27.360 [system.io] [trace] pack open,packs/data_1.pack,data/PreBattleCameras.xml,3953
    09:49:27.360 [system.io] [info] open: found data/PreBattleCameras.xml (from: packs/data_1.pack)
    09:49:27.361 [system.io] [trace] pack close,,data/prebattlecameras.xml,,,-3953
    09:49:27.361 [system.io] [info] exists: missing mods/Third_Age_PCP/data/cameras
    09:49:27.361 [system.io] [trace] file open,,data/cameras/Battlefield_Pan_Left.cam,,not found
    09:49:27.362 [system.io] [trace] pack open,packs/data_0.pack,data/cameras/Battlefield_Pan_Left.cam,13411
    09:49:27.362 [system.io] [info] open: found data/cameras/Battlefield_Pan_Left.cam (from: packs/data_0.pack)
    09:49:27.364 [system.io] [trace] pack close,,data/cameras/battlefield_pan_left.cam,,,-13411
    09:49:27.365 [game.script.exec] [trace] exec <set_counter> at line 10953 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:27.365 [game.script.counter] [trace] counter <fire_labels> = 0
    09:49:27.365 [game.script.exec] [trace] exec <battle_wait> at line 10954 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:27.365 [game.script.timer.battle] [trace] Battle timer started 0.60 @ 0, line number 10954
    09:49:28.841 [game.script.timer.battle] [trace] Battle timer finished 0.60 @ 0.6, line number 10954
    09:49:28.841 [game.script.exec] [trace] exec <if> at line 10957 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.841 [game.script.exec] [trace] exec <if> at line 10962 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.841 [game.script.exec] [trace] exec <if> at line 10968 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.841 [game.script.exec] [trace] exec <set_counter> at line 10968 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.841 [game.script.counter] [trace] counter <player_unit_count> = 0
    09:49:28.841 [game.script.exec] [trace] exec <if> at line 10970 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.exec] [trace] exec <label_unit> at line 10970 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.exec] [trace] exec <inc_counter> at line 10971 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.counter] [trace] counter <player_unit_count> = 1
    09:49:28.842 [game.script.exec] [trace] exec <if> at line 10973 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.exec] [trace] exec <label_unit> at line 10973 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.exec] [trace] exec <inc_counter> at line 10974 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.counter] [trace] counter <player_unit_count> = 2
    09:49:28.842 [game.script.exec] [trace] exec <if> at line 10976 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.exec] [trace] exec <label_unit> at line 10976 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.exec] [trace] exec <inc_counter> at line 10977 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.842 [game.script.counter] [trace] counter <player_unit_count> = 3
    09:49:28.842 [game.script.exec] [trace] exec <if> at line 10979 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <label_unit> at line 10979 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <inc_counter> at line 10980 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.counter] [trace] counter <player_unit_count> = 4
    09:49:28.843 [game.script.exec] [trace] exec <if> at line 10982 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <if> at line 11053 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <set_counter> at line 11053 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.counter] [trace] counter <enemy_unit_count> = 0
    09:49:28.843 [game.script.exec] [trace] exec <if> at line 11055 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <label_unit> at line 11055 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <inc_counter> at line 11056 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.counter] [trace] counter <enemy_unit_count> = 1
    09:49:28.843 [game.script.exec] [trace] exec <if> at line 11058 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <label_unit> at line 11058 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.843 [game.script.exec] [trace] exec <inc_counter> at line 11059 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.counter] [trace] counter <enemy_unit_count> = 2
    09:49:28.844 [game.script.exec] [trace] exec <if> at line 11061 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.exec] [trace] exec <label_unit> at line 11061 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.exec] [trace] exec <inc_counter> at line 11062 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.counter] [trace] counter <enemy_unit_count> = 3
    09:49:28.844 [game.script.exec] [trace] exec <if> at line 11064 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.exec] [trace] exec <label_unit> at line 11064 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.exec] [trace] exec <inc_counter> at line 11065 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.counter] [trace] counter <enemy_unit_count> = 4
    09:49:28.844 [game.script.exec] [trace] exec <if> at line 11067 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.exec] [trace] exec <label_unit> at line 11067 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.exec] [trace] exec <inc_counter> at line 11068 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.844 [game.script.counter] [trace] counter <enemy_unit_count> = 5
    09:49:28.845 [game.script.exec] [trace] exec <if> at line 11070 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.exec] [trace] exec <label_unit> at line 11070 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.exec] [trace] exec <inc_counter> at line 11071 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.counter] [trace] counter <enemy_unit_count> = 6
    09:49:28.845 [game.script.exec] [trace] exec <if> at line 11073 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.exec] [trace] exec <label_unit> at line 11073 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.exec] [trace] exec <inc_counter> at line 11074 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.counter] [trace] counter <enemy_unit_count> = 7
    09:49:28.845 [game.script.exec] [trace] exec <if> at line 11076 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.exec] [trace] exec <label_unit> at line 11076 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.exec] [trace] exec <inc_counter> at line 11077 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.counter] [trace] counter <enemy_unit_count> = 8
    09:49:28.845 [game.script.exec] [trace] exec <if> at line 11079 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.845 [game.script.exec] [trace] exec <label_unit> at line 11079 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <inc_counter> at line 11080 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.counter] [trace] counter <enemy_unit_count> = 9
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11082 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <label_unit> at line 11082 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <inc_counter> at line 11083 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.counter] [trace] counter <enemy_unit_count> = 10
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11085 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <label_unit> at line 11085 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <inc_counter> at line 11086 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.counter] [trace] counter <enemy_unit_count> = 11
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11088 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11138 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11139 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11142 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11145 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.846 [game.script.exec] [trace] exec <if> at line 11148 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <define_unit_group> at line 11148 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11151 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11154 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11157 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11160 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11163 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11166 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11169 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11172 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11175 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11178 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11181 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11184 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11187 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.847 [game.script.exec] [trace] exec <if> at line 11190 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11193 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11196 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11202 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11203 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11206 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11209 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11212 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11215 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11218 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11221 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11224 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.848 [game.script.exec] [trace] exec <if> at line 11227 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11230 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11233 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <define_unit_group> at line 11233 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11236 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11239 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11242 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11245 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11248 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11251 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11254 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11257 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.849 [game.script.exec] [trace] exec <if> at line 11260 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11265 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11553 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11554 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11555 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <set_counter> at line 11555 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.counter] [trace] counter <pu1_missile> = 1
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11558 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11563 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11564 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11572 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11573 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11581 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <if> at line 11582 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.850 [game.script.exec] [trace] exec <set_counter> at line 11582 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.851 [game.script.counter] [trace] counter <pu4_missile> = 1
    09:49:28.851 [game.script.exec] [trace] exec <if> at line 11585 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.851 [game.script.exec] [trace] exec <if> at line 11590 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.851 [game.script.exec] [trace] exec <if> at line 11756 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.851 [game.script.exec] [trace] exec <battle_wait> at line 11959 in mods/Third_Age_PCP/data/world/maps/campaign/custom/DB/campaign_script.txt
    09:49:28.851 [game.script.timer.battle] [trace] Battle timer started 0.60 @ 0.6, line number 11959
    09:49:29.523 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.


    something wrong with the prebattle camera??? i dunno this is beyond me

    edit; sorry for making your thread a mess, i followed your install instructions..... never had this problem before with any other mod..... anybody have an idea where i should start?
    Deleting the descr_geography_new.db file is all I can think of. The file itself should be fine, the game engine is just stoopid about the file due to a timestamp or something, just delete it if battles are still all crashing. All it is for is the battlefield grass I think.

    Edit; Also make sure you don't have that file in your m2tw/data folder. If there is one there just delete that one first.


    Quote Originally Posted by Kellenpure View Post
    Feedback on 1st Age Dagor Silmarillion: Faction House of Bor, current turn 114.
    I played the faction to lore and made it a priority to get cavalry support up to the sons of Feanor and help defend Maglor's Gap. I figured the onslaught would come soon, and sure enough it did. Stacks of Glaurung faction down from the north. I found ways to help where I could with a relatively small stack of four cavalry units. Meanwhile, House of Bor only starts with two provinces - the town I started developing for income and the castle for making more cavalry units (Bor faction is based on Balchoth units). Due to being relatively close to the action, and that I would need units quick, I didn't plan on being able to develop the settlements to a significant degree.
    As expected, the men of Beren's clan (House of Beor) were the first to go on the north side of the mountains - they were in horde mode by around turn 50. By turn 65 Fingolfin was a wandering stack in the west and the realm of the sons of Feanor but a memory (other than a wandering stack). The hordes of Morgoth and Glaurung steadily made their way south - I found my cavalry useless against many of the Glaurung stacks with the bats and dragons and focused on building up the force in my castle. But I always kept a force of cavalry wandering around looking to pick off stragglers. Seeing the writing on the wall for my town (around turn 80) I gutted it - units to the castle and demo'd all the structures for money. Spent that money on units and waited it out.

    By around turn 85 a full stack of orcs attacked the castle. I fought a long epic battle (with 3/4 stack in castle) and had victory, but like a dummy I chose the "continue battle" option so I could chase 100s of fleeing orcs away from my walls in slaughter - bang - CTD and the whole battle was for nothing. Second time I just autoresolved and got a ridiculous result (they took my castle losing only 215 orcs!). But to my surprise when I was back on the campaign screen I had a large stack next to the castle with two new captains, chariots, etc. I went hoard! So I headed off with my hoard straight toward the nearest other town not well defended and took it (and burned it to the ground). I made my way back up and helped the sons of Feanor re-take their capital (Hill of Himring). I planted my hoard stack next to Himring and have helped them keep it up to turn 114. Meanwhile, I have a small cavalry stack (four units) I wandered with all the way over into Doriath and have been picking off small stacks of Morgoth's units (yay no bats or dragons!). I've become very good at taking out orcs with cavalry now, winning battles outnumbered 4 to 1 or more. But my number of men has dwindled with no hope of retraining so I have to watch my double gold unit fade away. I suppose I will continue to play out the support Himring thing and see what happens. It's an island surrounded by enemy provinces. Gondolin is in the same boat as of turn 114 but they look cozy and strong in the little valley. Fingolfin has reestablished along the coast with a House of Marach horde standing by. Doriath is being infiltrated but should hold for a while. The dwarves of Belegost still have one province but were largely decimated by turn 60. House of Haldad went down around turn 105. Nargothrond is just now starting to feel the heat, along with Ulfang and the green elves of Ossiriand. Cirdan's coast elves remain strong. Ungoliant is completely untouched and has not expanded. Just big stacks no one wants to mess with. To this point the mod has played out much like the book.
    Quote Originally Posted by Kellenpure View Post
    Here's a list of observations, suggested changes, grumbles etc that I came up with while playing the House of Bor First Age campaign:
    --In this mod do you always go hoard when your last settlement is taken? I was at -120,000 gold by turn 114 because I was making no money, but still getting messages that it was a good harvest.
    --One time I moved a cavalry stack next to support the castle when it was under seige, then when they attacked it was an outdoor battle. That does not seem right - I was expecting to be in the castle defending with the cavalry units coming onto the battle map in support. I suppose I've had this happen before, but is there a way to avoid this?
    --I've mentioned before how it can be annoying how when I have a unit hiding and an enemy unit comes upon them yet the surprise appears to be on me somehow. I can't even flee.
    --I would very much prefer an option to have no Glaurung faction, just Morgoth. Lore oriented guy and Morgoth does not tolerate a partner in crime. I'd rather the dragons and bats just be mixed in with Morgoth units and have a sea of black moving down from the north instead of the red.
    --I noticed that even before they became hoard the sons of Feanor elven captains mainly wandered around alone getting chased all over the place. Yet their settlements would have no governor. Seems like they need to be corralled a bit.
    --I assisted a besieged elven palisade town defend against a Glaurung stack (I was cavalry). On the battle field watched the elves line up along the walls and get fried over and over again by three dragons standing outside the gate. As each unit went down a new one moved up and got fried (as well as stuck with arrows). Is it possible to have the units move away from the walls when taking heavy casualties from missiles, maybe go defend the town center instead of the gate.
    --During a large battle multiple units of orc archers spent most of the time moving up and down a hillside instead of firing at anyone. I assume this was in response to other enemy units, but sometimes they didn't seem all that close. I suppose there is only so much you can do with AI, but I was thinking if there was a timer that limited how long they will skirmish before settling in and just firing.
    --I hate the bats. My computer does anyway. I avoid the battles.
    --I've noticed the orcs often have high ranks as if they have been in many battles. I think it would be nice to have at least my beginning units be seasoned veterans at the get go. It can be hard to get my units to the levels I see that are very common in the orc stacks. Maybe some balancing?

    Overall the First Age campaign was highly playable and very different from the Third Age campaigns. You know you're screwed, it's all about going down in a manner worthy of song. I look forward to playing it some day with tailored units and the other details specific to the setting. I want to see what Morgoth looks like!
    Thanks. The drakes shouldn't start showing up until later, I'll fix it. The bats are mini fell beasts really, the wings have too many verts for such a small unit and the unit numbers are large, I was just too lazy to make and animate new wings. It will be done eventually though. You can just delete them from the buildings file so they can't be recruited, its save game compatible. Also I will make them more rare, they are just a flavor unit.


    The Balchoth were based off the House of Bor before I even started making this mod. One of the reasons this was so easy to make was that I added a lot of First Age influence into the Third and Fourth Age so I just built off of that.

    As for units, shared Noldor units with faction specific skins for the Elves is the priority (tall helms, yada yada), then Glaurung. After that I don't know, the rest isn't a priority but it will get done.

    I haven't decided or even thought what Morgoth should look like yet, I may just scale up the one Black Numenorean unit with the spikes on the armor for a place holder or keep using Sauron but with different textures for now. You may never even encounter him so it isn't a priority like Glaurung who will inevitably be encountered probably more than once. Also I have been wanting to remake those Uruloki units for a long time now, I spent zero time on them.
    Last edited by alreadyded; February 20, 2017 at 11:03 AM.

  13. #133
    Gallus's Avatar Protector Domesticus
    Join Date
    Jan 2011
    Posts
    4,765

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    After some more testing, I've come to the conclusion that the game would be well balanced if all good factions were human controlled. The problem is that the AI good guys literary can't win a single battle. There are two reasons why:
    1) They rely on archers at the start of the game, and archers are horrible in autoresolve. That means the good guys need more units than Morgoth to win a battle.
    2) Morgoth always attacks with scripted full stacks. That means the good guys need more than a full stack to win, and the AI is not clever enough to that.

    It's actually possible to survive the first two great battles, but after every great battle you lose two or three allies. At this rate I won't be able to survive the third, because Gondolin, Ossiriand and I will be the only factions left.

    edit: And I suggest adding a few forts to Maglor's Gap, so that leaving Ard Galen becomes a viable option. The Gap is so wide that I can't stop all of Glaurung's forces moving through.
    Last edited by Gallus; February 20, 2017 at 01:25 PM.

  14. #134

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    The AI has no scripts to help it yet, I literally added none which is why I am totally shocked that v1 worked how I wanted it to since I did nothing to ensure it did happen. I will add basic garrison scripts to help the AI and the good factions will get scripted bonuses (player included in the First Age), they will also get more bonuses when they go horde (player included). In the end the First Age will be much more scripted to ensure things happen since it is all past-tense and not open-ended. Even the historical events should all be in past-tense as if it already happened even though the events show before you experience it.

    I think I finally got the start stuff done so some of that upcoming crap may make it into the Alpha release. Right now I don't consider it playable though I do enjoy playing it, I just keep finding too many obvious bugs is all. Still had Third Age characters for a couple factions even, starting units that the faction can't even recruit, and Kibil-dum path blocked, crap like that needs to be gone at least. The other mod is the focus now since I did actually release that, but please do keep posting feedback, it is saving me tons of playtesting time.

    As for Glaurung, the original plan is still in place, have him start as a horde with the same faction color as Morgoth. He has regions now so I can do the buildings and recruitment crap. It is basically a duplicate faction only some building options that a dragon wouldn't care about were removed. The name I will use for now is Dor Gorgoroth I guess, still haven't decided. It will not be Brood of Glaurung since it is just the one dragon. On the Beleriand only map he may not even be a horde, not sure yet, making it optional is easy. I will probably end up keeping him overall since he was pretty independent when he took Nargothrond and I have no other use for the faction slot.
    Last edited by alreadyded; February 20, 2017 at 01:59 PM.

  15. #135

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    at a loss here, reinstalled the whole mod and still crashing on battles......

  16. #136
    Gallus's Avatar Protector Domesticus
    Join Date
    Jan 2011
    Posts
    4,765

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    Quote Originally Posted by JVR View Post
    at a loss here, reinstalled the whole mod and still crashing on battles......
    I've only had one crash in 140 turns. Does it crash in all battles or in specific situations?

    The most amazing thing has happened in my game. Falathrim(AI) have launched a counter attack and are pushing Morgoth back!

  17. #137

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    HERE is the geography file that should already be included. Try that.


    I forgot you need to put;

    rebuild_geography_db = true


    in your .cfg file to regen it yourself. I will upload a regend one.


    THIS one should be newer unless I mixed them up.



    One of these steps should fix it.
    Last edited by alreadyded; February 21, 2017 at 03:11 PM.

  18. #138

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    it seems to happen for all battles...... the log doesnt say anything out of the ordinary in terms of errors, could that happen if i use the wrong .bat files? i started my game on the unexplored map with the unexplored.bat file......i dunno its starting to piss me off....

    edit; so install o0rder is cleaner, P1, P2, 9.5, then the added .bat files?

    edit2; ok im just re-installing everything, i will try that right after everything is finished up, thanks
    Last edited by JVR; February 21, 2017 at 03:20 PM.

  19. #139

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    It has nothing to do with the file swapping, it doesn't get swapped, that file is just a problem file in this game engine for some people. My battles crash too if I just delete it to use the vanilla m2tw one, you need one specific to my mods maybe, some people don't and delete it and are fine. I don't get it, it is a super simple file that only handles the grass. You are required to delete the vanilla one if you unpack the m2tw files so make sure you did that.

  20. #140

    Default Re: Dagor Silmarillion ~ First Age Campaigns '...slain ye may be, and slain ye shall be: by weapon (bonuses) and by (coded) torment and by (scripted) grief...'

    Yes, the cleaner, P1, and P2 are old files you should already have. You only need to run one .bat file once then you can use your old shortcut. The swappers may not even need to be used at all for the First Age, I don't remember which is default, which ever I played last before upload, I would use the .bat the first time though just in case.


    Also; Those NSIS installers super duper compress files so using them multiple times will make them unstable, that could be the problem. Try downloading new ones if all else fails.
    Last edited by alreadyded; February 21, 2017 at 03:33 PM.

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •